push 9cc132ec6c678833a0b16cc6a61d52a23f072314
[wine/hacks.git] / dlls / wined3d / directx.c
blob07120ecedc38c04e09e3fa01fe7771b10f20c2f7
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
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define GLINFO_LOCATION (*gl_info)
34 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
39 /* Extension detection */
40 static const struct {
41 const char *extension_string;
42 GL_SupportedExt extension;
43 DWORD version;
44 } EXTENSION_MAP[] = {
45 /* APPLE */
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
49 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
50 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
51 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 /* ARB */
54 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
56 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
57 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
62 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
63 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
64 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
67 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
68 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
69 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
70 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
71 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
72 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
73 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
74 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
75 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
76 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
77 {"GL_ARB_shadow", ARB_SHADOW, 0 },
78 {"GL_ARB_sync", ARB_SYNC, 0 },
79 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
80 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
96 /* ATI */
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
103 /* EXT */
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
109 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
110 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
111 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
112 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
114 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
115 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
116 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
117 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
118 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
119 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
120 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
121 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
122 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
123 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
124 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
125 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
126 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
127 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
128 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
129 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
130 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
131 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
133 /* NV */
134 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
135 {"GL_NV_fence", NV_FENCE, 0 },
136 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
137 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
138 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
139 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
140 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
141 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
142 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
143 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
144 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
145 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
146 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
147 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
148 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
149 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
150 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
151 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
152 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
154 /* SGI */
155 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
158 /**********************************************************
159 * Utility functions follow
160 **********************************************************/
162 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
164 const struct min_lookup minMipLookup[] =
166 /* NONE POINT LINEAR */
167 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
168 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
172 const struct min_lookup minMipLookup_noFilter[] =
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
180 const struct min_lookup minMipLookup_noMip[] =
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
188 const GLenum magLookup[] =
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 const GLenum magLookup_noFilter[] =
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
214 struct wined3d_fake_gl_ctx
216 HDC dc;
217 HWND wnd;
218 HGLRC gl_ctx;
219 HDC restore_dc;
220 HGLRC restore_gl_ctx;
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 TRACE_(d3d_caps)("Destroying fake GL context.\n");
227 if (!pwglMakeCurrent(NULL, NULL))
229 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
232 if (!pwglDeleteContext(ctx->gl_ctx))
234 DWORD err = GetLastError();
235 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
238 ReleaseDC(ctx->wnd, ctx->dc);
239 DestroyWindow(ctx->wnd);
241 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
247 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 PIXELFORMATDESCRIPTOR pfd;
250 int iPixelFormat;
252 TRACE("getting context...\n");
254 ctx->restore_dc = pwglGetCurrentDC();
255 ctx->restore_gl_ctx = pwglGetCurrentContext();
257 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
258 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
259 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
260 if (!ctx->wnd)
262 ERR_(d3d_caps)("Failed to create a window.\n");
263 goto fail;
266 ctx->dc = GetDC(ctx->wnd);
267 if (!ctx->dc)
269 ERR_(d3d_caps)("Failed to get a DC.\n");
270 goto fail;
273 /* PixelFormat selection */
274 ZeroMemory(&pfd, sizeof(pfd));
275 pfd.nSize = sizeof(pfd);
276 pfd.nVersion = 1;
277 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
278 pfd.iPixelType = PFD_TYPE_RGBA;
279 pfd.cColorBits = 32;
280 pfd.iLayerType = PFD_MAIN_PLANE;
282 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
283 if (!iPixelFormat)
285 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
286 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
287 goto fail;
289 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
290 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292 /* Create a GL context. */
293 ctx->gl_ctx = pwglCreateContext(ctx->dc);
294 if (!ctx->gl_ctx)
296 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
297 goto fail;
300 /* Make it the current GL context. */
301 if (!context_set_current(NULL))
303 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
306 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
309 goto fail;
312 return TRUE;
314 fail:
315 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
316 ctx->gl_ctx = NULL;
317 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
318 ctx->dc = NULL;
319 if (ctx->wnd) DestroyWindow(ctx->wnd);
320 ctx->wnd = NULL;
321 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
326 return FALSE;
329 /* Adjust the amount of used texture memory */
330 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 struct wined3d_adapter *adapter = device->adapter;
334 adapter->UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
336 return adapter->UsedTextureRam;
339 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
342 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
345 /**********************************************************
346 * IUnknown parts follows
347 **********************************************************/
349 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
354 if (IsEqualGUID(riid, &IID_IUnknown)
355 || IsEqualGUID(riid, &IID_IWineD3DBase)
356 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
357 IUnknown_AddRef(iface);
358 *ppobj = This;
359 return S_OK;
361 *ppobj = NULL;
362 return E_NOINTERFACE;
365 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
366 IWineD3DImpl *This = (IWineD3DImpl *)iface;
367 ULONG refCount = InterlockedIncrement(&This->ref);
369 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
370 return refCount;
373 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
374 IWineD3DImpl *This = (IWineD3DImpl *)iface;
375 ULONG ref;
376 TRACE("(%p) : Releasing from %d\n", This, This->ref);
377 ref = InterlockedDecrement(&This->ref);
378 if (ref == 0) {
379 unsigned int i;
381 for (i = 0; i < This->adapter_count; ++i)
383 wined3d_adapter_cleanup(&This->adapters[i]);
385 HeapFree(GetProcessHeap(), 0, This);
388 return ref;
391 /**********************************************************
392 * IWineD3D parts follows
393 **********************************************************/
395 /* GL locking is done by the caller */
396 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
398 GLuint prog;
399 BOOL ret = FALSE;
400 const char *testcode =
401 "!!ARBvp1.0\n"
402 "PARAM C[66] = { program.env[0..65] };\n"
403 "ADDRESS A0;"
404 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
405 "ARL A0.x, zero.x;\n"
406 "MOV result.position, C[A0.x + 65];\n"
407 "END\n";
409 while(glGetError());
410 GL_EXTCALL(glGenProgramsARB(1, &prog));
411 if(!prog) {
412 ERR("Failed to create an ARB offset limit test program\n");
414 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
415 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
416 strlen(testcode), testcode));
417 if(glGetError() != 0) {
418 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
419 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
420 ret = TRUE;
421 } else TRACE("OpenGL implementation allows offsets > 63\n");
423 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
424 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
425 checkGLcall("ARB vp offset limit test cleanup");
427 return ret;
430 static DWORD ver_for_ext(GL_SupportedExt ext)
432 unsigned int i;
433 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
434 if(EXTENSION_MAP[i].extension == ext) {
435 return EXTENSION_MAP[i].version;
438 return 0;
441 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
442 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
444 if (card_vendor != HW_VENDOR_ATI) return FALSE;
445 if (device == CARD_ATI_RADEON_9500) return TRUE;
446 if (device == CARD_ATI_RADEON_X700) return TRUE;
447 if (device == CARD_ATI_RADEON_X1600) return TRUE;
448 return FALSE;
451 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
452 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
454 if (card_vendor == HW_VENDOR_NVIDIA)
456 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
458 return TRUE;
461 return FALSE;
464 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
465 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
467 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
468 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
469 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
471 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
472 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
473 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
474 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
475 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
476 * the chance that other implementations support them is rather small since Win32 QuickTime uses
477 * DirectDraw, not OpenGL.
479 * This test has been moved into wined3d_guess_gl_vendor()
481 if (gl_vendor == GL_VENDOR_APPLE)
483 return TRUE;
485 return FALSE;
488 /* Context activation is done by the caller. */
489 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
491 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
492 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
493 * all the texture. This function detects this bug by its symptom and disables PBOs
494 * if the test fails.
496 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
497 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
498 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
499 * read back is compared to the original. If they are equal PBOs are assumed to work,
500 * otherwise the PBO extension is disabled. */
501 GLuint texture, pbo;
502 static const unsigned int pattern[] =
504 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
505 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
506 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
507 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
509 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
511 /* No PBO -> No point in testing them. */
512 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
514 ENTER_GL();
516 while (glGetError());
517 glGenTextures(1, &texture);
518 glBindTexture(GL_TEXTURE_2D, texture);
520 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
521 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
522 checkGLcall("Specifying the PBO test texture");
524 GL_EXTCALL(glGenBuffersARB(1, &pbo));
525 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
526 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
527 checkGLcall("Specifying the PBO test pbo");
529 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
530 checkGLcall("Loading the PBO test texture");
532 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
533 LEAVE_GL();
535 wglFinish(); /* just to be sure */
537 memset(check, 0, sizeof(check));
538 ENTER_GL();
539 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
540 checkGLcall("Reading back the PBO test texture");
542 glDeleteTextures(1, &texture);
543 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
544 checkGLcall("PBO test cleanup");
546 LEAVE_GL();
548 if (memcmp(check, pattern, sizeof(check)))
550 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
551 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
552 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
554 else
556 TRACE_(d3d_caps)("PBO test successful.\n");
560 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
561 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
563 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
566 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
569 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
570 if (card_vendor != HW_VENDOR_ATI) return FALSE;
571 if (device == CARD_ATI_RADEON_X1600) return FALSE;
572 return TRUE;
575 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
576 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
578 return gl_vendor == GL_VENDOR_FGLRX;
582 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
583 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
585 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
586 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
587 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
588 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
589 * hardcoded
591 * dx10 cards usually have 64 varyings */
592 return gl_info->limits.glsl_varyings > 44;
595 /* A GL context is provided by the caller */
596 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
597 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
599 GLenum error;
600 DWORD data[16];
602 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
604 ENTER_GL();
605 while(glGetError());
606 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
607 error = glGetError();
608 LEAVE_GL();
610 if(error == GL_NO_ERROR)
612 TRACE("GL Implementation accepts 4 component specular color pointers\n");
613 return TRUE;
615 else
617 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
618 debug_glerror(error));
619 return FALSE;
623 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
624 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
626 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
627 return gl_info->supported[NV_TEXTURE_SHADER];
630 /* A GL context is provided by the caller */
631 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
632 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
634 GLuint prog;
635 BOOL ret = FALSE;
636 GLint pos;
637 const char *testcode =
638 "!!ARBvp1.0\n"
639 "OPTION NV_vertex_program2;\n"
640 "MOV result.clip[0], 0.0;\n"
641 "MOV result.position, 0.0;\n"
642 "END\n";
644 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
646 ENTER_GL();
647 while(glGetError());
649 GL_EXTCALL(glGenProgramsARB(1, &prog));
650 if(!prog)
652 ERR("Failed to create the NVvp clip test program\n");
653 LEAVE_GL();
654 return FALSE;
656 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
657 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
658 strlen(testcode), testcode));
659 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
660 if(pos != -1)
662 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
663 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
664 ret = TRUE;
665 while(glGetError());
667 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
669 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
670 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
671 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
673 LEAVE_GL();
674 return ret;
677 /* Context activation is done by the caller. */
678 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
679 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
681 char data[4 * 4 * 4];
682 GLuint tex, fbo;
683 GLenum status;
685 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
687 memset(data, 0xcc, sizeof(data));
689 ENTER_GL();
691 glGenTextures(1, &tex);
692 glBindTexture(GL_TEXTURE_2D, tex);
693 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
694 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
695 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
696 checkGLcall("glTexImage2D");
698 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
699 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
700 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
701 checkGLcall("glFramebufferTexture2D");
703 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
704 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
705 checkGLcall("glCheckFramebufferStatus");
707 memset(data, 0x11, sizeof(data));
708 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
709 checkGLcall("glTexSubImage2D");
711 glClearColor(0.996, 0.729, 0.745, 0.792);
712 glClear(GL_COLOR_BUFFER_BIT);
713 checkGLcall("glClear");
715 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
716 checkGLcall("glGetTexImage");
718 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
719 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
720 glBindTexture(GL_TEXTURE_2D, 0);
721 checkGLcall("glBindTexture");
723 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
724 glDeleteTextures(1, &tex);
725 checkGLcall("glDeleteTextures");
727 LEAVE_GL();
729 return *(DWORD *)data == 0x11111111;
732 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
734 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
735 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
736 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
737 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
740 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
742 quirk_arb_constants(gl_info);
743 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
744 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
745 * allow 48 different offsets or other helper immediate values. */
746 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
747 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
750 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
751 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
752 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
753 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
754 * most games, but avoids the crash
756 * A more sophisticated way would be to find all units that need texture coordinates and enable
757 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
758 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
760 * Note that disabling the extension entirely does not gain predictability because there is no point
761 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
762 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
764 if (gl_info->supported[ARB_POINT_SPRITE])
766 TRACE("Limiting point sprites to one texture unit.\n");
767 gl_info->limits.point_sprite_units = 1;
771 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
773 quirk_arb_constants(gl_info);
775 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
776 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
777 * If real NP2 textures are used, the driver falls back to software. We could just remove the
778 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
779 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
780 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
781 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
783 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
784 * has this extension promoted to core. The extension loading code sets this extension supported
785 * due to that, so this code works on fglrx as well. */
786 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
788 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
789 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
790 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
793 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
794 * it is generally more efficient. Reserve just 8 constants. */
795 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
796 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
799 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
801 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
802 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
803 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
804 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
805 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
806 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
808 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
809 * triggering the software fallback. There is not much we can do here apart from disabling the
810 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
811 * in IWineD3DImpl_FillGLCaps).
812 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
813 * post-processing effects in the game "Max Payne 2").
814 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
815 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
816 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
817 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
820 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
822 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
823 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
824 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
825 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
826 * according to the spec.
828 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
829 * makes the shader slower and eats instruction slots which should be available to the d3d app.
831 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
832 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
833 * this workaround is activated on cards that do not need it, it won't break things, just affect
834 * performance negatively. */
835 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
836 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
839 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
841 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
844 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
846 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
849 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
851 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
852 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
855 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
857 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
860 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
862 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
865 struct driver_quirk
867 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
868 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
869 void (*apply)(struct wined3d_gl_info *gl_info);
870 const char *description;
873 static const struct driver_quirk quirk_table[] =
876 match_ati_r300_to_500,
877 quirk_ati_dx9,
878 "ATI GLSL constant and normalized texrect quirk"
880 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
881 * used it falls back to software. While the compiler can detect if the shader uses all declared
882 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
883 * using relative addressing falls back to software.
885 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
887 match_apple,
888 quirk_apple_glsl_constants,
889 "Apple GLSL uniform override"
892 match_geforce5,
893 quirk_no_np2,
894 "Geforce 5 NP2 disable"
897 match_apple_intel,
898 quirk_texcoord_w,
899 "Init texcoord .w for Apple Intel GPU driver"
902 match_apple_nonr500ati,
903 quirk_texcoord_w,
904 "Init texcoord .w for Apple ATI >= r600 GPU driver"
907 match_fglrx,
908 quirk_one_point_sprite,
909 "Fglrx point sprite crash workaround"
912 match_dx10_capable,
913 quirk_clip_varying,
914 "Reserved varying for gl_ClipPos"
917 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
918 * GL implementations accept it. The Mac GL is the only implementation known to
919 * reject it.
921 * If we can pass 4 component specular colors, do it, because (a) we don't have
922 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
923 * passes specular alpha to the pixel shader if any is used. Otherwise the
924 * specular alpha is used to pass the fog coordinate, which we pass to opengl
925 * via GL_EXT_fog_coord.
927 match_allows_spec_alpha,
928 quirk_allows_specular_alpha,
929 "Allow specular alpha quirk"
932 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
933 * (rdar://5682521).
935 match_apple_nvts,
936 quirk_apple_nvts,
937 "Apple NV_texture_shader disable"
940 match_broken_nv_clip,
941 quirk_disable_nvvp_clip,
942 "Apple NV_vertex_program clip bug quirk"
945 match_fbo_tex_update,
946 quirk_fbo_tex_update,
947 "FBO rebind for attachment updates"
951 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
952 * reporting a driver version is moot because we are not the Windows driver, and we have different
953 * bugs, features, etc.
955 * The driver version has the form "x.y.z.w".
957 * "x" is the Windows version the driver is meant for:
958 * 4 -> 95/98/NT4
959 * 5 -> 2000
960 * 6 -> 2000/XP
961 * 7 -> Vista
962 * 8 -> Win 7
964 * "y" is the Direct3D level the driver supports:
965 * 11 -> d3d6
966 * 12 -> d3d7
967 * 13 -> d3d8
968 * 14 -> d3d9
969 * 15 -> d3d10
971 * "z" is unknown, possibly vendor specific.
973 * "w" is the vendor specific driver version.
975 struct driver_version_information
977 WORD vendor; /* reported PCI card vendor ID */
978 WORD card; /* reported PCI card device ID */
979 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
980 WORD d3d_level; /* driver hiword to report */
981 WORD lopart_hi, lopart_lo; /* driver loword to report */
984 static const struct driver_version_information driver_version_table[] =
986 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
987 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
988 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
989 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
991 * All version numbers used below are from the Linux nvidia drivers. */
992 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
993 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
994 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
995 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
996 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
1019 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
1020 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
1021 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
1022 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
1024 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1025 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1026 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1027 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1028 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1029 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1030 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1031 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1032 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1033 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1034 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1035 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1036 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1038 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1041 static void init_driver_info(struct wined3d_driver_info *driver_info,
1042 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1044 OSVERSIONINFOW os_version;
1045 WORD driver_os_version;
1046 unsigned int i;
1048 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1050 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1051 vendor = wined3d_settings.pci_vendor_id;
1053 driver_info->vendor = vendor;
1055 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1057 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1058 device = wined3d_settings.pci_device_id;
1060 driver_info->device = device;
1062 switch (vendor)
1064 case HW_VENDOR_ATI:
1065 driver_info->name = "ati2dvag.dll";
1066 break;
1068 case HW_VENDOR_NVIDIA:
1069 driver_info->name = "nv4_disp.dll";
1070 break;
1072 case HW_VENDOR_INTEL:
1073 default:
1074 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1075 driver_info->name = "Display";
1076 break;
1079 memset(&os_version, 0, sizeof(os_version));
1080 os_version.dwOSVersionInfoSize = sizeof(os_version);
1081 if (!GetVersionExW(&os_version))
1083 ERR("Failed to get OS version, reporting 2000/XP.\n");
1084 driver_os_version = 6;
1086 else
1088 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1089 switch (os_version.dwMajorVersion)
1091 case 4:
1092 driver_os_version = 4;
1093 break;
1095 case 5:
1096 driver_os_version = 6;
1097 break;
1099 case 6:
1100 if (os_version.dwMinorVersion == 0)
1102 driver_os_version = 7;
1104 else
1106 if (os_version.dwMinorVersion > 1)
1108 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1109 os_version.dwMajorVersion, os_version.dwMinorVersion);
1111 driver_os_version = 8;
1113 break;
1115 default:
1116 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1117 os_version.dwMajorVersion, os_version.dwMinorVersion);
1118 driver_os_version = 6;
1119 break;
1123 driver_info->description = "Direct3D HAL";
1124 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1125 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1127 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1129 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1131 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1133 driver_info->description = driver_version_table[i].description;
1134 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1135 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1136 driver_version_table[i].lopart_lo);
1137 break;
1141 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1142 driver_info->version_high, driver_info->version_low);
1145 /* Context activation is done by the caller. */
1146 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1147 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1149 unsigned int i;
1151 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1153 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1154 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1155 quirk_table[i].apply(gl_info);
1158 /* Find out if PBOs work as they are supposed to. */
1159 test_pbo_functionality(gl_info);
1162 static DWORD wined3d_parse_gl_version(const char *gl_version)
1164 const char *ptr = gl_version;
1165 int major, minor;
1167 major = atoi(ptr);
1168 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1170 while (isdigit(*ptr)) ++ptr;
1171 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1173 minor = atoi(ptr);
1175 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1177 return MAKEDWORD_VERSION(major, minor);
1180 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1183 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1184 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1185 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1187 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1188 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1189 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1190 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1191 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1192 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1193 * DirectDraw, not OpenGL. */
1194 if (gl_info->supported[APPLE_FENCE]
1195 && gl_info->supported[APPLE_CLIENT_STORAGE]
1196 && gl_info->supported[APPLE_FLUSH_RENDER]
1197 && gl_info->supported[APPLE_YCBCR_422])
1198 return GL_VENDOR_APPLE;
1200 if (strstr(gl_vendor_string, "NVIDIA"))
1201 return GL_VENDOR_NVIDIA;
1203 if (strstr(gl_vendor_string, "ATI"))
1204 return GL_VENDOR_FGLRX;
1206 if (strstr(gl_vendor_string, "Intel(R)")
1207 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1208 || strstr(gl_renderer, "Intel")
1209 || strstr(gl_vendor_string, "Intel Inc."))
1210 return GL_VENDOR_INTEL;
1212 if (strstr(gl_vendor_string, "Mesa")
1213 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1214 || strstr(gl_vendor_string, "DRI R300 Project")
1215 || strstr(gl_vendor_string, "X.Org R300 Project")
1216 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1217 || strstr(gl_vendor_string, "VMware, Inc.")
1218 || strstr(gl_renderer, "Mesa")
1219 || strstr(gl_renderer, "Gallium"))
1220 return GL_VENDOR_MESA;
1222 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1223 debugstr_a(gl_vendor_string));
1225 return GL_VENDOR_UNKNOWN;
1228 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1230 if (strstr(gl_vendor_string, "NVIDIA"))
1231 return HW_VENDOR_NVIDIA;
1233 if (strstr(gl_vendor_string, "ATI")
1234 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1235 || strstr(gl_vendor_string, "X.Org R300 Project")
1236 || strstr(gl_vendor_string, "DRI R300 Project"))
1237 return HW_VENDOR_ATI;
1239 if (strstr(gl_vendor_string, "Intel(R)")
1240 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1241 || strstr(gl_renderer, "Intel")
1242 || strstr(gl_vendor_string, "Intel Inc."))
1243 return HW_VENDOR_INTEL;
1245 if (strstr(gl_vendor_string, "Mesa")
1246 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1247 || strstr(gl_vendor_string, "VMware, Inc."))
1248 return HW_VENDOR_SOFTWARE;
1250 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1252 return HW_VENDOR_NVIDIA;
1257 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1258 const char *gl_renderer, unsigned int *vidmem)
1260 if (WINE_D3D10_CAPABLE(gl_info))
1262 /* Geforce 200 - highend */
1263 if (strstr(gl_renderer, "GTX 280")
1264 || strstr(gl_renderer, "GTX 285")
1265 || strstr(gl_renderer, "GTX 295"))
1267 *vidmem = 1024;
1268 return CARD_NVIDIA_GEFORCE_GTX280;
1271 /* Geforce 200 - midend high */
1272 if (strstr(gl_renderer, "GTX 275"))
1274 *vidmem = 896;
1275 return CARD_NVIDIA_GEFORCE_GTX275;
1278 /* Geforce 200 - midend */
1279 if (strstr(gl_renderer, "GTX 260"))
1281 *vidmem = 1024;
1282 return CARD_NVIDIA_GEFORCE_GTX260;
1284 /* Geforce 200 - midend */
1285 if (strstr(gl_renderer, "GT 240"))
1287 *vidmem = 512;
1288 return CARD_NVIDIA_GEFORCE_GT240;
1291 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1292 if (strstr(gl_renderer, "9800")
1293 || strstr(gl_renderer, "GTS 150")
1294 || strstr(gl_renderer, "GTS 250"))
1296 *vidmem = 512;
1297 return CARD_NVIDIA_GEFORCE_9800GT;
1300 /* Geforce9 - midend */
1301 if (strstr(gl_renderer, "9600"))
1303 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1304 return CARD_NVIDIA_GEFORCE_9600GT;
1307 /* Geforce9 - midend low / Geforce 200 - low */
1308 if (strstr(gl_renderer, "9500")
1309 || strstr(gl_renderer, "GT 120")
1310 || strstr(gl_renderer, "GT 130"))
1312 *vidmem = 256; /* The 9500GT has 256-1024MB */
1313 return CARD_NVIDIA_GEFORCE_9500GT;
1316 /* Geforce9 - lowend */
1317 if (strstr(gl_renderer, "9400"))
1319 *vidmem = 256; /* The 9400GT has 256-1024MB */
1320 return CARD_NVIDIA_GEFORCE_9400GT;
1323 /* Geforce9 - lowend low */
1324 if (strstr(gl_renderer, "9100")
1325 || strstr(gl_renderer, "9200")
1326 || strstr(gl_renderer, "9300")
1327 || strstr(gl_renderer, "G 100"))
1329 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1330 return CARD_NVIDIA_GEFORCE_9200;
1333 /* Geforce8 - highend */
1334 if (strstr(gl_renderer, "8800"))
1336 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1337 return CARD_NVIDIA_GEFORCE_8800GTS;
1340 /* Geforce8 - midend mobile */
1341 if (strstr(gl_renderer, "8600 M"))
1343 *vidmem = 512;
1344 return CARD_NVIDIA_GEFORCE_8600MGT;
1347 /* Geforce8 - midend */
1348 if (strstr(gl_renderer, "8600")
1349 || strstr(gl_renderer, "8700"))
1351 *vidmem = 256;
1352 return CARD_NVIDIA_GEFORCE_8600GT;
1355 /* Geforce8 - lowend */
1356 if (strstr(gl_renderer, "8100")
1357 || strstr(gl_renderer, "8200")
1358 || strstr(gl_renderer, "8300")
1359 || strstr(gl_renderer, "8400")
1360 || strstr(gl_renderer, "8500"))
1362 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1363 return CARD_NVIDIA_GEFORCE_8300GS;
1366 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1367 *vidmem = 128;
1368 return CARD_NVIDIA_GEFORCE_8300GS;
1371 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1372 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1374 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1376 /* Geforce7 - highend */
1377 if (strstr(gl_renderer, "7800")
1378 || strstr(gl_renderer, "7900")
1379 || strstr(gl_renderer, "7950")
1380 || strstr(gl_renderer, "Quadro FX 4")
1381 || strstr(gl_renderer, "Quadro FX 5"))
1383 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1384 return CARD_NVIDIA_GEFORCE_7800GT;
1387 /* Geforce7 midend */
1388 if (strstr(gl_renderer, "7600")
1389 || strstr(gl_renderer, "7700"))
1391 *vidmem = 256; /* The 7600 uses 256-512MB */
1392 return CARD_NVIDIA_GEFORCE_7600;
1395 /* Geforce7 lower medium */
1396 if (strstr(gl_renderer, "7400"))
1398 *vidmem = 256; /* The 7400 uses 256-512MB */
1399 return CARD_NVIDIA_GEFORCE_7400;
1402 /* Geforce7 lowend */
1403 if (strstr(gl_renderer, "7300"))
1405 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1406 return CARD_NVIDIA_GEFORCE_7300;
1409 /* Geforce6 highend */
1410 if (strstr(gl_renderer, "6800"))
1412 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1413 return CARD_NVIDIA_GEFORCE_6800;
1416 /* Geforce6 - midend */
1417 if (strstr(gl_renderer, "6600")
1418 || strstr(gl_renderer, "6610")
1419 || strstr(gl_renderer, "6700"))
1421 *vidmem = 128; /* A 6600GT has 128-256MB */
1422 return CARD_NVIDIA_GEFORCE_6600GT;
1425 /* Geforce6/7 lowend */
1426 *vidmem = 64; /* */
1427 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1430 if (WINE_D3D9_CAPABLE(gl_info))
1432 /* GeforceFX - highend */
1433 if (strstr(gl_renderer, "5800")
1434 || strstr(gl_renderer, "5900")
1435 || strstr(gl_renderer, "5950")
1436 || strstr(gl_renderer, "Quadro FX"))
1438 *vidmem = 256; /* 5800-5900 cards use 256MB */
1439 return CARD_NVIDIA_GEFORCEFX_5800;
1442 /* GeforceFX - midend */
1443 if (strstr(gl_renderer, "5600")
1444 || strstr(gl_renderer, "5650")
1445 || strstr(gl_renderer, "5700")
1446 || strstr(gl_renderer, "5750"))
1448 *vidmem = 128; /* A 5600 uses 128-256MB */
1449 return CARD_NVIDIA_GEFORCEFX_5600;
1452 /* GeforceFX - lowend */
1453 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1454 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1457 if (WINE_D3D8_CAPABLE(gl_info))
1459 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1461 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1462 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1465 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1466 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1469 if (WINE_D3D7_CAPABLE(gl_info))
1471 if (strstr(gl_renderer, "GeForce4 MX"))
1473 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1474 * early models had 32MB but most have 64MB or even 128MB. */
1475 *vidmem = 64;
1476 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1479 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1481 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1482 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1485 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1487 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1488 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1491 /* Most Geforce1 cards have 32MB, there are also some rare 16
1492 * and 64MB (Dell) models. */
1493 *vidmem = 32;
1494 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1497 if (strstr(gl_renderer, "TNT2"))
1499 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1500 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1503 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1504 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1508 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1509 const char *gl_renderer, unsigned int *vidmem)
1511 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1513 * Beware: renderer string do not match exact card model,
1514 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1515 if (WINE_D3D10_CAPABLE(gl_info))
1517 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1518 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1519 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1520 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1522 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1523 return CARD_ATI_RADEON_HD5800;
1526 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1527 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1528 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1529 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1531 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1532 return CARD_ATI_RADEON_HD5700;
1535 /* Radeon R7xx HD4800 - highend */
1536 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1537 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1538 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1539 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1540 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1542 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1543 return CARD_ATI_RADEON_HD4800;
1546 /* Radeon R740 HD4700 - midend */
1547 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1548 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1550 *vidmem = 512;
1551 return CARD_ATI_RADEON_HD4700;
1554 /* Radeon R730 HD4600 - midend */
1555 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1556 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1557 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1559 *vidmem = 512;
1560 return CARD_ATI_RADEON_HD4600;
1563 /* Radeon R710 HD4500/HD4350 - lowend */
1564 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1565 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1567 *vidmem = 256;
1568 return CARD_ATI_RADEON_HD4350;
1571 /* Radeon R6xx HD2900/HD3800 - highend */
1572 if (strstr(gl_renderer, "HD 2900")
1573 || strstr(gl_renderer, "HD 3870")
1574 || strstr(gl_renderer, "HD 3850"))
1576 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1577 return CARD_ATI_RADEON_HD2900;
1580 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1581 if (strstr(gl_renderer, "HD 2600")
1582 || strstr(gl_renderer, "HD 3830")
1583 || strstr(gl_renderer, "HD 3690")
1584 || strstr(gl_renderer, "HD 3650"))
1586 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1587 return CARD_ATI_RADEON_HD2600;
1590 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1591 * Note HD2300=DX9, HD2350=DX10 */
1592 if (strstr(gl_renderer, "HD 2350")
1593 || strstr(gl_renderer, "HD 2400")
1594 || strstr(gl_renderer, "HD 3470")
1595 || strstr(gl_renderer, "HD 3450")
1596 || strstr(gl_renderer, "HD 3430")
1597 || strstr(gl_renderer, "HD 3400"))
1599 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1600 return CARD_ATI_RADEON_HD2350;
1603 /* Radeon R6xx/R7xx integrated */
1604 if (strstr(gl_renderer, "HD 3100")
1605 || strstr(gl_renderer, "HD 3200")
1606 || strstr(gl_renderer, "HD 3300"))
1608 *vidmem = 128; /* 128MB */
1609 return CARD_ATI_RADEON_HD3200;
1612 /* Default for when no GPU has been found */
1613 *vidmem = 128; /* 128MB */
1614 return CARD_ATI_RADEON_HD3200;
1617 if (WINE_D3D8_CAPABLE(gl_info))
1619 /* Radeon R5xx */
1620 if (strstr(gl_renderer, "X1600")
1621 || strstr(gl_renderer, "X1650")
1622 || strstr(gl_renderer, "X1800")
1623 || strstr(gl_renderer, "X1900")
1624 || strstr(gl_renderer, "X1950"))
1626 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1627 return CARD_ATI_RADEON_X1600;
1630 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1631 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1632 if (strstr(gl_renderer, "X700")
1633 || strstr(gl_renderer, "X800")
1634 || strstr(gl_renderer, "X850")
1635 || strstr(gl_renderer, "X1300")
1636 || strstr(gl_renderer, "X1400")
1637 || strstr(gl_renderer, "X1450")
1638 || strstr(gl_renderer, "X1550")
1639 || strstr(gl_renderer, "X2300")
1640 || strstr(gl_renderer, "X2500")
1641 || strstr(gl_renderer, "HD 2300")
1644 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1645 return CARD_ATI_RADEON_X700;
1648 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1649 if (strstr(gl_renderer, "Radeon Xpress"))
1651 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1652 return CARD_ATI_RADEON_XPRESS_200M;
1655 /* Radeon R3xx */
1656 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1657 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1660 if (WINE_D3D8_CAPABLE(gl_info))
1662 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1663 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1666 if (WINE_D3D7_CAPABLE(gl_info))
1668 *vidmem = 32; /* There are models with up to 64MB */
1669 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1672 *vidmem = 16; /* There are 16-32MB models */
1673 return CARD_ATI_RAGE_128PRO;
1677 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1678 const char *gl_renderer, unsigned int *vidmem)
1680 if (strstr(gl_renderer, "X3100"))
1682 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1683 *vidmem = 128;
1684 return CARD_INTEL_X3100;
1687 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1689 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1690 *vidmem = 64;
1691 return CARD_INTEL_I945GM;
1694 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1695 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1696 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1697 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1698 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1699 return CARD_INTEL_I915G;
1703 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1704 const char *gl_renderer, unsigned int *vidmem)
1706 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1708 * Beware: renderer string do not match exact card model,
1709 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1710 if (strstr(gl_renderer, "Gallium"))
1712 /* Radeon R7xx HD4800 - highend */
1713 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1714 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1715 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1717 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1718 return CARD_ATI_RADEON_HD4800;
1721 /* Radeon R740 HD4700 - midend */
1722 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1724 *vidmem = 512;
1725 return CARD_ATI_RADEON_HD4700;
1728 /* Radeon R730 HD4600 - midend */
1729 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1731 *vidmem = 512;
1732 return CARD_ATI_RADEON_HD4600;
1735 /* Radeon R710 HD4500/HD4350 - lowend */
1736 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1738 *vidmem = 256;
1739 return CARD_ATI_RADEON_HD4350;
1742 /* Radeon R6xx HD2900/HD3800 - highend */
1743 if (strstr(gl_renderer, "R600")
1744 || strstr(gl_renderer, "RV670")
1745 || strstr(gl_renderer, "R680"))
1747 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1748 return CARD_ATI_RADEON_HD2900;
1751 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1752 if (strstr(gl_renderer, "RV630")
1753 || strstr(gl_renderer, "RV635"))
1755 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1756 return CARD_ATI_RADEON_HD2600;
1759 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1760 if (strstr(gl_renderer, "RV610")
1761 || strstr(gl_renderer, "RV620"))
1763 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1764 return CARD_ATI_RADEON_HD2350;
1767 /* Radeon R6xx/R7xx integrated */
1768 if (strstr(gl_renderer, "RS780")
1769 || strstr(gl_renderer, "RS880"))
1771 *vidmem = 128; /* 128MB */
1772 return CARD_ATI_RADEON_HD3200;
1775 /* Radeon R5xx */
1776 if (strstr(gl_renderer, "RV530")
1777 || strstr(gl_renderer, "RV535")
1778 || strstr(gl_renderer, "RV560")
1779 || strstr(gl_renderer, "R520")
1780 || strstr(gl_renderer, "RV570")
1781 || strstr(gl_renderer, "R580"))
1783 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1784 return CARD_ATI_RADEON_X1600;
1787 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1788 if (strstr(gl_renderer, "R410")
1789 || strstr(gl_renderer, "R420")
1790 || strstr(gl_renderer, "R423")
1791 || strstr(gl_renderer, "R430")
1792 || strstr(gl_renderer, "R480")
1793 || strstr(gl_renderer, "R481")
1794 || strstr(gl_renderer, "RV410")
1795 || strstr(gl_renderer, "RV515")
1796 || strstr(gl_renderer, "RV516"))
1798 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1799 return CARD_ATI_RADEON_X700;
1802 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1803 if (strstr(gl_renderer, "RS400")
1804 || strstr(gl_renderer, "RS480")
1805 || strstr(gl_renderer, "RS482")
1806 || strstr(gl_renderer, "RS485")
1807 || strstr(gl_renderer, "RS600")
1808 || strstr(gl_renderer, "RS690")
1809 || strstr(gl_renderer, "RS740"))
1811 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1812 return CARD_ATI_RADEON_XPRESS_200M;
1815 /* Radeon R3xx */
1816 if (strstr(gl_renderer, "R300")
1817 || strstr(gl_renderer, "RV350")
1818 || strstr(gl_renderer, "RV351")
1819 || strstr(gl_renderer, "RV360")
1820 || strstr(gl_renderer, "RV370")
1821 || strstr(gl_renderer, "R350")
1822 || strstr(gl_renderer, "R360"))
1824 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1825 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1829 if (WINE_D3D9_CAPABLE(gl_info))
1831 /* Radeon R7xx HD4800 - highend */
1832 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1833 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1834 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1836 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1837 return CARD_ATI_RADEON_HD4800;
1840 /* Radeon R740 HD4700 - midend */
1841 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1843 *vidmem = 512;
1844 return CARD_ATI_RADEON_HD4700;
1847 /* Radeon R730 HD4600 - midend */
1848 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1850 *vidmem = 512;
1851 return CARD_ATI_RADEON_HD4600;
1854 /* Radeon R710 HD4500/HD4350 - lowend */
1855 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1857 *vidmem = 256;
1858 return CARD_ATI_RADEON_HD4350;
1861 /* Radeon R6xx HD2900/HD3800 - highend */
1862 if (strstr(gl_renderer, "(R600")
1863 || strstr(gl_renderer, "(RV670")
1864 || strstr(gl_renderer, "(R680"))
1866 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1867 return CARD_ATI_RADEON_HD2900;
1870 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1871 if (strstr(gl_renderer, "(RV630")
1872 || strstr(gl_renderer, "(RV635"))
1874 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1875 return CARD_ATI_RADEON_HD2600;
1878 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1879 if (strstr(gl_renderer, "(RV610")
1880 || strstr(gl_renderer, "(RV620"))
1882 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1883 return CARD_ATI_RADEON_HD2350;
1886 /* Radeon R6xx/R7xx integrated */
1887 if (strstr(gl_renderer, "(RS780")
1888 || strstr(gl_renderer, "(RS880"))
1890 *vidmem = 128; /* 128MB */
1891 return CARD_ATI_RADEON_HD3200;
1895 if (WINE_D3D8_CAPABLE(gl_info))
1897 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1898 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1901 if (WINE_D3D7_CAPABLE(gl_info))
1903 *vidmem = 32; /* There are models with up to 64MB */
1904 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1907 *vidmem = 16; /* There are 16-32MB models */
1908 return CARD_ATI_RAGE_128PRO;
1912 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1913 const char *gl_renderer, unsigned int *vidmem)
1915 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1916 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1917 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1918 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1919 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1920 return CARD_NVIDIA_RIVA_128;
1923 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1924 const char *gl_renderer, unsigned int *vidmem)
1926 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1927 return CARD_INTEL_I915G;
1931 struct vendor_card_selection
1933 enum wined3d_gl_vendor gl_vendor;
1934 enum wined3d_pci_vendor card_vendor;
1935 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1936 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1937 unsigned int *vidmem );
1940 static const struct vendor_card_selection vendor_card_select_table[] =
1942 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1943 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1944 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1945 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1946 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1947 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1948 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1949 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
1950 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1954 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1955 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1957 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1958 * different GPUs with roughly the same features. In most cases GPUs from a
1959 * certain family differ in clockspeeds, the amount of video memory and the
1960 * number of shader pipelines.
1962 * A Direct3D device object contains the PCI id (vendor + device) of the
1963 * videocard which is used for rendering. Various applications use this
1964 * information to get a rough estimation of the features of the card and
1965 * some might use it for enabling 3d effects only on certain types of
1966 * videocards. In some cases games might even use it to work around bugs
1967 * which happen on certain videocards/driver combinations. The problem is
1968 * that OpenGL only exposes a rendering string containing the name of the
1969 * videocard and not the PCI id.
1971 * Various games depend on the PCI id, so somehow we need to provide one.
1972 * A simple option is to parse the renderer string and translate this to
1973 * the right PCI id. This is a lot of work because there are more than 200
1974 * GPUs just for Nvidia. Various cards share the same renderer string, so
1975 * the amount of code might be 'small' but there are quite a number of
1976 * exceptions which would make this a pain to maintain. Another way would
1977 * be to query the PCI id from the operating system (assuming this is the
1978 * videocard which is used for rendering which is not always the case).
1979 * This would work but it is not very portable. Second it would not work
1980 * well in, let's say, a remote X situation in which the amount of 3d
1981 * features which can be used is limited.
1983 * As said most games only use the PCI id to get an indication of the
1984 * capabilities of the card. It doesn't really matter if the given id is
1985 * the correct one if we return the id of a card with similar 3d features.
1987 * The code below checks the OpenGL capabilities of a videocard and matches
1988 * that to a certain level of Direct3D functionality. Once a card passes
1989 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1990 * least a GeforceFX. To give a better estimate we do a basic check on the
1991 * renderer string but if that won't pass we return a default card. This
1992 * way is better than maintaining a full card database as even without a
1993 * full database we can return a card with similar features. Second the
1994 * size of the database can be made quite small because when you know what
1995 * type of 3d functionality a card has, you know to which GPU family the
1996 * GPU must belong. Because of this you only have to check a small part of
1997 * the renderer string to distinguishes between different models from that
1998 * family.
2000 * The code also selects a default amount of video memory which we will
2001 * use for an estimation of the amount of free texture memory. In case of
2002 * real D3D the amount of texture memory includes video memory and system
2003 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2004 * HyperMemory). We don't know how much system memory can be addressed by
2005 * the system but we can make a reasonable estimation about the amount of
2006 * video memory. If the value is slightly wrong it doesn't matter as we
2007 * didn't include AGP-like memory which makes the amount of addressable
2008 * memory higher and second OpenGL isn't that critical it moves to system
2009 * memory behind our backs if really needed. Note that the amount of video
2010 * memory can be overruled using a registry setting. */
2012 int i;
2014 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2016 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2017 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2018 continue;
2019 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2020 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2023 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2024 *gl_vendor, *card_vendor);
2026 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2027 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2028 * them a good generic choice. */
2029 *card_vendor = HW_VENDOR_NVIDIA;
2030 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2031 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2032 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2033 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2034 return CARD_NVIDIA_RIVA_128;
2037 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2039 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2040 int vs_selected_mode, ps_selected_mode;
2042 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2043 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2044 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2045 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2046 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2047 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2048 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2049 else return &ffp_fragment_pipeline;
2052 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2054 int vs_selected_mode, ps_selected_mode;
2056 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2057 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2058 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2059 return &none_shader_backend;
2062 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2064 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2065 int vs_selected_mode, ps_selected_mode;
2067 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2068 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2069 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2070 else return &ffp_blit;
2073 /* Context activation is done by the caller. */
2074 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2076 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2077 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2078 const char *GL_Extensions = NULL;
2079 const char *WGL_Extensions = NULL;
2080 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2081 struct fragment_caps fragment_caps;
2082 enum wined3d_gl_vendor gl_vendor;
2083 enum wined3d_pci_vendor card_vendor;
2084 enum wined3d_pci_device device;
2085 GLint gl_max;
2086 GLfloat gl_floatv[2];
2087 unsigned i;
2088 HDC hdc;
2089 unsigned int vidmem=0;
2090 DWORD gl_version;
2091 size_t len;
2093 TRACE_(d3d_caps)("(%p)\n", gl_info);
2095 ENTER_GL();
2097 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2098 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2099 if (!gl_renderer_str)
2101 LEAVE_GL();
2102 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2103 return FALSE;
2106 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2107 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2108 if (!gl_vendor_str)
2110 LEAVE_GL();
2111 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2112 return FALSE;
2115 /* Parse the GL_VERSION field into major and minor information */
2116 gl_version_str = (const char *)glGetString(GL_VERSION);
2117 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2118 if (!gl_version_str)
2120 LEAVE_GL();
2121 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2122 return FALSE;
2124 gl_version = wined3d_parse_gl_version(gl_version_str);
2127 * Initialize openGL extension related variables
2128 * with Default values
2130 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2131 gl_info->limits.blends = 1;
2132 gl_info->limits.buffers = 1;
2133 gl_info->limits.textures = 1;
2134 gl_info->limits.fragment_samplers = 1;
2135 gl_info->limits.vertex_samplers = 0;
2136 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2137 gl_info->limits.sampler_stages = 1;
2138 gl_info->limits.glsl_vs_float_constants = 0;
2139 gl_info->limits.glsl_ps_float_constants = 0;
2140 gl_info->limits.arb_vs_float_constants = 0;
2141 gl_info->limits.arb_vs_native_constants = 0;
2142 gl_info->limits.arb_vs_instructions = 0;
2143 gl_info->limits.arb_vs_temps = 0;
2144 gl_info->limits.arb_ps_float_constants = 0;
2145 gl_info->limits.arb_ps_local_constants = 0;
2146 gl_info->limits.arb_ps_instructions = 0;
2147 gl_info->limits.arb_ps_temps = 0;
2149 /* Retrieve opengl defaults */
2150 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2151 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2152 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2154 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2155 gl_info->limits.lights = gl_max;
2156 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2158 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2159 gl_info->limits.texture_size = gl_max;
2160 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2162 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2163 gl_info->limits.pointsize_min = gl_floatv[0];
2164 gl_info->limits.pointsize_max = gl_floatv[1];
2165 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2167 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2168 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2169 if (!GL_Extensions)
2171 LEAVE_GL();
2172 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2173 return FALSE;
2176 LEAVE_GL();
2178 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2180 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2182 while (*GL_Extensions)
2184 const char *start;
2185 char current_ext[256];
2187 while (isspace(*GL_Extensions)) ++GL_Extensions;
2188 start = GL_Extensions;
2189 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2191 len = GL_Extensions - start;
2192 if (!len || len >= sizeof(current_ext)) continue;
2194 memcpy(current_ext, start, len);
2195 current_ext[len] = '\0';
2196 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2198 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2200 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2202 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2203 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2204 break;
2209 /* Now work out what GL support this card really has */
2210 #define USE_GL_FUNC(type, pfn, ext, replace) \
2212 DWORD ver = ver_for_ext(ext); \
2213 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2214 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2215 else gl_info->pfn = NULL; \
2217 GL_EXT_FUNCS_GEN;
2218 #undef USE_GL_FUNC
2220 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2221 WGL_EXT_FUNCS_GEN;
2222 #undef USE_GL_FUNC
2224 ENTER_GL();
2226 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2227 * loading the functions, otherwise the code above will load the extension entry points instead of the
2228 * core functions, which may not work. */
2229 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2231 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2232 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2234 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2235 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2239 if (gl_info->supported[APPLE_FENCE])
2241 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2242 * The apple extension interacts with some other apple exts. Disable the NV
2243 * extension if the apple one is support to prevent confusion in other parts
2244 * of the code. */
2245 gl_info->supported[NV_FENCE] = FALSE;
2247 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2249 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2251 * The enums are the same:
2252 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2253 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2254 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2255 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2256 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2258 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2260 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2261 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2263 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2265 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2266 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2269 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2271 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2272 * functionality. Prefer the ARB extension */
2273 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2275 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2277 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2278 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2280 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2282 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2283 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2285 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2287 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2288 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2290 if (gl_info->supported[NV_TEXTURE_SHADER2])
2292 if (gl_info->supported[NV_REGISTER_COMBINERS])
2294 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2295 * are supported. The nv extensions provide the same functionality as the
2296 * ATI one, and a bit more(signed pixelformats). */
2297 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2301 if (gl_info->supported[NV_REGISTER_COMBINERS])
2303 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2304 gl_info->limits.general_combiners = gl_max;
2305 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2307 if (gl_info->supported[ARB_DRAW_BUFFERS])
2309 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2310 gl_info->limits.buffers = gl_max;
2311 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2313 if (gl_info->supported[ARB_MULTITEXTURE])
2315 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2316 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2317 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2319 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2321 GLint tmp;
2322 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2323 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2325 else
2327 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2329 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2331 if (gl_info->supported[ARB_VERTEX_SHADER])
2333 GLint tmp;
2334 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2335 gl_info->limits.vertex_samplers = tmp;
2336 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2337 gl_info->limits.combined_samplers = tmp;
2339 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2340 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2341 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2342 * shader is used with fixed function vertex processing we're fine too because fixed function
2343 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2344 * used we have to make sure that all vertex sampler setups are valid together with all
2345 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2346 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2347 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2348 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2349 * a fixed function pipeline anymore.
2351 * So this is just a check to check that our assumption holds true. If not, write a warning
2352 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2353 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2354 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2356 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2357 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2358 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2359 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2360 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2361 else
2362 gl_info->limits.vertex_samplers = 0;
2365 else
2367 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2369 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2370 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2372 if (gl_info->supported[ARB_VERTEX_BLEND])
2374 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2375 gl_info->limits.blends = gl_max;
2376 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2378 if (gl_info->supported[EXT_TEXTURE3D])
2380 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2381 gl_info->limits.texture3d_size = gl_max;
2382 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2384 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2386 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2387 gl_info->limits.anisotropy = gl_max;
2388 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2390 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2392 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2393 gl_info->limits.arb_ps_float_constants = gl_max;
2394 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2395 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2396 gl_info->limits.arb_ps_native_constants = gl_max;
2397 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2398 gl_info->limits.arb_ps_native_constants);
2399 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2400 gl_info->limits.arb_ps_temps = gl_max;
2401 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2402 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2403 gl_info->limits.arb_ps_instructions = gl_max;
2404 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2405 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2406 gl_info->limits.arb_ps_local_constants = gl_max;
2407 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2409 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2411 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2412 gl_info->limits.arb_vs_float_constants = gl_max;
2413 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2414 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2415 gl_info->limits.arb_vs_native_constants = gl_max;
2416 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2417 gl_info->limits.arb_vs_native_constants);
2418 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2419 gl_info->limits.arb_vs_temps = gl_max;
2420 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2421 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2422 gl_info->limits.arb_vs_instructions = gl_max;
2423 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2425 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2427 if (gl_info->supported[ARB_VERTEX_SHADER])
2429 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2430 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2431 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2433 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2435 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2436 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2437 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2438 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2439 gl_info->limits.glsl_varyings = gl_max;
2440 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2442 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2444 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2445 unsigned int major, minor;
2447 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2449 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2450 sscanf(str, "%u.%u", &major, &minor);
2451 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2453 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2455 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2457 else
2459 gl_info->limits.shininess = 128.0f;
2461 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2463 /* If we have full NP2 texture support, disable
2464 * GL_ARB_texture_rectangle because we will never use it.
2465 * This saves a few redundant glDisable calls. */
2466 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2468 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2470 /* Disable NV_register_combiners and fragment shader if this is supported.
2471 * generally the NV extensions are preferred over the ATI ones, and this
2472 * extension is disabled if register_combiners and texture_shader2 are both
2473 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2474 * fragment processing support. */
2475 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2476 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2477 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2478 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2480 if (gl_info->supported[NV_HALF_FLOAT])
2482 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2483 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2485 if (gl_info->supported[ARB_POINT_SPRITE])
2487 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2489 else
2491 gl_info->limits.point_sprite_units = 0;
2493 checkGLcall("extension detection");
2495 LEAVE_GL();
2497 adapter->fragment_pipe = select_fragment_implementation(adapter);
2498 adapter->shader_backend = select_shader_backend(adapter);
2499 adapter->blitter = select_blit_implementation(adapter);
2501 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2502 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2503 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2505 /* In some cases the number of texture stages can be larger than the number
2506 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2507 * shaders), but 8 texture stages (register combiners). */
2508 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2510 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2512 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2513 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2514 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2515 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2516 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2517 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2518 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2519 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2520 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2521 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2522 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2523 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2524 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2525 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2526 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2527 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2528 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2529 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2530 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2532 else
2534 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2536 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2537 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2538 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2539 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2540 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2541 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2542 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2543 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2544 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2545 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2546 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2547 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2548 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2549 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2550 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2551 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2552 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2554 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2556 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2557 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2559 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2561 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2563 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2565 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2569 /* MRTs are currently only supported when FBOs are used. */
2570 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2572 gl_info->limits.buffers = 1;
2575 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2576 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2577 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2579 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2580 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2582 /* If we have an estimate use it, else default to 64MB; */
2583 if(vidmem)
2584 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2585 else
2586 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2588 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2589 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2590 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2591 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2592 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2593 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2594 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2595 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2597 /* Make sure there's an active HDC else the WGL extensions will fail */
2598 hdc = pwglGetCurrentDC();
2599 if (hdc) {
2600 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2601 if(GL_EXTCALL(wglGetExtensionsStringARB))
2602 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2604 if (NULL == WGL_Extensions) {
2605 ERR(" WGL_Extensions returns NULL\n");
2606 } else {
2607 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2608 while (*WGL_Extensions != 0x00) {
2609 const char *Start;
2610 char ThisExtn[256];
2612 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2613 Start = WGL_Extensions;
2614 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2615 WGL_Extensions++;
2618 len = WGL_Extensions - Start;
2619 if (len == 0 || len >= sizeof(ThisExtn))
2620 continue;
2622 memcpy(ThisExtn, Start, len);
2623 ThisExtn[len] = '\0';
2624 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2626 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2627 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2628 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2630 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2631 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2632 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2638 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2639 init_driver_info(driver_info, card_vendor, device);
2640 add_gl_compat_wrappers(gl_info);
2642 return TRUE;
2645 /**********************************************************
2646 * IWineD3D implementation follows
2647 **********************************************************/
2649 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2650 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2652 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2654 return This->adapter_count;
2657 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2659 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2661 return WINED3D_OK;
2664 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2665 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2667 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2669 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2670 return NULL;
2673 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2676 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2677 of the same bpp but different resolutions */
2679 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2680 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2681 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2682 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2684 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2685 return 0;
2688 /* TODO: Store modes per adapter and read it from the adapter structure */
2689 if (Adapter == 0) { /* Display */
2690 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2691 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2692 unsigned int i = 0;
2693 unsigned int j = 0;
2694 DEVMODEW mode;
2696 memset(&mode, 0, sizeof(mode));
2697 mode.dmSize = sizeof(mode);
2699 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2701 ++j;
2703 if (Format == WINED3DFMT_UNKNOWN)
2705 /* This is for D3D8, do not enumerate P8 here */
2706 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2708 else if (mode.dmBitsPerPel == format_bits)
2710 ++i;
2714 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2715 return i;
2716 } else {
2717 FIXME_(d3d_caps)("Adapter not primary display\n");
2719 return 0;
2722 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2723 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2724 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2725 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2727 /* Validate the parameters as much as possible */
2728 if (NULL == pMode ||
2729 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2730 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2731 return WINED3DERR_INVALIDCALL;
2734 /* TODO: Store modes per adapter and read it from the adapter structure */
2735 if (Adapter == 0)
2737 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2738 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2739 DEVMODEW DevModeW;
2740 int ModeIdx = 0;
2741 UINT i = 0;
2742 int j = 0;
2744 ZeroMemory(&DevModeW, sizeof(DevModeW));
2745 DevModeW.dmSize = sizeof(DevModeW);
2747 /* If we are filtering to a specific format (D3D9), then need to skip
2748 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2749 just count through the ones with valid bit depths */
2750 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2752 if (Format == WINED3DFMT_UNKNOWN)
2754 /* This is for D3D8, do not enumerate P8 here */
2755 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2757 else if (DevModeW.dmBitsPerPel == format_bits)
2759 ++i;
2763 if (i == 0) {
2764 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2765 return WINED3DERR_INVALIDCALL;
2767 ModeIdx = j - 1;
2769 /* Now get the display mode via the calculated index */
2770 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2771 pMode->Width = DevModeW.dmPelsWidth;
2772 pMode->Height = DevModeW.dmPelsHeight;
2773 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2774 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2775 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2777 if (Format == WINED3DFMT_UNKNOWN) {
2778 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2779 } else {
2780 pMode->Format = Format;
2782 } else {
2783 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2784 return WINED3DERR_INVALIDCALL;
2787 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2788 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2789 DevModeW.dmBitsPerPel);
2792 else
2794 FIXME_(d3d_caps)("Adapter not primary display\n");
2797 return WINED3D_OK;
2800 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2802 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2804 if (NULL == pMode ||
2805 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2806 return WINED3DERR_INVALIDCALL;
2809 if (Adapter == 0) { /* Display */
2810 int bpp = 0;
2811 DEVMODEW DevModeW;
2813 ZeroMemory(&DevModeW, sizeof(DevModeW));
2814 DevModeW.dmSize = sizeof(DevModeW);
2816 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2817 pMode->Width = DevModeW.dmPelsWidth;
2818 pMode->Height = DevModeW.dmPelsHeight;
2819 bpp = DevModeW.dmBitsPerPel;
2820 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2821 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2823 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2826 pMode->Format = pixelformat_for_depth(bpp);
2827 } else {
2828 FIXME_(d3d_caps)("Adapter not primary display\n");
2831 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2832 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2833 return WINED3D_OK;
2836 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2837 and fields being inserted in the middle, a new structure is used in place */
2838 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2839 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2840 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2841 struct wined3d_adapter *adapter;
2842 size_t len;
2844 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2846 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2847 return WINED3DERR_INVALIDCALL;
2850 adapter = &This->adapters[Adapter];
2852 /* Return the information requested */
2853 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2855 if (pIdentifier->driver_size)
2857 const char *name = adapter->driver_info.name;
2858 len = min(strlen(name), pIdentifier->driver_size - 1);
2859 memcpy(pIdentifier->driver, name, len);
2860 pIdentifier->driver[len] = '\0';
2863 if (pIdentifier->description_size)
2865 const char *description = adapter->driver_info.description;
2866 len = min(strlen(description), pIdentifier->description_size - 1);
2867 memcpy(pIdentifier->description, description, len);
2868 pIdentifier->description[len] = '\0';
2871 /* Note that d3d8 doesn't supply a device name. */
2872 if (pIdentifier->device_name_size)
2874 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2876 len = strlen(device_name);
2877 if (len >= pIdentifier->device_name_size)
2879 ERR("Device name size too small.\n");
2880 return WINED3DERR_INVALIDCALL;
2883 memcpy(pIdentifier->device_name, device_name, len);
2884 pIdentifier->device_name[len] = '\0';
2887 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2888 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2889 pIdentifier->vendor_id = adapter->driver_info.vendor;
2890 pIdentifier->device_id = adapter->driver_info.device;
2891 pIdentifier->subsystem_id = 0;
2892 pIdentifier->revision = 0;
2893 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2894 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2895 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2896 pIdentifier->video_memory = adapter->TextureRam;
2898 return WINED3D_OK;
2901 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2902 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2904 short redSize, greenSize, blueSize, alphaSize, colorBits;
2906 if(!cfg)
2907 return FALSE;
2909 /* Float formats need FBOs. If FBOs are used this function isn't called */
2910 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2912 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2913 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2915 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2916 return FALSE;
2919 if(cfg->redSize < redSize)
2920 return FALSE;
2922 if(cfg->greenSize < greenSize)
2923 return FALSE;
2925 if(cfg->blueSize < blueSize)
2926 return FALSE;
2928 if(cfg->alphaSize < alphaSize)
2929 return FALSE;
2931 return TRUE;
2934 /* Probably a RGBA_float or color index mode */
2935 return FALSE;
2938 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2939 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2941 short depthSize, stencilSize;
2942 BOOL lockable = FALSE;
2944 if(!cfg)
2945 return FALSE;
2947 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2949 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2950 return FALSE;
2953 /* Float formats need FBOs. If FBOs are used this function isn't called */
2954 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2956 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2957 lockable = TRUE;
2959 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2960 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2961 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2962 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2963 return FALSE;
2965 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2966 * allow more stencil bits than requested. */
2967 if(cfg->stencilSize < stencilSize)
2968 return FALSE;
2970 return TRUE;
2973 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2974 WINED3DFORMAT AdapterFormat,
2975 WINED3DFORMAT RenderTargetFormat,
2976 WINED3DFORMAT DepthStencilFormat) {
2977 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2978 int nCfgs;
2979 const WineD3D_PixelFormat *cfgs;
2980 const struct wined3d_adapter *adapter;
2981 const struct wined3d_format_desc *rt_format_desc;
2982 const struct wined3d_format_desc *ds_format_desc;
2983 int it;
2985 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2986 This, Adapter,
2987 DeviceType, debug_d3ddevicetype(DeviceType),
2988 AdapterFormat, debug_d3dformat(AdapterFormat),
2989 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2990 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2992 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2993 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2994 return WINED3DERR_INVALIDCALL;
2997 adapter = &This->adapters[Adapter];
2998 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2999 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
3000 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3002 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
3003 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
3004 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3005 return WINED3D_OK;
3008 else
3010 cfgs = adapter->cfgs;
3011 nCfgs = adapter->nCfgs;
3012 for (it = 0; it < nCfgs; ++it) {
3013 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3015 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3017 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3018 return WINED3D_OK;
3023 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3025 return WINED3DERR_NOTAVAILABLE;
3028 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3029 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3031 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3032 const struct wined3d_format_desc *glDesc;
3033 const struct wined3d_adapter *adapter;
3035 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3036 This,
3037 Adapter,
3038 DeviceType, debug_d3ddevicetype(DeviceType),
3039 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3040 Windowed,
3041 MultiSampleType,
3042 pQualityLevels);
3044 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3045 return WINED3DERR_INVALIDCALL;
3048 /* TODO: handle Windowed, add more quality levels */
3050 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3051 if(pQualityLevels) *pQualityLevels = 1;
3052 return WINED3D_OK;
3055 /* By default multisampling is disabled right now as it causes issues
3056 * on some Nvidia driver versions and it doesn't work well in combination
3057 * with FBOs yet. */
3058 if(!wined3d_settings.allow_multisampling)
3059 return WINED3DERR_NOTAVAILABLE;
3061 adapter = &This->adapters[Adapter];
3062 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3063 if (!glDesc) return WINED3DERR_INVALIDCALL;
3065 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3066 int i, nCfgs;
3067 const WineD3D_PixelFormat *cfgs;
3069 cfgs = adapter->cfgs;
3070 nCfgs = adapter->nCfgs;
3071 for(i=0; i<nCfgs; i++) {
3072 if(cfgs[i].numSamples != MultiSampleType)
3073 continue;
3075 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3076 continue;
3078 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3080 if(pQualityLevels)
3081 *pQualityLevels = 1; /* Guess at a value! */
3082 return WINED3D_OK;
3085 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3086 short redSize, greenSize, blueSize, alphaSize, colorBits;
3087 int i, nCfgs;
3088 const WineD3D_PixelFormat *cfgs;
3090 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3092 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3093 return WINED3DERR_NOTAVAILABLE;
3096 cfgs = adapter->cfgs;
3097 nCfgs = adapter->nCfgs;
3098 for(i=0; i<nCfgs; i++) {
3099 if(cfgs[i].numSamples != MultiSampleType)
3100 continue;
3101 if(cfgs[i].redSize != redSize)
3102 continue;
3103 if(cfgs[i].greenSize != greenSize)
3104 continue;
3105 if(cfgs[i].blueSize != blueSize)
3106 continue;
3107 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3108 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3109 continue;
3110 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3111 continue;
3113 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3115 if(pQualityLevels)
3116 *pQualityLevels = 1; /* Guess at a value! */
3117 return WINED3D_OK;
3120 return WINED3DERR_NOTAVAILABLE;
3123 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3124 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3126 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3127 UINT nmodes;
3129 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3130 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3131 debug_d3dformat(BackBufferFormat), Windowed);
3133 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3134 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3135 return WINED3DERR_INVALIDCALL;
3138 /* The task of this function is to check whether a certain display / backbuffer format
3139 * combination is available on the given adapter. In fullscreen mode microsoft specified
3140 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3141 * and display format should match exactly.
3142 * In windowed mode format conversion can occur and this depends on the driver. When format
3143 * conversion is done, this function should nevertheless fail and applications need to use
3144 * CheckDeviceFormatConversion.
3145 * At the moment we assume that fullscreen and windowed have the same capabilities */
3147 /* There are only 4 display formats */
3148 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3149 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3150 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3151 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3153 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3154 return WINED3DERR_NOTAVAILABLE;
3157 /* If the requested DisplayFormat is not available, don't continue */
3158 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3159 if(!nmodes) {
3160 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3161 return WINED3DERR_NOTAVAILABLE;
3164 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3165 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3166 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3167 return WINED3DERR_NOTAVAILABLE;
3170 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3171 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3173 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3174 return WINED3DERR_NOTAVAILABLE;
3177 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3178 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3179 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3181 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3182 return WINED3DERR_NOTAVAILABLE;
3185 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3186 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3187 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3189 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3190 return WINED3DERR_NOTAVAILABLE;
3193 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3194 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3195 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3197 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3198 return WINED3DERR_NOTAVAILABLE;
3201 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3202 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3203 if(FAILED(hr))
3204 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3206 return hr;
3210 /* Check if we support bumpmapping for a format */
3211 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3213 /* Ask the fixed function pipeline implementation if it can deal
3214 * with the conversion. If we've got a GL extension giving native
3215 * support this will be an identity conversion. */
3216 return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3217 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3220 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3221 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3222 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3224 int it=0;
3226 /* Only allow depth/stencil formats */
3227 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3229 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3231 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3232 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3234 else
3236 /* Walk through all WGL pixel formats to find a match */
3237 for (it = 0; it < adapter->nCfgs; ++it)
3239 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3240 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3242 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3244 return TRUE;
3250 return FALSE;
3253 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3255 /* The flags entry of a format contains the filtering capability */
3256 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3258 return FALSE;
3261 /* Check the render target capabilities of a format */
3262 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3263 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3265 /* Filter out non-RT formats */
3266 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3267 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3268 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3269 int it;
3270 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3271 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3273 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3274 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3276 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3277 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3278 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3279 TRACE_(d3d_caps)("[FAILED]\n");
3280 return FALSE;
3283 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3284 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3285 for (it = 0; it < adapter->nCfgs; ++it)
3287 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3288 &cfgs[it], check_format_desc))
3290 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3291 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3292 return TRUE;
3296 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3298 /* For now return TRUE for FBOs until we have some proper checks.
3299 * Note that this function will only be called when the format is around for texturing. */
3300 return TRUE;
3302 return FALSE;
3305 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3307 return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3308 && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3311 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3313 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3314 * doing the color fixup in shaders.
3315 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3316 if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3318 int vs_selected_mode;
3319 int ps_selected_mode;
3320 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3322 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3323 TRACE_(d3d_caps)("[OK]\n");
3324 return TRUE;
3328 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3329 return FALSE;
3332 /* Check if a format support blending in combination with pixel shaders */
3333 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3334 const struct wined3d_format_desc *format_desc)
3336 /* The flags entry of a format contains the post pixel shader blending capability */
3337 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3339 return FALSE;
3342 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3344 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3345 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3346 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3347 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3348 * capability anyway.
3350 * For now lets report this on all formats, but in the future we may want to
3351 * restrict it to some should games need that
3353 return TRUE;
3356 /* Check if a texture format is supported on the given adapter */
3357 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3359 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3361 switch (format_desc->format)
3363 /*****
3364 * supported: RGB(A) formats
3366 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3367 case WINED3DFMT_B8G8R8A8_UNORM:
3368 case WINED3DFMT_B8G8R8X8_UNORM:
3369 case WINED3DFMT_B5G6R5_UNORM:
3370 case WINED3DFMT_B5G5R5X1_UNORM:
3371 case WINED3DFMT_B5G5R5A1_UNORM:
3372 case WINED3DFMT_B4G4R4A4_UNORM:
3373 case WINED3DFMT_A8_UNORM:
3374 case WINED3DFMT_B4G4R4X4_UNORM:
3375 case WINED3DFMT_R8G8B8A8_UNORM:
3376 case WINED3DFMT_R8G8B8X8_UNORM:
3377 case WINED3DFMT_B10G10R10A2_UNORM:
3378 case WINED3DFMT_R10G10B10A2_UNORM:
3379 case WINED3DFMT_R16G16_UNORM:
3380 TRACE_(d3d_caps)("[OK]\n");
3381 return TRUE;
3383 case WINED3DFMT_B2G3R3_UNORM:
3384 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3385 return FALSE;
3387 /*****
3388 * Not supported: Palettized
3389 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3390 * Since it is not widely available, don't offer it. Further no Windows driver offers
3391 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3393 case WINED3DFMT_P8_UINT:
3394 case WINED3DFMT_P8_UINT_A8_UNORM:
3395 return FALSE;
3397 /*****
3398 * Supported: (Alpha)-Luminance
3400 case WINED3DFMT_L8_UNORM:
3401 case WINED3DFMT_L8A8_UNORM:
3402 case WINED3DFMT_L16_UNORM:
3403 TRACE_(d3d_caps)("[OK]\n");
3404 return TRUE;
3406 /* Not supported on Windows, thus disabled */
3407 case WINED3DFMT_L4A4_UNORM:
3408 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3409 return FALSE;
3411 /*****
3412 * Supported: Depth/Stencil formats
3414 case WINED3DFMT_D16_LOCKABLE:
3415 case WINED3DFMT_D16_UNORM:
3416 case WINED3DFMT_S1_UINT_D15_UNORM:
3417 case WINED3DFMT_X8D24_UNORM:
3418 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3419 case WINED3DFMT_D24_UNORM_S8_UINT:
3420 case WINED3DFMT_S8_UINT_D24_FLOAT:
3421 case WINED3DFMT_D32_UNORM:
3422 case WINED3DFMT_D32_FLOAT:
3423 return TRUE;
3425 /*****
3426 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3427 * GL_NV_texture_shader). Emulated by shaders
3429 case WINED3DFMT_R8G8_SNORM:
3430 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3431 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3432 case WINED3DFMT_R8G8B8A8_SNORM:
3433 case WINED3DFMT_R16G16_SNORM:
3434 /* Ask the shader backend if it can deal with the conversion. If
3435 * we've got a GL extension giving native support this will be an
3436 * identity conversion. */
3437 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3439 TRACE_(d3d_caps)("[OK]\n");
3440 return TRUE;
3442 TRACE_(d3d_caps)("[FAILED]\n");
3443 return FALSE;
3445 case WINED3DFMT_DXT1:
3446 case WINED3DFMT_DXT2:
3447 case WINED3DFMT_DXT3:
3448 case WINED3DFMT_DXT4:
3449 case WINED3DFMT_DXT5:
3450 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3452 TRACE_(d3d_caps)("[OK]\n");
3453 return TRUE;
3455 TRACE_(d3d_caps)("[FAILED]\n");
3456 return FALSE;
3459 /*****
3460 * Odd formats - not supported
3462 case WINED3DFMT_VERTEXDATA:
3463 case WINED3DFMT_R16_UINT:
3464 case WINED3DFMT_R32_UINT:
3465 case WINED3DFMT_R16G16B16A16_SNORM:
3466 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3467 case WINED3DFMT_R10G11B11_SNORM:
3468 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3469 return FALSE;
3471 /*****
3472 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3474 case WINED3DFMT_R8G8_SNORM_Cx:
3475 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3476 return FALSE;
3478 /* YUV formats */
3479 case WINED3DFMT_UYVY:
3480 case WINED3DFMT_YUY2:
3481 if (gl_info->supported[APPLE_YCBCR_422])
3483 TRACE_(d3d_caps)("[OK]\n");
3484 return TRUE;
3486 TRACE_(d3d_caps)("[FAILED]\n");
3487 return FALSE;
3488 case WINED3DFMT_YV12:
3489 TRACE_(d3d_caps)("[FAILED]\n");
3490 return FALSE;
3492 /* Not supported */
3493 case WINED3DFMT_R16G16B16A16_UNORM:
3494 case WINED3DFMT_B2G3R3A8_UNORM:
3495 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3496 return FALSE;
3498 /* Floating point formats */
3499 case WINED3DFMT_R16_FLOAT:
3500 case WINED3DFMT_R16G16_FLOAT:
3501 case WINED3DFMT_R16G16B16A16_FLOAT:
3502 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3504 TRACE_(d3d_caps)("[OK]\n");
3505 return TRUE;
3507 TRACE_(d3d_caps)("[FAILED]\n");
3508 return FALSE;
3510 case WINED3DFMT_R32_FLOAT:
3511 case WINED3DFMT_R32G32_FLOAT:
3512 case WINED3DFMT_R32G32B32A32_FLOAT:
3513 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3515 TRACE_(d3d_caps)("[OK]\n");
3516 return TRUE;
3518 TRACE_(d3d_caps)("[FAILED]\n");
3519 return FALSE;
3521 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3522 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3523 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3524 * We can do instancing with all shader versions, but we need vertex shaders.
3526 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3527 * to enable instancing. WineD3D doesn't need that and just ignores it.
3529 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3531 case WINED3DFMT_INST:
3532 TRACE("ATI Instancing check hack\n");
3533 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3535 TRACE_(d3d_caps)("[OK]\n");
3536 return TRUE;
3538 TRACE_(d3d_caps)("[FAILED]\n");
3539 return FALSE;
3541 /* Some weird FOURCC formats */
3542 case WINED3DFMT_R8G8_B8G8:
3543 case WINED3DFMT_G8R8_G8B8:
3544 case WINED3DFMT_MULTI2_ARGB8:
3545 TRACE_(d3d_caps)("[FAILED]\n");
3546 return FALSE;
3548 /* Vendor specific formats */
3549 case WINED3DFMT_ATI2N:
3550 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3551 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3553 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3554 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3556 TRACE_(d3d_caps)("[OK]\n");
3557 return TRUE;
3560 TRACE_(d3d_caps)("[OK]\n");
3561 return TRUE;
3563 TRACE_(d3d_caps)("[FAILED]\n");
3564 return FALSE;
3566 case WINED3DFMT_NVHU:
3567 case WINED3DFMT_NVHS:
3568 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3569 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3570 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3571 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3572 * Applications have to deal with not having NVHS and NVHU.
3574 TRACE_(d3d_caps)("[FAILED]\n");
3575 return FALSE;
3577 case WINED3DFMT_UNKNOWN:
3578 return FALSE;
3580 default:
3581 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3582 break;
3584 return FALSE;
3587 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3588 const struct wined3d_format_desc *adapter_format_desc,
3589 const struct wined3d_format_desc *check_format_desc,
3590 WINED3DSURFTYPE SurfaceType)
3592 if(SurfaceType == SURFACE_GDI) {
3593 switch(check_format_desc->format)
3595 case WINED3DFMT_B8G8R8_UNORM:
3596 case WINED3DFMT_B8G8R8A8_UNORM:
3597 case WINED3DFMT_B8G8R8X8_UNORM:
3598 case WINED3DFMT_B5G6R5_UNORM:
3599 case WINED3DFMT_B5G5R5X1_UNORM:
3600 case WINED3DFMT_B5G5R5A1_UNORM:
3601 case WINED3DFMT_B4G4R4A4_UNORM:
3602 case WINED3DFMT_B2G3R3_UNORM:
3603 case WINED3DFMT_A8_UNORM:
3604 case WINED3DFMT_B2G3R3A8_UNORM:
3605 case WINED3DFMT_B4G4R4X4_UNORM:
3606 case WINED3DFMT_R10G10B10A2_UNORM:
3607 case WINED3DFMT_R8G8B8A8_UNORM:
3608 case WINED3DFMT_R8G8B8X8_UNORM:
3609 case WINED3DFMT_R16G16_UNORM:
3610 case WINED3DFMT_B10G10R10A2_UNORM:
3611 case WINED3DFMT_R16G16B16A16_UNORM:
3612 case WINED3DFMT_P8_UINT:
3613 TRACE_(d3d_caps)("[OK]\n");
3614 return TRUE;
3615 default:
3616 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3617 return FALSE;
3621 /* All format that are supported for textures are supported for surfaces as well */
3622 if (CheckTextureCapability(adapter, check_format_desc)) return TRUE;
3623 /* All depth stencil formats are supported on surfaces */
3624 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3626 /* If opengl can't process the format natively, the blitter may be able to convert it */
3627 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3628 NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3629 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3631 TRACE_(d3d_caps)("[OK]\n");
3632 return TRUE;
3635 /* Reject other formats */
3636 TRACE_(d3d_caps)("[FAILED]\n");
3637 return FALSE;
3640 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3641 const struct wined3d_format_desc *format_desc)
3643 return adapter->gl_info.limits.vertex_samplers
3644 && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3647 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3648 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3649 WINED3DSURFTYPE SurfaceType)
3651 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3652 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3653 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3654 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3655 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3656 DWORD UsageCaps = 0;
3658 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3659 This,
3660 Adapter,
3661 DeviceType, debug_d3ddevicetype(DeviceType),
3662 AdapterFormat, debug_d3dformat(AdapterFormat),
3663 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3664 RType, debug_d3dresourcetype(RType),
3665 CheckFormat, debug_d3dformat(CheckFormat));
3667 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3668 return WINED3DERR_INVALIDCALL;
3671 switch (RType)
3673 case WINED3DRTYPE_CUBETEXTURE:
3674 /* Cubetexture allows:
3675 * - WINED3DUSAGE_AUTOGENMIPMAP
3676 * - WINED3DUSAGE_DEPTHSTENCIL
3677 * - WINED3DUSAGE_DYNAMIC
3678 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3679 * - WINED3DUSAGE_RENDERTARGET
3680 * - WINED3DUSAGE_SOFTWAREPROCESSING
3681 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3683 if (SurfaceType != SURFACE_OPENGL)
3685 TRACE_(d3d_caps)("[FAILED]\n");
3686 return WINED3DERR_NOTAVAILABLE;
3689 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3691 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3692 return WINED3DERR_NOTAVAILABLE;
3695 if (!CheckTextureCapability(adapter, format_desc))
3697 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3698 return WINED3DERR_NOTAVAILABLE;
3701 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3703 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3704 /* When autogenmipmap isn't around continue and return
3705 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3706 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3707 else
3708 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3711 /* Always report dynamic locking. */
3712 if (Usage & WINED3DUSAGE_DYNAMIC)
3713 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3715 if (Usage & WINED3DUSAGE_RENDERTARGET)
3717 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3719 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3720 return WINED3DERR_NOTAVAILABLE;
3722 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3725 /* Always report software processing. */
3726 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3727 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3729 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3731 if (!CheckFilterCapability(adapter, format_desc))
3733 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3734 return WINED3DERR_NOTAVAILABLE;
3736 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3739 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3741 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3743 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3744 return WINED3DERR_NOTAVAILABLE;
3746 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3749 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3751 if (!CheckSrgbReadCapability(adapter, format_desc))
3753 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3754 return WINED3DERR_NOTAVAILABLE;
3756 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3759 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3761 if (!CheckSrgbWriteCapability(adapter, format_desc))
3763 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3764 return WINED3DERR_NOTAVAILABLE;
3766 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3769 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3771 if (!CheckVertexTextureCapability(adapter, format_desc))
3773 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3774 return WINED3DERR_NOTAVAILABLE;
3776 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3779 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3781 if (!CheckWrapAndMipCapability(adapter, format_desc))
3783 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3784 return WINED3DERR_NOTAVAILABLE;
3786 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3788 break;
3790 case WINED3DRTYPE_SURFACE:
3791 /* Surface allows:
3792 * - WINED3DUSAGE_DEPTHSTENCIL
3793 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3794 * - WINED3DUSAGE_RENDERTARGET
3796 if (!CheckSurfaceCapability(adapter, adapter_format_desc, format_desc, SurfaceType))
3798 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3799 return WINED3DERR_NOTAVAILABLE;
3802 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3804 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3806 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3807 return WINED3DERR_NOTAVAILABLE;
3809 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3812 if (Usage & WINED3DUSAGE_RENDERTARGET)
3814 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3816 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3817 return WINED3DERR_NOTAVAILABLE;
3819 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3822 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3824 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3826 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3827 return WINED3DERR_NOTAVAILABLE;
3829 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3831 break;
3833 case WINED3DRTYPE_TEXTURE:
3834 /* Texture allows:
3835 * - WINED3DUSAGE_AUTOGENMIPMAP
3836 * - WINED3DUSAGE_DEPTHSTENCIL
3837 * - WINED3DUSAGE_DMAP
3838 * - WINED3DUSAGE_DYNAMIC
3839 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3840 * - WINED3DUSAGE_RENDERTARGET
3841 * - WINED3DUSAGE_SOFTWAREPROCESSING
3842 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3843 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3845 if (SurfaceType != SURFACE_OPENGL)
3847 TRACE_(d3d_caps)("[FAILED]\n");
3848 return WINED3DERR_NOTAVAILABLE;
3851 if (!CheckTextureCapability(adapter, format_desc))
3853 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3854 return WINED3DERR_NOTAVAILABLE;
3857 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3859 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3860 /* When autogenmipmap isn't around continue and return
3861 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3862 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3863 else
3864 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3867 /* Always report dynamic locking. */
3868 if (Usage & WINED3DUSAGE_DYNAMIC)
3869 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3871 if (Usage & WINED3DUSAGE_RENDERTARGET)
3873 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3875 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3876 return WINED3DERR_NOTAVAILABLE;
3878 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3881 /* Always report software processing. */
3882 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3883 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3885 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3887 if (!CheckFilterCapability(adapter, format_desc))
3889 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3890 return WINED3DERR_NOTAVAILABLE;
3892 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3895 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3897 if (!CheckBumpMapCapability(adapter, format_desc))
3899 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3900 return WINED3DERR_NOTAVAILABLE;
3902 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3905 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3907 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3909 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3910 return WINED3DERR_NOTAVAILABLE;
3912 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3915 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3917 if (!CheckSrgbReadCapability(adapter, format_desc))
3919 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3920 return WINED3DERR_NOTAVAILABLE;
3922 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3925 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3927 if (!CheckSrgbWriteCapability(adapter, format_desc))
3929 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3930 return WINED3DERR_NOTAVAILABLE;
3932 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3935 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3937 if (!CheckVertexTextureCapability(adapter, format_desc))
3939 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3940 return WINED3DERR_NOTAVAILABLE;
3942 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3945 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3947 if (!CheckWrapAndMipCapability(adapter, format_desc))
3949 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3950 return WINED3DERR_NOTAVAILABLE;
3952 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3955 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3957 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3959 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3960 return WINED3DERR_NOTAVAILABLE;
3962 if ((format_desc->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3964 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3965 return WINED3DERR_NOTAVAILABLE;
3967 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3969 break;
3971 case WINED3DRTYPE_VOLUMETEXTURE:
3972 case WINED3DRTYPE_VOLUME:
3973 /* Volume is to VolumeTexture what Surface is to Texture, but its
3974 * usage caps are not documented. Most driver seem to offer
3975 * (nearly) the same on Volume and VolumeTexture, so do that too.
3977 * Volumetexture allows:
3978 * - D3DUSAGE_DYNAMIC
3979 * - D3DUSAGE_NONSECURE (d3d9ex)
3980 * - D3DUSAGE_SOFTWAREPROCESSING
3981 * - D3DUSAGE_QUERY_WRAPANDMIP
3983 if (SurfaceType != SURFACE_OPENGL)
3985 TRACE_(d3d_caps)("[FAILED]\n");
3986 return WINED3DERR_NOTAVAILABLE;
3989 if (!gl_info->supported[EXT_TEXTURE3D])
3991 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3992 return WINED3DERR_NOTAVAILABLE;
3995 if (!CheckTextureCapability(adapter, format_desc))
3997 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3998 return WINED3DERR_NOTAVAILABLE;
4001 /* Filter formats that need conversion; For one part, this
4002 * conversion is unimplemented, and volume textures are huge, so
4003 * it would be a big performance hit. Unless we hit an application
4004 * needing one of those formats, don't advertize them to avoid
4005 * leading applications into temptation. The windows drivers don't
4006 * support most of those formats on volumes anyway, except for
4007 * WINED3DFMT_R32_FLOAT. */
4008 switch (CheckFormat)
4010 case WINED3DFMT_P8_UINT:
4011 case WINED3DFMT_L4A4_UNORM:
4012 case WINED3DFMT_R32_FLOAT:
4013 case WINED3DFMT_R16_FLOAT:
4014 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4015 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4016 case WINED3DFMT_R16G16_UNORM:
4017 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4018 return WINED3DERR_NOTAVAILABLE;
4020 case WINED3DFMT_R8G8B8A8_SNORM:
4021 case WINED3DFMT_R16G16_SNORM:
4022 if (!gl_info->supported[NV_TEXTURE_SHADER])
4024 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4025 return WINED3DERR_NOTAVAILABLE;
4027 break;
4029 case WINED3DFMT_R8G8_SNORM:
4030 if (!gl_info->supported[NV_TEXTURE_SHADER])
4032 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4033 return WINED3DERR_NOTAVAILABLE;
4035 break;
4037 case WINED3DFMT_DXT1:
4038 case WINED3DFMT_DXT2:
4039 case WINED3DFMT_DXT3:
4040 case WINED3DFMT_DXT4:
4041 case WINED3DFMT_DXT5:
4042 /* The GL_EXT_texture_compression_s3tc spec requires that
4043 * loading an s3tc compressed texture results in an error.
4044 * While the D3D refrast does support s3tc volumes, at
4045 * least the nvidia windows driver does not, so we're free
4046 * not to support this format. */
4047 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4048 return WINED3DERR_NOTAVAILABLE;
4050 default:
4051 /* Do nothing, continue with checking the format below */
4052 break;
4055 /* Always report dynamic locking. */
4056 if (Usage & WINED3DUSAGE_DYNAMIC)
4057 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4059 /* Always report software processing. */
4060 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4061 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4063 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4065 if (!CheckFilterCapability(adapter, format_desc))
4067 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4068 return WINED3DERR_NOTAVAILABLE;
4070 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4073 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4075 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4077 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4078 return WINED3DERR_NOTAVAILABLE;
4080 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4083 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4085 if (!CheckSrgbReadCapability(adapter, format_desc))
4087 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4088 return WINED3DERR_NOTAVAILABLE;
4090 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4093 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4095 if (!CheckSrgbWriteCapability(adapter, format_desc))
4097 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4098 return WINED3DERR_NOTAVAILABLE;
4100 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4103 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4105 if (!CheckVertexTextureCapability(adapter, format_desc))
4107 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4108 return WINED3DERR_NOTAVAILABLE;
4110 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4113 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4115 if (!CheckWrapAndMipCapability(adapter, format_desc))
4117 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4118 return WINED3DERR_NOTAVAILABLE;
4120 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4122 break;
4124 default:
4125 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4126 return WINED3DERR_NOTAVAILABLE;
4129 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4130 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4131 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4132 if (UsageCaps == Usage)
4133 return WINED3D_OK;
4134 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4135 return WINED3DOK_NOAUTOGEN;
4137 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4138 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4140 return WINED3DERR_NOTAVAILABLE;
4143 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4144 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4146 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4147 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4148 debug_d3dformat(dst_format));
4150 return WINED3D_OK;
4153 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4154 subset of a D3DCAPS9 structure. However, it has to come via a void *
4155 as the d3d8 interface cannot import the d3d9 header */
4156 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4158 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4159 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4160 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4161 int vs_selected_mode;
4162 int ps_selected_mode;
4163 struct shader_caps shader_caps;
4164 struct fragment_caps fragment_caps;
4165 DWORD ckey_caps, blit_caps, fx_caps;
4167 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4169 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4170 return WINED3DERR_INVALIDCALL;
4173 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4175 /* ------------------------------------------------
4176 The following fields apply to both d3d8 and d3d9
4177 ------------------------------------------------ */
4178 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4179 pCaps->AdapterOrdinal = Adapter;
4181 pCaps->Caps = 0;
4182 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4183 WINED3DCAPS2_FULLSCREENGAMMA |
4184 WINED3DCAPS2_DYNAMICTEXTURES;
4185 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4187 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4190 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4191 WINED3DCAPS3_COPY_TO_VIDMEM |
4192 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4194 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4195 WINED3DPRESENT_INTERVAL_ONE;
4197 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4198 WINED3DCURSORCAPS_LOWRES;
4200 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4201 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4202 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4203 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4204 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4205 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4206 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4207 WINED3DDEVCAPS_PUREDEVICE |
4208 WINED3DDEVCAPS_HWRASTERIZATION |
4209 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4210 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4211 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4212 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4213 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4214 WINED3DDEVCAPS_RTPATCHES;
4216 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4217 WINED3DPMISCCAPS_CULLCCW |
4218 WINED3DPMISCCAPS_CULLCW |
4219 WINED3DPMISCCAPS_COLORWRITEENABLE |
4220 WINED3DPMISCCAPS_CLIPTLVERTS |
4221 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4222 WINED3DPMISCCAPS_MASKZ |
4223 WINED3DPMISCCAPS_BLENDOP |
4224 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4225 /* TODO:
4226 WINED3DPMISCCAPS_NULLREFERENCE
4227 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4228 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4229 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4231 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4232 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4233 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4234 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4236 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4237 WINED3DPRASTERCAPS_PAT |
4238 WINED3DPRASTERCAPS_WFOG |
4239 WINED3DPRASTERCAPS_ZFOG |
4240 WINED3DPRASTERCAPS_FOGVERTEX |
4241 WINED3DPRASTERCAPS_FOGTABLE |
4242 WINED3DPRASTERCAPS_STIPPLE |
4243 WINED3DPRASTERCAPS_SUBPIXEL |
4244 WINED3DPRASTERCAPS_ZTEST |
4245 WINED3DPRASTERCAPS_SCISSORTEST |
4246 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4247 WINED3DPRASTERCAPS_DEPTHBIAS;
4249 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4251 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4252 WINED3DPRASTERCAPS_ZBIAS |
4253 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4255 if (gl_info->supported[NV_FOG_DISTANCE])
4257 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4259 /* FIXME Add:
4260 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4261 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4262 WINED3DPRASTERCAPS_ANTIALIASEDGES
4263 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4264 WINED3DPRASTERCAPS_WBUFFER */
4266 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4267 WINED3DPCMPCAPS_EQUAL |
4268 WINED3DPCMPCAPS_GREATER |
4269 WINED3DPCMPCAPS_GREATEREQUAL |
4270 WINED3DPCMPCAPS_LESS |
4271 WINED3DPCMPCAPS_LESSEQUAL |
4272 WINED3DPCMPCAPS_NEVER |
4273 WINED3DPCMPCAPS_NOTEQUAL;
4275 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4276 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4277 WINED3DPBLENDCAPS_DESTALPHA |
4278 WINED3DPBLENDCAPS_DESTCOLOR |
4279 WINED3DPBLENDCAPS_INVDESTALPHA |
4280 WINED3DPBLENDCAPS_INVDESTCOLOR |
4281 WINED3DPBLENDCAPS_INVSRCALPHA |
4282 WINED3DPBLENDCAPS_INVSRCCOLOR |
4283 WINED3DPBLENDCAPS_ONE |
4284 WINED3DPBLENDCAPS_SRCALPHA |
4285 WINED3DPBLENDCAPS_SRCALPHASAT |
4286 WINED3DPBLENDCAPS_SRCCOLOR |
4287 WINED3DPBLENDCAPS_ZERO;
4289 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4290 WINED3DPBLENDCAPS_DESTCOLOR |
4291 WINED3DPBLENDCAPS_INVDESTALPHA |
4292 WINED3DPBLENDCAPS_INVDESTCOLOR |
4293 WINED3DPBLENDCAPS_INVSRCALPHA |
4294 WINED3DPBLENDCAPS_INVSRCCOLOR |
4295 WINED3DPBLENDCAPS_ONE |
4296 WINED3DPBLENDCAPS_SRCALPHA |
4297 WINED3DPBLENDCAPS_SRCCOLOR |
4298 WINED3DPBLENDCAPS_ZERO;
4299 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4300 * according to the glBlendFunc manpage
4302 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4303 * legacy settings for srcblend only
4306 if (gl_info->supported[EXT_BLEND_COLOR])
4308 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4309 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4313 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4314 WINED3DPCMPCAPS_EQUAL |
4315 WINED3DPCMPCAPS_GREATER |
4316 WINED3DPCMPCAPS_GREATEREQUAL |
4317 WINED3DPCMPCAPS_LESS |
4318 WINED3DPCMPCAPS_LESSEQUAL |
4319 WINED3DPCMPCAPS_NEVER |
4320 WINED3DPCMPCAPS_NOTEQUAL;
4322 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4323 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4324 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4325 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4326 WINED3DPSHADECAPS_COLORFLATRGB |
4327 WINED3DPSHADECAPS_FOGFLAT |
4328 WINED3DPSHADECAPS_FOGGOURAUD |
4329 WINED3DPSHADECAPS_SPECULARFLATRGB;
4331 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4332 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4333 WINED3DPTEXTURECAPS_TRANSPARENCY |
4334 WINED3DPTEXTURECAPS_BORDER |
4335 WINED3DPTEXTURECAPS_MIPMAP |
4336 WINED3DPTEXTURECAPS_PROJECTED |
4337 WINED3DPTEXTURECAPS_PERSPECTIVE;
4339 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4341 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4342 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4345 if (gl_info->supported[EXT_TEXTURE3D])
4347 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4348 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4349 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4352 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4354 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4355 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4356 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4360 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4361 WINED3DPTFILTERCAPS_MAGFPOINT |
4362 WINED3DPTFILTERCAPS_MINFLINEAR |
4363 WINED3DPTFILTERCAPS_MINFPOINT |
4364 WINED3DPTFILTERCAPS_MIPFLINEAR |
4365 WINED3DPTFILTERCAPS_MIPFPOINT |
4366 WINED3DPTFILTERCAPS_LINEAR |
4367 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4368 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4369 WINED3DPTFILTERCAPS_MIPLINEAR |
4370 WINED3DPTFILTERCAPS_MIPNEAREST |
4371 WINED3DPTFILTERCAPS_NEAREST;
4373 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4375 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4376 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4379 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4381 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4382 WINED3DPTFILTERCAPS_MAGFPOINT |
4383 WINED3DPTFILTERCAPS_MINFLINEAR |
4384 WINED3DPTFILTERCAPS_MINFPOINT |
4385 WINED3DPTFILTERCAPS_MIPFLINEAR |
4386 WINED3DPTFILTERCAPS_MIPFPOINT |
4387 WINED3DPTFILTERCAPS_LINEAR |
4388 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4389 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4390 WINED3DPTFILTERCAPS_MIPLINEAR |
4391 WINED3DPTFILTERCAPS_MIPNEAREST |
4392 WINED3DPTFILTERCAPS_NEAREST;
4394 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4396 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4397 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4399 } else
4400 pCaps->CubeTextureFilterCaps = 0;
4402 if (gl_info->supported[EXT_TEXTURE3D])
4404 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4405 WINED3DPTFILTERCAPS_MAGFPOINT |
4406 WINED3DPTFILTERCAPS_MINFLINEAR |
4407 WINED3DPTFILTERCAPS_MINFPOINT |
4408 WINED3DPTFILTERCAPS_MIPFLINEAR |
4409 WINED3DPTFILTERCAPS_MIPFPOINT |
4410 WINED3DPTFILTERCAPS_LINEAR |
4411 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4412 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4413 WINED3DPTFILTERCAPS_MIPLINEAR |
4414 WINED3DPTFILTERCAPS_MIPNEAREST |
4415 WINED3DPTFILTERCAPS_NEAREST;
4416 } else
4417 pCaps->VolumeTextureFilterCaps = 0;
4419 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4420 WINED3DPTADDRESSCAPS_CLAMP |
4421 WINED3DPTADDRESSCAPS_WRAP;
4423 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4425 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4427 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4429 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4431 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4433 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4436 if (gl_info->supported[EXT_TEXTURE3D])
4438 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4439 WINED3DPTADDRESSCAPS_CLAMP |
4440 WINED3DPTADDRESSCAPS_WRAP;
4441 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4443 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4445 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4447 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4449 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4451 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4453 } else
4454 pCaps->VolumeTextureAddressCaps = 0;
4456 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4457 WINED3DLINECAPS_ZTEST |
4458 WINED3DLINECAPS_BLEND |
4459 WINED3DLINECAPS_ALPHACMP |
4460 WINED3DLINECAPS_FOG;
4461 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4462 * idea how generating the smoothing alpha values works; the result is different
4465 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4466 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4468 if (gl_info->supported[EXT_TEXTURE3D])
4469 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4470 else
4471 pCaps->MaxVolumeExtent = 0;
4473 pCaps->MaxTextureRepeat = 32768;
4474 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4475 pCaps->MaxVertexW = 1.0f;
4477 pCaps->GuardBandLeft = 0.0f;
4478 pCaps->GuardBandTop = 0.0f;
4479 pCaps->GuardBandRight = 0.0f;
4480 pCaps->GuardBandBottom = 0.0f;
4482 pCaps->ExtentsAdjust = 0.0f;
4484 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4485 WINED3DSTENCILCAPS_INCRSAT |
4486 WINED3DSTENCILCAPS_INVERT |
4487 WINED3DSTENCILCAPS_KEEP |
4488 WINED3DSTENCILCAPS_REPLACE |
4489 WINED3DSTENCILCAPS_ZERO;
4490 if (gl_info->supported[EXT_STENCIL_WRAP])
4492 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4493 WINED3DSTENCILCAPS_INCR;
4495 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4497 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4500 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4502 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4503 pCaps->MaxActiveLights = gl_info->limits.lights;
4505 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4506 pCaps->MaxVertexBlendMatrixIndex = 0;
4508 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4509 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4512 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4513 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4514 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4515 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4516 WINED3DVTXPCAPS_LOCALVIEWER |
4517 WINED3DVTXPCAPS_VERTEXFOG |
4518 WINED3DVTXPCAPS_TEXGEN;
4520 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4521 pCaps->MaxVertexIndex = 0xFFFFF;
4522 pCaps->MaxStreams = MAX_STREAMS;
4523 pCaps->MaxStreamStride = 1024;
4525 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4526 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4527 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4528 pCaps->MaxNpatchTessellationLevel = 0;
4529 pCaps->MasterAdapterOrdinal = 0;
4530 pCaps->AdapterOrdinalInGroup = 0;
4531 pCaps->NumberOfAdaptersInGroup = 1;
4533 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4535 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4536 WINED3DPTFILTERCAPS_MAGFPOINT |
4537 WINED3DPTFILTERCAPS_MINFLINEAR |
4538 WINED3DPTFILTERCAPS_MAGFLINEAR;
4539 pCaps->VertexTextureFilterCaps = 0;
4541 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4542 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4544 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4545 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4547 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4548 * Ignore shader model capabilities if disabled in config
4550 if(vs_selected_mode == SHADER_NONE) {
4551 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4552 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4553 pCaps->MaxVertexShaderConst = 0;
4554 } else {
4555 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4556 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4559 if(ps_selected_mode == SHADER_NONE) {
4560 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4561 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4562 pCaps->PixelShader1xMaxValue = 0.0f;
4563 } else {
4564 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4565 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4568 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4569 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4570 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4572 /* The following caps are shader specific, but they are things we cannot detect, or which
4573 * are the same among all shader models. So to avoid code duplication set the shader version
4574 * specific, but otherwise constant caps here
4576 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4577 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4578 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4579 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4580 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4581 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4582 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4584 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4585 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4587 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4589 pCaps->VS20Caps.Caps = 0;
4590 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4591 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4592 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4594 pCaps->MaxVShaderInstructionsExecuted = 65535;
4595 pCaps->MaxVertexShader30InstructionSlots = 0;
4596 } else { /* VS 1.x */
4597 pCaps->VS20Caps.Caps = 0;
4598 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4599 pCaps->VS20Caps.NumTemps = 0;
4600 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4602 pCaps->MaxVShaderInstructionsExecuted = 0;
4603 pCaps->MaxVertexShader30InstructionSlots = 0;
4606 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4607 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4608 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4610 /* 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 */
4611 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4612 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4613 WINED3DPS20CAPS_PREDICATION |
4614 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4615 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4616 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4617 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4618 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4619 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4621 pCaps->MaxPShaderInstructionsExecuted = 65535;
4622 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4623 adapter->gl_info.limits.arb_ps_instructions);
4625 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4627 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4628 pCaps->PS20Caps.Caps = 0;
4629 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4630 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4631 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4632 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4634 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4635 pCaps->MaxPixelShader30InstructionSlots = 0;
4636 } else { /* PS 1.x */
4637 pCaps->PS20Caps.Caps = 0;
4638 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4639 pCaps->PS20Caps.NumTemps = 0;
4640 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4641 pCaps->PS20Caps.NumInstructionSlots = 0;
4643 pCaps->MaxPShaderInstructionsExecuted = 0;
4644 pCaps->MaxPixelShader30InstructionSlots = 0;
4647 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4648 /* OpenGL supports all the formats below, perhaps not always
4649 * without conversion, but it supports them.
4650 * Further GLSL doesn't seem to have an official unsigned type so
4651 * don't advertise it yet as I'm not sure how we handle it.
4652 * We might need to add some clamping in the shader engine to
4653 * support it.
4654 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4655 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4656 WINED3DDTCAPS_UBYTE4N |
4657 WINED3DDTCAPS_SHORT2N |
4658 WINED3DDTCAPS_SHORT4N;
4659 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4661 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4662 WINED3DDTCAPS_FLOAT16_4;
4664 } else
4665 pCaps->DeclTypes = 0;
4667 /* Set DirectDraw helper Caps */
4668 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4669 WINEDDCKEYCAPS_SRCBLT;
4670 fx_caps = WINEDDFXCAPS_BLTALPHA |
4671 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4672 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4673 WINEDDFXCAPS_BLTROTATION90 |
4674 WINEDDFXCAPS_BLTSHRINKX |
4675 WINEDDFXCAPS_BLTSHRINKXN |
4676 WINEDDFXCAPS_BLTSHRINKY |
4677 WINEDDFXCAPS_BLTSHRINKXN |
4678 WINEDDFXCAPS_BLTSTRETCHX |
4679 WINEDDFXCAPS_BLTSTRETCHXN |
4680 WINEDDFXCAPS_BLTSTRETCHY |
4681 WINEDDFXCAPS_BLTSTRETCHYN;
4682 blit_caps = WINEDDCAPS_BLT |
4683 WINEDDCAPS_BLTCOLORFILL |
4684 WINEDDCAPS_BLTDEPTHFILL |
4685 WINEDDCAPS_BLTSTRETCH |
4686 WINEDDCAPS_CANBLTSYSMEM |
4687 WINEDDCAPS_CANCLIP |
4688 WINEDDCAPS_CANCLIPSTRETCHED |
4689 WINEDDCAPS_COLORKEY |
4690 WINEDDCAPS_COLORKEYHWASSIST |
4691 WINEDDCAPS_ALIGNBOUNDARYSRC;
4693 /* Fill the ddraw caps structure */
4694 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4695 WINEDDCAPS_PALETTE |
4696 blit_caps;
4697 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4698 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4699 WINEDDCAPS2_PRIMARYGAMMA |
4700 WINEDDCAPS2_WIDESURFACES |
4701 WINEDDCAPS2_CANRENDERWINDOWED;
4702 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4703 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4704 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4705 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4706 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4707 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4708 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4709 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4710 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4712 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4713 WINEDDSCAPS_BACKBUFFER |
4714 WINEDDSCAPS_FLIP |
4715 WINEDDSCAPS_FRONTBUFFER |
4716 WINEDDSCAPS_OFFSCREENPLAIN |
4717 WINEDDSCAPS_PALETTE |
4718 WINEDDSCAPS_PRIMARYSURFACE |
4719 WINEDDSCAPS_SYSTEMMEMORY |
4720 WINEDDSCAPS_VIDEOMEMORY |
4721 WINEDDSCAPS_VISIBLE;
4722 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4724 /* Set D3D caps if OpenGL is available. */
4725 if (adapter->opengl)
4727 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4728 WINEDDSCAPS_MIPMAP |
4729 WINEDDSCAPS_TEXTURE |
4730 WINEDDSCAPS_ZBUFFER;
4731 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4734 return WINED3D_OK;
4737 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4738 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4739 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4741 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4742 IWineD3DDeviceImpl *object;
4743 HRESULT hr;
4745 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4746 "parent %p, device_parent %p, device %p.\n",
4747 iface, adapter_idx, device_type, focus_window, flags,
4748 parent, device_parent, device);
4750 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4751 * number and create a device without a 3D adapter for 2D only operation. */
4752 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4754 return WINED3DERR_INVALIDCALL;
4757 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4758 if (!object)
4760 ERR("Failed to allocate device memory.\n");
4761 return E_OUTOFMEMORY;
4764 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4765 if (FAILED(hr))
4767 WARN("Failed to initialize device, hr %#x.\n", hr);
4768 HeapFree(GetProcessHeap(), 0, object);
4769 return hr;
4772 TRACE("Created device %p.\n", object);
4773 *device = (IWineD3DDevice *)object;
4775 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4777 return WINED3D_OK;
4780 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4781 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4782 IUnknown_AddRef(This->parent);
4783 *pParent = This->parent;
4784 return WINED3D_OK;
4787 static void WINE_GLAPI invalid_func(const void *data)
4789 ERR("Invalid vertex attribute function called\n");
4790 DebugBreak();
4793 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4795 ERR("Invalid texcoord function called\n");
4796 DebugBreak();
4799 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4800 * the extension detection and are used in drawStridedSlow
4802 static void WINE_GLAPI position_d3dcolor(const void *data)
4804 DWORD pos = *((const DWORD *)data);
4806 FIXME("Add a test for fixed function position from d3dcolor type\n");
4807 glVertex4s(D3DCOLOR_B_R(pos),
4808 D3DCOLOR_B_G(pos),
4809 D3DCOLOR_B_B(pos),
4810 D3DCOLOR_B_A(pos));
4813 static void WINE_GLAPI position_float4(const void *data)
4815 const GLfloat *pos = data;
4817 if (pos[3] != 0.0f && pos[3] != 1.0f)
4819 float w = 1.0f / pos[3];
4821 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4823 else
4825 glVertex3fv(pos);
4829 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4831 DWORD diffuseColor = *((const DWORD *)data);
4833 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4834 D3DCOLOR_B_G(diffuseColor),
4835 D3DCOLOR_B_B(diffuseColor),
4836 D3DCOLOR_B_A(diffuseColor));
4839 static void WINE_GLAPI specular_d3dcolor(const void *data)
4841 DWORD specularColor = *((const DWORD *)data);
4842 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4843 D3DCOLOR_B_G(specularColor),
4844 D3DCOLOR_B_B(specularColor)};
4846 specular_func_3ubv(d);
4849 static void WINE_GLAPI warn_no_specular_func(const void *data)
4851 WARN("GL_EXT_secondary_color not supported\n");
4854 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4856 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4857 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4858 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4859 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4860 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4861 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4862 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4863 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4864 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4865 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4866 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4867 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4868 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4869 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4870 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4871 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4872 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4874 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4875 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4876 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4877 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4878 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4879 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4880 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4881 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4882 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4883 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4884 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4885 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4886 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4887 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4888 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4889 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4890 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4892 /* No 4 component entry points here */
4893 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4894 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4895 if (gl_info->supported[EXT_SECONDARY_COLOR])
4897 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4899 else
4901 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4903 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4904 if (gl_info->supported[EXT_SECONDARY_COLOR])
4906 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4907 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4909 else
4911 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4913 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4914 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4915 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4916 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4917 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4918 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4919 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4920 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4921 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4922 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4923 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4924 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4926 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4927 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4929 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4930 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4931 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4932 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4933 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4934 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4935 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4936 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4937 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4938 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4939 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4940 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4941 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4942 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4943 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4944 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4945 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4947 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4948 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4949 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4950 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4951 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4952 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4953 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4954 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4955 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4956 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4957 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4958 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4959 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4960 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4961 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4962 if (gl_info->supported[NV_HALF_FLOAT])
4964 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4965 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4966 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4967 } else {
4968 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4969 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4973 static BOOL InitAdapters(IWineD3DImpl *This)
4975 static HMODULE mod_gl;
4976 BOOL ret;
4977 int ps_selected_mode, vs_selected_mode;
4979 /* No need to hold any lock. The calling library makes sure only one thread calls
4980 * wined3d simultaneously
4983 TRACE("Initializing adapters\n");
4985 if(!mod_gl) {
4986 #ifdef USE_WIN32_OPENGL
4987 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4988 mod_gl = LoadLibraryA("opengl32.dll");
4989 if(!mod_gl) {
4990 ERR("Can't load opengl32.dll!\n");
4991 goto nogl_adapter;
4993 #else
4994 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4995 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4996 mod_gl = GetModuleHandleA("gdi32.dll");
4997 #endif
5000 /* Load WGL core functions from opengl32.dll */
5001 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5002 WGL_FUNCS_GEN;
5003 #undef USE_WGL_FUNC
5005 if(!pwglGetProcAddress) {
5006 ERR("Unable to load wglGetProcAddress!\n");
5007 goto nogl_adapter;
5010 /* Dynamically load all GL core functions */
5011 GL_FUNCS_GEN;
5012 #undef USE_GL_FUNC
5014 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5015 * otherwise because we have to use winex11.drv's override
5017 #ifdef USE_WIN32_OPENGL
5018 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5019 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5020 #else
5021 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5022 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5023 #endif
5025 glEnableWINE = glEnable;
5026 glDisableWINE = glDisable;
5028 /* For now only one default adapter */
5030 struct wined3d_adapter *adapter = &This->adapters[0];
5031 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5032 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5033 int iPixelFormat;
5034 int res;
5035 int i;
5036 WineD3D_PixelFormat *cfgs;
5037 DISPLAY_DEVICEW DisplayDevice;
5038 HDC hdc;
5040 TRACE("Initializing default adapter\n");
5041 adapter->ordinal = 0;
5042 adapter->monitorPoint.x = -1;
5043 adapter->monitorPoint.y = -1;
5045 if (!AllocateLocallyUniqueId(&adapter->luid))
5047 DWORD err = GetLastError();
5048 ERR("Failed to set adapter LUID (%#x).\n", err);
5049 goto nogl_adapter;
5051 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5052 adapter->luid.HighPart, adapter->luid.LowPart);
5054 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5056 ERR("Failed to get a gl context for default adapter\n");
5057 goto nogl_adapter;
5060 ret = IWineD3DImpl_FillGLCaps(adapter);
5061 if(!ret) {
5062 ERR("Failed to initialize gl caps for default adapter\n");
5063 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5064 goto nogl_adapter;
5066 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5067 if(!ret) {
5068 ERR("Failed to init gl formats\n");
5069 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5070 goto nogl_adapter;
5073 hdc = fake_gl_ctx.dc;
5075 /* Use the VideoRamSize registry setting when set */
5076 if(wined3d_settings.emulated_textureram)
5077 adapter->TextureRam = wined3d_settings.emulated_textureram;
5078 else
5079 adapter->TextureRam = adapter->gl_info.vidmem;
5080 adapter->UsedTextureRam = 0;
5081 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5083 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5084 DisplayDevice.cb = sizeof(DisplayDevice);
5085 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5086 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5087 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5089 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5091 int attribute;
5092 int attribs[11];
5093 int values[11];
5094 int nAttribs = 0;
5096 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5097 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5099 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5100 cfgs = adapter->cfgs;
5101 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5102 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5103 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5104 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5105 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5106 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5107 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5108 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5109 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5110 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5111 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5113 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5115 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5117 if(!res)
5118 continue;
5120 /* Cache the pixel format */
5121 cfgs->iPixelFormat = iPixelFormat;
5122 cfgs->redSize = values[0];
5123 cfgs->greenSize = values[1];
5124 cfgs->blueSize = values[2];
5125 cfgs->alphaSize = values[3];
5126 cfgs->colorSize = values[4];
5127 cfgs->depthSize = values[5];
5128 cfgs->stencilSize = values[6];
5129 cfgs->windowDrawable = values[7];
5130 cfgs->iPixelType = values[8];
5131 cfgs->doubleBuffer = values[9];
5132 cfgs->auxBuffers = values[10];
5134 cfgs->numSamples = 0;
5135 /* Check multisample support */
5136 if (gl_info->supported[ARB_MULTISAMPLE])
5138 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5139 int value[2];
5140 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5141 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5142 * value[1] = number of multi sample buffers*/
5143 if(value[0])
5144 cfgs->numSamples = value[1];
5148 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5149 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5150 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5151 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5152 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5153 cfgs++;
5156 else
5158 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5159 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5160 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5162 cfgs = adapter->cfgs;
5163 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5165 PIXELFORMATDESCRIPTOR ppfd;
5167 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5168 if(!res)
5169 continue;
5171 /* We only want HW acceleration using an OpenGL ICD driver.
5172 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5173 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5175 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5177 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5178 continue;
5181 cfgs->iPixelFormat = iPixelFormat;
5182 cfgs->redSize = ppfd.cRedBits;
5183 cfgs->greenSize = ppfd.cGreenBits;
5184 cfgs->blueSize = ppfd.cBlueBits;
5185 cfgs->alphaSize = ppfd.cAlphaBits;
5186 cfgs->colorSize = ppfd.cColorBits;
5187 cfgs->depthSize = ppfd.cDepthBits;
5188 cfgs->stencilSize = ppfd.cStencilBits;
5189 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5190 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5191 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5192 cfgs->auxBuffers = ppfd.cAuxBuffers;
5193 cfgs->numSamples = 0;
5195 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5196 "depth=%d, stencil=%d, windowDrawable=%d\n",
5197 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5198 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5199 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5200 cfgs++;
5201 adapter->nCfgs++;
5204 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5205 if(!adapter->nCfgs)
5207 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5209 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5210 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5211 goto nogl_adapter;
5215 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5216 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5217 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5218 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5219 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5220 * driver is allowed to consume more bits EXCEPT for stencil bits.
5222 * Mark an adapter with this broken stencil behavior.
5224 adapter->brokenStencil = TRUE;
5225 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5227 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5228 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5229 adapter->brokenStencil = FALSE;
5230 break;
5234 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5236 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5237 fillGLAttribFuncs(&adapter->gl_info);
5238 adapter->opengl = TRUE;
5240 This->adapter_count = 1;
5241 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5243 return TRUE;
5245 nogl_adapter:
5246 /* Initialize an adapter for ddraw-only memory counting */
5247 memset(This->adapters, 0, sizeof(This->adapters));
5248 This->adapters[0].ordinal = 0;
5249 This->adapters[0].opengl = FALSE;
5250 This->adapters[0].monitorPoint.x = -1;
5251 This->adapters[0].monitorPoint.y = -1;
5253 This->adapters[0].driver_info.name = "Display";
5254 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5255 if(wined3d_settings.emulated_textureram) {
5256 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5257 } else {
5258 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5261 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5263 This->adapter_count = 1;
5264 return FALSE;
5267 /**********************************************************
5268 * IWineD3D VTbl follows
5269 **********************************************************/
5271 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5273 /* IUnknown */
5274 IWineD3DImpl_QueryInterface,
5275 IWineD3DImpl_AddRef,
5276 IWineD3DImpl_Release,
5277 /* IWineD3D */
5278 IWineD3DImpl_GetParent,
5279 IWineD3DImpl_GetAdapterCount,
5280 IWineD3DImpl_RegisterSoftwareDevice,
5281 IWineD3DImpl_GetAdapterMonitor,
5282 IWineD3DImpl_GetAdapterModeCount,
5283 IWineD3DImpl_EnumAdapterModes,
5284 IWineD3DImpl_GetAdapterDisplayMode,
5285 IWineD3DImpl_GetAdapterIdentifier,
5286 IWineD3DImpl_CheckDeviceMultiSampleType,
5287 IWineD3DImpl_CheckDepthStencilMatch,
5288 IWineD3DImpl_CheckDeviceType,
5289 IWineD3DImpl_CheckDeviceFormat,
5290 IWineD3DImpl_CheckDeviceFormatConversion,
5291 IWineD3DImpl_GetDeviceCaps,
5292 IWineD3DImpl_CreateDevice
5295 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5297 const struct wined3d_parent_ops wined3d_null_parent_ops =
5299 wined3d_null_wined3d_object_destroyed,
5302 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5304 wined3d->lpVtbl = &IWineD3D_Vtbl;
5305 wined3d->dxVersion = version;
5306 wined3d->ref = 1;
5307 wined3d->parent = parent;
5309 if (!InitAdapters(wined3d))
5311 WARN("Failed to initialize adapters.\n");
5312 if (version > 7)
5314 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5315 return E_FAIL;
5319 return WINED3D_OK;