push 0e883ac4a03c91e56787e1ec12e001b6558b4b62
[wine/hacks.git] / dlls / wined3d / directx.c
blobc55d66c39e07e0d284e996a724673949e1c3a846
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
42 /* Extension detection */
43 static const struct {
44 const char *extension_string;
45 GL_SupportedExt extension;
46 DWORD version;
47 } EXTENSION_MAP[] = {
48 /* APPLE */
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
55 /* ATI */
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
59 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
60 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
61 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
63 /* ARB */
64 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
65 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
66 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
67 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
68 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
69 {"GL_ARB_imaging", ARB_IMAGING, 0 },
70 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
71 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
72 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
73 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
74 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
75 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
86 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
87 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
88 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
89 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
90 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
92 /* EXT */
93 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
94 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
95 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
96 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
97 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
98 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
101 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
102 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
103 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
104 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
105 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
106 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
107 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
108 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
109 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
110 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
111 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
112 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
113 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
114 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
115 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
116 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
118 /* NV */
119 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
120 {"GL_NV_fence", NV_FENCE, 0 },
121 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
122 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
123 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
124 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
125 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
126 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
127 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
128 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
129 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
130 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
131 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
132 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
133 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
134 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
135 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
136 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
137 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
139 /* SGI */
140 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
143 /**********************************************************
144 * Utility functions follow
145 **********************************************************/
147 /* Adapters */
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
152 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
153 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
154 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
156 /* lookup tables */
157 int minLookup[MAX_LOOKUPS];
158 int maxLookup[MAX_LOOKUPS];
159 DWORD *stateLookup[MAX_LOOKUPS];
161 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
162 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
163 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
164 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
169 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
170 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
171 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
174 /* drawStridedSlow attributes */
175 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
176 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
177 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
178 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
179 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
182 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
183 * i.e., there is no GL Context - Get a default rendering context to enable the
184 * function query some info from GL.
187 static int wined3d_fake_gl_context_ref = 0;
188 static BOOL wined3d_fake_gl_context_foreign;
189 static BOOL wined3d_fake_gl_context_available = FALSE;
190 static HDC wined3d_fake_gl_context_hdc = NULL;
191 static HWND wined3d_fake_gl_context_hwnd = NULL;
193 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
194 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
196 0, 0, &wined3d_fake_gl_context_cs,
197 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
198 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
199 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
201 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
203 static void WineD3D_ReleaseFakeGLContext(void) {
204 HGLRC glCtx;
206 EnterCriticalSection(&wined3d_fake_gl_context_cs);
208 if(!wined3d_fake_gl_context_available) {
209 TRACE_(d3d_caps)("context not available\n");
210 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
211 return;
214 glCtx = pwglGetCurrentContext();
216 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
217 if (0 == (--wined3d_fake_gl_context_ref) ) {
218 if(!wined3d_fake_gl_context_foreign && glCtx) {
219 TRACE_(d3d_caps)("destroying fake GL context\n");
220 pwglMakeCurrent(NULL, NULL);
221 pwglDeleteContext(glCtx);
223 if(wined3d_fake_gl_context_hdc)
224 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
225 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
226 if(wined3d_fake_gl_context_hwnd)
227 DestroyWindow(wined3d_fake_gl_context_hwnd);
228 wined3d_fake_gl_context_hwnd = NULL;
229 wined3d_fake_gl_context_available = FALSE;
231 assert(wined3d_fake_gl_context_ref >= 0);
233 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
236 static BOOL WineD3D_CreateFakeGLContext(void) {
237 HGLRC glCtx = NULL;
239 EnterCriticalSection(&wined3d_fake_gl_context_cs);
241 TRACE("getting context...\n");
242 if(wined3d_fake_gl_context_ref > 0) goto ret;
243 assert(0 == wined3d_fake_gl_context_ref);
245 wined3d_fake_gl_context_foreign = TRUE;
247 glCtx = pwglGetCurrentContext();
248 if (!glCtx) {
249 PIXELFORMATDESCRIPTOR pfd;
250 int iPixelFormat;
252 wined3d_fake_gl_context_foreign = FALSE;
254 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
255 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
256 if(!wined3d_fake_gl_context_hwnd) {
257 ERR("HWND creation failed!\n");
258 goto fail;
260 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
261 if(!wined3d_fake_gl_context_hdc) {
262 ERR("GetDC failed!\n");
263 goto fail;
266 /* PixelFormat selection */
267 ZeroMemory(&pfd, sizeof(pfd));
268 pfd.nSize = sizeof(pfd);
269 pfd.nVersion = 1;
270 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
271 pfd.iPixelType = PFD_TYPE_RGBA;
272 pfd.cColorBits = 32;
273 pfd.iLayerType = PFD_MAIN_PLANE;
275 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
276 if(!iPixelFormat) {
277 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
278 ERR("Can't find a suitable iPixelFormat\n");
279 goto fail;
281 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
282 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
284 /* Create a GL context */
285 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
286 if (!glCtx) {
287 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
288 goto fail;
291 /* Make it the current GL context */
292 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
293 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
294 goto fail;
298 ret:
299 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
300 wined3d_fake_gl_context_ref++;
301 wined3d_fake_gl_context_available = TRUE;
302 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
303 return TRUE;
304 fail:
305 if(wined3d_fake_gl_context_hdc)
306 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
307 wined3d_fake_gl_context_hdc = NULL;
308 if(wined3d_fake_gl_context_hwnd)
309 DestroyWindow(wined3d_fake_gl_context_hwnd);
310 wined3d_fake_gl_context_hwnd = NULL;
311 if(glCtx) pwglDeleteContext(glCtx);
312 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
313 return FALSE;
316 /* Adjust the amount of used texture memory */
317 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
318 UINT Adapter = D3DDevice->adapterNo;
320 Adapters[Adapter].UsedTextureRam += glram;
321 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
322 return Adapters[Adapter].UsedTextureRam;
325 /**********************************************************
326 * IUnknown parts follows
327 **********************************************************/
329 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
331 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
333 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
334 if (IsEqualGUID(riid, &IID_IUnknown)
335 || IsEqualGUID(riid, &IID_IWineD3DBase)
336 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
337 IUnknown_AddRef(iface);
338 *ppobj = This;
339 return S_OK;
341 *ppobj = NULL;
342 return E_NOINTERFACE;
345 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
346 IWineD3DImpl *This = (IWineD3DImpl *)iface;
347 ULONG refCount = InterlockedIncrement(&This->ref);
349 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
350 return refCount;
353 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
354 IWineD3DImpl *This = (IWineD3DImpl *)iface;
355 ULONG ref;
356 TRACE("(%p) : Releasing from %d\n", This, This->ref);
357 ref = InterlockedDecrement(&This->ref);
358 if (ref == 0) {
359 HeapFree(GetProcessHeap(), 0, This);
362 return ref;
365 /* Set the shader type for this device, depending on the given capabilities,
366 * the device type, and the user preferences in wined3d_settings */
368 void select_shader_mode(
369 WineD3D_GL_Info *gl_info,
370 WINED3DDEVTYPE DeviceType,
371 int* ps_selected,
372 int* vs_selected) {
374 if (wined3d_settings.vs_mode == VS_NONE) {
375 *vs_selected = SHADER_NONE;
376 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
377 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
378 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
379 * shaders only on this card. */
380 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
381 *vs_selected = SHADER_ARB;
382 else
383 *vs_selected = SHADER_GLSL;
384 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
385 *vs_selected = SHADER_ARB;
386 } else {
387 *vs_selected = SHADER_NONE;
390 if (wined3d_settings.ps_mode == PS_NONE) {
391 *ps_selected = SHADER_NONE;
392 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
393 *ps_selected = SHADER_GLSL;
394 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
395 *ps_selected = SHADER_ARB;
396 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
397 *ps_selected = SHADER_ATI;
398 } else {
399 *ps_selected = SHADER_NONE;
403 /** Select the number of report maximum shader constants based on the selected shader modes */
404 static void select_shader_max_constants(
405 int ps_selected_mode,
406 int vs_selected_mode,
407 WineD3D_GL_Info *gl_info) {
409 switch (vs_selected_mode) {
410 case SHADER_GLSL:
411 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
412 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
413 break;
414 case SHADER_ARB:
415 /* We have to subtract any other PARAMs that we might use in our shader programs.
416 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
417 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
418 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
419 break;
420 default:
421 gl_info->max_vshader_constantsF = 0;
422 break;
425 switch (ps_selected_mode) {
426 case SHADER_GLSL:
427 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
428 * In theory the texbem instruction may need one more shader constant too. But lets assume
429 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
430 * and lets not take away a uniform needlessly from all other shaders.
432 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
433 break;
434 case SHADER_ARB:
435 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
436 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
438 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
439 break;
440 default:
441 gl_info->max_pshader_constantsF = 0;
442 break;
446 /**********************************************************
447 * IWineD3D parts follows
448 **********************************************************/
450 #define GLINFO_LOCATION (*gl_info)
451 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
452 GLuint prog;
453 BOOL ret = FALSE;
454 const char *testcode =
455 "!!ARBvp1.0\n"
456 "PARAM C[66] = { program.env[0..65] };\n"
457 "ADDRESS A0;"
458 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
459 "ARL A0.x, zero.x;\n"
460 "MOV result.position, C[A0.x + 65];\n"
461 "END\n";
463 while(glGetError());
464 GL_EXTCALL(glGenProgramsARB(1, &prog));
465 if(!prog) {
466 ERR("Failed to create an ARB offset limit test program\n");
468 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
469 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
470 strlen(testcode), testcode));
471 if(glGetError() != 0) {
472 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
473 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
474 ret = TRUE;
475 } else TRACE("OpenGL implementation allows offsets > 63\n");
477 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
478 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
479 checkGLcall("ARB vp offset limit test cleanup\n");
481 return ret;
484 static DWORD ver_for_ext(GL_SupportedExt ext)
486 unsigned int i;
487 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
488 if(EXTENSION_MAP[i].extension == ext) {
489 return EXTENSION_MAP[i].version;
492 return 0;
495 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
496 const char *GL_Extensions = NULL;
497 const char *WGL_Extensions = NULL;
498 const char *gl_string = NULL;
499 const char *gl_string_cursor = NULL;
500 GLint gl_max;
501 GLfloat gl_floatv[2];
502 int major = 1, minor = 0;
503 BOOL return_value = TRUE;
504 unsigned i;
505 HDC hdc;
506 unsigned int vidmem=0;
508 TRACE_(d3d_caps)("(%p)\n", gl_info);
510 ENTER_GL();
512 gl_string = (const char *) glGetString(GL_RENDERER);
513 if (NULL == gl_string)
514 gl_string = "None";
515 strcpy(gl_info->gl_renderer, gl_string);
517 gl_string = (const char *) glGetString(GL_VENDOR);
518 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
519 if (gl_string != NULL) {
520 /* Fill in the GL vendor */
521 if (strstr(gl_string, "NVIDIA")) {
522 gl_info->gl_vendor = VENDOR_NVIDIA;
523 } else if (strstr(gl_string, "ATI")) {
524 gl_info->gl_vendor = VENDOR_ATI;
525 } else if (strstr(gl_string, "Intel(R)") ||
526 strstr(gl_info->gl_renderer, "Intel(R)") ||
527 strstr(gl_string, "Intel Inc.")) {
528 gl_info->gl_vendor = VENDOR_INTEL;
529 } else if (strstr(gl_string, "Mesa")) {
530 gl_info->gl_vendor = VENDOR_MESA;
531 } else {
532 gl_info->gl_vendor = VENDOR_WINE;
534 } else {
535 gl_info->gl_vendor = VENDOR_WINE;
539 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
541 /* Parse the GL_VERSION field into major and minor information */
542 gl_string = (const char *) glGetString(GL_VERSION);
543 if (gl_string != NULL) {
545 /* First, parse the generic opengl version. This is supposed not to be convoluted with
546 * driver specific information
548 gl_string_cursor = gl_string;
549 major = atoi(gl_string_cursor);
550 if(major <= 0) {
551 ERR("Invalid opengl major version: %d\n", major);
553 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
554 ++gl_string_cursor;
556 if (*gl_string_cursor++ != '.') {
557 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
559 minor = atoi(gl_string_cursor);
560 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
561 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
563 /* Now parse the driver specific string which we'll report to the app */
564 switch (gl_info->gl_vendor) {
565 case VENDOR_NVIDIA:
566 gl_string_cursor = strstr(gl_string, "NVIDIA");
567 if (!gl_string_cursor) {
568 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
569 break;
572 gl_string_cursor = strstr(gl_string_cursor, " ");
573 if (!gl_string_cursor) {
574 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
575 break;
578 while (*gl_string_cursor == ' ') {
579 ++gl_string_cursor;
582 if (!*gl_string_cursor) {
583 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
584 break;
587 major = atoi(gl_string_cursor);
588 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
589 ++gl_string_cursor;
592 if (*gl_string_cursor++ != '.') {
593 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
594 break;
597 minor = atoi(gl_string_cursor);
598 minor = major*100+minor;
599 major = 10;
601 break;
603 case VENDOR_ATI:
604 major = minor = 0;
605 gl_string_cursor = strchr(gl_string, '-');
606 if (gl_string_cursor) {
607 int error = 0;
608 gl_string_cursor++;
610 /* Check if version number is of the form x.y.z */
611 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
612 error = 1;
613 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
614 error = 1;
615 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
616 error = 1;
617 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
618 error = 1;
620 /* Mark version number as malformed */
621 if (error)
622 gl_string_cursor = 0;
625 if (!gl_string_cursor)
626 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
627 else {
628 major = *gl_string_cursor - '0';
629 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
631 break;
633 case VENDOR_INTEL:
634 /* Apple and Mesa version strings look differently, but both provide intel drivers */
635 if(strstr(gl_string, "APPLE")) {
636 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
637 * We only need the first part, and use the APPLE as identification
638 * "1.2 APPLE-1.4.56"
640 gl_string_cursor = gl_string;
641 major = atoi(gl_string_cursor);
642 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
643 ++gl_string_cursor;
646 if (*gl_string_cursor++ != '.') {
647 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
648 break;
651 minor = atoi(gl_string_cursor);
652 break;
655 case VENDOR_MESA:
656 gl_string_cursor = strstr(gl_string, "Mesa");
657 gl_string_cursor = strstr(gl_string_cursor, " ");
658 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
659 if (*gl_string_cursor) {
660 char tmp[16];
661 int cursor = 0;
663 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
664 tmp[cursor++] = *gl_string_cursor;
665 ++gl_string_cursor;
667 tmp[cursor] = 0;
668 major = atoi(tmp);
670 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
671 ++gl_string_cursor;
673 cursor = 0;
674 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
675 tmp[cursor++] = *gl_string_cursor;
676 ++gl_string_cursor;
678 tmp[cursor] = 0;
679 minor = atoi(tmp);
681 break;
683 default:
684 major = 0;
685 minor = 9;
687 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
688 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
689 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
690 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
691 } else {
692 FIXME("OpenGL driver did not return version information\n");
693 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
694 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
697 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
700 * Initialize openGL extension related variables
701 * with Default values
703 memset(gl_info->supported, 0, sizeof(gl_info->supported));
704 gl_info->max_buffers = 1;
705 gl_info->max_textures = 1;
706 gl_info->max_texture_stages = 1;
707 gl_info->max_fragment_samplers = 1;
708 gl_info->max_vertex_samplers = 0;
709 gl_info->max_combined_samplers = 0;
710 gl_info->max_sampler_stages = 1;
711 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
712 gl_info->ps_arb_max_temps = 0;
713 gl_info->ps_arb_max_instructions = 0;
714 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
715 gl_info->vs_arb_max_temps = 0;
716 gl_info->vs_arb_max_instructions = 0;
717 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
718 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
719 gl_info->vs_glsl_constantsF = 0;
720 gl_info->ps_glsl_constantsF = 0;
721 gl_info->vs_arb_constantsF = 0;
722 gl_info->ps_arb_constantsF = 0;
724 /* Retrieve opengl defaults */
725 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
726 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
727 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
729 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
730 gl_info->max_lights = gl_max;
731 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
733 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
734 gl_info->max_texture_size = gl_max;
735 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
737 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
738 gl_info->max_pointsizemin = gl_floatv[0];
739 gl_info->max_pointsize = gl_floatv[1];
740 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
742 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
743 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
744 TRACE_(d3d_caps)("GL_Extensions reported:\n");
746 if (NULL == GL_Extensions) {
747 ERR(" GL_Extensions returns NULL\n");
748 } else {
749 while (*GL_Extensions != 0x00) {
750 const char *Start;
751 char ThisExtn[256];
752 size_t len;
754 while (isspace(*GL_Extensions)) GL_Extensions++;
755 Start = GL_Extensions;
756 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
757 GL_Extensions++;
760 len = GL_Extensions - Start;
761 if (len == 0 || len >= sizeof(ThisExtn))
762 continue;
764 memcpy(ThisExtn, Start, len);
765 ThisExtn[len] = '\0';
766 TRACE_(d3d_caps)("- %s\n", ThisExtn);
768 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
769 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
770 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
771 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
772 break;
777 LEAVE_GL();
779 /* Now work out what GL support this card really has */
780 #define USE_GL_FUNC(type, pfn, ext, replace) { \
781 DWORD ver = ver_for_ext(ext); \
782 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
783 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
784 else gl_info->pfn = NULL; \
786 GL_EXT_FUNCS_GEN;
787 #undef USE_GL_FUNC
789 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
790 WGL_EXT_FUNCS_GEN;
791 #undef USE_GL_FUNC
793 ENTER_GL();
794 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
795 * loading the functions, otherwise the code above will load the extension entry points instead of the
796 * core functions, which may not work
798 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
799 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
800 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
801 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
802 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
806 if (gl_info->supported[APPLE_FENCE]) {
807 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
808 * The apple extension interacts with some other apple exts. Disable the NV
809 * extension if the apple one is support to prevent confusion in other parts
810 * of the code
812 gl_info->supported[NV_FENCE] = FALSE;
814 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
815 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
817 * The enums are the same:
818 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
819 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
820 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
821 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
822 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
824 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
825 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
826 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
828 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
829 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
830 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
833 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
834 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
835 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
837 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
838 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
839 * Won't occur in any real world situation though
841 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
842 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
843 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
844 * are supported. The nv extensions provide the same functionality as the
845 * ATI one, and a bit more(signed pixelformats)
847 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
850 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
851 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
852 gl_info->max_buffers = gl_max;
853 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
855 if (gl_info->supported[ARB_MULTITEXTURE]) {
856 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
857 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
858 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
860 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
861 GLint tmp;
862 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
863 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
864 } else {
865 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
867 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
869 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
870 GLint tmp;
871 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
872 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
873 } else {
874 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
876 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
878 if (gl_info->supported[ARB_VERTEX_SHADER]) {
879 GLint tmp;
880 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
881 gl_info->max_vertex_samplers = tmp;
882 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
883 gl_info->max_combined_samplers = tmp;
885 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
886 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
887 * an issue because then the sampler setup only depends on the two shaders. If a pixel
888 * shader is used with fixed function vertex processing we're fine too because fixed function
889 * vertex processing doesn't use any samplers. If fixed function fragment processing is
890 * used we have to make sure that all vertex sampler setups are valid together with all
891 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
892 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
893 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
894 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
895 * a fixed function pipeline anymore.
897 * So this is just a check to check that our assumption holds true. If not, write a warning
898 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
900 if(gl_info->max_vertex_samplers &&
901 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
902 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
903 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
904 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
905 if( gl_info->max_combined_samplers > MAX_TEXTURES )
906 gl_info->max_vertex_samplers =
907 gl_info->max_combined_samplers - MAX_TEXTURES;
908 else
909 gl_info->max_vertex_samplers = 0;
911 } else {
912 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
914 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
915 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
917 if (gl_info->supported[ARB_VERTEX_BLEND]) {
918 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
919 gl_info->max_blends = gl_max;
920 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
922 if (gl_info->supported[EXT_TEXTURE3D]) {
923 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
924 gl_info->max_texture3d_size = gl_max;
925 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
927 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
928 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
929 gl_info->max_anisotropy = gl_max;
930 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
932 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
933 gl_info->ps_arb_version = PS_VERSION_11;
934 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
935 gl_info->ps_arb_constantsF = gl_max;
936 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
937 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
938 gl_info->ps_arb_max_temps = gl_max;
939 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
940 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
941 gl_info->ps_arb_max_instructions = gl_max;
942 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
944 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
945 gl_info->vs_arb_version = VS_VERSION_11;
946 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
947 gl_info->vs_arb_constantsF = gl_max;
948 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
949 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
950 gl_info->vs_arb_max_temps = gl_max;
951 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
952 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
953 gl_info->vs_arb_max_instructions = gl_max;
954 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
956 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
958 if (gl_info->supported[ARB_VERTEX_SHADER]) {
959 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
960 gl_info->vs_glsl_constantsF = gl_max / 4;
961 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
963 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
964 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
965 gl_info->ps_glsl_constantsF = gl_max / 4;
966 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
967 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
968 gl_info->max_glsl_varyings = gl_max;
969 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
971 if (gl_info->supported[EXT_VERTEX_SHADER]) {
972 gl_info->vs_ati_version = VS_VERSION_11;
974 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
975 gl_info->vs_nv_version = VS_VERSION_30;
976 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
977 gl_info->vs_nv_version = VS_VERSION_20;
978 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
979 gl_info->vs_nv_version = VS_VERSION_11;
980 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
981 gl_info->vs_nv_version = VS_VERSION_10;
983 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
984 gl_info->ps_nv_version = PS_VERSION_30;
985 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
986 gl_info->ps_nv_version = PS_VERSION_20;
988 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
989 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
990 } else {
991 gl_info->max_shininess = 128.0;
993 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
994 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
995 * This saves a few redundant glDisable calls
997 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
999 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1000 /* Disable NV_register_combiners and fragment shader if this is supported.
1001 * generally the NV extensions are preferred over the ATI ones, and this
1002 * extension is disabled if register_combiners and texture_shader2 are both
1003 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1004 * fragment processing support
1006 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1007 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1008 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1009 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1010 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1014 checkGLcall("extension detection\n");
1016 /* In some cases the number of texture stages can be larger than the number
1017 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1018 * shaders), but 8 texture stages (register combiners). */
1019 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1021 /* We can only use ORM_FBO when the hardware supports it. */
1022 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1023 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1024 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1027 /* MRTs are currently only supported when FBOs are used. */
1028 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1029 gl_info->max_buffers = 1;
1032 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1033 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1034 * in case of the latest videocards in the number of pixel/vertex pipelines.
1036 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1037 * rendering. Various games use this information to get a rough estimation of the features of the card
1038 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1039 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1040 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1041 * not the PCI id.
1043 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1044 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1045 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1046 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1047 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1048 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1049 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1050 * is limited.
1052 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1053 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1054 * similar 3d features.
1056 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1057 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1058 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1059 * won't pass we return a default card. This way is better than maintaining a full card database as even
1060 * without a full database we can return a card with similar features. Second the size of the database
1061 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1062 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1063 * to distinguishes between different models from that family.
1065 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1066 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1067 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1068 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1069 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1070 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1071 * memory behind our backs if really needed.
1072 * Note that the amount of video memory can be overruled using a registry setting.
1074 switch (gl_info->gl_vendor) {
1075 case VENDOR_NVIDIA:
1076 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1077 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1079 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1080 /* Geforce9 - highend */
1081 if(strstr(gl_info->gl_renderer, "9800")) {
1082 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1083 vidmem = 512;
1085 /* Geforce9 - midend */
1086 else if(strstr(gl_info->gl_renderer, "9600")) {
1087 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1088 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1090 /* Geforce8 - highend */
1091 if (strstr(gl_info->gl_renderer, "8800")) {
1092 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1093 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1095 /* Geforce8 - midend mobile */
1096 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1097 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1098 vidmem = 512;
1100 /* Geforce8 - midend */
1101 else if(strstr(gl_info->gl_renderer, "8600") ||
1102 strstr(gl_info->gl_renderer, "8700"))
1104 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1105 vidmem = 256;
1107 /* Geforce8 - lowend */
1108 else if(strstr(gl_info->gl_renderer, "8300") ||
1109 strstr(gl_info->gl_renderer, "8400") ||
1110 strstr(gl_info->gl_renderer, "8500"))
1112 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1113 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1115 /* Geforce7 - highend */
1116 else if(strstr(gl_info->gl_renderer, "7800") ||
1117 strstr(gl_info->gl_renderer, "7900") ||
1118 strstr(gl_info->gl_renderer, "7950") ||
1119 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1120 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1122 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1123 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1125 /* Geforce7 midend */
1126 else if(strstr(gl_info->gl_renderer, "7600") ||
1127 strstr(gl_info->gl_renderer, "7700")) {
1128 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1129 vidmem = 256; /* The 7600 uses 256-512MB */
1130 /* Geforce7 lower medium */
1131 } else if(strstr(gl_info->gl_renderer, "7400")) {
1132 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1133 vidmem = 256; /* The 7400 uses 256-512MB */
1135 /* Geforce7 lowend */
1136 else if(strstr(gl_info->gl_renderer, "7300")) {
1137 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1138 vidmem = 256; /* Mac Pros with this card have 256 MB */
1140 /* Geforce6 highend */
1141 else if(strstr(gl_info->gl_renderer, "6800"))
1143 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1144 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1146 /* Geforce6 - midend */
1147 else if(strstr(gl_info->gl_renderer, "6600") ||
1148 strstr(gl_info->gl_renderer, "6610") ||
1149 strstr(gl_info->gl_renderer, "6700"))
1151 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1152 vidmem = 128; /* A 6600GT has 128-256MB */
1154 /* Geforce6/7 lowend */
1155 else {
1156 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1157 vidmem = 64; /* */
1159 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1160 /* GeforceFX - highend */
1161 if (strstr(gl_info->gl_renderer, "5800") ||
1162 strstr(gl_info->gl_renderer, "5900") ||
1163 strstr(gl_info->gl_renderer, "5950") ||
1164 strstr(gl_info->gl_renderer, "Quadro FX"))
1166 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1167 vidmem = 256; /* 5800-5900 cards use 256MB */
1169 /* GeforceFX - midend */
1170 else if(strstr(gl_info->gl_renderer, "5600") ||
1171 strstr(gl_info->gl_renderer, "5650") ||
1172 strstr(gl_info->gl_renderer, "5700") ||
1173 strstr(gl_info->gl_renderer, "5750"))
1175 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1176 vidmem = 128; /* A 5600 uses 128-256MB */
1178 /* GeforceFX - lowend */
1179 else {
1180 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1181 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1183 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1184 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1185 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1186 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1188 else {
1189 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1190 vidmem = 64; /* Geforce3 cards have 64-128MB */
1192 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1193 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1194 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1195 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1197 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1198 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1199 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1201 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1202 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1203 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1205 else {
1206 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1207 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1209 } else {
1210 if (strstr(gl_info->gl_renderer, "TNT2")) {
1211 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1212 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1214 else {
1215 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1216 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1219 break;
1220 case VENDOR_ATI:
1221 if(WINE_D3D9_CAPABLE(gl_info)) {
1222 /* Radeon R6xx HD2900/HD3800 - highend */
1223 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1224 strstr(gl_info->gl_renderer, "HD 3870") ||
1225 strstr(gl_info->gl_renderer, "HD 3850"))
1227 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1228 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1230 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1231 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1232 strstr(gl_info->gl_renderer, "HD 3830") ||
1233 strstr(gl_info->gl_renderer, "HD 3690") ||
1234 strstr(gl_info->gl_renderer, "HD 3650"))
1236 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1237 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1239 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1240 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1241 strstr(gl_info->gl_renderer, "HD 2400") ||
1242 strstr(gl_info->gl_renderer, "HD 3470") ||
1243 strstr(gl_info->gl_renderer, "HD 3450") ||
1244 strstr(gl_info->gl_renderer, "HD 3430"))
1246 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1247 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1249 /* Radeon R6xx/R7xx integrated */
1250 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1251 strstr(gl_info->gl_renderer, "HD 3200") ||
1252 strstr(gl_info->gl_renderer, "HD 3300"))
1254 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1255 vidmem = 128; /* 128MB */
1257 /* Radeon R5xx */
1258 else if (strstr(gl_info->gl_renderer, "X1600") ||
1259 strstr(gl_info->gl_renderer, "X1650") ||
1260 strstr(gl_info->gl_renderer, "X1800") ||
1261 strstr(gl_info->gl_renderer, "X1900") ||
1262 strstr(gl_info->gl_renderer, "X1950"))
1264 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1265 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1267 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1268 else if(strstr(gl_info->gl_renderer, "X700") ||
1269 strstr(gl_info->gl_renderer, "X800") ||
1270 strstr(gl_info->gl_renderer, "X850") ||
1271 strstr(gl_info->gl_renderer, "X1300") ||
1272 strstr(gl_info->gl_renderer, "X1400") ||
1273 strstr(gl_info->gl_renderer, "X1450") ||
1274 strstr(gl_info->gl_renderer, "X1550"))
1276 gl_info->gl_card = CARD_ATI_RADEON_X700;
1277 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1279 /* Radeon R3xx */
1280 else {
1281 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1282 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1284 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1285 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1286 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1287 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1288 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1289 vidmem = 32; /* There are models with up to 64MB */
1290 } else {
1291 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1292 vidmem = 16; /* There are 16-32MB models */
1294 break;
1295 case VENDOR_INTEL:
1296 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1297 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1298 gl_info->gl_card = CARD_INTEL_I945GM;
1299 vidmem = 64;
1300 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1301 gl_info->gl_card = CARD_INTEL_I915GM;
1302 } else if (strstr(gl_info->gl_renderer, "915G")) {
1303 gl_info->gl_card = CARD_INTEL_I915G;
1304 } else if (strstr(gl_info->gl_renderer, "865G")) {
1305 gl_info->gl_card = CARD_INTEL_I865G;
1306 } else if (strstr(gl_info->gl_renderer, "855G")) {
1307 gl_info->gl_card = CARD_INTEL_I855G;
1308 } else if (strstr(gl_info->gl_renderer, "830G")) {
1309 gl_info->gl_card = CARD_INTEL_I830G;
1310 } else {
1311 gl_info->gl_card = CARD_INTEL_I915G;
1313 break;
1314 case VENDOR_MESA:
1315 case VENDOR_WINE:
1316 default:
1317 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1318 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1319 * them a good generic choice.
1321 gl_info->gl_vendor = VENDOR_NVIDIA;
1322 if(WINE_D3D9_CAPABLE(gl_info))
1323 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1324 else if(WINE_D3D8_CAPABLE(gl_info))
1325 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1326 else if(WINE_D3D7_CAPABLE(gl_info))
1327 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1328 else if(WINE_D3D6_CAPABLE(gl_info))
1329 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1330 else
1331 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1333 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1335 /* If we have an estimate use it, else default to 64MB; */
1336 if(vidmem)
1337 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1338 else
1339 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1341 /* Load all the lookup tables
1342 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1343 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1344 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1346 for (i = 0; i < MAX_LOOKUPS; i++) {
1347 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1350 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1351 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1352 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1353 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1354 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1355 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1356 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1357 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1358 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1359 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1361 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1362 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1363 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1364 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1365 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1368 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1369 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1370 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1371 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1372 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1373 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1374 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1375 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1376 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1377 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1378 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1379 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1380 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1382 /* TODO: config lookups */
1384 /* Make sure there's an active HDC else the WGL extensions will fail */
1385 hdc = pwglGetCurrentDC();
1386 if (hdc) {
1387 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1388 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1390 if (NULL == WGL_Extensions) {
1391 ERR(" WGL_Extensions returns NULL\n");
1392 } else {
1393 while (*WGL_Extensions != 0x00) {
1394 const char *Start;
1395 char ThisExtn[256];
1396 size_t len;
1398 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1399 Start = WGL_Extensions;
1400 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1401 WGL_Extensions++;
1404 len = WGL_Extensions - Start;
1405 if (len == 0 || len >= sizeof(ThisExtn))
1406 continue;
1408 memcpy(ThisExtn, Start, len);
1409 ThisExtn[len] = '\0';
1410 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1412 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1413 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1414 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1416 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1417 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1418 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1423 LEAVE_GL();
1425 return return_value;
1427 #undef GLINFO_LOCATION
1429 /**********************************************************
1430 * IWineD3D implementation follows
1431 **********************************************************/
1433 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1434 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1436 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1437 return numAdapters;
1440 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1441 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1442 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1443 return WINED3D_OK;
1446 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1447 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1449 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1450 return NULL;
1453 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1454 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1457 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1458 of the same bpp but different resolutions */
1460 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1461 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1462 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1463 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1465 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1466 return 0;
1469 /* TODO: Store modes per adapter and read it from the adapter structure */
1470 if (Adapter == 0) { /* Display */
1471 int i = 0;
1472 int j = 0;
1474 if (!DEBUG_SINGLE_MODE) {
1475 DEVMODEW DevModeW;
1477 ZeroMemory(&DevModeW, sizeof(DevModeW));
1478 DevModeW.dmSize = sizeof(DevModeW);
1479 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1480 j++;
1481 switch (Format)
1483 case WINED3DFMT_UNKNOWN:
1484 /* This is for D3D8, do not enumerate P8 here */
1485 if (DevModeW.dmBitsPerPel == 32 ||
1486 DevModeW.dmBitsPerPel == 16) i++;
1487 break;
1488 case WINED3DFMT_X8R8G8B8:
1489 if (DevModeW.dmBitsPerPel == 32) i++;
1490 break;
1491 case WINED3DFMT_R5G6B5:
1492 if (DevModeW.dmBitsPerPel == 16) i++;
1493 break;
1494 case WINED3DFMT_P8:
1495 if (DevModeW.dmBitsPerPel == 8) i++;
1496 break;
1497 default:
1498 /* Skip other modes as they do not match the requested format */
1499 break;
1502 } else {
1503 i = 1;
1504 j = 1;
1507 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1508 return i;
1509 } else {
1510 FIXME_(d3d_caps)("Adapter not primary display\n");
1512 return 0;
1515 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1516 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1517 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1518 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1520 /* Validate the parameters as much as possible */
1521 if (NULL == pMode ||
1522 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1523 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1524 return WINED3DERR_INVALIDCALL;
1527 /* TODO: Store modes per adapter and read it from the adapter structure */
1528 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1529 DEVMODEW DevModeW;
1530 int ModeIdx = 0;
1531 int i = 0;
1532 int j = 0;
1534 ZeroMemory(&DevModeW, sizeof(DevModeW));
1535 DevModeW.dmSize = sizeof(DevModeW);
1537 /* If we are filtering to a specific format (D3D9), then need to skip
1538 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1539 just count through the ones with valid bit depths */
1540 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1541 switch (Format)
1543 case WINED3DFMT_UNKNOWN:
1544 /* This is D3D8. Do not enumerate P8 here */
1545 if (DevModeW.dmBitsPerPel == 32 ||
1546 DevModeW.dmBitsPerPel == 16) i++;
1547 break;
1548 case WINED3DFMT_X8R8G8B8:
1549 if (DevModeW.dmBitsPerPel == 32) i++;
1550 break;
1551 case WINED3DFMT_R5G6B5:
1552 if (DevModeW.dmBitsPerPel == 16) i++;
1553 break;
1554 case WINED3DFMT_P8:
1555 if (DevModeW.dmBitsPerPel == 8) i++;
1556 break;
1557 default:
1558 /* Modes that don't match what we support can get an early-out */
1559 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1560 return WINED3DERR_INVALIDCALL;
1564 if (i == 0) {
1565 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1566 return WINED3DERR_INVALIDCALL;
1568 ModeIdx = j - 1;
1570 /* Now get the display mode via the calculated index */
1571 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1572 pMode->Width = DevModeW.dmPelsWidth;
1573 pMode->Height = DevModeW.dmPelsHeight;
1574 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1575 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1576 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1578 if (Format == WINED3DFMT_UNKNOWN) {
1579 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1580 } else {
1581 pMode->Format = Format;
1583 } else {
1584 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1585 return WINED3DERR_INVALIDCALL;
1588 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1589 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1590 DevModeW.dmBitsPerPel);
1592 } else if (DEBUG_SINGLE_MODE) {
1593 /* Return one setting of the format requested */
1594 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1595 pMode->Width = 800;
1596 pMode->Height = 600;
1597 pMode->RefreshRate = 60;
1598 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1599 } else {
1600 FIXME_(d3d_caps)("Adapter not primary display\n");
1603 return WINED3D_OK;
1606 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1607 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1608 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1610 if (NULL == pMode ||
1611 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1612 return WINED3DERR_INVALIDCALL;
1615 if (Adapter == 0) { /* Display */
1616 int bpp = 0;
1617 DEVMODEW DevModeW;
1619 ZeroMemory(&DevModeW, sizeof(DevModeW));
1620 DevModeW.dmSize = sizeof(DevModeW);
1622 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1623 pMode->Width = DevModeW.dmPelsWidth;
1624 pMode->Height = DevModeW.dmPelsHeight;
1625 bpp = DevModeW.dmBitsPerPel;
1626 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1627 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1629 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1632 pMode->Format = pixelformat_for_depth(bpp);
1633 } else {
1634 FIXME_(d3d_caps)("Adapter not primary display\n");
1637 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1638 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1639 return WINED3D_OK;
1642 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1643 and fields being inserted in the middle, a new structure is used in place */
1644 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1645 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1646 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1648 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1650 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1651 return WINED3DERR_INVALIDCALL;
1654 /* Return the information requested */
1655 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1656 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1657 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1659 /* Note dx8 doesn't supply a DeviceName */
1660 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1661 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1662 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1663 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1664 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1665 *(pIdentifier->SubSysId) = 0;
1666 *(pIdentifier->Revision) = 0;
1667 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1669 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1670 *(pIdentifier->WHQLLevel) = 0;
1671 } else {
1672 *(pIdentifier->WHQLLevel) = 1;
1675 return WINED3D_OK;
1678 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1679 short redSize, greenSize, blueSize, alphaSize, colorBits;
1681 if(!cfg)
1682 return FALSE;
1684 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1685 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1686 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1687 return FALSE;
1690 if(cfg->redSize < redSize)
1691 return FALSE;
1693 if(cfg->greenSize < greenSize)
1694 return FALSE;
1696 if(cfg->blueSize < blueSize)
1697 return FALSE;
1699 if(cfg->alphaSize < alphaSize)
1700 return FALSE;
1702 return TRUE;
1703 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1704 if(Format == WINED3DFMT_R16F)
1705 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1706 if(Format == WINED3DFMT_G16R16F)
1707 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1708 if(Format == WINED3DFMT_A16B16G16R16F)
1709 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1710 if(Format == WINED3DFMT_R32F)
1711 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1712 if(Format == WINED3DFMT_G32R32F)
1713 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1714 if(Format == WINED3DFMT_A32B32G32R32F)
1715 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1716 } else {
1717 /* Probably a color index mode */
1718 return FALSE;
1721 return FALSE;
1724 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1725 short depthSize, stencilSize;
1726 BOOL lockable = FALSE;
1728 if(!cfg)
1729 return FALSE;
1731 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1732 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1733 return FALSE;
1736 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1737 lockable = TRUE;
1739 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1740 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1741 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1742 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1743 return FALSE;
1745 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1746 * allow more stencil bits than requested. */
1747 if(cfg->stencilSize < stencilSize)
1748 return FALSE;
1750 return TRUE;
1753 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1754 WINED3DFORMAT AdapterFormat,
1755 WINED3DFORMAT RenderTargetFormat,
1756 WINED3DFORMAT DepthStencilFormat) {
1757 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1758 int nCfgs;
1759 WineD3D_PixelFormat *cfgs;
1760 int it;
1762 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1763 This, Adapter,
1764 DeviceType, debug_d3ddevicetype(DeviceType),
1765 AdapterFormat, debug_d3dformat(AdapterFormat),
1766 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1767 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1769 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1770 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1771 return WINED3DERR_INVALIDCALL;
1774 cfgs = Adapters[Adapter].cfgs;
1775 nCfgs = Adapters[Adapter].nCfgs;
1776 for (it = 0; it < nCfgs; ++it) {
1777 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1778 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1779 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1780 return WINED3D_OK;
1784 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1786 return WINED3DERR_NOTAVAILABLE;
1789 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1790 WINED3DFORMAT SurfaceFormat,
1791 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1793 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1794 const GlPixelFormatDesc *glDesc;
1795 const StaticPixelFormatDesc *desc;
1797 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1798 This,
1799 Adapter,
1800 DeviceType, debug_d3ddevicetype(DeviceType),
1801 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1802 Windowed,
1803 MultiSampleType,
1804 pQualityLevels);
1806 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1807 return WINED3DERR_INVALIDCALL;
1810 /* TODO: handle Windowed, add more quality levels */
1812 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1814 /* By default multisampling is disabled right now as it causes issues
1815 * on some Nvidia driver versions and it doesn't work well in combination
1816 * with FBOs yet. */
1817 if(!wined3d_settings.allow_multisampling)
1818 return WINED3DERR_NOTAVAILABLE;
1820 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1821 if(!desc || !glDesc) {
1822 return WINED3DERR_INVALIDCALL;
1825 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1826 int i, nCfgs;
1827 WineD3D_PixelFormat *cfgs;
1829 cfgs = Adapters[Adapter].cfgs;
1830 nCfgs = Adapters[Adapter].nCfgs;
1831 for(i=0; i<nCfgs; i++) {
1832 if(cfgs[i].numSamples != MultiSampleType)
1833 continue;
1835 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1836 continue;
1838 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1840 if(pQualityLevels)
1841 *pQualityLevels = 1; /* Guess at a value! */
1842 return WINED3D_OK;
1845 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1846 short redSize, greenSize, blueSize, alphaSize, colorBits;
1847 int i, nCfgs;
1848 WineD3D_PixelFormat *cfgs;
1850 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1851 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1852 return WINED3DERR_NOTAVAILABLE;
1855 cfgs = Adapters[Adapter].cfgs;
1856 nCfgs = Adapters[Adapter].nCfgs;
1857 for(i=0; i<nCfgs; i++) {
1858 if(cfgs[i].numSamples != MultiSampleType)
1859 continue;
1860 if(cfgs[i].redSize != redSize)
1861 continue;
1862 if(cfgs[i].greenSize != greenSize)
1863 continue;
1864 if(cfgs[i].blueSize != blueSize)
1865 continue;
1866 if(cfgs[i].alphaSize != alphaSize)
1867 continue;
1869 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1871 if(pQualityLevels)
1872 *pQualityLevels = 1; /* Guess at a value! */
1873 return WINED3D_OK;
1876 return WINED3DERR_NOTAVAILABLE;
1879 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1880 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1882 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1883 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1884 UINT nmodes;
1886 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1887 This,
1888 Adapter,
1889 DeviceType, debug_d3ddevicetype(DeviceType),
1890 DisplayFormat, debug_d3dformat(DisplayFormat),
1891 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1892 Windowed);
1894 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1895 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1896 return WINED3DERR_INVALIDCALL;
1899 /* The task of this function is to check whether a certain display / backbuffer format
1900 * combination is available on the given adapter. In fullscreen mode microsoft specified
1901 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1902 * and display format should match exactly.
1903 * In windowed mode format conversion can occur and this depends on the driver. When format
1904 * conversion is done, this function should nevertheless fail and applications need to use
1905 * CheckDeviceFormatConversion.
1906 * At the moment we assume that fullscreen and windowed have the same capabilities */
1908 /* There are only 4 display formats */
1909 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1910 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1911 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1912 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1914 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1915 return WINED3DERR_NOTAVAILABLE;
1918 /* If the requested DisplayFormat is not available, don't continue */
1919 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1920 if(!nmodes) {
1921 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1922 return WINED3DERR_NOTAVAILABLE;
1925 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1926 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1927 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1928 return WINED3DERR_NOTAVAILABLE;
1931 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1932 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1933 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1934 return WINED3DERR_NOTAVAILABLE;
1937 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1938 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1939 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1940 return WINED3DERR_NOTAVAILABLE;
1943 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1944 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1945 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1946 return WINED3DERR_NOTAVAILABLE;
1949 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1950 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1951 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1952 return WINED3DERR_NOTAVAILABLE;
1955 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1956 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1957 if(FAILED(hr))
1958 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1960 return hr;
1964 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1965 /* Check if we support bumpmapping for a format */
1966 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1968 const struct fragment_pipeline *fp;
1969 const GlPixelFormatDesc *glDesc;
1971 switch(CheckFormat) {
1972 case WINED3DFMT_V8U8:
1973 case WINED3DFMT_V16U16:
1974 case WINED3DFMT_L6V5U5:
1975 case WINED3DFMT_X8L8V8U8:
1976 case WINED3DFMT_Q8W8V8U8:
1977 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1978 if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
1979 /* We have a GL extension giving native support */
1980 TRACE_(d3d_caps)("[OK]\n");
1981 return TRUE;
1984 /* No native support: Ask the fixed function pipeline implementation if it
1985 * can deal with the conversion
1987 fp = select_fragment_implementation(Adapter, DeviceType);
1988 if(fp->conv_supported(CheckFormat)) {
1989 TRACE_(d3d_caps)("[OK]\n");
1990 return TRUE;
1991 } else {
1992 TRACE_(d3d_caps)("[FAILED]\n");
1993 return FALSE;
1996 default:
1997 TRACE_(d3d_caps)("[FAILED]\n");
1998 return FALSE;
2002 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2003 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2005 int it=0;
2006 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2007 const GlPixelFormatDesc *glDesc;
2008 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2010 /* Fail if we weren't able to get a description of the format */
2011 if(!desc || !glDesc)
2012 return FALSE;
2014 /* Only allow depth/stencil formats */
2015 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2016 return FALSE;
2018 /* Walk through all WGL pixel formats to find a match */
2019 cfgs = Adapters[Adapter].cfgs;
2020 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2021 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2022 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2023 return TRUE;
2028 return FALSE;
2031 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2033 const GlPixelFormatDesc *glDesc;
2034 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2036 /* Fail if we weren't able to get a description of the format */
2037 if(!desc || !glDesc)
2038 return FALSE;
2040 /* The flags entry of a format contains the filtering capability */
2041 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2042 return TRUE;
2044 return FALSE;
2047 /* Check the render target capabilities of a format */
2048 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2050 UINT Adapter = 0;
2051 const GlPixelFormatDesc *glDesc;
2052 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2054 /* Fail if we weren't able to get a description of the format */
2055 if(!desc || !glDesc)
2056 return FALSE;
2058 /* Filter out non-RT formats */
2059 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2060 return FALSE;
2062 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2063 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2064 int it;
2065 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2066 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2068 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2069 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2071 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2072 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2073 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2074 TRACE_(d3d_caps)("[FAILED]\n");
2075 return FALSE;
2078 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2079 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2080 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2081 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2082 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2083 return TRUE;
2086 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2087 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2088 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2089 int it;
2091 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2092 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2093 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2094 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2095 return TRUE;
2098 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2099 /* For now return TRUE for FBOs until we have some proper checks.
2100 * Note that this function will only be called when the format is around for texturing. */
2101 return TRUE;
2103 return FALSE;
2106 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2108 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2109 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2110 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2111 return FALSE;
2114 switch (CheckFormat) {
2115 case WINED3DFMT_A8R8G8B8:
2116 case WINED3DFMT_X8R8G8B8:
2117 case WINED3DFMT_A4R4G4B4:
2118 case WINED3DFMT_L8:
2119 case WINED3DFMT_A8L8:
2120 case WINED3DFMT_DXT1:
2121 case WINED3DFMT_DXT2:
2122 case WINED3DFMT_DXT3:
2123 case WINED3DFMT_DXT4:
2124 case WINED3DFMT_DXT5:
2125 TRACE_(d3d_caps)("[OK]\n");
2126 return TRUE;
2128 default:
2129 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2130 return FALSE;
2132 return FALSE;
2135 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2137 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2138 * doing the color fixup in shaders.
2139 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2140 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2141 int vs_selected_mode;
2142 int ps_selected_mode;
2143 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2145 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2146 TRACE_(d3d_caps)("[OK]\n");
2147 return TRUE;
2151 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2152 return FALSE;
2155 /* Check if a format support blending in combination with pixel shaders */
2156 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2158 const GlPixelFormatDesc *glDesc;
2159 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2161 /* Fail if we weren't able to get a description of the format */
2162 if(!desc || !glDesc)
2163 return FALSE;
2165 /* The flags entry of a format contains the post pixel shader blending capability */
2166 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2167 return TRUE;
2169 return FALSE;
2172 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2173 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2174 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2175 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2176 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2177 * capability anyway.
2179 * For now lets report this on all formats, but in the future we may want to
2180 * restrict it to some should games need that
2182 return TRUE;
2185 /* Check if a texture format is supported on the given adapter */
2186 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2188 const shader_backend_t *shader_backend;
2189 const struct fragment_pipeline *fp;
2190 const GlPixelFormatDesc *glDesc;
2192 switch (CheckFormat) {
2194 /*****
2195 * supported: RGB(A) formats
2197 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2198 case WINED3DFMT_A8R8G8B8:
2199 case WINED3DFMT_X8R8G8B8:
2200 case WINED3DFMT_R5G6B5:
2201 case WINED3DFMT_X1R5G5B5:
2202 case WINED3DFMT_A1R5G5B5:
2203 case WINED3DFMT_A4R4G4B4:
2204 case WINED3DFMT_R3G3B2:
2205 case WINED3DFMT_A8:
2206 case WINED3DFMT_X4R4G4B4:
2207 case WINED3DFMT_A8B8G8R8:
2208 case WINED3DFMT_X8B8G8R8:
2209 case WINED3DFMT_A2R10G10B10:
2210 case WINED3DFMT_A2B10G10R10:
2211 case WINED3DFMT_G16R16:
2212 TRACE_(d3d_caps)("[OK]\n");
2213 return TRUE;
2215 /*****
2216 * supported: Palettized
2218 case WINED3DFMT_P8:
2219 TRACE_(d3d_caps)("[OK]\n");
2220 return TRUE;
2221 /* No Windows driver offers A8P8, so don't offer it either */
2222 case WINED3DFMT_A8P8:
2223 return FALSE;
2225 /*****
2226 * Supported: (Alpha)-Luminance
2228 case WINED3DFMT_L8:
2229 case WINED3DFMT_A8L8:
2230 case WINED3DFMT_A4L4:
2231 case WINED3DFMT_L16:
2232 TRACE_(d3d_caps)("[OK]\n");
2233 return TRUE;
2235 /*****
2236 * Supported: Depth/Stencil formats
2238 case WINED3DFMT_D16_LOCKABLE:
2239 case WINED3DFMT_D16:
2240 case WINED3DFMT_D15S1:
2241 case WINED3DFMT_D24X8:
2242 case WINED3DFMT_D24X4S4:
2243 case WINED3DFMT_D24S8:
2244 case WINED3DFMT_D24FS8:
2245 case WINED3DFMT_D32:
2246 case WINED3DFMT_D32F_LOCKABLE:
2247 return TRUE;
2249 /*****
2250 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2251 * GL_NV_texture_shader). Emulated by shaders
2253 case WINED3DFMT_V8U8:
2254 case WINED3DFMT_X8L8V8U8:
2255 case WINED3DFMT_L6V5U5:
2256 case WINED3DFMT_Q8W8V8U8:
2257 case WINED3DFMT_V16U16:
2258 case WINED3DFMT_W11V11U10:
2259 case WINED3DFMT_A2W10V10U10:
2260 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2261 if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
2262 /* We have a GL extension giving native support */
2263 TRACE_(d3d_caps)("[OK]\n");
2264 return TRUE;
2267 /* No native support: Ask the fixed function pipeline implementation if it
2268 * can deal with the conversion
2270 shader_backend = select_shader_backend(Adapter, DeviceType);
2271 if(shader_backend->shader_conv_supported(CheckFormat)) {
2272 TRACE_(d3d_caps)("[OK]\n");
2273 return TRUE;
2274 } else {
2275 TRACE_(d3d_caps)("[FAILED]\n");
2276 return FALSE;
2279 case WINED3DFMT_DXT1:
2280 case WINED3DFMT_DXT2:
2281 case WINED3DFMT_DXT3:
2282 case WINED3DFMT_DXT4:
2283 case WINED3DFMT_DXT5:
2284 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2285 TRACE_(d3d_caps)("[OK]\n");
2286 return TRUE;
2288 TRACE_(d3d_caps)("[FAILED]\n");
2289 return FALSE;
2292 /*****
2293 * Odd formats - not supported
2295 case WINED3DFMT_VERTEXDATA:
2296 case WINED3DFMT_INDEX16:
2297 case WINED3DFMT_INDEX32:
2298 case WINED3DFMT_Q16W16V16U16:
2299 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2300 return FALSE;
2302 /*****
2303 * WINED3DFMT_CxV8U8: Not supported right now
2305 case WINED3DFMT_CxV8U8:
2306 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2307 return FALSE;
2309 /* YUV formats */
2310 case WINED3DFMT_UYVY:
2311 case WINED3DFMT_YUY2:
2312 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2313 TRACE_(d3d_caps)("[OK]\n");
2314 return TRUE;
2316 TRACE_(d3d_caps)("[FAILED]\n");
2317 return FALSE;
2319 /* Not supported */
2320 case WINED3DFMT_A16B16G16R16:
2321 case WINED3DFMT_A8R3G3B2:
2322 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2323 return FALSE;
2325 /* Floating point formats */
2326 case WINED3DFMT_R16F:
2327 case WINED3DFMT_A16B16G16R16F:
2328 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2329 TRACE_(d3d_caps)("[OK]\n");
2330 return TRUE;
2332 TRACE_(d3d_caps)("[FAILED]\n");
2333 return FALSE;
2335 case WINED3DFMT_R32F:
2336 case WINED3DFMT_A32B32G32R32F:
2337 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2338 TRACE_(d3d_caps)("[OK]\n");
2339 return TRUE;
2341 TRACE_(d3d_caps)("[FAILED]\n");
2342 return FALSE;
2344 case WINED3DFMT_G16R16F:
2345 case WINED3DFMT_G32R32F:
2346 TRACE_(d3d_caps)("[FAILED]\n");
2347 return FALSE;
2349 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2350 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2351 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2352 * We can do instancing with all shader versions, but we need vertex shaders.
2354 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2355 * to enable instancing. WineD3D doesn't need that and just ignores it.
2357 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2359 case WINEMAKEFOURCC('I','N','S','T'):
2360 TRACE("ATI Instancing check hack\n");
2361 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2362 TRACE_(d3d_caps)("[OK]\n");
2363 return TRUE;
2365 TRACE_(d3d_caps)("[FAILED]\n");
2366 return FALSE;
2368 /* Some weird FOURCC formats */
2369 case WINED3DFMT_R8G8_B8G8:
2370 case WINED3DFMT_G8R8_G8B8:
2371 case WINED3DFMT_MULTI2_ARGB8:
2372 TRACE_(d3d_caps)("[FAILED]\n");
2373 return FALSE;
2375 /* Vendor specific formats */
2376 case WINED3DFMT_ATI2N:
2377 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2378 shader_backend = select_shader_backend(Adapter, DeviceType);
2379 fp = select_fragment_implementation(Adapter, DeviceType);
2380 if(shader_backend->shader_conv_supported(CheckFormat) &&
2381 fp->conv_supported(CheckFormat)) {
2382 TRACE_(d3d_caps)("[OK]\n");
2383 return TRUE;
2386 TRACE_(d3d_caps)("[OK]\n");
2387 return TRUE;
2389 TRACE_(d3d_caps)("[FAILED]\n");
2390 return FALSE;
2392 case WINED3DFMT_UNKNOWN:
2393 return FALSE;
2395 default:
2396 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2397 break;
2399 return FALSE;
2402 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat) {
2403 const struct blit_shader *blitter;
2405 /* All format that are supported for textures are supported for surfaces as well */
2406 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2407 /* All depth stencil formats are supported on surfaces */
2408 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2410 /* If opengl can't process the format natively, the blitter may be able to convert it */
2411 blitter = select_blit_implementation(Adapter, DeviceType);
2412 if(blitter->conv_supported(CheckFormat)) {
2413 TRACE_(d3d_caps)("[OK]\n");
2414 return TRUE;
2417 /* Reject other formats */
2418 TRACE_(d3d_caps)("[FAILED]\n");
2419 return FALSE;
2422 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2424 if (!GL_LIMITS(vertex_samplers)) {
2425 TRACE_(d3d_caps)("[FAILED]\n");
2426 return FALSE;
2429 switch (CheckFormat) {
2430 case WINED3DFMT_A32B32G32R32F:
2431 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2432 TRACE_(d3d_caps)("[FAILED]\n");
2433 return FALSE;
2435 TRACE_(d3d_caps)("[OK]\n");
2436 return TRUE;
2438 default:
2439 TRACE_(d3d_caps)("[FAILED]\n");
2440 return FALSE;
2442 return FALSE;
2445 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2446 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2447 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2448 DWORD UsageCaps = 0;
2450 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2451 This,
2452 Adapter,
2453 DeviceType, debug_d3ddevicetype(DeviceType),
2454 AdapterFormat, debug_d3dformat(AdapterFormat),
2455 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2456 RType, debug_d3dresourcetype(RType),
2457 CheckFormat, debug_d3dformat(CheckFormat));
2459 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2460 return WINED3DERR_INVALIDCALL;
2463 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2464 /* Cubetexture allows:
2465 * - D3DUSAGE_AUTOGENMIPMAP
2466 * - D3DUSAGE_DEPTHSTENCIL
2467 * - D3DUSAGE_DYNAMIC
2468 * - D3DUSAGE_NONSECURE (d3d9ex)
2469 * - D3DUSAGE_RENDERTARGET
2470 * - D3DUSAGE_SOFTWAREPROCESSING
2471 * - D3DUSAGE_QUERY_WRAPANDMIP
2473 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2474 /* Check if the texture format is around */
2475 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2476 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2477 /* Check for automatic mipmap generation support */
2478 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2479 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2480 } else {
2481 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2482 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2486 /* Always report dynamic locking */
2487 if(Usage & WINED3DUSAGE_DYNAMIC)
2488 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2490 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2491 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2492 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2493 } else {
2494 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2495 return WINED3DERR_NOTAVAILABLE;
2499 /* Always report software processing */
2500 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2501 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2503 /* Check QUERY_FILTER support */
2504 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2505 if(CheckFilterCapability(Adapter, CheckFormat)) {
2506 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2507 } else {
2508 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2509 return WINED3DERR_NOTAVAILABLE;
2513 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2514 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2515 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2516 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2517 } else {
2518 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2519 return WINED3DERR_NOTAVAILABLE;
2523 /* Check QUERY_SRGBREAD support */
2524 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2525 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2526 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2527 } else {
2528 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2529 return WINED3DERR_NOTAVAILABLE;
2533 /* Check QUERY_SRGBWRITE support */
2534 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2535 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2536 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2537 } else {
2538 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2539 return WINED3DERR_NOTAVAILABLE;
2543 /* Check QUERY_VERTEXTEXTURE support */
2544 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2545 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2546 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2547 } else {
2548 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2549 return WINED3DERR_NOTAVAILABLE;
2553 /* Check QUERY_WRAPANDMIP support */
2554 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2555 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2556 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2557 } else {
2558 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2559 return WINED3DERR_NOTAVAILABLE;
2562 } else {
2563 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2564 return WINED3DERR_NOTAVAILABLE;
2566 } else {
2567 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2568 return WINED3DERR_NOTAVAILABLE;
2570 } else if(RType == WINED3DRTYPE_SURFACE) {
2571 /* Surface allows:
2572 * - D3DUSAGE_DEPTHSTENCIL
2573 * - D3DUSAGE_NONSECURE (d3d9ex)
2574 * - D3DUSAGE_RENDERTARGET
2577 if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat)) {
2578 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2579 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2580 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2581 } else {
2582 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2583 return WINED3DERR_NOTAVAILABLE;
2587 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2588 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2589 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2590 } else {
2591 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2592 return WINED3DERR_NOTAVAILABLE;
2596 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2597 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2598 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2599 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2600 } else {
2601 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2602 return WINED3DERR_NOTAVAILABLE;
2605 } else {
2606 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2607 return WINED3DERR_NOTAVAILABLE;
2610 } else if(RType == WINED3DRTYPE_TEXTURE) {
2611 /* Texture allows:
2612 * - D3DUSAGE_AUTOGENMIPMAP
2613 * - D3DUSAGE_DEPTHSTENCIL
2614 * - D3DUSAGE_DMAP
2615 * - D3DUSAGE_DYNAMIC
2616 * - D3DUSAGE_NONSECURE (d3d9ex)
2617 * - D3DUSAGE_RENDERTARGET
2618 * - D3DUSAGE_SOFTWAREPROCESSING
2619 * - D3DUSAGE_TEXTAPI (d3d9ex)
2620 * - D3DUSAGE_QUERY_WRAPANDMIP
2623 /* Check if the texture format is around */
2624 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2625 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2626 /* Check for automatic mipmap generation support */
2627 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2628 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2629 } else {
2630 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2631 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2635 /* Always report dynamic locking */
2636 if(Usage & WINED3DUSAGE_DYNAMIC)
2637 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2639 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2640 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2641 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2642 } else {
2643 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2644 return WINED3DERR_NOTAVAILABLE;
2648 /* Always report software processing */
2649 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2650 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2652 /* Check QUERY_FILTER support */
2653 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2654 if(CheckFilterCapability(Adapter, CheckFormat)) {
2655 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2656 } else {
2657 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2658 return WINED3DERR_NOTAVAILABLE;
2662 /* Check QUERY_LEGACYBUMPMAP support */
2663 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2664 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2665 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2666 } else {
2667 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2668 return WINED3DERR_NOTAVAILABLE;
2672 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2673 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2674 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2675 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2676 } else {
2677 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2678 return WINED3DERR_NOTAVAILABLE;
2682 /* Check QUERY_SRGBREAD support */
2683 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2684 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2685 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2686 } else {
2687 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2688 return WINED3DERR_NOTAVAILABLE;
2692 /* Check QUERY_SRGBWRITE support */
2693 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2694 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2695 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2696 } else {
2697 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2698 return WINED3DERR_NOTAVAILABLE;
2702 /* Check QUERY_VERTEXTEXTURE support */
2703 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2704 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2705 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2706 } else {
2707 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2708 return WINED3DERR_NOTAVAILABLE;
2712 /* Check QUERY_WRAPANDMIP support */
2713 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2714 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2715 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2716 } else {
2717 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2718 return WINED3DERR_NOTAVAILABLE;
2722 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2723 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2724 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2725 } else {
2726 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2727 return WINED3DERR_NOTAVAILABLE;
2730 } else {
2731 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2732 return WINED3DERR_NOTAVAILABLE;
2734 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2735 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2736 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2738 * Volumetexture allows:
2739 * - D3DUSAGE_DYNAMIC
2740 * - D3DUSAGE_NONSECURE (d3d9ex)
2741 * - D3DUSAGE_SOFTWAREPROCESSING
2742 * - D3DUSAGE_QUERY_WRAPANDMIP
2745 /* Check volume texture and volume usage caps */
2746 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2747 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2748 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2749 return WINED3DERR_NOTAVAILABLE;
2752 /* Always report dynamic locking */
2753 if(Usage & WINED3DUSAGE_DYNAMIC)
2754 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2756 /* Always report software processing */
2757 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2758 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2760 /* Check QUERY_FILTER support */
2761 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2762 if(CheckFilterCapability(Adapter, CheckFormat)) {
2763 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2764 } else {
2765 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2766 return WINED3DERR_NOTAVAILABLE;
2770 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2771 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2772 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2773 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2774 } else {
2775 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2776 return WINED3DERR_NOTAVAILABLE;
2780 /* Check QUERY_SRGBREAD support */
2781 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2782 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2783 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2784 } else {
2785 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2786 return WINED3DERR_NOTAVAILABLE;
2790 /* Check QUERY_SRGBWRITE support */
2791 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2792 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2793 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2794 } else {
2795 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2796 return WINED3DERR_NOTAVAILABLE;
2800 /* Check QUERY_VERTEXTEXTURE support */
2801 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2802 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2803 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2804 } else {
2805 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2806 return WINED3DERR_NOTAVAILABLE;
2810 /* Check QUERY_WRAPANDMIP support */
2811 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2812 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2813 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2814 } else {
2815 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2816 return WINED3DERR_NOTAVAILABLE;
2819 } else {
2820 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2821 return WINED3DERR_NOTAVAILABLE;
2824 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2825 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2826 * app needing one of those formats, don't advertize them to avoid leading apps into
2827 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2828 * except of R32F.
2830 switch(CheckFormat) {
2831 case WINED3DFMT_P8:
2832 case WINED3DFMT_A4L4:
2833 case WINED3DFMT_R32F:
2834 case WINED3DFMT_R16F:
2835 case WINED3DFMT_X8L8V8U8:
2836 case WINED3DFMT_L6V5U5:
2837 case WINED3DFMT_G16R16:
2838 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2839 return WINED3DERR_NOTAVAILABLE;
2841 case WINED3DFMT_Q8W8V8U8:
2842 case WINED3DFMT_V16U16:
2843 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2844 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2845 return WINED3DERR_NOTAVAILABLE;
2847 break;
2849 case WINED3DFMT_V8U8:
2850 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2851 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2852 return WINED3DERR_NOTAVAILABLE;
2854 break;
2856 case WINED3DFMT_DXT1:
2857 case WINED3DFMT_DXT2:
2858 case WINED3DFMT_DXT3:
2859 case WINED3DFMT_DXT4:
2860 case WINED3DFMT_DXT5:
2861 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2862 * compressed texture results in an error. While the D3D refrast does
2863 * support s3tc volumes, at least the nvidia windows driver does not, so
2864 * we're free not to support this format.
2866 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2867 return WINED3DERR_NOTAVAILABLE;
2869 default:
2870 /* Do nothing, continue with checking the format below */
2871 break;
2873 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2874 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2875 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2876 return WINED3DERR_NOTAVAILABLE;
2879 /* This format is nothing special and it is supported perfectly.
2880 * However, ati and nvidia driver on windows do not mark this format as
2881 * supported (tested with the dxCapsViewer) and pretending to
2882 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2883 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2884 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2886 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2887 TRACE_(d3d_caps)("[FAILED]\n");
2888 return WINED3DERR_NOTAVAILABLE;
2891 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2892 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2893 * usage flags match. */
2894 if(UsageCaps == Usage) {
2895 return WINED3D_OK;
2896 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2897 return WINED3DOK_NOAUTOGEN;
2898 } else {
2899 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);
2900 return WINED3DERR_NOTAVAILABLE;
2904 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2905 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2906 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2908 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2909 This,
2910 Adapter,
2911 DeviceType, debug_d3ddevicetype(DeviceType),
2912 SourceFormat, debug_d3dformat(SourceFormat),
2913 TargetFormat, debug_d3dformat(TargetFormat));
2914 return WINED3D_OK;
2917 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2918 const shader_backend_t *ret;
2919 int vs_selected_mode;
2920 int ps_selected_mode;
2922 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2923 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2924 ret = &glsl_shader_backend;
2925 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2926 ret = &arb_program_shader_backend;
2927 } else {
2928 ret = &none_shader_backend;
2930 return ret;
2933 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2934 int vs_selected_mode;
2935 int ps_selected_mode;
2937 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2938 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2939 return &arbfp_fragment_pipeline;
2940 } else if(ps_selected_mode == SHADER_ATI) {
2941 return &atifs_fragment_pipeline;
2942 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2943 return &nvts_fragment_pipeline;
2944 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2945 return &nvrc_fragment_pipeline;
2946 } else {
2947 return &ffp_fragment_pipeline;
2951 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2952 int vs_selected_mode;
2953 int ps_selected_mode;
2955 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2956 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2957 return &arbfp_blit;
2958 } else {
2959 return &ffp_blit;
2963 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2964 subset of a D3DCAPS9 structure. However, it has to come via a void *
2965 as the d3d8 interface cannot import the d3d9 header */
2966 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2968 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2969 int vs_selected_mode;
2970 int ps_selected_mode;
2971 struct shader_caps shader_caps;
2972 struct fragment_caps fragment_caps;
2973 const shader_backend_t *shader_backend;
2974 const struct fragment_pipeline *frag_pipeline = NULL;
2975 DWORD ckey_caps, blit_caps, fx_caps;
2977 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2979 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2980 return WINED3DERR_INVALIDCALL;
2983 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2985 /* This function should *not* be modifying GL caps
2986 * TODO: move the functionality where it belongs */
2987 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2989 /* ------------------------------------------------
2990 The following fields apply to both d3d8 and d3d9
2991 ------------------------------------------------ */
2992 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2993 pCaps->AdapterOrdinal = Adapter;
2995 pCaps->Caps = 0;
2996 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2997 WINED3DCAPS2_FULLSCREENGAMMA |
2998 WINED3DCAPS2_DYNAMICTEXTURES;
2999 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3000 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3002 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
3003 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3004 WINED3DPRESENT_INTERVAL_ONE;
3006 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3007 WINED3DCURSORCAPS_LOWRES;
3009 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3010 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3011 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3012 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3013 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3014 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3015 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3016 WINED3DDEVCAPS_PUREDEVICE |
3017 WINED3DDEVCAPS_HWRASTERIZATION |
3018 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3019 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3020 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3021 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3022 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3023 WINED3DDEVCAPS_RTPATCHES;
3025 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3026 WINED3DPMISCCAPS_CULLCCW |
3027 WINED3DPMISCCAPS_CULLCW |
3028 WINED3DPMISCCAPS_COLORWRITEENABLE |
3029 WINED3DPMISCCAPS_CLIPTLVERTS |
3030 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3031 WINED3DPMISCCAPS_MASKZ |
3032 WINED3DPMISCCAPS_BLENDOP |
3033 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3034 /* TODO:
3035 WINED3DPMISCCAPS_NULLREFERENCE
3036 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3037 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3038 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3039 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3041 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3042 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3044 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3045 WINED3DPRASTERCAPS_PAT |
3046 WINED3DPRASTERCAPS_WFOG |
3047 WINED3DPRASTERCAPS_ZFOG |
3048 WINED3DPRASTERCAPS_FOGVERTEX |
3049 WINED3DPRASTERCAPS_FOGTABLE |
3050 WINED3DPRASTERCAPS_STIPPLE |
3051 WINED3DPRASTERCAPS_SUBPIXEL |
3052 WINED3DPRASTERCAPS_ZTEST |
3053 WINED3DPRASTERCAPS_SCISSORTEST |
3054 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3055 WINED3DPRASTERCAPS_DEPTHBIAS;
3057 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3058 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3059 WINED3DPRASTERCAPS_ZBIAS |
3060 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3062 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3063 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3065 /* FIXME Add:
3066 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3067 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3068 WINED3DPRASTERCAPS_ANTIALIASEDGES
3069 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3070 WINED3DPRASTERCAPS_WBUFFER */
3072 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3073 WINED3DPCMPCAPS_EQUAL |
3074 WINED3DPCMPCAPS_GREATER |
3075 WINED3DPCMPCAPS_GREATEREQUAL |
3076 WINED3DPCMPCAPS_LESS |
3077 WINED3DPCMPCAPS_LESSEQUAL |
3078 WINED3DPCMPCAPS_NEVER |
3079 WINED3DPCMPCAPS_NOTEQUAL;
3081 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3082 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3083 WINED3DPBLENDCAPS_DESTALPHA |
3084 WINED3DPBLENDCAPS_DESTCOLOR |
3085 WINED3DPBLENDCAPS_INVDESTALPHA |
3086 WINED3DPBLENDCAPS_INVDESTCOLOR |
3087 WINED3DPBLENDCAPS_INVSRCALPHA |
3088 WINED3DPBLENDCAPS_INVSRCCOLOR |
3089 WINED3DPBLENDCAPS_ONE |
3090 WINED3DPBLENDCAPS_SRCALPHA |
3091 WINED3DPBLENDCAPS_SRCALPHASAT |
3092 WINED3DPBLENDCAPS_SRCCOLOR |
3093 WINED3DPBLENDCAPS_ZERO;
3095 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3096 WINED3DPBLENDCAPS_DESTCOLOR |
3097 WINED3DPBLENDCAPS_INVDESTALPHA |
3098 WINED3DPBLENDCAPS_INVDESTCOLOR |
3099 WINED3DPBLENDCAPS_INVSRCALPHA |
3100 WINED3DPBLENDCAPS_INVSRCCOLOR |
3101 WINED3DPBLENDCAPS_ONE |
3102 WINED3DPBLENDCAPS_SRCALPHA |
3103 WINED3DPBLENDCAPS_SRCCOLOR |
3104 WINED3DPBLENDCAPS_ZERO;
3105 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3106 * according to the glBlendFunc manpage
3108 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3109 * legacy settings for srcblend only
3112 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3113 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3114 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3118 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3119 WINED3DPCMPCAPS_EQUAL |
3120 WINED3DPCMPCAPS_GREATER |
3121 WINED3DPCMPCAPS_GREATEREQUAL |
3122 WINED3DPCMPCAPS_LESS |
3123 WINED3DPCMPCAPS_LESSEQUAL |
3124 WINED3DPCMPCAPS_NEVER |
3125 WINED3DPCMPCAPS_NOTEQUAL;
3127 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3128 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3129 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3130 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3131 WINED3DPSHADECAPS_COLORFLATRGB |
3132 WINED3DPSHADECAPS_FOGFLAT |
3133 WINED3DPSHADECAPS_FOGGOURAUD |
3134 WINED3DPSHADECAPS_SPECULARFLATRGB;
3136 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3137 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3138 WINED3DPTEXTURECAPS_TRANSPARENCY |
3139 WINED3DPTEXTURECAPS_BORDER |
3140 WINED3DPTEXTURECAPS_MIPMAP |
3141 WINED3DPTEXTURECAPS_PROJECTED |
3142 WINED3DPTEXTURECAPS_PERSPECTIVE;
3144 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3145 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3146 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3149 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3150 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3151 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3152 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3155 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3156 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3157 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3158 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3162 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3163 WINED3DPTFILTERCAPS_MAGFPOINT |
3164 WINED3DPTFILTERCAPS_MINFLINEAR |
3165 WINED3DPTFILTERCAPS_MINFPOINT |
3166 WINED3DPTFILTERCAPS_MIPFLINEAR |
3167 WINED3DPTFILTERCAPS_MIPFPOINT |
3168 WINED3DPTFILTERCAPS_LINEAR |
3169 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3170 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3171 WINED3DPTFILTERCAPS_MIPLINEAR |
3172 WINED3DPTFILTERCAPS_MIPNEAREST |
3173 WINED3DPTFILTERCAPS_NEAREST;
3175 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3176 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3177 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3180 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3181 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3182 WINED3DPTFILTERCAPS_MAGFPOINT |
3183 WINED3DPTFILTERCAPS_MINFLINEAR |
3184 WINED3DPTFILTERCAPS_MINFPOINT |
3185 WINED3DPTFILTERCAPS_MIPFLINEAR |
3186 WINED3DPTFILTERCAPS_MIPFPOINT |
3187 WINED3DPTFILTERCAPS_LINEAR |
3188 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3189 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3190 WINED3DPTFILTERCAPS_MIPLINEAR |
3191 WINED3DPTFILTERCAPS_MIPNEAREST |
3192 WINED3DPTFILTERCAPS_NEAREST;
3194 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3195 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3196 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3198 } else
3199 pCaps->CubeTextureFilterCaps = 0;
3201 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3202 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3203 WINED3DPTFILTERCAPS_MAGFPOINT |
3204 WINED3DPTFILTERCAPS_MINFLINEAR |
3205 WINED3DPTFILTERCAPS_MINFPOINT |
3206 WINED3DPTFILTERCAPS_MIPFLINEAR |
3207 WINED3DPTFILTERCAPS_MIPFPOINT |
3208 WINED3DPTFILTERCAPS_LINEAR |
3209 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3210 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3211 WINED3DPTFILTERCAPS_MIPLINEAR |
3212 WINED3DPTFILTERCAPS_MIPNEAREST |
3213 WINED3DPTFILTERCAPS_NEAREST;
3214 } else
3215 pCaps->VolumeTextureFilterCaps = 0;
3217 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3218 WINED3DPTADDRESSCAPS_CLAMP |
3219 WINED3DPTADDRESSCAPS_WRAP;
3221 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3222 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3224 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3225 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3227 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3228 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3231 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3232 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3233 WINED3DPTADDRESSCAPS_CLAMP |
3234 WINED3DPTADDRESSCAPS_WRAP;
3235 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3236 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3238 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3239 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3241 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3242 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3244 } else
3245 pCaps->VolumeTextureAddressCaps = 0;
3247 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3248 WINED3DLINECAPS_ZTEST;
3249 /* FIXME: Add
3250 WINED3DLINECAPS_BLEND
3251 WINED3DLINECAPS_ALPHACMP
3252 WINED3DLINECAPS_FOG */
3254 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3255 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3257 if(GL_SUPPORT(EXT_TEXTURE3D))
3258 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3259 else
3260 pCaps->MaxVolumeExtent = 0;
3262 pCaps->MaxTextureRepeat = 32768;
3263 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3264 pCaps->MaxVertexW = 1.0;
3266 pCaps->GuardBandLeft = 0;
3267 pCaps->GuardBandTop = 0;
3268 pCaps->GuardBandRight = 0;
3269 pCaps->GuardBandBottom = 0;
3271 pCaps->ExtentsAdjust = 0;
3273 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3274 WINED3DSTENCILCAPS_INCRSAT |
3275 WINED3DSTENCILCAPS_INVERT |
3276 WINED3DSTENCILCAPS_KEEP |
3277 WINED3DSTENCILCAPS_REPLACE |
3278 WINED3DSTENCILCAPS_ZERO;
3279 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3280 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3281 WINED3DSTENCILCAPS_INCR;
3283 if ( This->dxVersion > 8 &&
3284 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3285 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3286 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3289 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3291 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3292 pCaps->MaxActiveLights = GL_LIMITS(lights);
3294 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3295 pCaps->MaxVertexBlendMatrixIndex = 0;
3297 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3298 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3301 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3302 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3303 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3304 WINED3DVTXPCAPS_LOCALVIEWER |
3305 WINED3DVTXPCAPS_VERTEXFOG |
3306 WINED3DVTXPCAPS_TEXGEN;
3307 /* FIXME: Add
3308 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3310 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3311 pCaps->MaxVertexIndex = 0xFFFFF;
3312 pCaps->MaxStreams = MAX_STREAMS;
3313 pCaps->MaxStreamStride = 1024;
3315 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3316 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3317 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3318 pCaps->MaxNpatchTessellationLevel = 0;
3319 pCaps->MasterAdapterOrdinal = 0;
3320 pCaps->AdapterOrdinalInGroup = 0;
3321 pCaps->NumberOfAdaptersInGroup = 1;
3323 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3325 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3326 WINED3DPTFILTERCAPS_MAGFPOINT |
3327 WINED3DPTFILTERCAPS_MINFLINEAR |
3328 WINED3DPTFILTERCAPS_MAGFLINEAR;
3329 pCaps->VertexTextureFilterCaps = 0;
3331 memset(&shader_caps, 0, sizeof(shader_caps));
3332 shader_backend = select_shader_backend(Adapter, DeviceType);
3333 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3335 memset(&fragment_caps, 0, sizeof(fragment_caps));
3336 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3337 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3339 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3340 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3342 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3343 * Ignore shader model capabilities if disabled in config
3345 if(vs_selected_mode == SHADER_NONE) {
3346 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3347 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3348 pCaps->MaxVertexShaderConst = 0;
3349 } else {
3350 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3351 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3354 if(ps_selected_mode == SHADER_NONE) {
3355 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3356 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3357 pCaps->PixelShader1xMaxValue = 0.0;
3358 } else {
3359 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3360 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3363 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3364 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3365 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3367 pCaps->VS20Caps = shader_caps.VS20Caps;
3368 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3369 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3370 pCaps->PS20Caps = shader_caps.PS20Caps;
3371 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3372 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3374 /* The following caps are shader specific, but they are things we cannot detect, or which
3375 * are the same among all shader models. So to avoid code duplication set the shader version
3376 * specific, but otherwise constant caps here
3378 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3379 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3380 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3381 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3382 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3383 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3384 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3386 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3387 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3388 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3389 pCaps->VS20Caps.Caps = 0;
3390 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3391 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3392 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3394 pCaps->MaxVShaderInstructionsExecuted = 65535;
3395 pCaps->MaxVertexShader30InstructionSlots = 0;
3396 } else { /* VS 1.x */
3397 pCaps->VS20Caps.Caps = 0;
3398 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3399 pCaps->VS20Caps.NumTemps = 0;
3400 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3402 pCaps->MaxVShaderInstructionsExecuted = 0;
3403 pCaps->MaxVertexShader30InstructionSlots = 0;
3406 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3407 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3408 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3410 /* 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 */
3411 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3412 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3413 WINED3DPS20CAPS_PREDICATION |
3414 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3415 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3416 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3417 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3418 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3419 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3421 pCaps->MaxPShaderInstructionsExecuted = 65535;
3422 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3423 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3424 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3425 pCaps->PS20Caps.Caps = 0;
3426 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3427 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3428 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3429 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3431 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3432 pCaps->MaxPixelShader30InstructionSlots = 0;
3433 } else { /* PS 1.x */
3434 pCaps->PS20Caps.Caps = 0;
3435 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3436 pCaps->PS20Caps.NumTemps = 0;
3437 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3438 pCaps->PS20Caps.NumInstructionSlots = 0;
3440 pCaps->MaxPShaderInstructionsExecuted = 0;
3441 pCaps->MaxPixelShader30InstructionSlots = 0;
3444 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3445 /* OpenGL supports all the formats below, perhaps not always
3446 * without conversion, but it supports them.
3447 * Further GLSL doesn't seem to have an official unsigned type so
3448 * don't advertise it yet as I'm not sure how we handle it.
3449 * We might need to add some clamping in the shader engine to
3450 * support it.
3451 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3452 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3453 WINED3DDTCAPS_UBYTE4N |
3454 WINED3DDTCAPS_SHORT2N |
3455 WINED3DDTCAPS_SHORT4N;
3456 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3457 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3458 WINED3DDTCAPS_FLOAT16_4;
3460 } else
3461 pCaps->DeclTypes = 0;
3463 /* Set DirectDraw helper Caps */
3464 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3465 WINEDDCKEYCAPS_SRCBLT;
3466 fx_caps = WINEDDFXCAPS_BLTALPHA |
3467 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3468 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3469 WINEDDFXCAPS_BLTROTATION90 |
3470 WINEDDFXCAPS_BLTSHRINKX |
3471 WINEDDFXCAPS_BLTSHRINKXN |
3472 WINEDDFXCAPS_BLTSHRINKY |
3473 WINEDDFXCAPS_BLTSHRINKXN |
3474 WINEDDFXCAPS_BLTSTRETCHX |
3475 WINEDDFXCAPS_BLTSTRETCHXN |
3476 WINEDDFXCAPS_BLTSTRETCHY |
3477 WINEDDFXCAPS_BLTSTRETCHYN;
3478 blit_caps = WINEDDCAPS_BLT |
3479 WINEDDCAPS_BLTCOLORFILL |
3480 WINEDDCAPS_BLTDEPTHFILL |
3481 WINEDDCAPS_BLTSTRETCH |
3482 WINEDDCAPS_CANBLTSYSMEM |
3483 WINEDDCAPS_CANCLIP |
3484 WINEDDCAPS_CANCLIPSTRETCHED |
3485 WINEDDCAPS_COLORKEY |
3486 WINEDDCAPS_COLORKEYHWASSIST |
3487 WINEDDCAPS_ALIGNBOUNDARYSRC;
3489 /* Fill the ddraw caps structure */
3490 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3491 WINEDDCAPS_PALETTE |
3492 blit_caps;
3493 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3494 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3495 WINEDDCAPS2_PRIMARYGAMMA |
3496 WINEDDCAPS2_WIDESURFACES |
3497 WINEDDCAPS2_CANRENDERWINDOWED;
3498 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3499 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3500 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3501 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3502 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3503 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3504 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3505 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3506 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3508 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3509 WINEDDSCAPS_BACKBUFFER |
3510 WINEDDSCAPS_FLIP |
3511 WINEDDSCAPS_FRONTBUFFER |
3512 WINEDDSCAPS_OFFSCREENPLAIN |
3513 WINEDDSCAPS_PALETTE |
3514 WINEDDSCAPS_PRIMARYSURFACE |
3515 WINEDDSCAPS_SYSTEMMEMORY |
3516 WINEDDSCAPS_VIDEOMEMORY |
3517 WINEDDSCAPS_VISIBLE;
3518 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3520 /* Set D3D caps if OpenGL is available. */
3521 if(Adapters[Adapter].opengl) {
3522 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3523 WINEDDSCAPS_MIPMAP |
3524 WINEDDSCAPS_TEXTURE |
3525 WINEDDSCAPS_ZBUFFER;
3526 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3529 return WINED3D_OK;
3532 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3533 and fields being inserted in the middle, a new structure is used in place */
3534 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3535 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3536 IUnknown *parent) {
3538 IWineD3DDeviceImpl *object = NULL;
3539 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3540 WINED3DDISPLAYMODE mode;
3541 const struct fragment_pipeline *frag_pipeline = NULL;
3542 int i;
3544 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3545 * number and create a device without a 3D adapter for 2D only operation.
3547 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3548 return WINED3DERR_INVALIDCALL;
3551 /* Create a WineD3DDevice object */
3552 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3553 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3554 TRACE("Created WineD3DDevice object @ %p\n", object);
3555 if (NULL == object) {
3556 return WINED3DERR_OUTOFVIDEOMEMORY;
3559 /* Set up initial COM information */
3560 object->lpVtbl = &IWineD3DDevice_Vtbl;
3561 object->ref = 1;
3562 object->wineD3D = iface;
3563 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3564 IWineD3D_AddRef(object->wineD3D);
3565 object->parent = parent;
3566 list_init(&object->resources);
3567 list_init(&object->shaders);
3569 if(This->dxVersion == 7) {
3570 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3571 } else {
3572 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3574 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3576 /* Set the state up as invalid until the device is fully created */
3577 object->state = WINED3DERR_DRIVERINTERNALERROR;
3579 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3580 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3582 /* Save the creation parameters */
3583 object->createParms.AdapterOrdinal = Adapter;
3584 object->createParms.DeviceType = DeviceType;
3585 object->createParms.hFocusWindow = hFocusWindow;
3586 object->createParms.BehaviorFlags = BehaviourFlags;
3588 /* Initialize other useful values */
3589 object->adapterNo = Adapter;
3590 object->devType = DeviceType;
3592 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3593 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3595 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3596 object->frag_pipe = frag_pipeline;
3597 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3598 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3599 object->blitter = select_blit_implementation(Adapter, DeviceType);
3601 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3602 * model can deal with that. It is essentially the same, just with adjusted
3603 * Set*ShaderConstantF implementations
3605 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3606 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3609 /* set the state of the device to valid */
3610 object->state = WINED3D_OK;
3612 /* Get the initial screen setup for ddraw */
3613 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3615 object->ddraw_width = mode.Width;
3616 object->ddraw_height = mode.Height;
3617 object->ddraw_format = mode.Format;
3619 for(i = 0; i < PATCHMAP_SIZE; i++) {
3620 list_init(&object->patches[i]);
3622 return WINED3D_OK;
3624 #undef GLINFO_LOCATION
3626 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3627 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3628 IUnknown_AddRef(This->parent);
3629 *pParent = This->parent;
3630 return WINED3D_OK;
3633 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3634 IUnknown* surfaceParent;
3635 TRACE("(%p) call back\n", pSurface);
3637 /* Now, release the parent, which will take care of cleaning up the surface for us */
3638 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3639 IUnknown_Release(surfaceParent);
3640 return IUnknown_Release(surfaceParent);
3643 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3644 IUnknown* volumeParent;
3645 TRACE("(%p) call back\n", pVolume);
3647 /* Now, release the parent, which will take care of cleaning up the volume for us */
3648 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3649 IUnknown_Release(volumeParent);
3650 return IUnknown_Release(volumeParent);
3653 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3654 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3655 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3656 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3658 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3659 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3660 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3661 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3662 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3663 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3664 * DirectDraw, not OpenGL.
3666 if(gl_info->supported[APPLE_FENCE] &&
3667 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3668 gl_info->supported[APPLE_FLUSH_RENDER] &&
3669 gl_info->supported[APPLE_YCBCR_422]) {
3670 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3671 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3672 return TRUE;
3673 } else {
3674 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3675 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3676 return FALSE;
3680 #define GLINFO_LOCATION (*gl_info)
3681 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3682 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3683 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3684 * all the texture. This function detects this bug by its symptom and disables PBOs
3685 * if the test fails.
3687 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3688 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3689 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3690 * read back is compared to the original. If they are equal PBOs are assumed to work,
3691 * otherwise the PBO extension is disabled.
3693 GLuint texture, pbo;
3694 static const unsigned int pattern[] = {
3695 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3696 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3697 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3698 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3700 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3702 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3703 /* No PBO -> No point in testing them */
3704 return;
3707 while(glGetError());
3708 glGenTextures(1, &texture);
3709 glBindTexture(GL_TEXTURE_2D, texture);
3710 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3711 checkGLcall("Specifying the PBO test texture\n");
3713 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3714 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3715 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3716 checkGLcall("Specifying the PBO test pbo\n");
3718 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3719 checkGLcall("Loading the PBO test texture\n");
3721 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3722 glFinish(); /* just to be sure */
3724 memset(check, 0, sizeof(check));
3725 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3726 checkGLcall("Reading back the PBO test texture\n");
3728 glDeleteTextures(1, &texture);
3729 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3730 checkGLcall("PBO test cleanup\n");
3732 if(memcmp(check, pattern, sizeof(check)) != 0) {
3733 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3734 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3735 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3736 } else {
3737 TRACE_(d3d_caps)("PBO test successful\n");
3740 #undef GLINFO_LOCATION
3742 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3743 * reporting a driver version is moot because we are not the Windows driver, and we have different
3744 * bugs, features, etc.
3746 * If a card is not found in this table, the gl driver version is reported
3748 struct driver_version_information {
3749 WORD vendor; /* reported PCI card vendor ID */
3750 WORD card; /* reported PCI card device ID */
3751 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3752 WORD lopart_hi, lopart_lo; /* driver loword to report */
3755 static const struct driver_version_information driver_version_table[] = {
3756 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3757 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3758 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3759 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3760 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3761 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3762 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3763 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3764 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3765 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3766 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3767 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3768 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3769 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3770 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3771 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3772 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3773 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3774 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3776 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3777 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3778 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3779 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3780 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3781 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3782 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3784 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3787 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3788 unsigned int i;
3789 BOOL apple = implementation_is_apple(gl_info);
3791 if(apple) {
3792 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3793 * used it falls back to software. While the compiler can detect if the shader uses all declared
3794 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3795 * using relative addressing falls back to software.
3797 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3799 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3800 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3801 } else {
3802 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3803 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3804 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3807 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3808 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3809 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3810 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3811 * according to the spec.
3813 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3814 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3816 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3817 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3818 * this workaround is activated on cards that do not need it, it won't break things, just affect
3819 * performance negatively.
3821 if(gl_info->gl_vendor == VENDOR_INTEL ||
3822 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3823 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3824 gl_info->set_texcoord_w = TRUE;
3828 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3829 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3830 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3831 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3832 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3833 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3834 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3836 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3837 * has this extension promoted to core. The extension loading code sets this extension supported
3838 * due to that, so this code works on fglrx as well.
3840 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3841 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3842 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3843 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3844 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3845 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3846 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3850 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3851 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3852 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3853 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3854 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3855 * We therefore completly remove ARB_tex_npot from the list of supported extensions.
3857 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3858 * triggering the software fallback. There is not much we can do here apart from disabling the
3859 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3860 * in IWineD3DImpl_FillGLCaps).
3861 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3862 * post-processing effects in the game "Max Payne 2").
3863 * The behaviour can be verified through a simple test app attached in bugreport #14724.
3865 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3866 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3867 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3868 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3869 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3873 /* Find out if PBOs work as they are supposed to */
3874 test_pbo_functionality(gl_info);
3876 /* Fixup the driver version */
3877 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3878 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3879 gl_info->gl_card == driver_version_table[i].card) {
3880 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3882 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3883 driver_version_table[i].lopart_lo);
3884 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3885 driver_version_table[i].hipart_lo);
3886 break;
3891 void invalid_func(void *data) {
3892 ERR("Invalid vertex attribute function called\n");
3893 DebugBreak();
3896 #define GLINFO_LOCATION (Adapters[0].gl_info)
3898 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3899 * the extension detection and are used in drawStridedSlow
3901 static void position_d3dcolor(void *data) {
3902 DWORD pos = *((DWORD *) data);
3904 FIXME("Add a test for fixed function position from d3dcolor type\n");
3905 glVertex4s(D3DCOLOR_B_R(pos),
3906 D3DCOLOR_B_G(pos),
3907 D3DCOLOR_B_B(pos),
3908 D3DCOLOR_B_A(pos));
3910 static void position_float4(void *data) {
3911 GLfloat *pos = (float *) data;
3913 if (pos[3] < eps && pos[3] > -eps)
3914 glVertex3fv(pos);
3915 else {
3916 float w = 1.0 / pos[3];
3918 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3922 static void diffuse_d3dcolor(void *data) {
3923 DWORD diffuseColor = *((DWORD *) data);
3925 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3926 D3DCOLOR_B_G(diffuseColor),
3927 D3DCOLOR_B_B(diffuseColor),
3928 D3DCOLOR_B_A(diffuseColor));
3931 static void specular_d3dcolor(void *data) {
3932 DWORD specularColor = *((DWORD *) data);
3934 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3935 D3DCOLOR_B_G(specularColor),
3936 D3DCOLOR_B_B(specularColor));
3938 static void warn_no_specular_func(void *data) {
3939 WARN("GL_EXT_secondary_color not supported\n");
3942 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3943 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3944 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3945 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3946 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3947 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3948 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3949 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3950 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3951 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3952 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3953 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3954 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3955 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3956 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3957 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3958 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3959 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3961 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3962 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3963 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3964 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3965 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3966 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3967 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3968 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3969 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3970 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3971 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3972 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3973 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3974 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3975 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3976 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3977 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3979 /* No 4 component entry points here */
3980 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3981 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3982 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3983 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3984 } else {
3985 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3987 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3988 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3989 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3990 } else {
3991 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3993 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3994 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3995 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3996 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3997 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3998 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3999 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4000 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4001 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4002 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4003 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4004 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4006 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4007 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4009 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4010 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4011 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
4012 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
4013 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
4014 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4015 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4016 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4017 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4018 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4019 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4020 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4021 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4022 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4023 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4024 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4025 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4028 #define PUSH1(att) attribs[nAttribs++] = (att);
4029 BOOL InitAdapters(void) {
4030 static HMODULE mod_gl, mod_win32gl;
4031 BOOL ret;
4032 int ps_selected_mode, vs_selected_mode;
4034 /* No need to hold any lock. The calling library makes sure only one thread calls
4035 * wined3d simultaneously
4037 if(numAdapters > 0) return Adapters[0].opengl;
4039 TRACE("Initializing adapters\n");
4041 if(!mod_gl) {
4042 #ifdef USE_WIN32_OPENGL
4043 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4044 mod_gl = LoadLibraryA("opengl32.dll");
4045 if(!mod_gl) {
4046 ERR("Can't load opengl32.dll!\n");
4047 goto nogl_adapter;
4049 mod_win32gl = mod_gl;
4050 #else
4051 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4052 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4053 mod_gl = GetModuleHandleA("gdi32.dll");
4054 mod_win32gl = LoadLibraryA("opengl32.dll");
4055 if(!mod_win32gl) {
4056 ERR("Can't load opengl32.dll!\n");
4057 goto nogl_adapter;
4059 #endif
4062 /* Load WGL core functions from opengl32.dll */
4063 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4064 WGL_FUNCS_GEN;
4065 #undef USE_WGL_FUNC
4067 if(!pwglGetProcAddress) {
4068 ERR("Unable to load wglGetProcAddress!\n");
4069 goto nogl_adapter;
4072 /* Dynamically load all GL core functions */
4073 GL_FUNCS_GEN;
4074 #undef USE_GL_FUNC
4076 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4077 * otherwise because we have to use winex11.drv's override
4079 glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4080 glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4082 /* For now only one default adapter */
4084 int iPixelFormat;
4085 int attribs[10];
4086 int values[10];
4087 int nAttribs = 0;
4088 int res;
4089 int i;
4090 WineD3D_PixelFormat *cfgs;
4091 int attribute;
4092 DISPLAY_DEVICEW DisplayDevice;
4093 HDC hdc;
4095 TRACE("Initializing default adapter\n");
4096 Adapters[0].num = 0;
4097 Adapters[0].monitorPoint.x = -1;
4098 Adapters[0].monitorPoint.y = -1;
4100 if (!WineD3D_CreateFakeGLContext()) {
4101 ERR("Failed to get a gl context for default adapter\n");
4102 WineD3D_ReleaseFakeGLContext();
4103 goto nogl_adapter;
4106 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4107 if(!ret) {
4108 ERR("Failed to initialize gl caps for default adapter\n");
4109 WineD3D_ReleaseFakeGLContext();
4110 goto nogl_adapter;
4112 ret = initPixelFormats(&Adapters[0].gl_info);
4113 if(!ret) {
4114 ERR("Failed to init gl formats\n");
4115 WineD3D_ReleaseFakeGLContext();
4116 goto nogl_adapter;
4119 hdc = pwglGetCurrentDC();
4120 if(!hdc) {
4121 ERR("Failed to get gl HDC\n");
4122 WineD3D_ReleaseFakeGLContext();
4123 goto nogl_adapter;
4126 Adapters[0].driver = "Display";
4127 Adapters[0].description = "Direct3D HAL";
4129 /* Use the VideoRamSize registry setting when set */
4130 if(wined3d_settings.emulated_textureram)
4131 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4132 else
4133 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4134 Adapters[0].UsedTextureRam = 0;
4135 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4137 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4138 DisplayDevice.cb = sizeof(DisplayDevice);
4139 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4140 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4141 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4143 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4144 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4146 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4147 cfgs = Adapters[0].cfgs;
4148 PUSH1(WGL_RED_BITS_ARB)
4149 PUSH1(WGL_GREEN_BITS_ARB)
4150 PUSH1(WGL_BLUE_BITS_ARB)
4151 PUSH1(WGL_ALPHA_BITS_ARB)
4152 PUSH1(WGL_DEPTH_BITS_ARB)
4153 PUSH1(WGL_STENCIL_BITS_ARB)
4154 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4155 PUSH1(WGL_PIXEL_TYPE_ARB)
4156 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4157 PUSH1(WGL_AUX_BUFFERS_ARB)
4159 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4160 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4162 if(!res)
4163 continue;
4165 /* Cache the pixel format */
4166 cfgs->iPixelFormat = iPixelFormat;
4167 cfgs->redSize = values[0];
4168 cfgs->greenSize = values[1];
4169 cfgs->blueSize = values[2];
4170 cfgs->alphaSize = values[3];
4171 cfgs->depthSize = values[4];
4172 cfgs->stencilSize = values[5];
4173 cfgs->windowDrawable = values[6];
4174 cfgs->iPixelType = values[7];
4175 cfgs->doubleBuffer = values[8];
4176 cfgs->auxBuffers = values[9];
4178 cfgs->pbufferDrawable = FALSE;
4179 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4180 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4181 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4182 int value;
4183 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4184 cfgs->pbufferDrawable = value;
4187 cfgs->numSamples = 0;
4188 /* Check multisample support */
4189 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4190 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4191 int value[2];
4192 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4193 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4194 * value[1] = number of multi sample buffers*/
4195 if(value[0])
4196 cfgs->numSamples = value[1];
4200 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4201 cfgs++;
4204 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4205 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4206 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4207 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4208 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4209 * driver is allowed to consume more bits EXCEPT for stencil bits.
4211 * Mark an adapter with this broken stencil behavior.
4213 Adapters[0].brokenStencil = TRUE;
4214 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4215 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4216 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4217 Adapters[0].brokenStencil = FALSE;
4218 break;
4222 fixup_extensions(&Adapters[0].gl_info);
4224 WineD3D_ReleaseFakeGLContext();
4226 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4227 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4228 fillGLAttribFuncs(&Adapters[0].gl_info);
4229 init_type_lookup(&Adapters[0].gl_info);
4230 Adapters[0].opengl = TRUE;
4232 numAdapters = 1;
4233 TRACE("%d adapters successfully initialized\n", numAdapters);
4235 return TRUE;
4237 nogl_adapter:
4238 /* Initialize an adapter for ddraw-only memory counting */
4239 memset(Adapters, 0, sizeof(Adapters));
4240 Adapters[0].num = 0;
4241 Adapters[0].opengl = FALSE;
4242 Adapters[0].monitorPoint.x = -1;
4243 Adapters[0].monitorPoint.y = -1;
4245 Adapters[0].driver = "Display";
4246 Adapters[0].description = "WineD3D DirectDraw Emulation";
4247 if(wined3d_settings.emulated_textureram) {
4248 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4249 } else {
4250 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4253 numAdapters = 1;
4254 return FALSE;
4256 #undef PUSH1
4257 #undef GLINFO_LOCATION
4259 /**********************************************************
4260 * IWineD3D VTbl follows
4261 **********************************************************/
4263 const IWineD3DVtbl IWineD3D_Vtbl =
4265 /* IUnknown */
4266 IWineD3DImpl_QueryInterface,
4267 IWineD3DImpl_AddRef,
4268 IWineD3DImpl_Release,
4269 /* IWineD3D */
4270 IWineD3DImpl_GetParent,
4271 IWineD3DImpl_GetAdapterCount,
4272 IWineD3DImpl_RegisterSoftwareDevice,
4273 IWineD3DImpl_GetAdapterMonitor,
4274 IWineD3DImpl_GetAdapterModeCount,
4275 IWineD3DImpl_EnumAdapterModes,
4276 IWineD3DImpl_GetAdapterDisplayMode,
4277 IWineD3DImpl_GetAdapterIdentifier,
4278 IWineD3DImpl_CheckDeviceMultiSampleType,
4279 IWineD3DImpl_CheckDepthStencilMatch,
4280 IWineD3DImpl_CheckDeviceType,
4281 IWineD3DImpl_CheckDeviceFormat,
4282 IWineD3DImpl_CheckDeviceFormatConversion,
4283 IWineD3DImpl_GetDeviceCaps,
4284 IWineD3DImpl_CreateDevice