wined3d: Store more information about pixel formats. This is needed for some WineD3D_...
[wine/hacks.git] / dlls / wined3d / directx.c
blob29f451ceabe73190330096c6778a1107d6662535
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
33 #include "config.h"
34 #include <assert.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 /* The d3d device ID */
41 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
43 /* Extension detection */
44 static const struct {
45 const char *extension_string;
46 GL_SupportedExt extension;
47 DWORD version;
48 } EXTENSION_MAP[] = {
49 /* APPLE */
50 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
51 {"GL_APPLE_fence", APPLE_FENCE, 0 },
52 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
53 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
56 /* ATI */
57 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
58 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
59 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
60 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
63 /* ARB */
64 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
65 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
66 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
67 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
68 {"GL_ARB_imaging", ARB_IMAGING, 0 },
69 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
70 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
71 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
72 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
73 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
74 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
75 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
76 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
77 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
78 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
79 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
80 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
81 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
82 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
83 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, 0 },
84 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
85 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
86 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
87 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
88 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
89 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
91 /* EXT */
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
98 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
99 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
100 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
101 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
102 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
103 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
104 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
105 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
106 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
107 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
108 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
109 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
110 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
111 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
112 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
113 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
114 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 0 },
115 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
117 /* NV */
118 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
119 {"GL_NV_fence", NV_FENCE, 0 },
120 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
121 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
122 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
123 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
124 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
125 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
126 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
127 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
128 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
129 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
130 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
131 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
132 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
133 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
134 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
138 /* SGI */
139 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
142 /**********************************************************
143 * Utility functions follow
144 **********************************************************/
146 /* Adapters */
147 static int numAdapters = 0;
148 static struct WineD3DAdapter Adapters[1];
150 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
152 /* lookup tables */
153 int minLookup[MAX_LOOKUPS];
154 int maxLookup[MAX_LOOKUPS];
155 DWORD *stateLookup[MAX_LOOKUPS];
157 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
158 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
159 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
160 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
161 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
162 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
166 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
167 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
170 /* drawStridedSlow attributes */
171 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
172 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
173 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
174 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
175 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
178 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
179 * i.e., there is no GL Context - Get a default rendering context to enable the
180 * function query some info from GL.
183 static int wined3d_fake_gl_context_ref = 0;
184 static BOOL wined3d_fake_gl_context_foreign;
185 static BOOL wined3d_fake_gl_context_available = FALSE;
186 static HDC wined3d_fake_gl_context_hdc = NULL;
187 static HWND wined3d_fake_gl_context_hwnd = NULL;
189 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
190 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
192 0, 0, &wined3d_fake_gl_context_cs,
193 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
194 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
195 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
197 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
199 static void WineD3D_ReleaseFakeGLContext(void) {
200 HGLRC glCtx;
202 EnterCriticalSection(&wined3d_fake_gl_context_cs);
204 if(!wined3d_fake_gl_context_available) {
205 TRACE_(d3d_caps)("context not available\n");
206 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
207 return;
210 glCtx = pwglGetCurrentContext();
212 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
213 if (0 == (--wined3d_fake_gl_context_ref) ) {
214 if(!wined3d_fake_gl_context_foreign && glCtx) {
215 TRACE_(d3d_caps)("destroying fake GL context\n");
216 pwglMakeCurrent(NULL, NULL);
217 pwglDeleteContext(glCtx);
219 if(wined3d_fake_gl_context_hdc)
220 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
221 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
222 if(wined3d_fake_gl_context_hwnd)
223 DestroyWindow(wined3d_fake_gl_context_hwnd);
224 wined3d_fake_gl_context_hwnd = NULL;
225 wined3d_fake_gl_context_available = FALSE;
227 assert(wined3d_fake_gl_context_ref >= 0);
229 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
232 static BOOL WineD3D_CreateFakeGLContext(void) {
233 HGLRC glCtx = NULL;
235 EnterCriticalSection(&wined3d_fake_gl_context_cs);
237 TRACE("getting context...\n");
238 if(wined3d_fake_gl_context_ref > 0) goto ret;
239 assert(0 == wined3d_fake_gl_context_ref);
241 wined3d_fake_gl_context_foreign = TRUE;
243 glCtx = pwglGetCurrentContext();
244 if (!glCtx) {
245 PIXELFORMATDESCRIPTOR pfd;
246 int iPixelFormat;
248 wined3d_fake_gl_context_foreign = FALSE;
250 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
251 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
252 if(!wined3d_fake_gl_context_hwnd) {
253 ERR("HWND creation failed!\n");
254 goto fail;
256 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
257 if(!wined3d_fake_gl_context_hdc) {
258 ERR("GetDC failed!\n");
259 goto fail;
262 /* PixelFormat selection */
263 ZeroMemory(&pfd, sizeof(pfd));
264 pfd.nSize = sizeof(pfd);
265 pfd.nVersion = 1;
266 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
267 pfd.iPixelType = PFD_TYPE_RGBA;
268 pfd.cColorBits = 32;
269 pfd.iLayerType = PFD_MAIN_PLANE;
271 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
272 if(!iPixelFormat) {
273 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
274 ERR("Can't find a suitable iPixelFormat\n");
275 goto fail;
277 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
278 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
280 /* Create a GL context */
281 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
282 if (!glCtx) {
283 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
284 goto fail;
287 /* Make it the current GL context */
288 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
289 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
290 goto fail;
294 ret:
295 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
296 wined3d_fake_gl_context_ref++;
297 wined3d_fake_gl_context_available = TRUE;
298 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
299 return TRUE;
300 fail:
301 if(wined3d_fake_gl_context_hdc)
302 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
303 wined3d_fake_gl_context_hdc = NULL;
304 if(wined3d_fake_gl_context_hwnd)
305 DestroyWindow(wined3d_fake_gl_context_hwnd);
306 wined3d_fake_gl_context_hwnd = NULL;
307 if(glCtx) pwglDeleteContext(glCtx);
308 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
309 return FALSE;
312 /* Adjust the amount of used texture memory */
313 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
314 UINT Adapter = D3DDevice->adapterNo;
316 Adapters[Adapter].UsedTextureRam += glram;
317 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
318 return Adapters[Adapter].UsedTextureRam;
321 /**********************************************************
322 * IUnknown parts follows
323 **********************************************************/
325 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
327 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
329 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
330 if (IsEqualGUID(riid, &IID_IUnknown)
331 || IsEqualGUID(riid, &IID_IWineD3DBase)
332 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
333 IUnknown_AddRef(iface);
334 *ppobj = This;
335 return S_OK;
337 *ppobj = NULL;
338 return E_NOINTERFACE;
341 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
342 IWineD3DImpl *This = (IWineD3DImpl *)iface;
343 ULONG refCount = InterlockedIncrement(&This->ref);
345 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
346 return refCount;
349 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
350 IWineD3DImpl *This = (IWineD3DImpl *)iface;
351 ULONG ref;
352 TRACE("(%p) : Releasing from %d\n", This, This->ref);
353 ref = InterlockedDecrement(&This->ref);
354 if (ref == 0) {
355 HeapFree(GetProcessHeap(), 0, This);
358 return ref;
361 /* Set the shader type for this device, depending on the given capabilities,
362 * the device type, and the user preferences in wined3d_settings */
364 void select_shader_mode(
365 WineD3D_GL_Info *gl_info,
366 WINED3DDEVTYPE DeviceType,
367 int* ps_selected,
368 int* vs_selected) {
370 if (wined3d_settings.vs_mode == VS_NONE) {
371 *vs_selected = SHADER_NONE;
372 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
373 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
374 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
375 * shaders only on this card. */
376 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
377 *vs_selected = SHADER_ARB;
378 else
379 *vs_selected = SHADER_GLSL;
380 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
381 *vs_selected = SHADER_ARB;
382 } else {
383 *vs_selected = SHADER_NONE;
386 if (wined3d_settings.ps_mode == PS_NONE) {
387 *ps_selected = SHADER_NONE;
388 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
389 *ps_selected = SHADER_GLSL;
390 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
391 *ps_selected = SHADER_ARB;
392 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
393 *ps_selected = SHADER_ATI;
394 } else {
395 *ps_selected = SHADER_NONE;
399 /** Select the number of report maximum shader constants based on the selected shader modes */
400 static void select_shader_max_constants(
401 int ps_selected_mode,
402 int vs_selected_mode,
403 WineD3D_GL_Info *gl_info) {
405 switch (vs_selected_mode) {
406 case SHADER_GLSL:
407 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
408 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
409 break;
410 case SHADER_ARB:
411 /* We have to subtract any other PARAMs that we might use in our shader programs.
412 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
413 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
414 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
415 break;
416 default:
417 gl_info->max_vshader_constantsF = 0;
418 break;
421 switch (ps_selected_mode) {
422 case SHADER_GLSL:
423 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
424 * In theory the texbem instruction may need one more shader constant too. But lets assume
425 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
426 * and lets not take away a uniform needlessly from all other shaders.
428 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
429 break;
430 case SHADER_ARB:
431 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
432 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
434 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
435 break;
436 default:
437 gl_info->max_pshader_constantsF = 0;
438 break;
442 /**********************************************************
443 * IWineD3D parts follows
444 **********************************************************/
446 #define GLINFO_LOCATION (*gl_info)
447 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
448 GLuint prog;
449 BOOL ret = FALSE;
450 const char *testcode =
451 "!!ARBvp1.0\n"
452 "PARAM C[66] = { program.env[0..65] };\n"
453 "ADDRESS A0;"
454 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
455 "ARL A0.x, zero.x;\n"
456 "MOV result.position, C[A0.x + 65];\n"
457 "END\n";
459 while(glGetError());
460 GL_EXTCALL(glGenProgramsARB(1, &prog));
461 if(!prog) {
462 ERR("Failed to create an ARB offset limit test program\n");
464 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
465 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
466 strlen(testcode), testcode));
467 if(glGetError() != 0) {
468 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
469 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
470 ret = TRUE;
471 } else TRACE("OpenGL implementation allows offsets > 63\n");
473 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
474 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
475 checkGLcall("ARB vp offset limit test cleanup\n");
477 return ret;
480 static DWORD ver_for_ext(GL_SupportedExt ext)
482 unsigned int i;
483 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
484 if(EXTENSION_MAP[i].extension == ext) {
485 return EXTENSION_MAP[i].version;
488 return 0;
491 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
492 const char *GL_Extensions = NULL;
493 const char *WGL_Extensions = NULL;
494 const char *gl_string = NULL;
495 const char *gl_string_cursor = NULL;
496 GLint gl_max;
497 GLfloat gl_floatv[2];
498 int major = 1, minor = 0;
499 BOOL return_value = TRUE;
500 unsigned i;
501 HDC hdc;
502 unsigned int vidmem=0;
504 TRACE_(d3d_caps)("(%p)\n", gl_info);
506 ENTER_GL();
508 gl_string = (const char *) glGetString(GL_RENDERER);
509 if (NULL == gl_string)
510 gl_string = "None";
511 strcpy(gl_info->gl_renderer, gl_string);
513 gl_string = (const char *) glGetString(GL_VENDOR);
514 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
515 if (gl_string != NULL) {
516 /* Fill in the GL vendor */
517 if (strstr(gl_string, "NVIDIA")) {
518 gl_info->gl_vendor = VENDOR_NVIDIA;
519 } else if (strstr(gl_string, "ATI")) {
520 gl_info->gl_vendor = VENDOR_ATI;
521 } else if (strstr(gl_string, "Intel(R)") ||
522 strstr(gl_info->gl_renderer, "Intel(R)") ||
523 strstr(gl_string, "Intel Inc.")) {
524 gl_info->gl_vendor = VENDOR_INTEL;
525 } else if (strstr(gl_string, "Mesa")) {
526 gl_info->gl_vendor = VENDOR_MESA;
527 } else {
528 gl_info->gl_vendor = VENDOR_WINE;
530 } else {
531 gl_info->gl_vendor = VENDOR_WINE;
535 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
537 /* Parse the GL_VERSION field into major and minor information */
538 gl_string = (const char *) glGetString(GL_VERSION);
539 if (gl_string != NULL) {
541 /* First, parse the generic opengl version. This is supposed not to be convoluted with
542 * driver specific information
544 gl_string_cursor = gl_string;
545 major = atoi(gl_string_cursor);
546 if(major <= 0) {
547 ERR("Invalid opengl major version: %d\n", major);
549 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
550 ++gl_string_cursor;
552 if (*gl_string_cursor++ != '.') {
553 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
555 minor = atoi(gl_string_cursor);
556 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
557 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
559 /* Now parse the driver specific string which we'll report to the app */
560 switch (gl_info->gl_vendor) {
561 case VENDOR_NVIDIA:
562 gl_string_cursor = strstr(gl_string, "NVIDIA");
563 if (!gl_string_cursor) {
564 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
565 break;
568 gl_string_cursor = strstr(gl_string_cursor, " ");
569 if (!gl_string_cursor) {
570 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
571 break;
574 while (*gl_string_cursor == ' ') {
575 ++gl_string_cursor;
578 if (!*gl_string_cursor) {
579 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
580 break;
583 major = atoi(gl_string_cursor);
584 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
585 ++gl_string_cursor;
588 if (*gl_string_cursor++ != '.') {
589 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
590 break;
593 minor = atoi(gl_string_cursor);
594 minor = major*100+minor;
595 major = 10;
597 break;
599 case VENDOR_ATI:
600 major = minor = 0;
601 gl_string_cursor = strchr(gl_string, '-');
602 if (gl_string_cursor) {
603 int error = 0;
604 gl_string_cursor++;
606 /* Check if version number is of the form x.y.z */
607 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
608 error = 1;
609 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
610 error = 1;
611 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
612 error = 1;
613 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
614 error = 1;
616 /* Mark version number as malformed */
617 if (error)
618 gl_string_cursor = 0;
621 if (!gl_string_cursor)
622 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
623 else {
624 major = *gl_string_cursor - '0';
625 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
627 break;
629 case VENDOR_INTEL:
630 /* Apple and Mesa version strings look differently, but both provide intel drivers */
631 if(strstr(gl_string, "APPLE")) {
632 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
633 * We only need the first part, and use the APPLE as identification
634 * "1.2 APPLE-1.4.56"
636 gl_string_cursor = gl_string;
637 major = atoi(gl_string_cursor);
638 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
639 ++gl_string_cursor;
642 if (*gl_string_cursor++ != '.') {
643 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
644 break;
647 minor = atoi(gl_string_cursor);
648 break;
651 case VENDOR_MESA:
652 gl_string_cursor = strstr(gl_string, "Mesa");
653 gl_string_cursor = strstr(gl_string_cursor, " ");
654 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
655 if (*gl_string_cursor) {
656 char tmp[16];
657 int cursor = 0;
659 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
660 tmp[cursor++] = *gl_string_cursor;
661 ++gl_string_cursor;
663 tmp[cursor] = 0;
664 major = atoi(tmp);
666 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
667 ++gl_string_cursor;
669 cursor = 0;
670 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
671 tmp[cursor++] = *gl_string_cursor;
672 ++gl_string_cursor;
674 tmp[cursor] = 0;
675 minor = atoi(tmp);
677 break;
679 default:
680 major = 0;
681 minor = 9;
683 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
684 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
685 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
686 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
687 } else {
688 FIXME("OpenGL driver did not return version information\n");
689 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
690 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
693 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
696 * Initialize openGL extension related variables
697 * with Default values
699 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
700 gl_info->max_buffers = 1;
701 gl_info->max_textures = 1;
702 gl_info->max_texture_stages = 1;
703 gl_info->max_fragment_samplers = 1;
704 gl_info->max_vertex_samplers = 0;
705 gl_info->max_combined_samplers = 0;
706 gl_info->max_sampler_stages = 1;
707 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
708 gl_info->ps_arb_max_temps = 0;
709 gl_info->ps_arb_max_instructions = 0;
710 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
711 gl_info->vs_arb_max_temps = 0;
712 gl_info->vs_arb_max_instructions = 0;
713 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
714 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
715 gl_info->vs_glsl_constantsF = 0;
716 gl_info->ps_glsl_constantsF = 0;
717 gl_info->vs_arb_constantsF = 0;
718 gl_info->ps_arb_constantsF = 0;
720 /* Retrieve opengl defaults */
721 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
722 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
723 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
725 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
726 gl_info->max_lights = gl_max;
727 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
729 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
730 gl_info->max_texture_size = gl_max;
731 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
733 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
734 gl_info->max_pointsizemin = gl_floatv[0];
735 gl_info->max_pointsize = gl_floatv[1];
736 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
738 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
739 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
740 TRACE_(d3d_caps)("GL_Extensions reported:\n");
742 if (NULL == GL_Extensions) {
743 ERR(" GL_Extensions returns NULL\n");
744 } else {
745 while (*GL_Extensions != 0x00) {
746 const char *Start;
747 char ThisExtn[256];
748 size_t len;
750 while (isspace(*GL_Extensions)) GL_Extensions++;
751 Start = GL_Extensions;
752 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
753 GL_Extensions++;
756 len = GL_Extensions - Start;
757 if (len == 0 || len >= sizeof(ThisExtn))
758 continue;
760 memcpy(ThisExtn, Start, len);
761 ThisExtn[len] = '\0';
762 TRACE_(d3d_caps)("- %s\n", ThisExtn);
764 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
765 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
766 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
767 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
768 break;
772 /* Now work out what GL support this card really has */
773 #define USE_GL_FUNC(type, pfn, ext, replace) { \
774 DWORD ver = ver_for_ext(ext); \
775 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
776 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
777 else gl_info->pfn = NULL; \
779 GL_EXT_FUNCS_GEN;
780 #undef USE_GL_FUNC
782 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
783 WGL_EXT_FUNCS_GEN;
784 #undef USE_GL_FUNC
786 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
787 * loading the functions, otherwise the code above will load the extension entry points instead of the
788 * core functions, which may not work
790 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
791 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
792 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
793 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
794 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
798 if (gl_info->supported[APPLE_FENCE]) {
799 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
800 * The apple extension interacts with some other apple exts. Disable the NV
801 * extension if the apple one is support to prevent confusion in other parts
802 * of the code
804 gl_info->supported[NV_FENCE] = FALSE;
806 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
807 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
809 * The enums are the same:
810 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
811 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
812 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
813 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
814 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
816 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
817 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
818 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
820 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
821 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
822 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
825 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
826 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
827 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
829 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
830 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
831 * Won't occur in any real world situation though
833 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
834 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
835 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
836 * are supported. The nv extensions provide the same functionality as the
837 * ATI one, and a bit more(signed pixelformats)
839 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
842 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
843 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
844 gl_info->max_buffers = gl_max;
845 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
847 if (gl_info->supported[ARB_MULTITEXTURE]) {
848 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
849 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
850 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
852 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
853 GLint tmp;
854 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
855 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
856 } else {
857 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
859 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
861 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
862 GLint tmp;
863 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
864 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
865 } else {
866 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
868 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
870 if (gl_info->supported[ARB_VERTEX_SHADER]) {
871 GLint tmp;
872 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
873 gl_info->max_vertex_samplers = tmp;
874 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
875 gl_info->max_combined_samplers = tmp;
877 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
878 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
879 * an issue because then the sampler setup only depends on the two shaders. If a pixel
880 * shader is used with fixed function vertex processing we're fine too because fixed function
881 * vertex processing doesn't use any samplers. If fixed function fragment processing is
882 * used we have to make sure that all vertex sampler setups are valid together with all
883 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
884 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
885 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
886 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
887 * a fixed function pipeline anymore.
889 * So this is just a check to check that our assumption holds true. If not, write a warning
890 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
892 if(gl_info->max_vertex_samplers &&
893 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
894 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
895 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
896 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
897 if( gl_info->max_combined_samplers > MAX_TEXTURES )
898 gl_info->max_vertex_samplers =
899 gl_info->max_combined_samplers - MAX_TEXTURES;
900 else
901 gl_info->max_vertex_samplers = 0;
903 } else {
904 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
906 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
907 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
909 if (gl_info->supported[ARB_VERTEX_BLEND]) {
910 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
911 gl_info->max_blends = gl_max;
912 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
914 if (gl_info->supported[EXT_TEXTURE3D]) {
915 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
916 gl_info->max_texture3d_size = gl_max;
917 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
919 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
920 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
921 gl_info->max_anisotropy = gl_max;
922 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
924 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
925 gl_info->ps_arb_version = PS_VERSION_11;
926 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
927 gl_info->ps_arb_constantsF = gl_max;
928 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
929 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
930 gl_info->ps_arb_max_temps = gl_max;
931 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
932 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
933 gl_info->ps_arb_max_instructions = gl_max;
934 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
936 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
937 gl_info->vs_arb_version = VS_VERSION_11;
938 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
939 gl_info->vs_arb_constantsF = gl_max;
940 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
941 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
942 gl_info->vs_arb_max_temps = gl_max;
943 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
944 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
945 gl_info->vs_arb_max_instructions = gl_max;
946 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
948 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
950 if (gl_info->supported[ARB_VERTEX_SHADER]) {
951 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
952 gl_info->vs_glsl_constantsF = gl_max / 4;
953 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
955 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
956 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
957 gl_info->ps_glsl_constantsF = gl_max / 4;
958 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
959 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
960 gl_info->max_glsl_varyings = gl_max;
961 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
963 if (gl_info->supported[EXT_VERTEX_SHADER]) {
964 gl_info->vs_ati_version = VS_VERSION_11;
966 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
967 gl_info->vs_nv_version = VS_VERSION_30;
968 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
969 gl_info->vs_nv_version = VS_VERSION_20;
970 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
971 gl_info->vs_nv_version = VS_VERSION_11;
972 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
973 gl_info->vs_nv_version = VS_VERSION_10;
975 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
976 gl_info->ps_nv_version = PS_VERSION_30;
977 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
978 gl_info->ps_nv_version = PS_VERSION_20;
980 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
981 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
982 } else {
983 gl_info->max_shininess = 128.0;
985 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
986 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
987 * This saves a few redundant glDisable calls
989 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
991 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
992 /* Disable NV_register_combiners and fragment shader if this is supported.
993 * generally the NV extensions are preferred over the ATI ones, and this
994 * extension is disabled if register_combiners and texture_shader2 are both
995 * supported. So we reach this place only if we have incomplete NV dxlevel 8
996 * fragment processing support
998 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
999 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1000 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1001 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1002 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1006 checkGLcall("extension detection\n");
1008 /* In some cases the number of texture stages can be larger than the number
1009 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1010 * shaders), but 8 texture stages (register combiners). */
1011 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1013 /* We can only use ORM_FBO when the hardware supports it. */
1014 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1015 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1016 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1019 /* MRTs are currently only supported when FBOs are used. */
1020 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1021 gl_info->max_buffers = 1;
1024 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1025 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1026 * in case of the latest videocards in the number of pixel/vertex pipelines.
1028 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1029 * rendering. Various games use this information to get a rough estimation of the features of the card
1030 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1031 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1032 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1033 * not the PCI id.
1035 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1036 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1037 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1038 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1039 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1040 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1041 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1042 * is limited.
1044 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1045 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1046 * similar 3d features.
1048 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1049 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1050 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1051 * won't pass we return a default card. This way is better than maintaining a full card database as even
1052 * without a full database we can return a card with similar features. Second the size of the database
1053 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1054 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1055 * to distinguishes between different models from that family.
1057 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1058 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1059 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1060 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1061 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1062 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1063 * memory behind our backs if really needed.
1064 * Note that the amount of video memory can be overruled using a registry setting.
1066 switch (gl_info->gl_vendor) {
1067 case VENDOR_NVIDIA:
1068 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1069 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1071 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1072 /* Geforce8 - highend */
1073 if (strstr(gl_info->gl_renderer, "8800")) {
1074 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1075 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1077 /* Geforce8 - midend mobile */
1078 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1079 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1080 vidmem = 512;
1082 /* Geforce8 - midend */
1083 else if(strstr(gl_info->gl_renderer, "8600") ||
1084 strstr(gl_info->gl_renderer, "8700"))
1086 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1087 vidmem = 256;
1089 /* Geforce8 - lowend */
1090 else if(strstr(gl_info->gl_renderer, "8300") ||
1091 strstr(gl_info->gl_renderer, "8400") ||
1092 strstr(gl_info->gl_renderer, "8500"))
1094 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1095 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1097 /* Geforce7 - highend */
1098 else if(strstr(gl_info->gl_renderer, "7800") ||
1099 strstr(gl_info->gl_renderer, "7900") ||
1100 strstr(gl_info->gl_renderer, "7950") ||
1101 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1102 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1104 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1105 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1107 /* Geforce7 midend */
1108 else if(strstr(gl_info->gl_renderer, "7600") ||
1109 strstr(gl_info->gl_renderer, "7700")) {
1110 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1111 vidmem = 256; /* The 7600 uses 256-512MB */
1112 /* Geforce7 lower medium */
1113 } else if(strstr(gl_info->gl_renderer, "7400")) {
1114 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1115 vidmem = 256; /* The 7400 uses 256-512MB */
1117 /* Geforce7 lowend */
1118 else if(strstr(gl_info->gl_renderer, "7300")) {
1119 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1120 vidmem = 256; /* Mac Pros with this card have 256 MB */
1122 /* Geforce6 highend */
1123 else if(strstr(gl_info->gl_renderer, "6800"))
1125 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1126 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1128 /* Geforce6 - midend */
1129 else if(strstr(gl_info->gl_renderer, "6600") ||
1130 strstr(gl_info->gl_renderer, "6610") ||
1131 strstr(gl_info->gl_renderer, "6700"))
1133 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1134 vidmem = 128; /* A 6600GT has 128-256MB */
1136 /* Geforce6/7 lowend */
1137 else {
1138 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1139 vidmem = 64; /* */
1141 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1142 /* GeforceFX - highend */
1143 if (strstr(gl_info->gl_renderer, "5800") ||
1144 strstr(gl_info->gl_renderer, "5900") ||
1145 strstr(gl_info->gl_renderer, "5950") ||
1146 strstr(gl_info->gl_renderer, "Quadro FX"))
1148 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1149 vidmem = 256; /* 5800-5900 cards use 256MB */
1151 /* GeforceFX - midend */
1152 else if(strstr(gl_info->gl_renderer, "5600") ||
1153 strstr(gl_info->gl_renderer, "5650") ||
1154 strstr(gl_info->gl_renderer, "5700") ||
1155 strstr(gl_info->gl_renderer, "5750"))
1157 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1158 vidmem = 128; /* A 5600 uses 128-256MB */
1160 /* GeforceFX - lowend */
1161 else {
1162 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1163 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1165 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1166 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1167 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1168 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1170 else {
1171 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1172 vidmem = 64; /* Geforce3 cards have 64-128MB */
1174 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1175 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1176 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1177 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1179 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1180 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1181 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1183 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1184 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1185 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1187 else {
1188 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1189 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1191 } else {
1192 if (strstr(gl_info->gl_renderer, "TNT2")) {
1193 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1194 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1196 else {
1197 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1198 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1201 break;
1202 case VENDOR_ATI:
1203 if(WINE_D3D9_CAPABLE(gl_info)) {
1204 /* Radeon R6xx HD2900 - highend */
1205 if (strstr(gl_info->gl_renderer, "HD 2900")) {
1206 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1207 vidmem = 512; /* HD2900 uses 512-1024MB */
1209 /* Radeon R6xx HD2600- midend */
1210 else if (strstr(gl_info->gl_renderer, "HD 2600")) {
1211 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1212 vidmem = 256; /* HD2600 uses 256-512MB */
1214 /* Radeon R6xx HD2300/HD2400 - lowend */
1215 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1216 strstr(gl_info->gl_renderer, "HD 2400"))
1218 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1219 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1221 /* Radeon R5xx */
1222 else if (strstr(gl_info->gl_renderer, "X1600") ||
1223 strstr(gl_info->gl_renderer, "X1650") ||
1224 strstr(gl_info->gl_renderer, "X1800") ||
1225 strstr(gl_info->gl_renderer, "X1900") ||
1226 strstr(gl_info->gl_renderer, "X1950"))
1228 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1229 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1231 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1232 else if(strstr(gl_info->gl_renderer, "X700") ||
1233 strstr(gl_info->gl_renderer, "X800") ||
1234 strstr(gl_info->gl_renderer, "X850") ||
1235 strstr(gl_info->gl_renderer, "X1300") ||
1236 strstr(gl_info->gl_renderer, "X1400") ||
1237 strstr(gl_info->gl_renderer, "X1450") ||
1238 strstr(gl_info->gl_renderer, "X1550"))
1240 gl_info->gl_card = CARD_ATI_RADEON_X700;
1241 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1243 /* Radeon R3xx */
1244 else {
1245 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1246 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1248 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1249 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1250 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1251 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1252 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1253 vidmem = 32; /* There are models with up to 64MB */
1254 } else {
1255 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1256 vidmem = 16; /* There are 16-32MB models */
1258 break;
1259 case VENDOR_INTEL:
1260 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1261 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1262 gl_info->gl_card = CARD_INTEL_I945GM;
1263 vidmem = 64;
1264 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1265 gl_info->gl_card = CARD_INTEL_I915GM;
1266 } else if (strstr(gl_info->gl_renderer, "915G")) {
1267 gl_info->gl_card = CARD_INTEL_I915G;
1268 } else if (strstr(gl_info->gl_renderer, "865G")) {
1269 gl_info->gl_card = CARD_INTEL_I865G;
1270 } else if (strstr(gl_info->gl_renderer, "855G")) {
1271 gl_info->gl_card = CARD_INTEL_I855G;
1272 } else if (strstr(gl_info->gl_renderer, "830G")) {
1273 gl_info->gl_card = CARD_INTEL_I830G;
1274 } else {
1275 gl_info->gl_card = CARD_INTEL_I915G;
1277 break;
1278 case VENDOR_MESA:
1279 case VENDOR_WINE:
1280 default:
1281 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1282 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1283 * them a good generic choice.
1285 gl_info->gl_vendor = VENDOR_NVIDIA;
1286 if(WINE_D3D9_CAPABLE(gl_info))
1287 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1288 else if(WINE_D3D8_CAPABLE(gl_info))
1289 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1290 else if(WINE_D3D7_CAPABLE(gl_info))
1291 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1292 else if(WINE_D3D6_CAPABLE(gl_info))
1293 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1294 else
1295 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1297 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1299 /* If we have an estimate use it, else default to 64MB; */
1300 if(vidmem)
1301 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1302 else
1303 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1305 /* Load all the lookup tables
1306 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1307 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1308 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1310 for (i = 0; i < MAX_LOOKUPS; i++) {
1311 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1314 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1315 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1316 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1317 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1318 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1319 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1320 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1321 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1322 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1323 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1325 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1326 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1327 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1328 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1329 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1332 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1333 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1334 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1335 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1336 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1337 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1338 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1339 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1340 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1341 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1342 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1343 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1344 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1346 /* TODO: config lookups */
1348 /* Make sure there's an active HDC else the WGL extensions will fail */
1349 hdc = pwglGetCurrentDC();
1350 if (hdc) {
1351 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1352 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1354 if (NULL == WGL_Extensions) {
1355 ERR(" WGL_Extensions returns NULL\n");
1356 } else {
1357 while (*WGL_Extensions != 0x00) {
1358 const char *Start;
1359 char ThisExtn[256];
1360 size_t len;
1362 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1363 Start = WGL_Extensions;
1364 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1365 WGL_Extensions++;
1368 len = WGL_Extensions - Start;
1369 if (len == 0 || len >= sizeof(ThisExtn))
1370 continue;
1372 memcpy(ThisExtn, Start, len);
1373 ThisExtn[len] = '\0';
1374 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1376 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1377 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1378 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1380 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1381 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1382 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1387 LEAVE_GL();
1389 return return_value;
1391 #undef GLINFO_LOCATION
1393 /**********************************************************
1394 * IWineD3D implementation follows
1395 **********************************************************/
1397 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1398 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1400 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1401 return numAdapters;
1404 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1405 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1406 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1407 return WINED3D_OK;
1410 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1411 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1413 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1414 return NULL;
1417 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1418 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1421 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1422 of the same bpp but different resolutions */
1424 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1425 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1426 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1427 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1429 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1430 return 0;
1433 /* TODO: Store modes per adapter and read it from the adapter structure */
1434 if (Adapter == 0) { /* Display */
1435 int i = 0;
1436 int j = 0;
1438 if (!DEBUG_SINGLE_MODE) {
1439 DEVMODEW DevModeW;
1441 ZeroMemory(&DevModeW, sizeof(DevModeW));
1442 DevModeW.dmSize = sizeof(DevModeW);
1443 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1444 j++;
1445 switch (Format)
1447 case WINED3DFMT_UNKNOWN:
1448 /* This is for D3D8, do not enumerate P8 here */
1449 if (DevModeW.dmBitsPerPel == 32 ||
1450 DevModeW.dmBitsPerPel == 16) i++;
1451 break;
1452 case WINED3DFMT_X8R8G8B8:
1453 if (DevModeW.dmBitsPerPel == 32) i++;
1454 break;
1455 case WINED3DFMT_R5G6B5:
1456 if (DevModeW.dmBitsPerPel == 16) i++;
1457 break;
1458 case WINED3DFMT_P8:
1459 if (DevModeW.dmBitsPerPel == 8) i++;
1460 break;
1461 default:
1462 /* Skip other modes as they do not match the requested format */
1463 break;
1466 } else {
1467 i = 1;
1468 j = 1;
1471 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1472 return i;
1473 } else {
1474 FIXME_(d3d_caps)("Adapter not primary display\n");
1476 return 0;
1479 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1480 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1481 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1482 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1484 /* Validate the parameters as much as possible */
1485 if (NULL == pMode ||
1486 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1487 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1488 return WINED3DERR_INVALIDCALL;
1491 /* TODO: Store modes per adapter and read it from the adapter structure */
1492 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1493 DEVMODEW DevModeW;
1494 int ModeIdx = 0;
1495 int i = 0;
1496 int j = 0;
1498 ZeroMemory(&DevModeW, sizeof(DevModeW));
1499 DevModeW.dmSize = sizeof(DevModeW);
1501 /* If we are filtering to a specific format (D3D9), then need to skip
1502 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1503 just count through the ones with valid bit depths */
1504 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1505 switch (Format)
1507 case WINED3DFMT_UNKNOWN:
1508 /* This is D3D8. Do not enumerate P8 here */
1509 if (DevModeW.dmBitsPerPel == 32 ||
1510 DevModeW.dmBitsPerPel == 16) i++;
1511 break;
1512 case WINED3DFMT_X8R8G8B8:
1513 if (DevModeW.dmBitsPerPel == 32) i++;
1514 break;
1515 case WINED3DFMT_R5G6B5:
1516 if (DevModeW.dmBitsPerPel == 16) i++;
1517 break;
1518 case WINED3DFMT_P8:
1519 if (DevModeW.dmBitsPerPel == 8) i++;
1520 break;
1521 default:
1522 /* Modes that don't match what we support can get an early-out */
1523 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1524 return WINED3DERR_INVALIDCALL;
1528 if (i == 0) {
1529 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1530 return WINED3DERR_INVALIDCALL;
1532 ModeIdx = j - 1;
1534 /* Now get the display mode via the calculated index */
1535 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1536 pMode->Width = DevModeW.dmPelsWidth;
1537 pMode->Height = DevModeW.dmPelsHeight;
1538 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1539 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1540 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1542 if (Format == WINED3DFMT_UNKNOWN) {
1543 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1544 } else {
1545 pMode->Format = Format;
1547 } else {
1548 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1549 return WINED3DERR_INVALIDCALL;
1552 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1553 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1554 DevModeW.dmBitsPerPel);
1556 } else if (DEBUG_SINGLE_MODE) {
1557 /* Return one setting of the format requested */
1558 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1559 pMode->Width = 800;
1560 pMode->Height = 600;
1561 pMode->RefreshRate = 60;
1562 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1563 } else {
1564 FIXME_(d3d_caps)("Adapter not primary display\n");
1567 return WINED3D_OK;
1570 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1571 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1572 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1574 if (NULL == pMode ||
1575 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1576 return WINED3DERR_INVALIDCALL;
1579 if (Adapter == 0) { /* Display */
1580 int bpp = 0;
1581 DEVMODEW DevModeW;
1583 ZeroMemory(&DevModeW, sizeof(DevModeW));
1584 DevModeW.dmSize = sizeof(DevModeW);
1586 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1587 pMode->Width = DevModeW.dmPelsWidth;
1588 pMode->Height = DevModeW.dmPelsHeight;
1589 bpp = DevModeW.dmBitsPerPel;
1590 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1591 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1593 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1596 pMode->Format = pixelformat_for_depth(bpp);
1597 } else {
1598 FIXME_(d3d_caps)("Adapter not primary display\n");
1601 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1602 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1603 return WINED3D_OK;
1606 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1607 and fields being inserted in the middle, a new structure is used in place */
1608 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1609 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1610 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1612 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1614 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1615 return WINED3DERR_INVALIDCALL;
1618 /* Return the information requested */
1619 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1620 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1621 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1623 /* Note dx8 doesn't supply a DeviceName */
1624 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1625 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1626 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1627 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1628 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1629 *(pIdentifier->SubSysId) = 0;
1630 *(pIdentifier->Revision) = 0;
1631 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1633 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1634 *(pIdentifier->WHQLLevel) = 0;
1635 } else {
1636 *(pIdentifier->WHQLLevel) = 1;
1639 return WINED3D_OK;
1642 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1643 short redSize, greenSize, blueSize, alphaSize, colorBits;
1645 if(!cfg)
1646 return FALSE;
1648 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1649 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1650 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1651 return FALSE;
1654 if(cfg->redSize < redSize)
1655 return FALSE;
1657 if(cfg->greenSize < greenSize)
1658 return FALSE;
1660 if(cfg->blueSize < blueSize)
1661 return FALSE;
1663 if(cfg->alphaSize < alphaSize)
1664 return FALSE;
1666 return TRUE;
1667 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1668 if(Format == WINED3DFMT_R16F)
1669 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1670 if(Format == WINED3DFMT_G16R16F)
1671 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1672 if(Format == WINED3DFMT_A16B16G16R16F)
1673 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1674 if(Format == WINED3DFMT_R32F)
1675 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1676 if(Format == WINED3DFMT_G32R32F)
1677 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1678 if(Format == WINED3DFMT_A32B32G32R32F)
1679 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1680 } else {
1681 /* Probably a color index mode */
1682 return FALSE;
1685 return FALSE;
1688 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1689 short depthSize, stencilSize;
1690 BOOL lockable = FALSE;
1692 if(!cfg)
1693 return FALSE;
1695 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1696 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1697 return FALSE;
1700 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1701 lockable = TRUE;
1703 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1704 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1705 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1706 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1707 return FALSE;
1709 if(cfg->stencilSize != stencilSize)
1710 return FALSE;
1712 return TRUE;
1715 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1716 WINED3DFORMAT AdapterFormat,
1717 WINED3DFORMAT RenderTargetFormat,
1718 WINED3DFORMAT DepthStencilFormat) {
1719 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1720 int nCfgs;
1721 WineD3D_PixelFormat *cfgs;
1722 int it;
1724 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1725 This, Adapter,
1726 DeviceType, debug_d3ddevicetype(DeviceType),
1727 AdapterFormat, debug_d3dformat(AdapterFormat),
1728 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1729 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1731 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1732 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1733 return WINED3DERR_INVALIDCALL;
1736 cfgs = Adapters[Adapter].cfgs;
1737 nCfgs = Adapters[Adapter].nCfgs;
1738 for (it = 0; it < nCfgs; ++it) {
1739 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1740 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1741 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1742 return WINED3D_OK;
1746 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1748 return WINED3DERR_NOTAVAILABLE;
1751 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1752 WINED3DFORMAT SurfaceFormat,
1753 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1755 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1756 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1757 This,
1758 Adapter,
1759 DeviceType, debug_d3ddevicetype(DeviceType),
1760 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1761 Windowed,
1762 MultiSampleType,
1763 pQualityLevels);
1765 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1766 return WINED3DERR_INVALIDCALL;
1769 /* TODO: Store in Adapter structure */
1770 if (pQualityLevels != NULL) {
1771 static int s_single_shot = 0;
1772 if (!s_single_shot) {
1773 FIXME("Quality levels unsupported at present\n");
1774 s_single_shot = 1;
1776 *pQualityLevels = 1; /* Guess at a value! */
1779 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1780 return WINED3DERR_NOTAVAILABLE;
1783 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1784 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1786 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1787 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1788 UINT nmodes;
1790 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1791 This,
1792 Adapter,
1793 DeviceType, debug_d3ddevicetype(DeviceType),
1794 DisplayFormat, debug_d3dformat(DisplayFormat),
1795 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1796 Windowed);
1798 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1799 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1800 return WINED3DERR_INVALIDCALL;
1803 /* The task of this function is to check whether a certain display / backbuffer format
1804 * combination is available on the given adapter. In fullscreen mode microsoft specified
1805 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1806 * and display format should match exactly.
1807 * In windowed mode format conversion can occur and this depends on the driver. When format
1808 * conversion is done, this function should nevertheless fail and applications need to use
1809 * CheckDeviceFormatConversion.
1810 * At the moment we assume that fullscreen and windowed have the same capabilities */
1812 /* There are only 4 display formats */
1813 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1814 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1815 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1816 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1818 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1819 return WINED3DERR_NOTAVAILABLE;
1822 /* If the requested DisplayFormat is not available, don't continue */
1823 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1824 if(!nmodes) {
1825 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1826 return WINED3DERR_NOTAVAILABLE;
1829 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1830 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1831 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1832 return WINED3DERR_NOTAVAILABLE;
1835 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1836 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1837 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1838 return WINED3DERR_NOTAVAILABLE;
1841 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1842 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1843 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1844 return WINED3DERR_NOTAVAILABLE;
1847 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1848 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1849 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1850 return WINED3DERR_NOTAVAILABLE;
1853 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1854 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1855 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1856 return WINED3DERR_NOTAVAILABLE;
1859 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1860 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1861 if(FAILED(hr))
1862 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1864 return hr;
1868 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1869 /* Check if we support bumpmapping for a format */
1870 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1872 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1873 switch (CheckFormat) {
1874 case WINED3DFMT_V8U8:
1875 TRACE_(d3d_caps)("[OK]\n");
1876 return TRUE;
1877 /* TODO: Other bump map formats */
1878 default:
1879 TRACE_(d3d_caps)("[FAILED]\n");
1880 return FALSE;
1883 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1884 switch (CheckFormat) {
1885 case WINED3DFMT_V8U8:
1886 TRACE_(d3d_caps)("[OK]\n");
1887 return TRUE;
1888 default:
1889 TRACE_(d3d_caps)("[FAILED]\n");
1890 return FALSE;
1893 TRACE_(d3d_caps)("[FAILED]\n");
1894 return FALSE;
1897 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1898 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
1900 int it=0;
1901 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1902 const GlPixelFormatDesc *glDesc;
1903 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
1905 /* Fail if we weren't able to get a description of the format */
1906 if(!desc || !glDesc)
1907 return FALSE;
1909 /* Only allow depth/stencil formats */
1910 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1911 return FALSE;
1913 /* Walk through all WGL pixel formats to find a match */
1914 cfgs = Adapters[Adapter].cfgs;
1915 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1916 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
1917 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1918 return TRUE;
1923 return FALSE;
1926 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1928 const GlPixelFormatDesc *glDesc;
1929 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1931 /* Fail if we weren't able to get a description of the format */
1932 if(!desc || !glDesc)
1933 return FALSE;
1935 /* The flags entry of a format contains the filtering capability */
1936 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
1937 return TRUE;
1939 return FALSE;
1942 /* Check the render target capabilities of a format */
1943 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
1945 UINT Adapter = 0;
1946 const GlPixelFormatDesc *glDesc;
1947 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1949 /* Fail if we weren't able to get a description of the format */
1950 if(!desc || !glDesc)
1951 return FALSE;
1953 /* Filter out non-RT formats */
1954 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
1955 return FALSE;
1957 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1958 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1959 int it;
1960 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
1961 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
1963 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
1964 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
1966 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
1967 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
1968 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
1969 TRACE_(d3d_caps)("[FAILED]\n");
1970 return FALSE;
1973 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
1974 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
1975 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1976 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
1977 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
1978 return TRUE;
1981 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1982 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
1983 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1984 int it;
1986 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
1987 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1988 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
1989 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
1990 return TRUE;
1993 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
1994 /* For now return TRUE for FBOs until we have some proper checks.
1995 * Note that this function will only be called when the format is around for texturing. */
1996 return TRUE;
1998 return FALSE;
2001 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2003 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2004 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2005 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2006 return FALSE;
2009 switch (CheckFormat) {
2010 case WINED3DFMT_A8R8G8B8:
2011 case WINED3DFMT_X8R8G8B8:
2012 case WINED3DFMT_A4R4G4B4:
2013 case WINED3DFMT_L8:
2014 case WINED3DFMT_A8L8:
2015 case WINED3DFMT_DXT1:
2016 case WINED3DFMT_DXT2:
2017 case WINED3DFMT_DXT3:
2018 case WINED3DFMT_DXT4:
2019 case WINED3DFMT_DXT5:
2020 TRACE_(d3d_caps)("[OK]\n");
2021 return TRUE;
2023 default:
2024 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2025 return FALSE;
2027 return FALSE;
2030 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2032 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2033 * doing the color fixup in shaders.
2034 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2035 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2036 int vs_selected_mode;
2037 int ps_selected_mode;
2038 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2040 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2041 TRACE_(d3d_caps)("[OK]\n");
2042 return TRUE;
2046 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2047 return FALSE;
2050 /* Check if a format support blending in combination with pixel shaders */
2051 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2053 const GlPixelFormatDesc *glDesc;
2054 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2056 /* Fail if we weren't able to get a description of the format */
2057 if(!desc || !glDesc)
2058 return FALSE;
2060 /* The flags entry of a format contains the post pixel shader blending capability */
2061 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2062 return TRUE;
2064 return FALSE;
2067 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2068 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2069 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2070 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2071 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2072 * capability anyway.
2074 * For now lets report this on all formats, but in the future we may want to
2075 * restrict it to some should games need that
2077 return TRUE;
2080 /* Check if a texture format is supported on the given adapter */
2081 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2083 switch (CheckFormat) {
2085 /*****
2086 * supported: RGB(A) formats
2088 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2089 case WINED3DFMT_A8R8G8B8:
2090 case WINED3DFMT_X8R8G8B8:
2091 case WINED3DFMT_R5G6B5:
2092 case WINED3DFMT_X1R5G5B5:
2093 case WINED3DFMT_A1R5G5B5:
2094 case WINED3DFMT_A4R4G4B4:
2095 case WINED3DFMT_R3G3B2:
2096 case WINED3DFMT_A8:
2097 case WINED3DFMT_X4R4G4B4:
2098 case WINED3DFMT_A8B8G8R8:
2099 case WINED3DFMT_X8B8G8R8:
2100 case WINED3DFMT_A2R10G10B10:
2101 case WINED3DFMT_A2B10G10R10:
2102 case WINED3DFMT_G16R16:
2103 TRACE_(d3d_caps)("[OK]\n");
2104 return TRUE;
2106 /*****
2107 * supported: Palettized
2109 case WINED3DFMT_P8:
2110 TRACE_(d3d_caps)("[OK]\n");
2111 return TRUE;
2112 /* No Windows driver offers A8P8, so don't offer it either */
2113 case WINED3DFMT_A8P8:
2114 return FALSE;
2116 /*****
2117 * Supported: (Alpha)-Luminance
2119 case WINED3DFMT_L8:
2120 case WINED3DFMT_A8L8:
2121 case WINED3DFMT_A4L4:
2122 case WINED3DFMT_L16:
2123 TRACE_(d3d_caps)("[OK]\n");
2124 return TRUE;
2126 /* Depth/stencil is handled using checkDepthStencilCapability, return FALSE here */
2127 case WINED3DFMT_D16_LOCKABLE:
2128 case WINED3DFMT_D16:
2129 case WINED3DFMT_D15S1:
2130 case WINED3DFMT_D24X8:
2131 case WINED3DFMT_D24X4S4:
2132 case WINED3DFMT_D24S8:
2133 case WINED3DFMT_D24FS8:
2134 case WINED3DFMT_D32:
2135 case WINED3DFMT_D32F_LOCKABLE:
2136 return FALSE;
2138 /*****
2139 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2140 * GL_NV_texture_shader), but advertized to make apps happy.
2141 * Enable some because games often fail when they are not available
2142 * and are still playable even without bump mapping
2144 case WINED3DFMT_V8U8:
2145 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
2146 GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
2147 return TRUE;
2149 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2150 /* Shader emulated */
2151 return TRUE;
2153 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2154 return FALSE;
2156 case WINED3DFMT_X8L8V8U8:
2157 case WINED3DFMT_L6V5U5:
2158 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2159 /* Shader emulated */
2160 return TRUE;
2162 WARN_(d3d_caps)("[FAILED]\n");
2163 return FALSE;
2165 case WINED3DFMT_Q8W8V8U8:
2166 case WINED3DFMT_V16U16:
2167 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2168 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2169 return TRUE;
2171 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2172 /* Shader emulated */
2173 return TRUE;
2175 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2176 return FALSE;
2178 /* Those are not advertized by the nvidia windows driver, and not
2179 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2180 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2181 * ARGB format if needed
2183 case WINED3DFMT_W11V11U10:
2184 case WINED3DFMT_A2W10V10U10:
2185 WARN_(d3d_caps)("[FAILED]\n");
2186 return FALSE;
2188 case WINED3DFMT_DXT1:
2189 case WINED3DFMT_DXT2:
2190 case WINED3DFMT_DXT3:
2191 case WINED3DFMT_DXT4:
2192 case WINED3DFMT_DXT5:
2193 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2194 TRACE_(d3d_caps)("[OK]\n");
2195 return TRUE;
2197 TRACE_(d3d_caps)("[FAILED]\n");
2198 return FALSE;
2201 /*****
2202 * Odd formats - not supported
2204 case WINED3DFMT_VERTEXDATA:
2205 case WINED3DFMT_INDEX16:
2206 case WINED3DFMT_INDEX32:
2207 case WINED3DFMT_Q16W16V16U16:
2208 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2209 return FALSE;
2211 /*****
2212 * WINED3DFMT_CxV8U8: Not supported right now
2214 case WINED3DFMT_CxV8U8:
2215 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2216 return FALSE;
2218 /* YUV formats, not supported for now */
2219 case WINED3DFMT_UYVY:
2220 case WINED3DFMT_YUY2:
2221 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2222 return FALSE;
2224 /* Not supported */
2225 case WINED3DFMT_A16B16G16R16:
2226 case WINED3DFMT_A8R3G3B2:
2227 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2228 return FALSE;
2230 /* Floating point formats */
2231 case WINED3DFMT_R16F:
2232 case WINED3DFMT_A16B16G16R16F:
2233 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2234 TRACE_(d3d_caps)("[OK]\n");
2235 return TRUE;
2237 TRACE_(d3d_caps)("[FAILED]\n");
2238 return FALSE;
2240 case WINED3DFMT_R32F:
2241 case WINED3DFMT_A32B32G32R32F:
2242 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2243 TRACE_(d3d_caps)("[OK]\n");
2244 return TRUE;
2246 TRACE_(d3d_caps)("[FAILED]\n");
2247 return FALSE;
2249 case WINED3DFMT_G16R16F:
2250 case WINED3DFMT_G32R32F:
2251 TRACE_(d3d_caps)("[FAILED]\n");
2252 return FALSE;
2254 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2255 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2256 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2257 * We can do instancing with all shader versions, but we need vertex shaders.
2259 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2260 * to enable instancing. WineD3D doesn't need that and just ignores it.
2262 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2264 case WINEMAKEFOURCC('I','N','S','T'):
2265 TRACE("ATI Instancing check hack\n");
2266 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2267 TRACE_(d3d_caps)("[OK]\n");
2268 return TRUE;
2270 TRACE_(d3d_caps)("[FAILED]\n");
2271 return FALSE;
2273 /* Some weird FOURCC formats */
2274 case WINED3DFMT_R8G8_B8G8:
2275 case WINED3DFMT_G8R8_G8B8:
2276 case WINED3DFMT_MULTI2_ARGB8:
2277 TRACE_(d3d_caps)("[FAILED]\n");
2278 return FALSE;
2280 case WINED3DFMT_UNKNOWN:
2281 return FALSE;
2283 default:
2284 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2285 break;
2287 return FALSE;
2290 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2292 if (!GL_LIMITS(vertex_samplers)) {
2293 TRACE_(d3d_caps)("[FAILED]\n");
2294 return FALSE;
2297 switch (CheckFormat) {
2298 case WINED3DFMT_A32B32G32R32F:
2299 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2300 TRACE_(d3d_caps)("[FAILED]\n");
2301 return FALSE;
2303 TRACE_(d3d_caps)("[OK]\n");
2304 return TRUE;
2306 default:
2307 TRACE_(d3d_caps)("[FAILED]\n");
2308 return FALSE;
2310 return FALSE;
2313 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2314 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2315 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2316 DWORD UsageCaps = 0;
2318 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2319 This,
2320 Adapter,
2321 DeviceType, debug_d3ddevicetype(DeviceType),
2322 AdapterFormat, debug_d3dformat(AdapterFormat),
2323 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2324 RType, debug_d3dresourcetype(RType),
2325 CheckFormat, debug_d3dformat(CheckFormat));
2327 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2328 return WINED3DERR_INVALIDCALL;
2331 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2332 /* Cubetexture allows:
2333 * - D3DUSAGE_AUTOGENMIPMAP
2334 * - D3DUSAGE_DEPTHSTENCIL
2335 * - D3DUSAGE_DYNAMIC
2336 * - D3DUSAGE_NONSECURE (d3d9ex)
2337 * - D3DUSAGE_RENDERTARGET
2338 * - D3DUSAGE_SOFTWAREPROCESSING
2339 * - D3DUSAGE_QUERY_WRAPANDMIP
2341 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2342 /* Check if the texture format is around */
2343 if(CheckTextureCapability(Adapter, CheckFormat)) {
2344 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2345 /* Check for automatic mipmap generation support */
2346 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2347 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2348 } else {
2349 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2350 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2354 /* Always report dynamic locking */
2355 if(Usage & WINED3DUSAGE_DYNAMIC)
2356 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2358 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2359 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2360 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2361 } else {
2362 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2363 return WINED3DERR_NOTAVAILABLE;
2367 /* Always report software processing */
2368 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2369 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2371 /* Check QUERY_FILTER support */
2372 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2373 if(CheckFilterCapability(Adapter, CheckFormat)) {
2374 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2375 } else {
2376 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2377 return WINED3DERR_NOTAVAILABLE;
2381 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2382 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2383 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2384 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2385 } else {
2386 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2387 return WINED3DERR_NOTAVAILABLE;
2391 /* Check QUERY_SRGBREAD support */
2392 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2393 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2394 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2395 } else {
2396 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2397 return WINED3DERR_NOTAVAILABLE;
2401 /* Check QUERY_SRGBWRITE support */
2402 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2403 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2404 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2405 } else {
2406 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2407 return WINED3DERR_NOTAVAILABLE;
2411 /* Check QUERY_VERTEXTEXTURE support */
2412 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2413 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2414 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2415 } else {
2416 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2417 return WINED3DERR_NOTAVAILABLE;
2421 /* Check QUERY_WRAPANDMIP support */
2422 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2423 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2424 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2425 } else {
2426 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2427 return WINED3DERR_NOTAVAILABLE;
2430 } else {
2431 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2432 return WINED3DERR_NOTAVAILABLE;
2434 } else {
2435 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2436 return WINED3DERR_NOTAVAILABLE;
2438 } else if(RType == WINED3DRTYPE_SURFACE) {
2439 /* Surface allows:
2440 * - D3DUSAGE_DEPTHSTENCIL
2441 * - D3DUSAGE_NONSECURE (d3d9ex)
2442 * - D3DUSAGE_RENDERTARGET
2445 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2446 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2447 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2448 } else {
2449 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2450 return WINED3DERR_NOTAVAILABLE;
2454 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2455 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2456 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2457 } else {
2458 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2459 return WINED3DERR_NOTAVAILABLE;
2463 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2464 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2465 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2466 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2467 } else {
2468 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2469 return WINED3DERR_NOTAVAILABLE;
2472 } else if(RType == WINED3DRTYPE_TEXTURE) {
2473 /* Texture allows:
2474 * - D3DUSAGE_AUTOGENMIPMAP
2475 * - D3DUSAGE_DEPTHSTENCIL
2476 * - D3DUSAGE_DMAP
2477 * - D3DUSAGE_DYNAMIC
2478 * - D3DUSAGE_NONSECURE (d3d9ex)
2479 * - D3DUSAGE_RENDERTARGET
2480 * - D3DUSAGE_SOFTWAREPROCESSING
2481 * - D3DUSAGE_TEXTAPI (d3d9ex)
2482 * - D3DUSAGE_QUERY_WRAPANDMIP
2485 /* Check if the texture format is around */
2486 if(CheckTextureCapability(Adapter, CheckFormat)) {
2487 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2488 /* Check for automatic mipmap generation support */
2489 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2490 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2491 } else {
2492 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2493 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2497 /* Always report dynamic locking */
2498 if(Usage & WINED3DUSAGE_DYNAMIC)
2499 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2501 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2502 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2503 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2504 } else {
2505 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2506 return WINED3DERR_NOTAVAILABLE;
2510 /* Always report software processing */
2511 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2512 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2514 /* Check QUERY_FILTER support */
2515 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2516 if(CheckFilterCapability(Adapter, CheckFormat)) {
2517 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2518 } else {
2519 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2520 return WINED3DERR_NOTAVAILABLE;
2524 /* Check QUERY_LEGACYBUMPMAP support */
2525 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2526 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2527 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2528 } else {
2529 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2530 return WINED3DERR_NOTAVAILABLE;
2534 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2535 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2536 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2537 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2538 } else {
2539 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2540 return WINED3DERR_NOTAVAILABLE;
2544 /* Check QUERY_SRGBREAD support */
2545 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2546 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2547 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2548 } else {
2549 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2550 return WINED3DERR_NOTAVAILABLE;
2554 /* Check QUERY_SRGBWRITE support */
2555 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2556 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2557 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2558 } else {
2559 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2560 return WINED3DERR_NOTAVAILABLE;
2564 /* Check QUERY_VERTEXTEXTURE support */
2565 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2566 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2567 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2568 } else {
2569 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2570 return WINED3DERR_NOTAVAILABLE;
2574 /* Check QUERY_WRAPANDMIP support */
2575 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2576 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2577 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2578 } else {
2579 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2580 return WINED3DERR_NOTAVAILABLE;
2583 } else if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2584 if(Usage & WINED3DUSAGE_DEPTHSTENCIL)
2585 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2586 } else {
2587 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2588 return WINED3DERR_NOTAVAILABLE;
2590 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2591 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2592 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2594 * Volumetexture allows:
2595 * - D3DUSAGE_DYNAMIC
2596 * - D3DUSAGE_NONSECURE (d3d9ex)
2597 * - D3DUSAGE_SOFTWAREPROCESSING
2598 * - D3DUSAGE_QUERY_WRAPANDMIP
2601 /* Check volume texture and volume usage caps */
2602 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2603 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2604 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2605 return WINED3DERR_NOTAVAILABLE;
2608 /* Always report dynamic locking */
2609 if(Usage & WINED3DUSAGE_DYNAMIC)
2610 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2612 /* Always report software processing */
2613 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2614 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2616 /* Check QUERY_FILTER support */
2617 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2618 if(CheckFilterCapability(Adapter, CheckFormat)) {
2619 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2620 } else {
2621 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2622 return WINED3DERR_NOTAVAILABLE;
2626 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2627 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2628 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2629 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2630 } else {
2631 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2632 return WINED3DERR_NOTAVAILABLE;
2636 /* Check QUERY_SRGBREAD support */
2637 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2638 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2639 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2640 } else {
2641 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2642 return WINED3DERR_NOTAVAILABLE;
2646 /* Check QUERY_SRGBWRITE support */
2647 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2648 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2649 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2650 } else {
2651 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2652 return WINED3DERR_NOTAVAILABLE;
2656 /* Check QUERY_VERTEXTEXTURE support */
2657 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2658 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2659 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2660 } else {
2661 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2662 return WINED3DERR_NOTAVAILABLE;
2666 /* Check QUERY_WRAPANDMIP support */
2667 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2668 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2669 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2670 } else {
2671 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2672 return WINED3DERR_NOTAVAILABLE;
2675 } else {
2676 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2677 return WINED3DERR_NOTAVAILABLE;
2680 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2681 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2682 * app needing one of those formats, don't advertize them to avoid leading apps into
2683 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2684 * except of R32F.
2686 switch(CheckFormat) {
2687 case WINED3DFMT_P8:
2688 case WINED3DFMT_A4L4:
2689 case WINED3DFMT_R32F:
2690 case WINED3DFMT_R16F:
2691 case WINED3DFMT_X8L8V8U8:
2692 case WINED3DFMT_L6V5U5:
2693 case WINED3DFMT_G16R16:
2694 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2695 return WINED3DERR_NOTAVAILABLE;
2697 case WINED3DFMT_Q8W8V8U8:
2698 case WINED3DFMT_V16U16:
2699 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2700 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2701 return WINED3DERR_NOTAVAILABLE;
2703 break;
2705 case WINED3DFMT_V8U8:
2706 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2707 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2708 return WINED3DERR_NOTAVAILABLE;
2710 break;
2712 case WINED3DFMT_DXT1:
2713 case WINED3DFMT_DXT2:
2714 case WINED3DFMT_DXT3:
2715 case WINED3DFMT_DXT4:
2716 case WINED3DFMT_DXT5:
2717 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2718 * compressed texture results in an error. While the D3D refrast does
2719 * support s3tc volumes, at least the nvidia windows driver does not, so
2720 * we're free not to support this format.
2722 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2723 return WINED3DERR_NOTAVAILABLE;
2725 default:
2726 /* Do nothing, continue with checking the format below */
2727 break;
2729 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2730 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2731 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2732 return WINED3DERR_NOTAVAILABLE;
2735 /* This format is nothing special and it is supported perfectly.
2736 * However, ati and nvidia driver on windows do not mark this format as
2737 * supported (tested with the dxCapsViewer) and pretending to
2738 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2739 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2740 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2742 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2743 TRACE_(d3d_caps)("[FAILED]\n");
2744 return WINED3DERR_NOTAVAILABLE;
2747 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2748 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2749 * usage flags match. */
2750 if(UsageCaps == Usage) {
2751 return WINED3D_OK;
2752 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2753 return WINED3DOK_NOAUTOGEN;
2754 } else {
2755 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);
2756 return WINED3DERR_NOTAVAILABLE;
2760 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2761 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2762 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2764 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2765 This,
2766 Adapter,
2767 DeviceType, debug_d3ddevicetype(DeviceType),
2768 SourceFormat, debug_d3dformat(SourceFormat),
2769 TargetFormat, debug_d3dformat(TargetFormat));
2770 return WINED3D_OK;
2773 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2774 const shader_backend_t *ret;
2775 int vs_selected_mode;
2776 int ps_selected_mode;
2778 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2779 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2780 ret = &glsl_shader_backend;
2781 } else if (vs_selected_mode == SHADER_ARB && ps_selected_mode != SHADER_NONE &&
2782 !GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2783 ret = &atifs_shader_backend;
2784 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2785 ret = &arb_program_shader_backend;
2786 } else {
2787 ret = &none_shader_backend;
2789 return ret;
2792 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2793 subset of a D3DCAPS9 structure. However, it has to come via a void *
2794 as the d3d8 interface cannot import the d3d9 header */
2795 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2797 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2798 int vs_selected_mode;
2799 int ps_selected_mode;
2800 struct shader_caps shader_caps;
2801 const shader_backend_t *shader_backend;
2803 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2805 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2806 return WINED3DERR_INVALIDCALL;
2809 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2811 /* This function should *not* be modifying GL caps
2812 * TODO: move the functionality where it belongs */
2813 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2815 /* ------------------------------------------------
2816 The following fields apply to both d3d8 and d3d9
2817 ------------------------------------------------ */
2818 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2819 pCaps->AdapterOrdinal = Adapter;
2821 pCaps->Caps = 0;
2822 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2823 WINED3DCAPS2_FULLSCREENGAMMA |
2824 WINED3DCAPS2_DYNAMICTEXTURES;
2825 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2826 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2828 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2829 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2830 WINED3DPRESENT_INTERVAL_ONE;
2832 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2833 WINED3DCURSORCAPS_LOWRES;
2835 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2836 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2837 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2838 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2839 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2840 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2841 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2842 WINED3DDEVCAPS_PUREDEVICE |
2843 WINED3DDEVCAPS_HWRASTERIZATION |
2844 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2845 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2846 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2847 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2848 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2849 WINED3DDEVCAPS_RTPATCHES;
2851 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2852 WINED3DPMISCCAPS_CULLCCW |
2853 WINED3DPMISCCAPS_CULLCW |
2854 WINED3DPMISCCAPS_COLORWRITEENABLE |
2855 WINED3DPMISCCAPS_CLIPTLVERTS |
2856 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2857 WINED3DPMISCCAPS_MASKZ |
2858 WINED3DPMISCCAPS_BLENDOP;
2859 /* TODO:
2860 WINED3DPMISCCAPS_NULLREFERENCE
2861 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2862 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2863 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2864 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
2865 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2867 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
2868 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
2870 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2871 WINED3DPRASTERCAPS_PAT |
2872 WINED3DPRASTERCAPS_WFOG |
2873 WINED3DPRASTERCAPS_ZFOG |
2874 WINED3DPRASTERCAPS_FOGVERTEX |
2875 WINED3DPRASTERCAPS_FOGTABLE |
2876 WINED3DPRASTERCAPS_STIPPLE |
2877 WINED3DPRASTERCAPS_SUBPIXEL |
2878 WINED3DPRASTERCAPS_ZTEST |
2879 WINED3DPRASTERCAPS_SCISSORTEST |
2880 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2881 WINED3DPRASTERCAPS_DEPTHBIAS;
2883 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2884 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
2885 WINED3DPRASTERCAPS_ZBIAS |
2886 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
2888 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
2889 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
2891 /* FIXME Add:
2892 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2893 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2894 WINED3DPRASTERCAPS_ANTIALIASEDGES
2895 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2896 WINED3DPRASTERCAPS_WBUFFER */
2898 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2899 WINED3DPCMPCAPS_EQUAL |
2900 WINED3DPCMPCAPS_GREATER |
2901 WINED3DPCMPCAPS_GREATEREQUAL |
2902 WINED3DPCMPCAPS_LESS |
2903 WINED3DPCMPCAPS_LESSEQUAL |
2904 WINED3DPCMPCAPS_NEVER |
2905 WINED3DPCMPCAPS_NOTEQUAL;
2907 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
2908 WINED3DPBLENDCAPS_BOTHSRCALPHA |
2909 WINED3DPBLENDCAPS_DESTALPHA |
2910 WINED3DPBLENDCAPS_DESTCOLOR |
2911 WINED3DPBLENDCAPS_INVDESTALPHA |
2912 WINED3DPBLENDCAPS_INVDESTCOLOR |
2913 WINED3DPBLENDCAPS_INVSRCALPHA |
2914 WINED3DPBLENDCAPS_INVSRCCOLOR |
2915 WINED3DPBLENDCAPS_ONE |
2916 WINED3DPBLENDCAPS_SRCALPHA |
2917 WINED3DPBLENDCAPS_SRCALPHASAT |
2918 WINED3DPBLENDCAPS_SRCCOLOR |
2919 WINED3DPBLENDCAPS_ZERO;
2921 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
2922 WINED3DPBLENDCAPS_DESTCOLOR |
2923 WINED3DPBLENDCAPS_INVDESTALPHA |
2924 WINED3DPBLENDCAPS_INVDESTCOLOR |
2925 WINED3DPBLENDCAPS_INVSRCALPHA |
2926 WINED3DPBLENDCAPS_INVSRCCOLOR |
2927 WINED3DPBLENDCAPS_ONE |
2928 WINED3DPBLENDCAPS_SRCALPHA |
2929 WINED3DPBLENDCAPS_SRCCOLOR |
2930 WINED3DPBLENDCAPS_ZERO;
2931 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
2932 * according to the glBlendFunc manpage
2934 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
2935 * legacy settings for srcblend only
2938 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
2939 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2940 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2944 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2945 WINED3DPCMPCAPS_EQUAL |
2946 WINED3DPCMPCAPS_GREATER |
2947 WINED3DPCMPCAPS_GREATEREQUAL |
2948 WINED3DPCMPCAPS_LESS |
2949 WINED3DPCMPCAPS_LESSEQUAL |
2950 WINED3DPCMPCAPS_NEVER |
2951 WINED3DPCMPCAPS_NOTEQUAL;
2953 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
2954 WINED3DPSHADECAPS_COLORGOURAUDRGB |
2955 WINED3DPSHADECAPS_ALPHAFLATBLEND |
2956 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
2957 WINED3DPSHADECAPS_COLORFLATRGB |
2958 WINED3DPSHADECAPS_FOGFLAT |
2959 WINED3DPSHADECAPS_FOGGOURAUD |
2960 WINED3DPSHADECAPS_SPECULARFLATRGB;
2962 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
2963 WINED3DPTEXTURECAPS_ALPHAPALETTE |
2964 WINED3DPTEXTURECAPS_BORDER |
2965 WINED3DPTEXTURECAPS_MIPMAP |
2966 WINED3DPTEXTURECAPS_PROJECTED |
2967 WINED3DPTEXTURECAPS_PERSPECTIVE;
2969 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
2970 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
2971 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
2974 if( GL_SUPPORT(EXT_TEXTURE3D)) {
2975 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
2976 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
2977 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
2980 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2981 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
2982 WINED3DPTEXTURECAPS_MIPCUBEMAP |
2983 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
2987 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2988 WINED3DPTFILTERCAPS_MAGFPOINT |
2989 WINED3DPTFILTERCAPS_MINFLINEAR |
2990 WINED3DPTFILTERCAPS_MINFPOINT |
2991 WINED3DPTFILTERCAPS_MIPFLINEAR |
2992 WINED3DPTFILTERCAPS_MIPFPOINT |
2993 WINED3DPTFILTERCAPS_LINEAR |
2994 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2995 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2996 WINED3DPTFILTERCAPS_MIPLINEAR |
2997 WINED3DPTFILTERCAPS_MIPNEAREST |
2998 WINED3DPTFILTERCAPS_NEAREST;
3000 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3001 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3002 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3005 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3006 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3007 WINED3DPTFILTERCAPS_MAGFPOINT |
3008 WINED3DPTFILTERCAPS_MINFLINEAR |
3009 WINED3DPTFILTERCAPS_MINFPOINT |
3010 WINED3DPTFILTERCAPS_MIPFLINEAR |
3011 WINED3DPTFILTERCAPS_MIPFPOINT |
3012 WINED3DPTFILTERCAPS_LINEAR |
3013 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3014 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3015 WINED3DPTFILTERCAPS_MIPLINEAR |
3016 WINED3DPTFILTERCAPS_MIPNEAREST |
3017 WINED3DPTFILTERCAPS_NEAREST;
3019 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3020 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3021 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3023 } else
3024 pCaps->CubeTextureFilterCaps = 0;
3026 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3027 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3028 WINED3DPTFILTERCAPS_MAGFPOINT |
3029 WINED3DPTFILTERCAPS_MINFLINEAR |
3030 WINED3DPTFILTERCAPS_MINFPOINT |
3031 WINED3DPTFILTERCAPS_MIPFLINEAR |
3032 WINED3DPTFILTERCAPS_MIPFPOINT |
3033 WINED3DPTFILTERCAPS_LINEAR |
3034 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3035 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3036 WINED3DPTFILTERCAPS_MIPLINEAR |
3037 WINED3DPTFILTERCAPS_MIPNEAREST |
3038 WINED3DPTFILTERCAPS_NEAREST;
3039 } else
3040 pCaps->VolumeTextureFilterCaps = 0;
3042 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3043 WINED3DPTADDRESSCAPS_CLAMP |
3044 WINED3DPTADDRESSCAPS_WRAP;
3046 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3047 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3049 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3050 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3052 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3053 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3056 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3057 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3058 WINED3DPTADDRESSCAPS_CLAMP |
3059 WINED3DPTADDRESSCAPS_WRAP;
3060 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3061 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3063 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3064 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3066 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3067 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3069 } else
3070 pCaps->VolumeTextureAddressCaps = 0;
3072 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3073 WINED3DLINECAPS_ZTEST;
3074 /* FIXME: Add
3075 WINED3DLINECAPS_BLEND
3076 WINED3DLINECAPS_ALPHACMP
3077 WINED3DLINECAPS_FOG */
3079 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3080 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3082 if(GL_SUPPORT(EXT_TEXTURE3D))
3083 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3084 else
3085 pCaps->MaxVolumeExtent = 0;
3087 pCaps->MaxTextureRepeat = 32768;
3088 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3089 pCaps->MaxVertexW = 1.0;
3091 pCaps->GuardBandLeft = 0;
3092 pCaps->GuardBandTop = 0;
3093 pCaps->GuardBandRight = 0;
3094 pCaps->GuardBandBottom = 0;
3096 pCaps->ExtentsAdjust = 0;
3098 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3099 WINED3DSTENCILCAPS_INCRSAT |
3100 WINED3DSTENCILCAPS_INVERT |
3101 WINED3DSTENCILCAPS_KEEP |
3102 WINED3DSTENCILCAPS_REPLACE |
3103 WINED3DSTENCILCAPS_ZERO;
3104 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3105 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3106 WINED3DSTENCILCAPS_INCR;
3108 if ( This->dxVersion > 8 &&
3109 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3110 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3111 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3114 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3116 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3117 pCaps->MaxActiveLights = GL_LIMITS(lights);
3119 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3120 pCaps->MaxVertexBlendMatrixIndex = 0;
3122 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3123 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3126 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3127 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3128 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3129 WINED3DVTXPCAPS_LOCALVIEWER |
3130 WINED3DVTXPCAPS_VERTEXFOG |
3131 WINED3DVTXPCAPS_TEXGEN;
3132 /* FIXME: Add
3133 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3135 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3136 pCaps->MaxVertexIndex = 0xFFFFF;
3137 pCaps->MaxStreams = MAX_STREAMS;
3138 pCaps->MaxStreamStride = 1024;
3140 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3141 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
3142 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3143 pCaps->MaxNpatchTessellationLevel = 0;
3144 pCaps->MasterAdapterOrdinal = 0;
3145 pCaps->AdapterOrdinalInGroup = 0;
3146 pCaps->NumberOfAdaptersInGroup = 1;
3148 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3150 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3151 WINED3DPTFILTERCAPS_MAGFPOINT |
3152 WINED3DPTFILTERCAPS_MINFLINEAR |
3153 WINED3DPTFILTERCAPS_MAGFLINEAR;
3154 pCaps->VertexTextureFilterCaps = 0;
3156 memset(&shader_caps, 0, sizeof(shader_caps));
3157 shader_backend = select_shader_backend(Adapter, DeviceType);
3158 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3160 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3161 pCaps->PrimitiveMiscCaps |= shader_caps.PrimitiveMiscCaps;
3163 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3164 * Ignore shader model capabilities if disabled in config
3166 if(vs_selected_mode == SHADER_NONE) {
3167 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3168 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3169 pCaps->MaxVertexShaderConst = 0;
3170 } else {
3171 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3172 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3175 if(ps_selected_mode == SHADER_NONE) {
3176 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3177 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3178 pCaps->PixelShader1xMaxValue = 0.0;
3179 } else {
3180 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3181 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3184 pCaps->TextureOpCaps = shader_caps.TextureOpCaps;
3185 pCaps->MaxTextureBlendStages = shader_caps.MaxTextureBlendStages;
3186 pCaps->MaxSimultaneousTextures = shader_caps.MaxSimultaneousTextures;
3187 pCaps->VS20Caps = shader_caps.VS20Caps;
3188 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3189 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3190 pCaps->PS20Caps = shader_caps.PS20Caps;
3191 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3192 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3194 /* The following caps are shader specific, but they are things we cannot detect, or which
3195 * are the same among all shader models. So to avoid code duplication set the shader version
3196 * specific, but otherwise constant caps here
3198 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3199 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3200 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3201 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3202 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3203 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3204 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3206 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3207 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3208 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3209 pCaps->VS20Caps.Caps = 0;
3210 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3211 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3212 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3214 pCaps->MaxVShaderInstructionsExecuted = 65535;
3215 pCaps->MaxVertexShader30InstructionSlots = 0;
3216 } else { /* VS 1.x */
3217 pCaps->VS20Caps.Caps = 0;
3218 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3219 pCaps->VS20Caps.NumTemps = 0;
3220 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3222 pCaps->MaxVShaderInstructionsExecuted = 0;
3223 pCaps->MaxVertexShader30InstructionSlots = 0;
3226 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3227 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3228 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3230 /* 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 */
3231 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3232 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3233 WINED3DPS20CAPS_PREDICATION |
3234 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3235 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3236 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3237 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3238 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3239 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3241 pCaps->MaxPShaderInstructionsExecuted = 65535;
3242 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3243 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3244 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3245 pCaps->PS20Caps.Caps = 0;
3246 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3247 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3248 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3249 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3251 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3252 pCaps->MaxPixelShader30InstructionSlots = 0;
3253 } else { /* PS 1.x */
3254 pCaps->PS20Caps.Caps = 0;
3255 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3256 pCaps->PS20Caps.NumTemps = 0;
3257 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3258 pCaps->PS20Caps.NumInstructionSlots = 0;
3260 pCaps->MaxPShaderInstructionsExecuted = 0;
3261 pCaps->MaxPixelShader30InstructionSlots = 0;
3264 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3265 /* OpenGL supports all the formats below, perhaps not always
3266 * without conversion, but it supports them.
3267 * Further GLSL doesn't seem to have an official unsigned type so
3268 * don't advertise it yet as I'm not sure how we handle it.
3269 * We might need to add some clamping in the shader engine to
3270 * support it.
3271 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3272 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3273 WINED3DDTCAPS_UBYTE4N |
3274 WINED3DDTCAPS_SHORT2N |
3275 WINED3DDTCAPS_SHORT4N;
3276 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3277 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3278 WINED3DDTCAPS_FLOAT16_4;
3280 } else
3281 pCaps->DeclTypes = 0;
3283 return WINED3D_OK;
3286 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3287 and fields being inserted in the middle, a new structure is used in place */
3288 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3289 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3290 IUnknown *parent) {
3292 IWineD3DDeviceImpl *object = NULL;
3293 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3294 WINED3DDISPLAYMODE mode;
3295 int i;
3297 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3298 * number and create a device without a 3D adapter for 2D only operation.
3300 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3301 return WINED3DERR_INVALIDCALL;
3304 /* Create a WineD3DDevice object */
3305 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3306 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3307 TRACE("Created WineD3DDevice object @ %p\n", object);
3308 if (NULL == object) {
3309 return WINED3DERR_OUTOFVIDEOMEMORY;
3312 /* Set up initial COM information */
3313 object->lpVtbl = &IWineD3DDevice_Vtbl;
3314 object->ref = 1;
3315 object->wineD3D = iface;
3316 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3317 IWineD3D_AddRef(object->wineD3D);
3318 object->parent = parent;
3319 list_init(&object->resources);
3320 list_init(&object->shaders);
3322 if(This->dxVersion == 7) {
3323 object->surface_alignment = 8;
3324 } else {
3325 object->surface_alignment = 4;
3327 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3329 /* Set the state up as invalid until the device is fully created */
3330 object->state = WINED3DERR_DRIVERINTERNALERROR;
3332 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3333 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3335 /* Save the creation parameters */
3336 object->createParms.AdapterOrdinal = Adapter;
3337 object->createParms.DeviceType = DeviceType;
3338 object->createParms.hFocusWindow = hFocusWindow;
3339 object->createParms.BehaviorFlags = BehaviourFlags;
3341 /* Initialize other useful values */
3342 object->adapterNo = Adapter;
3343 object->devType = DeviceType;
3345 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3346 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3348 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3349 * model can deal with that. It is essentially the same, just with adjusted
3350 * Set*ShaderConstantF implementations
3352 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3353 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3356 /* set the state of the device to valid */
3357 object->state = WINED3D_OK;
3359 /* Get the initial screen setup for ddraw */
3360 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3362 object->ddraw_width = mode.Width;
3363 object->ddraw_height = mode.Height;
3364 object->ddraw_format = mode.Format;
3366 for(i = 0; i < PATCHMAP_SIZE; i++) {
3367 list_init(&object->patches[i]);
3369 return WINED3D_OK;
3371 #undef GLINFO_LOCATION
3373 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3374 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3375 IUnknown_AddRef(This->parent);
3376 *pParent = This->parent;
3377 return WINED3D_OK;
3380 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3381 IUnknown* surfaceParent;
3382 TRACE("(%p) call back\n", pSurface);
3384 /* Now, release the parent, which will take care of cleaning up the surface for us */
3385 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3386 IUnknown_Release(surfaceParent);
3387 return IUnknown_Release(surfaceParent);
3390 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3391 IUnknown* volumeParent;
3392 TRACE("(%p) call back\n", pVolume);
3394 /* Now, release the parent, which will take care of cleaning up the volume for us */
3395 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3396 IUnknown_Release(volumeParent);
3397 return IUnknown_Release(volumeParent);
3400 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3401 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3402 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3403 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3405 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3406 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3407 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3408 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3409 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3410 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3411 * DirectDraw, not OpenGL.
3413 if(gl_info->supported[APPLE_FENCE] &&
3414 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3415 gl_info->supported[APPLE_FLUSH_RENDER] &&
3416 gl_info->supported[APPLE_YCBCR_422]) {
3417 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3418 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3419 return TRUE;
3420 } else {
3421 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3422 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3423 return FALSE;
3427 #define GLINFO_LOCATION (*gl_info)
3428 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3429 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3430 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3431 * all the texture. This function detects this bug by its symptom and disables PBOs
3432 * if the test fails.
3434 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3435 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3436 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3437 * read back is compared to the original. If they are equal PBOs are assumed to work,
3438 * otherwise the PBO extension is disabled.
3440 GLuint texture, pbo;
3441 static const unsigned int pattern[] = {
3442 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3443 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3444 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3445 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3447 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3449 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3450 /* No PBO -> No point in testing them */
3451 return;
3454 while(glGetError());
3455 glGenTextures(1, &texture);
3456 glBindTexture(GL_TEXTURE_2D, texture);
3457 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3458 checkGLcall("Specifying the PBO test texture\n");
3460 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3461 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3462 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3463 checkGLcall("Specifying the PBO test pbo\n");
3465 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3466 checkGLcall("Loading the PBO test texture\n");
3468 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3469 glFinish(); /* just to be sure */
3471 memset(check, 0, sizeof(check));
3472 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3473 checkGLcall("Reading back the PBO test texture\n");
3475 glDeleteTextures(1, &texture);
3476 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3477 checkGLcall("PBO test cleanup\n");
3479 if(memcmp(check, pattern, sizeof(check)) != 0) {
3480 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3481 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3482 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3483 } else {
3484 TRACE_(d3d_caps)("PBO test successful\n");
3487 #undef GLINFO_LOCATION
3489 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3490 * reporting a driver version is moot because we are not the Windows driver, and we have different
3491 * bugs, features, etc.
3493 * If a card is not found in this table, the gl driver version is reported
3495 struct driver_version_information {
3496 WORD vendor; /* reported PCI card vendor ID */
3497 WORD card; /* reported PCI card device ID */
3498 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3499 WORD lopart_hi, lopart_lo; /* driver loword to report */
3502 static const struct driver_version_information driver_version_table[] = {
3503 /* Nvidia drivers. Geforce FX and newer cards are supported by the current driver */
3504 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 10, 16921 },
3505 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 10, 16921 },
3506 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 10, 16921 },
3507 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 10, 16921 },
3508 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 10, 16921 },
3509 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 10, 16921 },
3510 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 10, 16921 },
3511 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 10, 16921 },
3512 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 10, 16921 },
3513 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 10, 16921 },
3514 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 10, 16921 },
3515 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 10, 16921 },
3516 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 10, 16921 },
3517 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 10, 16921 },
3519 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3520 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3521 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3522 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3523 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3524 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3525 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3527 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3530 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3531 unsigned int i;
3532 BOOL apple = implementation_is_apple(gl_info);
3534 if(apple) {
3535 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3536 * used it falls back to software. While the compiler can detect if the shader uses all declared
3537 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3538 * using relative addressing falls back to software.
3540 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3542 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3543 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3544 } else {
3545 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3546 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3547 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3550 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3551 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3552 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3553 * flag for this extension
3555 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3556 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3557 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3558 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3559 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3560 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3561 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3565 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3566 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3567 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3568 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3569 * according to the spec.
3571 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3572 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3574 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3575 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3576 * this workaround is activated on cards that do not need it, it won't break things, just affect
3577 * performance negatively.
3579 if(gl_info->gl_vendor == VENDOR_INTEL ||
3580 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3581 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3582 gl_info->set_texcoord_w = TRUE;
3586 /* Find out if PBOs work as they are supposed to */
3587 test_pbo_functionality(gl_info);
3589 /* Fixup the driver version */
3590 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3591 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3592 gl_info->gl_card == driver_version_table[i].card) {
3593 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3595 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3596 driver_version_table[i].lopart_lo);
3597 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3598 driver_version_table[i].hipart_lo);
3599 break;
3604 void invalid_func(void *data) {
3605 ERR("Invalid vertex attribute function called\n");
3606 DebugBreak();
3609 #define GLINFO_LOCATION (Adapters[0].gl_info)
3611 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3612 * the extension detection and are used in drawStridedSlow
3614 static void position_d3dcolor(void *data) {
3615 DWORD pos = *((DWORD *) data);
3617 FIXME("Add a test for fixed function position from d3dcolor type\n");
3618 glVertex4s(D3DCOLOR_B_R(pos),
3619 D3DCOLOR_B_G(pos),
3620 D3DCOLOR_B_B(pos),
3621 D3DCOLOR_B_A(pos));
3623 static void position_float4(void *data) {
3624 GLfloat *pos = (float *) data;
3626 if (pos[3] < eps && pos[3] > -eps)
3627 glVertex3fv(pos);
3628 else {
3629 float w = 1.0 / pos[3];
3631 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3635 static void diffuse_d3dcolor(void *data) {
3636 DWORD diffuseColor = *((DWORD *) data);
3638 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3639 D3DCOLOR_B_G(diffuseColor),
3640 D3DCOLOR_B_B(diffuseColor),
3641 D3DCOLOR_B_A(diffuseColor));
3644 static void specular_d3dcolor(void *data) {
3645 DWORD specularColor = *((DWORD *) data);
3647 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3648 D3DCOLOR_B_G(specularColor),
3649 D3DCOLOR_B_B(specularColor));
3651 static void warn_no_specular_func(void *data) {
3652 WARN("GL_EXT_secondary_color not supported\n");
3655 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3656 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3657 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3658 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3659 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3660 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3661 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3662 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3663 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3664 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3665 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3666 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3667 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3668 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3669 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3670 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3671 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3672 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3674 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3675 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3676 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3677 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3678 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3679 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3680 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3681 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3682 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3683 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3684 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3685 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3686 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3687 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3688 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3689 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3690 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3692 /* No 4 component entry points here */
3693 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3694 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3695 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3696 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3697 } else {
3698 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3700 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3701 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3702 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3703 } else {
3704 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3706 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3707 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3708 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3709 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3710 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3711 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3712 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3713 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3714 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3715 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3716 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3717 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3719 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3720 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3722 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3723 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3724 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3725 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3726 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3727 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3728 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3729 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3730 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3731 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3732 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3733 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3734 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3735 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3736 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3737 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3738 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3741 #define PUSH1(att) attribs[nAttribs++] = (att);
3742 BOOL InitAdapters(void) {
3743 static HMODULE mod_gl;
3744 BOOL ret;
3745 int ps_selected_mode, vs_selected_mode;
3747 /* No need to hold any lock. The calling library makes sure only one thread calls
3748 * wined3d simultaneously
3750 if(numAdapters > 0) return Adapters[0].opengl;
3752 TRACE("Initializing adapters\n");
3754 if(!mod_gl) {
3755 #ifdef USE_WIN32_OPENGL
3756 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3757 mod_gl = LoadLibraryA("opengl32.dll");
3758 if(!mod_gl) {
3759 ERR("Can't load opengl32.dll!\n");
3760 goto nogl_adapter;
3762 #else
3763 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3764 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3765 mod_gl = GetModuleHandleA("gdi32.dll");
3766 #endif
3769 /* Load WGL core functions from opengl32.dll */
3770 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3771 WGL_FUNCS_GEN;
3772 #undef USE_WGL_FUNC
3774 if(!pwglGetProcAddress) {
3775 ERR("Unable to load wglGetProcAddress!\n");
3776 goto nogl_adapter;
3779 /* Dynamically load all GL core functions */
3780 GL_FUNCS_GEN;
3781 #undef USE_GL_FUNC
3783 /* For now only one default adapter */
3785 int iPixelFormat;
3786 int attribs[10];
3787 int values[10];
3788 int nAttribs = 0;
3789 int res;
3790 WineD3D_PixelFormat *cfgs;
3791 int attribute;
3792 DISPLAY_DEVICEW DisplayDevice;
3793 HDC hdc;
3795 TRACE("Initializing default adapter\n");
3796 Adapters[0].num = 0;
3797 Adapters[0].monitorPoint.x = -1;
3798 Adapters[0].monitorPoint.y = -1;
3800 if (!WineD3D_CreateFakeGLContext()) {
3801 ERR("Failed to get a gl context for default adapter\n");
3802 WineD3D_ReleaseFakeGLContext();
3803 goto nogl_adapter;
3806 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3807 if(!ret) {
3808 ERR("Failed to initialize gl caps for default adapter\n");
3809 WineD3D_ReleaseFakeGLContext();
3810 goto nogl_adapter;
3812 ret = initPixelFormats(&Adapters[0].gl_info);
3813 if(!ret) {
3814 ERR("Failed to init gl formats\n");
3815 WineD3D_ReleaseFakeGLContext();
3816 goto nogl_adapter;
3819 hdc = pwglGetCurrentDC();
3820 if(!hdc) {
3821 ERR("Failed to get gl HDC\n");
3822 WineD3D_ReleaseFakeGLContext();
3823 goto nogl_adapter;
3826 Adapters[0].driver = "Display";
3827 Adapters[0].description = "Direct3D HAL";
3829 /* Use the VideoRamSize registry setting when set */
3830 if(wined3d_settings.emulated_textureram)
3831 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3832 else
3833 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3834 Adapters[0].UsedTextureRam = 0;
3835 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3837 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3838 DisplayDevice.cb = sizeof(DisplayDevice);
3839 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3840 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3841 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3843 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3844 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3846 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3847 cfgs = Adapters[0].cfgs;
3848 PUSH1(WGL_RED_BITS_ARB)
3849 PUSH1(WGL_GREEN_BITS_ARB)
3850 PUSH1(WGL_BLUE_BITS_ARB)
3851 PUSH1(WGL_ALPHA_BITS_ARB)
3852 PUSH1(WGL_DEPTH_BITS_ARB)
3853 PUSH1(WGL_STENCIL_BITS_ARB)
3854 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
3855 PUSH1(WGL_PIXEL_TYPE_ARB)
3856 PUSH1(WGL_DOUBLE_BUFFER_ARB)
3857 PUSH1(WGL_AUX_BUFFERS_ARB)
3859 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
3860 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
3862 if(!res)
3863 continue;
3865 /* Cache the pixel format */
3866 cfgs->iPixelFormat = iPixelFormat;
3867 cfgs->redSize = values[0];
3868 cfgs->greenSize = values[1];
3869 cfgs->blueSize = values[2];
3870 cfgs->alphaSize = values[3];
3871 cfgs->depthSize = values[4];
3872 cfgs->stencilSize = values[5];
3873 cfgs->windowDrawable = values[6];
3874 cfgs->iPixelType = values[7];
3875 cfgs->doubleBuffer = values[8];
3876 cfgs->auxBuffers = values[9];
3878 cfgs->pbufferDrawable = FALSE;
3879 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown
3880 attributes. */
3881 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
3882 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
3883 int value;
3884 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
3885 cfgs->pbufferDrawable = value;
3888 TRACE("iPixelFormat=%d, iPixelType=%#x, RGBA=%d/%d/%d/%d, doubleBuffer=%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);
3889 cfgs++;
3892 fixup_extensions(&Adapters[0].gl_info);
3894 WineD3D_ReleaseFakeGLContext();
3896 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
3897 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
3898 fillGLAttribFuncs(&Adapters[0].gl_info);
3899 init_type_lookup(&Adapters[0].gl_info);
3900 Adapters[0].opengl = TRUE;
3902 numAdapters = 1;
3903 TRACE("%d adapters successfully initialized\n", numAdapters);
3905 return TRUE;
3907 nogl_adapter:
3908 /* Initialize an adapter for ddraw-only memory counting */
3909 memset(Adapters, 0, sizeof(Adapters));
3910 Adapters[0].num = 0;
3911 Adapters[0].opengl = FALSE;
3912 Adapters[0].monitorPoint.x = -1;
3913 Adapters[0].monitorPoint.y = -1;
3915 Adapters[0].driver = "Display";
3916 Adapters[0].description = "WineD3D DirectDraw Emulation";
3917 if(wined3d_settings.emulated_textureram) {
3918 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3919 } else {
3920 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
3923 numAdapters = 1;
3924 return FALSE;
3926 #undef PUSH1
3927 #undef GLINFO_LOCATION
3929 /**********************************************************
3930 * IWineD3D VTbl follows
3931 **********************************************************/
3933 const IWineD3DVtbl IWineD3D_Vtbl =
3935 /* IUnknown */
3936 IWineD3DImpl_QueryInterface,
3937 IWineD3DImpl_AddRef,
3938 IWineD3DImpl_Release,
3939 /* IWineD3D */
3940 IWineD3DImpl_GetParent,
3941 IWineD3DImpl_GetAdapterCount,
3942 IWineD3DImpl_RegisterSoftwareDevice,
3943 IWineD3DImpl_GetAdapterMonitor,
3944 IWineD3DImpl_GetAdapterModeCount,
3945 IWineD3DImpl_EnumAdapterModes,
3946 IWineD3DImpl_GetAdapterDisplayMode,
3947 IWineD3DImpl_GetAdapterIdentifier,
3948 IWineD3DImpl_CheckDeviceMultiSampleType,
3949 IWineD3DImpl_CheckDepthStencilMatch,
3950 IWineD3DImpl_CheckDeviceType,
3951 IWineD3DImpl_CheckDeviceFormat,
3952 IWineD3DImpl_CheckDeviceFormatConversion,
3953 IWineD3DImpl_GetDeviceCaps,
3954 IWineD3DImpl_CreateDevice