push c6aba86b6d7f7dbe994528d67faed47594362b60
[wine/hacks.git] / dlls / wined3d / directx.c
blob99d376255203d053d3d28a8d272accad8e8b7e11
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 #define GLINFO_LOCATION (*gl_info)
41 /* The d3d device ID */
42 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
44 /* Extension detection */
45 static const struct {
46 const char *extension_string;
47 GL_SupportedExt extension;
48 DWORD version;
49 } EXTENSION_MAP[] = {
50 /* APPLE */
51 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
52 {"GL_APPLE_fence", APPLE_FENCE, 0 },
53 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
54 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
55 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
57 /* ATI */
58 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
59 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
60 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
62 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
64 /* ARB */
65 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
66 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
67 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
68 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
69 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
70 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
71 {"GL_ARB_imaging", ARB_IMAGING, 0 },
72 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
73 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
74 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
75 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
76 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
77 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
90 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
91 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
92 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
93 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
95 /* EXT */
96 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
97 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
98 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
99 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
100 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
101 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
102 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
103 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
104 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
105 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
106 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
107 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
108 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
109 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
110 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
111 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
112 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
113 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
114 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
115 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
116 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
117 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
118 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
119 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
120 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
121 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
122 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
124 /* NV */
125 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
126 {"GL_NV_fence", NV_FENCE, 0 },
127 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
128 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
129 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
130 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
131 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
132 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
133 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
134 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
135 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
136 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
137 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
138 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
139 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
140 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
141 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
142 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
143 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
145 /* SGI */
146 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
149 /**********************************************************
150 * Utility functions follow
151 **********************************************************/
153 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
154 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
155 WINED3DDEVTYPE DeviceType);
156 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
157 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
159 /* lookup tables */
160 const int minLookup[MAX_LOOKUPS] =
162 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
165 const int maxLookup[MAX_LOOKUPS] =
167 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
170 DWORD *stateLookup[MAX_LOOKUPS];
172 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
173 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
181 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
182 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
184 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
187 /* drawStridedSlow attributes */
188 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
189 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
190 glAttribFunc specular_func_3ubv;
191 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
192 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
193 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
196 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
197 * i.e., there is no GL Context - Get a default rendering context to enable the
198 * function query some info from GL.
201 static int wined3d_fake_gl_context_ref = 0;
202 static BOOL wined3d_fake_gl_context_foreign;
203 static BOOL wined3d_fake_gl_context_available = FALSE;
204 static HDC wined3d_fake_gl_context_hdc = NULL;
205 static HWND wined3d_fake_gl_context_hwnd = NULL;
207 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
208 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
210 0, 0, &wined3d_fake_gl_context_cs,
211 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
212 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
213 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
215 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
217 static void WineD3D_ReleaseFakeGLContext(void) {
218 HGLRC glCtx;
220 EnterCriticalSection(&wined3d_fake_gl_context_cs);
222 if(!wined3d_fake_gl_context_available) {
223 TRACE_(d3d_caps)("context not available\n");
224 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
225 return;
228 glCtx = pwglGetCurrentContext();
230 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
231 if (0 == (--wined3d_fake_gl_context_ref) ) {
232 if(!wined3d_fake_gl_context_foreign && glCtx) {
233 TRACE_(d3d_caps)("destroying fake GL context\n");
234 pwglMakeCurrent(NULL, NULL);
235 pwglDeleteContext(glCtx);
237 if(wined3d_fake_gl_context_hdc)
238 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
239 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
240 if(wined3d_fake_gl_context_hwnd)
241 DestroyWindow(wined3d_fake_gl_context_hwnd);
242 wined3d_fake_gl_context_hwnd = NULL;
243 wined3d_fake_gl_context_available = FALSE;
245 assert(wined3d_fake_gl_context_ref >= 0);
247 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
250 static BOOL WineD3D_CreateFakeGLContext(void) {
251 HGLRC glCtx = NULL;
253 EnterCriticalSection(&wined3d_fake_gl_context_cs);
255 TRACE("getting context...\n");
256 if(wined3d_fake_gl_context_ref > 0) goto ret;
257 assert(0 == wined3d_fake_gl_context_ref);
259 wined3d_fake_gl_context_foreign = TRUE;
261 glCtx = pwglGetCurrentContext();
262 if (!glCtx) {
263 PIXELFORMATDESCRIPTOR pfd;
264 int iPixelFormat;
266 wined3d_fake_gl_context_foreign = FALSE;
268 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
269 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
270 if(!wined3d_fake_gl_context_hwnd) {
271 ERR("HWND creation failed!\n");
272 goto fail;
274 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
275 if(!wined3d_fake_gl_context_hdc) {
276 ERR("GetDC failed!\n");
277 goto fail;
280 /* PixelFormat selection */
281 ZeroMemory(&pfd, sizeof(pfd));
282 pfd.nSize = sizeof(pfd);
283 pfd.nVersion = 1;
284 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
285 pfd.iPixelType = PFD_TYPE_RGBA;
286 pfd.cColorBits = 32;
287 pfd.iLayerType = PFD_MAIN_PLANE;
289 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
290 if(!iPixelFormat) {
291 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
292 ERR("Can't find a suitable iPixelFormat\n");
293 goto fail;
295 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
296 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
298 /* Create a GL context */
299 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
300 if (!glCtx) {
301 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
302 goto fail;
305 /* Make it the current GL context */
306 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
307 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
308 goto fail;
312 ret:
313 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
314 wined3d_fake_gl_context_ref++;
315 wined3d_fake_gl_context_available = TRUE;
316 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
317 return TRUE;
318 fail:
319 if(wined3d_fake_gl_context_hdc)
320 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
321 wined3d_fake_gl_context_hdc = NULL;
322 if(wined3d_fake_gl_context_hwnd)
323 DestroyWindow(wined3d_fake_gl_context_hwnd);
324 wined3d_fake_gl_context_hwnd = NULL;
325 if(glCtx) pwglDeleteContext(glCtx);
326 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
327 return FALSE;
330 /* Adjust the amount of used texture memory */
331 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
332 struct WineD3DAdapter *adapter = D3DDevice->adapter;
334 adapter->UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
336 return adapter->UsedTextureRam;
339 /**********************************************************
340 * IUnknown parts follows
341 **********************************************************/
343 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
345 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
347 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
348 if (IsEqualGUID(riid, &IID_IUnknown)
349 || IsEqualGUID(riid, &IID_IWineD3DBase)
350 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
351 IUnknown_AddRef(iface);
352 *ppobj = This;
353 return S_OK;
355 *ppobj = NULL;
356 return E_NOINTERFACE;
359 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
360 IWineD3DImpl *This = (IWineD3DImpl *)iface;
361 ULONG refCount = InterlockedIncrement(&This->ref);
363 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
364 return refCount;
367 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
368 IWineD3DImpl *This = (IWineD3DImpl *)iface;
369 ULONG ref;
370 TRACE("(%p) : Releasing from %d\n", This, This->ref);
371 ref = InterlockedDecrement(&This->ref);
372 if (ref == 0) {
373 unsigned int i;
375 for (i = 0; i < This->adapter_count; ++i)
377 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
379 HeapFree(GetProcessHeap(), 0, This);
382 return ref;
385 /* Set the shader type for this device, depending on the given capabilities,
386 * the device type, and the user preferences in wined3d_settings */
388 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
390 if (wined3d_settings.vs_mode == VS_NONE) {
391 *vs_selected = SHADER_NONE;
392 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
393 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
394 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
395 * shaders only on this card. */
396 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
397 *vs_selected = SHADER_ARB;
398 else
399 *vs_selected = SHADER_GLSL;
400 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
401 *vs_selected = SHADER_ARB;
402 } else {
403 *vs_selected = SHADER_NONE;
406 if (wined3d_settings.ps_mode == PS_NONE) {
407 *ps_selected = SHADER_NONE;
408 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
409 *ps_selected = SHADER_GLSL;
410 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
411 *ps_selected = SHADER_ARB;
412 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
413 *ps_selected = SHADER_ATI;
414 } else {
415 *ps_selected = SHADER_NONE;
419 /** Select the number of report maximum shader constants based on the selected shader modes */
420 static void select_shader_max_constants(
421 int ps_selected_mode,
422 int vs_selected_mode,
423 WineD3D_GL_Info *gl_info) {
425 switch (vs_selected_mode) {
426 case SHADER_GLSL:
427 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
428 break;
429 case SHADER_ARB:
430 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
431 break;
432 default:
433 gl_info->max_vshader_constantsF = 0;
434 break;
437 switch (ps_selected_mode) {
438 case SHADER_GLSL:
439 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
440 break;
441 case SHADER_ARB:
442 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
443 break;
444 default:
445 gl_info->max_pshader_constantsF = 0;
446 break;
450 /**********************************************************
451 * IWineD3D parts follows
452 **********************************************************/
454 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
456 GLuint prog;
457 BOOL ret = FALSE;
458 const char *testcode =
459 "!!ARBvp1.0\n"
460 "PARAM C[66] = { program.env[0..65] };\n"
461 "ADDRESS A0;"
462 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
463 "ARL A0.x, zero.x;\n"
464 "MOV result.position, C[A0.x + 65];\n"
465 "END\n";
467 while(glGetError());
468 GL_EXTCALL(glGenProgramsARB(1, &prog));
469 if(!prog) {
470 ERR("Failed to create an ARB offset limit test program\n");
472 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
473 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
474 strlen(testcode), testcode));
475 if(glGetError() != 0) {
476 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
477 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
478 ret = TRUE;
479 } else TRACE("OpenGL implementation allows offsets > 63\n");
481 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
482 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
483 checkGLcall("ARB vp offset limit test cleanup\n");
485 return ret;
488 static DWORD ver_for_ext(GL_SupportedExt ext)
490 unsigned int i;
491 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
492 if(EXTENSION_MAP[i].extension == ext) {
493 return EXTENSION_MAP[i].version;
496 return 0;
499 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
500 const char *GL_Extensions = NULL;
501 const char *WGL_Extensions = NULL;
502 const char *gl_string = NULL;
503 const char *gl_string_cursor = NULL;
504 GLint gl_max;
505 GLfloat gl_floatv[2];
506 int major = 1, minor = 0;
507 BOOL return_value = TRUE;
508 unsigned i;
509 HDC hdc;
510 unsigned int vidmem=0;
512 TRACE_(d3d_caps)("(%p)\n", gl_info);
514 ENTER_GL();
516 gl_string = (const char *) glGetString(GL_RENDERER);
517 if (!gl_string) gl_string = "None";
518 strcpy(gl_info->gl_renderer, gl_string);
520 gl_string = (const char *) glGetString(GL_VENDOR);
521 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
522 if (gl_string != NULL) {
523 /* Fill in the GL vendor */
524 if (strstr(gl_string, "NVIDIA")) {
525 gl_info->gl_vendor = VENDOR_NVIDIA;
526 } else if (strstr(gl_string, "ATI")) {
527 gl_info->gl_vendor = VENDOR_ATI;
528 } else if (strstr(gl_string, "Intel(R)") ||
529 strstr(gl_info->gl_renderer, "Intel(R)") ||
530 strstr(gl_string, "Intel Inc.")) {
531 gl_info->gl_vendor = VENDOR_INTEL;
532 } else if (strstr(gl_string, "Mesa")) {
533 gl_info->gl_vendor = VENDOR_MESA;
534 } else {
535 gl_info->gl_vendor = VENDOR_WINE;
537 } else {
538 gl_info->gl_vendor = VENDOR_WINE;
542 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
544 /* Parse the GL_VERSION field into major and minor information */
545 gl_string = (const char *) glGetString(GL_VERSION);
546 if (gl_string != NULL) {
548 /* First, parse the generic opengl version. This is supposed not to be convoluted with
549 * driver specific information
551 gl_string_cursor = gl_string;
552 major = atoi(gl_string_cursor);
553 if(major <= 0) {
554 ERR("Invalid opengl major version: %d\n", major);
556 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
557 ++gl_string_cursor;
559 if (*gl_string_cursor++ != '.') {
560 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
562 minor = atoi(gl_string_cursor);
563 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
564 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
566 /* Now parse the driver specific string which we'll report to the app */
567 switch (gl_info->gl_vendor) {
568 case VENDOR_NVIDIA:
569 gl_string_cursor = strstr(gl_string, "NVIDIA");
570 if (!gl_string_cursor) {
571 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
572 break;
575 gl_string_cursor = strstr(gl_string_cursor, " ");
576 if (!gl_string_cursor) {
577 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
578 break;
581 while (*gl_string_cursor == ' ') {
582 ++gl_string_cursor;
585 if (!*gl_string_cursor) {
586 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
587 break;
590 major = atoi(gl_string_cursor);
591 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
592 ++gl_string_cursor;
595 if (*gl_string_cursor++ != '.') {
596 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
597 break;
600 minor = atoi(gl_string_cursor);
601 minor = major*100+minor;
602 major = 10;
604 break;
606 case VENDOR_ATI:
607 major = minor = 0;
608 gl_string_cursor = strchr(gl_string, '-');
609 if (gl_string_cursor) {
610 int error = 0;
611 gl_string_cursor++;
613 /* Check if version number is of the form x.y.z */
614 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
615 error = 1;
616 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
617 error = 1;
618 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
619 error = 1;
620 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
621 error = 1;
623 /* Mark version number as malformed */
624 if (error)
625 gl_string_cursor = 0;
628 if (!gl_string_cursor)
629 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
630 else {
631 major = *gl_string_cursor - '0';
632 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
634 break;
636 case VENDOR_INTEL:
637 /* Apple and Mesa version strings look differently, but both provide intel drivers */
638 if(strstr(gl_string, "APPLE")) {
639 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
640 * We only need the first part, and use the APPLE as identification
641 * "1.2 APPLE-1.4.56"
643 gl_string_cursor = gl_string;
644 major = atoi(gl_string_cursor);
645 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
646 ++gl_string_cursor;
649 if (*gl_string_cursor++ != '.') {
650 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
651 break;
654 minor = atoi(gl_string_cursor);
655 break;
658 case VENDOR_MESA:
659 gl_string_cursor = strstr(gl_string, "Mesa");
660 gl_string_cursor = strstr(gl_string_cursor, " ");
661 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
662 if (*gl_string_cursor) {
663 char tmp[16];
664 int cursor = 0;
666 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
667 tmp[cursor++] = *gl_string_cursor;
668 ++gl_string_cursor;
670 tmp[cursor] = 0;
671 major = atoi(tmp);
673 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
674 ++gl_string_cursor;
676 cursor = 0;
677 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
678 tmp[cursor++] = *gl_string_cursor;
679 ++gl_string_cursor;
681 tmp[cursor] = 0;
682 minor = atoi(tmp);
684 break;
686 default:
687 major = 0;
688 minor = 9;
690 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
691 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
692 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
693 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
694 } else {
695 FIXME("OpenGL driver did not return version information\n");
696 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
697 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
700 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
703 * Initialize openGL extension related variables
704 * with Default values
706 memset(gl_info->supported, 0, sizeof(gl_info->supported));
707 gl_info->max_buffers = 1;
708 gl_info->max_textures = 1;
709 gl_info->max_texture_stages = 1;
710 gl_info->max_fragment_samplers = 1;
711 gl_info->max_vertex_samplers = 0;
712 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
713 gl_info->max_sampler_stages = 1;
714 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
715 gl_info->ps_arb_max_temps = 0;
716 gl_info->ps_arb_max_instructions = 0;
717 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
718 gl_info->vs_arb_max_temps = 0;
719 gl_info->vs_arb_max_instructions = 0;
720 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
721 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
722 gl_info->vs_glsl_constantsF = 0;
723 gl_info->ps_glsl_constantsF = 0;
724 gl_info->vs_arb_constantsF = 0;
725 gl_info->ps_arb_constantsF = 0;
727 /* Retrieve opengl defaults */
728 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
729 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
730 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
732 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
733 gl_info->max_lights = gl_max;
734 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
736 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
737 gl_info->max_texture_size = gl_max;
738 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
740 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
741 gl_info->max_pointsizemin = gl_floatv[0];
742 gl_info->max_pointsize = gl_floatv[1];
743 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
745 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
746 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
747 TRACE_(d3d_caps)("GL_Extensions reported:\n");
749 if (NULL == GL_Extensions) {
750 ERR(" GL_Extensions returns NULL\n");
751 } else {
752 while (*GL_Extensions != 0x00) {
753 const char *Start;
754 char ThisExtn[256];
755 size_t len;
757 while (isspace(*GL_Extensions)) GL_Extensions++;
758 Start = GL_Extensions;
759 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
760 GL_Extensions++;
763 len = GL_Extensions - Start;
764 if (len == 0 || len >= sizeof(ThisExtn))
765 continue;
767 memcpy(ThisExtn, Start, len);
768 ThisExtn[len] = '\0';
769 TRACE_(d3d_caps)("- %s\n", ThisExtn);
771 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
772 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
773 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
774 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
775 break;
780 LEAVE_GL();
782 /* Now work out what GL support this card really has */
783 #define USE_GL_FUNC(type, pfn, ext, replace) { \
784 DWORD ver = ver_for_ext(ext); \
785 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
786 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
787 else gl_info->pfn = NULL; \
789 GL_EXT_FUNCS_GEN;
790 #undef USE_GL_FUNC
792 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
793 WGL_EXT_FUNCS_GEN;
794 #undef USE_GL_FUNC
796 ENTER_GL();
797 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
798 * loading the functions, otherwise the code above will load the extension entry points instead of the
799 * core functions, which may not work
801 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
802 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
803 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
804 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
805 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
809 if (gl_info->supported[APPLE_FENCE]) {
810 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
811 * The apple extension interacts with some other apple exts. Disable the NV
812 * extension if the apple one is support to prevent confusion in other parts
813 * of the code
815 gl_info->supported[NV_FENCE] = FALSE;
817 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
818 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
820 * The enums are the same:
821 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
822 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
823 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
824 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
825 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
827 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
828 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
829 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
831 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
832 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
833 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
836 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
837 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
838 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
840 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
841 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
842 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
843 * are supported. The nv extensions provide the same functionality as the
844 * ATI one, and a bit more(signed pixelformats)
846 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
849 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
850 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
851 gl_info->max_buffers = gl_max;
852 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
854 if (gl_info->supported[ARB_MULTITEXTURE]) {
855 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
856 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
857 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
859 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
860 GLint tmp;
861 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
862 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
863 } else {
864 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
866 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
868 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
869 GLint tmp;
870 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
871 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
872 } else {
873 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
875 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
877 if (gl_info->supported[ARB_VERTEX_SHADER]) {
878 GLint tmp;
879 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
880 gl_info->max_vertex_samplers = tmp;
881 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
882 gl_info->max_combined_samplers = tmp;
884 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
885 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
886 * an issue because then the sampler setup only depends on the two shaders. If a pixel
887 * shader is used with fixed function vertex processing we're fine too because fixed function
888 * vertex processing doesn't use any samplers. If fixed function fragment processing is
889 * used we have to make sure that all vertex sampler setups are valid together with all
890 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
891 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
892 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
893 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
894 * a fixed function pipeline anymore.
896 * So this is just a check to check that our assumption holds true. If not, write a warning
897 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
899 if(gl_info->max_vertex_samplers &&
900 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
901 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
902 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
903 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
904 if( gl_info->max_combined_samplers > MAX_TEXTURES )
905 gl_info->max_vertex_samplers =
906 gl_info->max_combined_samplers - MAX_TEXTURES;
907 else
908 gl_info->max_vertex_samplers = 0;
910 } else {
911 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
913 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
914 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
916 if (gl_info->supported[ARB_VERTEX_BLEND]) {
917 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
918 gl_info->max_blends = gl_max;
919 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
921 if (gl_info->supported[EXT_TEXTURE3D]) {
922 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
923 gl_info->max_texture3d_size = gl_max;
924 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
926 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
927 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
928 gl_info->max_anisotropy = gl_max;
929 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
931 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
932 gl_info->ps_arb_version = PS_VERSION_11;
933 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
934 gl_info->ps_arb_constantsF = gl_max;
935 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
936 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
937 gl_info->ps_arb_max_temps = gl_max;
938 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
939 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
940 gl_info->ps_arb_max_instructions = gl_max;
941 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
943 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
944 gl_info->vs_arb_version = VS_VERSION_11;
945 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
946 gl_info->vs_arb_constantsF = gl_max;
947 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
948 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
949 gl_info->vs_arb_max_temps = gl_max;
950 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
951 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
952 gl_info->vs_arb_max_instructions = gl_max;
953 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
955 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
957 if (gl_info->supported[ARB_VERTEX_SHADER]) {
958 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
959 gl_info->vs_glsl_constantsF = gl_max / 4;
960 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
962 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
963 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
964 gl_info->ps_glsl_constantsF = gl_max / 4;
965 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
966 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
967 gl_info->max_glsl_varyings = gl_max;
968 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
970 if (gl_info->supported[EXT_VERTEX_SHADER]) {
971 gl_info->vs_ati_version = VS_VERSION_11;
973 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
974 gl_info->vs_nv_version = VS_VERSION_30;
975 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
976 gl_info->vs_nv_version = VS_VERSION_20;
977 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
978 gl_info->vs_nv_version = VS_VERSION_11;
979 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
980 gl_info->vs_nv_version = VS_VERSION_10;
982 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
983 gl_info->ps_nv_version = PS_VERSION_30;
984 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
985 gl_info->ps_nv_version = PS_VERSION_20;
987 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
988 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
989 } else {
990 gl_info->max_shininess = 128.0;
992 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
993 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
994 * This saves a few redundant glDisable calls
996 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
998 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
999 /* Disable NV_register_combiners and fragment shader if this is supported.
1000 * generally the NV extensions are preferred over the ATI ones, and this
1001 * extension is disabled if register_combiners and texture_shader2 are both
1002 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1003 * fragment processing support
1005 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1006 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1007 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1008 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1009 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1013 checkGLcall("extension detection\n");
1015 /* In some cases the number of texture stages can be larger than the number
1016 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1017 * shaders), but 8 texture stages (register combiners). */
1018 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1020 /* We can only use ORM_FBO when the hardware supports it. */
1021 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1022 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1023 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1026 /* MRTs are currently only supported when FBOs are used. */
1027 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1028 gl_info->max_buffers = 1;
1031 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1032 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1033 * in case of the latest videocards in the number of pixel/vertex pipelines.
1035 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1036 * rendering. Various games use this information to get a rough estimation of the features of the card
1037 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1038 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1039 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1040 * not the PCI id.
1042 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1043 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1044 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1045 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1046 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1047 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1048 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1049 * is limited.
1051 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1052 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1053 * similar 3d features.
1055 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1056 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1057 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1058 * won't pass we return a default card. This way is better than maintaining a full card database as even
1059 * without a full database we can return a card with similar features. Second the size of the database
1060 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1061 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1062 * to distinguishes between different models from that family.
1064 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1065 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1066 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1067 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1068 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1069 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1070 * memory behind our backs if really needed.
1071 * Note that the amount of video memory can be overruled using a registry setting.
1073 switch (gl_info->gl_vendor) {
1074 case VENDOR_NVIDIA:
1075 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1076 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1078 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1079 /* Geforce 200 - highend */
1080 if(strstr(gl_info->gl_renderer, "GTX 280") ||
1081 strstr(gl_info->gl_renderer, "GTX 285") ||
1082 strstr(gl_info->gl_renderer, "GTX 295"))
1084 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1085 vidmem = 1024;
1087 /* Geforce 200 - midend high */
1088 if(strstr(gl_info->gl_renderer, "GTX 275")) {
1089 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1090 vidmem = 896;
1092 /* Geforce 200 - midend */
1093 if(strstr(gl_info->gl_renderer, "GTX 260")) {
1094 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1095 vidmem = 1024;
1097 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1098 else if(strstr(gl_info->gl_renderer, "9800") ||
1099 strstr(gl_info->gl_renderer, "GTS 150") ||
1100 strstr(gl_info->gl_renderer, "GTS 250"))
1102 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1103 vidmem = 512;
1105 /* Geforce9 - midend */
1106 else if(strstr(gl_info->gl_renderer, "9600")) {
1107 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1108 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1110 /* Geforce9 - midend low / Geforce 200 - low*/
1111 else if(strstr(gl_info->gl_renderer, "9500") ||
1112 strstr(gl_info->gl_renderer, "GT 120") ||
1113 strstr(gl_info->gl_renderer, "GT 130"))
1115 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1116 vidmem = 256; /* The 9500GT has 256-1024MB */
1118 /* Geforce9 - lowend */
1119 else if(strstr(gl_info->gl_renderer, "9400")) {
1120 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1121 vidmem = 256; /* The 9400GT has 256-1024MB */
1123 /* Geforce9 - lowend low */
1124 else if(strstr(gl_info->gl_renderer, "9100") ||
1125 strstr(gl_info->gl_renderer, "9200") ||
1126 strstr(gl_info->gl_renderer, "9300") ||
1127 strstr(gl_info->gl_renderer, "G 100"))
1129 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1130 vidmem = 256; /* The 9100-9300 cards have 256MB */
1132 /* Geforce8 - highend */
1133 else if (strstr(gl_info->gl_renderer, "8800")) {
1134 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1135 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1137 /* Geforce8 - midend mobile */
1138 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1139 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1140 vidmem = 512;
1142 /* Geforce8 - midend */
1143 else if(strstr(gl_info->gl_renderer, "8600") ||
1144 strstr(gl_info->gl_renderer, "8700"))
1146 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1147 vidmem = 256;
1149 /* Geforce8 - lowend */
1150 else if(strstr(gl_info->gl_renderer, "8300") ||
1151 strstr(gl_info->gl_renderer, "8400") ||
1152 strstr(gl_info->gl_renderer, "8500"))
1154 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1155 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1157 /* Geforce7 - highend */
1158 else if(strstr(gl_info->gl_renderer, "7800") ||
1159 strstr(gl_info->gl_renderer, "7900") ||
1160 strstr(gl_info->gl_renderer, "7950") ||
1161 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1162 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1164 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1165 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1167 /* Geforce7 midend */
1168 else if(strstr(gl_info->gl_renderer, "7600") ||
1169 strstr(gl_info->gl_renderer, "7700")) {
1170 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1171 vidmem = 256; /* The 7600 uses 256-512MB */
1172 /* Geforce7 lower medium */
1173 } else if(strstr(gl_info->gl_renderer, "7400")) {
1174 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1175 vidmem = 256; /* The 7400 uses 256-512MB */
1177 /* Geforce7 lowend */
1178 else if(strstr(gl_info->gl_renderer, "7300")) {
1179 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1180 vidmem = 256; /* Mac Pros with this card have 256 MB */
1182 /* Geforce6 highend */
1183 else if(strstr(gl_info->gl_renderer, "6800"))
1185 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1186 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1188 /* Geforce6 - midend */
1189 else if(strstr(gl_info->gl_renderer, "6600") ||
1190 strstr(gl_info->gl_renderer, "6610") ||
1191 strstr(gl_info->gl_renderer, "6700"))
1193 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1194 vidmem = 128; /* A 6600GT has 128-256MB */
1196 /* Geforce6/7 lowend */
1197 else {
1198 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1199 vidmem = 64; /* */
1201 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1202 /* GeforceFX - highend */
1203 if (strstr(gl_info->gl_renderer, "5800") ||
1204 strstr(gl_info->gl_renderer, "5900") ||
1205 strstr(gl_info->gl_renderer, "5950") ||
1206 strstr(gl_info->gl_renderer, "Quadro FX"))
1208 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1209 vidmem = 256; /* 5800-5900 cards use 256MB */
1211 /* GeforceFX - midend */
1212 else if(strstr(gl_info->gl_renderer, "5600") ||
1213 strstr(gl_info->gl_renderer, "5650") ||
1214 strstr(gl_info->gl_renderer, "5700") ||
1215 strstr(gl_info->gl_renderer, "5750"))
1217 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1218 vidmem = 128; /* A 5600 uses 128-256MB */
1220 /* GeforceFX - lowend */
1221 else {
1222 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1223 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1225 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1226 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1227 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1228 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1230 else {
1231 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1232 vidmem = 64; /* Geforce3 cards have 64-128MB */
1234 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1235 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1236 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1237 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1239 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1240 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1241 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1243 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1244 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1245 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1247 else {
1248 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1249 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1251 } else {
1252 if (strstr(gl_info->gl_renderer, "TNT2")) {
1253 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1254 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1256 else {
1257 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1258 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1261 break;
1262 case VENDOR_ATI:
1263 if(WINE_D3D9_CAPABLE(gl_info)) {
1264 /* Radeon R6xx HD2900/HD3800 - highend */
1265 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1266 strstr(gl_info->gl_renderer, "HD 3870") ||
1267 strstr(gl_info->gl_renderer, "HD 3850"))
1269 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1270 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1272 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1273 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1274 strstr(gl_info->gl_renderer, "HD 3830") ||
1275 strstr(gl_info->gl_renderer, "HD 3690") ||
1276 strstr(gl_info->gl_renderer, "HD 3650"))
1278 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1279 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1281 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1282 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1283 strstr(gl_info->gl_renderer, "HD 2400") ||
1284 strstr(gl_info->gl_renderer, "HD 3470") ||
1285 strstr(gl_info->gl_renderer, "HD 3450") ||
1286 strstr(gl_info->gl_renderer, "HD 3430"))
1288 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1289 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1291 /* Radeon R6xx/R7xx integrated */
1292 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1293 strstr(gl_info->gl_renderer, "HD 3200") ||
1294 strstr(gl_info->gl_renderer, "HD 3300"))
1296 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1297 vidmem = 128; /* 128MB */
1299 /* Radeon R5xx */
1300 else if (strstr(gl_info->gl_renderer, "X1600") ||
1301 strstr(gl_info->gl_renderer, "X1650") ||
1302 strstr(gl_info->gl_renderer, "X1800") ||
1303 strstr(gl_info->gl_renderer, "X1900") ||
1304 strstr(gl_info->gl_renderer, "X1950"))
1306 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1307 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1309 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1310 else if(strstr(gl_info->gl_renderer, "X700") ||
1311 strstr(gl_info->gl_renderer, "X800") ||
1312 strstr(gl_info->gl_renderer, "X850") ||
1313 strstr(gl_info->gl_renderer, "X1300") ||
1314 strstr(gl_info->gl_renderer, "X1400") ||
1315 strstr(gl_info->gl_renderer, "X1450") ||
1316 strstr(gl_info->gl_renderer, "X1550"))
1318 gl_info->gl_card = CARD_ATI_RADEON_X700;
1319 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1321 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1322 else if(strstr(gl_info->gl_renderer, "Radeon Xpress"))
1324 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1325 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1327 /* Radeon R3xx */
1328 else {
1329 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1330 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1332 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1333 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1334 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1335 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1336 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1337 vidmem = 32; /* There are models with up to 64MB */
1338 } else {
1339 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1340 vidmem = 16; /* There are 16-32MB models */
1342 break;
1343 case VENDOR_INTEL:
1344 if (strstr(gl_info->gl_renderer, "GMA 950") ||
1345 strstr(gl_info->gl_renderer, "945GM")) {
1346 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1347 gl_info->gl_card = CARD_INTEL_I945GM;
1348 vidmem = 64;
1349 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1350 gl_info->gl_card = CARD_INTEL_I915GM;
1351 } else if (strstr(gl_info->gl_renderer, "915G")) {
1352 gl_info->gl_card = CARD_INTEL_I915G;
1353 } else if (strstr(gl_info->gl_renderer, "865G")) {
1354 gl_info->gl_card = CARD_INTEL_I865G;
1355 } else if (strstr(gl_info->gl_renderer, "855G")) {
1356 gl_info->gl_card = CARD_INTEL_I855G;
1357 } else if (strstr(gl_info->gl_renderer, "830G")) {
1358 gl_info->gl_card = CARD_INTEL_I830G;
1359 } else {
1360 gl_info->gl_card = CARD_INTEL_I915G;
1362 break;
1363 case VENDOR_MESA:
1364 case VENDOR_WINE:
1365 default:
1366 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1367 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1368 * them a good generic choice.
1370 gl_info->gl_vendor = VENDOR_NVIDIA;
1371 if(WINE_D3D9_CAPABLE(gl_info))
1372 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1373 else if(WINE_D3D8_CAPABLE(gl_info))
1374 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1375 else if(WINE_D3D7_CAPABLE(gl_info))
1376 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1377 else if(WINE_D3D6_CAPABLE(gl_info))
1378 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1379 else
1380 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1382 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1384 /* If we have an estimate use it, else default to 64MB; */
1385 if(vidmem)
1386 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1387 else
1388 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1390 /* Load all the lookup tables */
1391 for (i = 0; i < MAX_LOOKUPS; i++) {
1392 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1395 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1396 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1397 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1398 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1399 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1400 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1401 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1402 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1403 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1404 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1406 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1407 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1408 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1409 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1410 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1413 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1414 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1415 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1416 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1417 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1418 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1419 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1420 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1421 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1422 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1423 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1424 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1425 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1426 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1427 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1429 /* TODO: config lookups */
1431 /* Make sure there's an active HDC else the WGL extensions will fail */
1432 hdc = pwglGetCurrentDC();
1433 if (hdc) {
1434 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1435 if(GL_EXTCALL(wglGetExtensionsStringARB))
1436 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1438 if (NULL == WGL_Extensions) {
1439 ERR(" WGL_Extensions returns NULL\n");
1440 } else {
1441 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1442 while (*WGL_Extensions != 0x00) {
1443 const char *Start;
1444 char ThisExtn[256];
1445 size_t len;
1447 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1448 Start = WGL_Extensions;
1449 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1450 WGL_Extensions++;
1453 len = WGL_Extensions - Start;
1454 if (len == 0 || len >= sizeof(ThisExtn))
1455 continue;
1457 memcpy(ThisExtn, Start, len);
1458 ThisExtn[len] = '\0';
1459 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1461 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1462 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1463 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1465 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1466 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1467 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
1469 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1470 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1471 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1476 LEAVE_GL();
1478 return return_value;
1481 /**********************************************************
1482 * IWineD3D implementation follows
1483 **********************************************************/
1485 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1486 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1488 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
1490 return This->adapter_count;
1493 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1494 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1495 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1496 return WINED3D_OK;
1499 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1500 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1502 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1504 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1505 return NULL;
1508 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1511 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1512 of the same bpp but different resolutions */
1514 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1515 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1516 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1517 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1519 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1520 return 0;
1523 /* TODO: Store modes per adapter and read it from the adapter structure */
1524 if (Adapter == 0) { /* Display */
1525 int i = 0;
1526 int j = 0;
1528 if (!DEBUG_SINGLE_MODE) {
1529 DEVMODEW DevModeW;
1531 ZeroMemory(&DevModeW, sizeof(DevModeW));
1532 DevModeW.dmSize = sizeof(DevModeW);
1533 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1534 j++;
1535 switch (Format)
1537 case WINED3DFMT_UNKNOWN:
1538 /* This is for D3D8, do not enumerate P8 here */
1539 if (DevModeW.dmBitsPerPel == 32 ||
1540 DevModeW.dmBitsPerPel == 16) i++;
1541 break;
1542 case WINED3DFMT_X8R8G8B8:
1543 if (DevModeW.dmBitsPerPel == 32) i++;
1544 break;
1545 case WINED3DFMT_R5G6B5:
1546 if (DevModeW.dmBitsPerPel == 16) i++;
1547 break;
1548 case WINED3DFMT_P8:
1549 if (DevModeW.dmBitsPerPel == 8) i++;
1550 break;
1551 default:
1552 /* Skip other modes as they do not match the requested format */
1553 break;
1556 } else {
1557 i = 1;
1558 j = 1;
1561 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1562 return i;
1563 } else {
1564 FIXME_(d3d_caps)("Adapter not primary display\n");
1566 return 0;
1569 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1570 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1571 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1572 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1574 /* Validate the parameters as much as possible */
1575 if (NULL == pMode ||
1576 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1577 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1578 return WINED3DERR_INVALIDCALL;
1581 /* TODO: Store modes per adapter and read it from the adapter structure */
1582 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1583 DEVMODEW DevModeW;
1584 int ModeIdx = 0;
1585 UINT i = 0;
1586 int j = 0;
1588 ZeroMemory(&DevModeW, sizeof(DevModeW));
1589 DevModeW.dmSize = sizeof(DevModeW);
1591 /* If we are filtering to a specific format (D3D9), then need to skip
1592 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1593 just count through the ones with valid bit depths */
1594 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1595 switch (Format)
1597 case WINED3DFMT_UNKNOWN:
1598 /* This is D3D8. Do not enumerate P8 here */
1599 if (DevModeW.dmBitsPerPel == 32 ||
1600 DevModeW.dmBitsPerPel == 16) i++;
1601 break;
1602 case WINED3DFMT_X8R8G8B8:
1603 if (DevModeW.dmBitsPerPel == 32) i++;
1604 break;
1605 case WINED3DFMT_R5G6B5:
1606 if (DevModeW.dmBitsPerPel == 16) i++;
1607 break;
1608 case WINED3DFMT_P8:
1609 if (DevModeW.dmBitsPerPel == 8) i++;
1610 break;
1611 default:
1612 /* Modes that don't match what we support can get an early-out */
1613 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1614 return WINED3DERR_INVALIDCALL;
1618 if (i == 0) {
1619 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1620 return WINED3DERR_INVALIDCALL;
1622 ModeIdx = j - 1;
1624 /* Now get the display mode via the calculated index */
1625 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1626 pMode->Width = DevModeW.dmPelsWidth;
1627 pMode->Height = DevModeW.dmPelsHeight;
1628 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1629 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1630 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1632 if (Format == WINED3DFMT_UNKNOWN) {
1633 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1634 } else {
1635 pMode->Format = Format;
1637 } else {
1638 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1639 return WINED3DERR_INVALIDCALL;
1642 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1643 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1644 DevModeW.dmBitsPerPel);
1646 } else if (DEBUG_SINGLE_MODE) {
1647 /* Return one setting of the format requested */
1648 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1649 pMode->Width = 800;
1650 pMode->Height = 600;
1651 pMode->RefreshRate = 60;
1652 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1653 } else {
1654 FIXME_(d3d_caps)("Adapter not primary display\n");
1657 return WINED3D_OK;
1660 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1661 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1662 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1664 if (NULL == pMode ||
1665 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1666 return WINED3DERR_INVALIDCALL;
1669 if (Adapter == 0) { /* Display */
1670 int bpp = 0;
1671 DEVMODEW DevModeW;
1673 ZeroMemory(&DevModeW, sizeof(DevModeW));
1674 DevModeW.dmSize = sizeof(DevModeW);
1676 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1677 pMode->Width = DevModeW.dmPelsWidth;
1678 pMode->Height = DevModeW.dmPelsHeight;
1679 bpp = DevModeW.dmBitsPerPel;
1680 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1681 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1683 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1686 pMode->Format = pixelformat_for_depth(bpp);
1687 } else {
1688 FIXME_(d3d_caps)("Adapter not primary display\n");
1691 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1692 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1693 return WINED3D_OK;
1696 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1697 and fields being inserted in the middle, a new structure is used in place */
1698 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1699 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1700 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1702 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1704 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1705 return WINED3DERR_INVALIDCALL;
1708 /* Return the information requested */
1709 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1710 strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
1711 strcpy(pIdentifier->Description, This->adapters[Adapter].description);
1713 /* Note dx8 doesn't supply a DeviceName */
1714 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1715 pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
1716 pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
1717 *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
1718 *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
1719 *(pIdentifier->SubSysId) = 0;
1720 *(pIdentifier->Revision) = 0;
1721 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1723 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1725 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1726 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1729 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1731 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1732 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1735 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1736 *(pIdentifier->WHQLLevel) = 0;
1737 } else {
1738 *(pIdentifier->WHQLLevel) = 1;
1741 return WINED3D_OK;
1744 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
1745 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1747 short redSize, greenSize, blueSize, alphaSize, colorBits;
1749 if(!cfg)
1750 return FALSE;
1752 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1753 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1755 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1756 return FALSE;
1759 if(cfg->redSize < redSize)
1760 return FALSE;
1762 if(cfg->greenSize < greenSize)
1763 return FALSE;
1765 if(cfg->blueSize < blueSize)
1766 return FALSE;
1768 if(cfg->alphaSize < alphaSize)
1769 return FALSE;
1771 return TRUE;
1772 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1773 if (format_desc->format == WINED3DFMT_R16_FLOAT)
1774 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1775 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
1776 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1777 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
1778 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1779 if (format_desc->format == WINED3DFMT_R32_FLOAT)
1780 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1781 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
1782 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1783 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
1784 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1785 } else {
1786 /* Probably a color index mode */
1787 return FALSE;
1790 return FALSE;
1793 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
1794 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1796 short depthSize, stencilSize;
1797 BOOL lockable = FALSE;
1799 if(!cfg)
1800 return FALSE;
1802 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
1804 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1805 return FALSE;
1808 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
1809 lockable = TRUE;
1811 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1812 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1813 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1814 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1815 return FALSE;
1817 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1818 * allow more stencil bits than requested. */
1819 if(cfg->stencilSize < stencilSize)
1820 return FALSE;
1822 return TRUE;
1825 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1826 WINED3DFORMAT AdapterFormat,
1827 WINED3DFORMAT RenderTargetFormat,
1828 WINED3DFORMAT DepthStencilFormat) {
1829 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1830 int nCfgs;
1831 const WineD3D_PixelFormat *cfgs;
1832 const struct WineD3DAdapter *adapter;
1833 const struct GlPixelFormatDesc *rt_format_desc;
1834 const struct GlPixelFormatDesc *ds_format_desc;
1835 int it;
1837 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1838 This, Adapter,
1839 DeviceType, debug_d3ddevicetype(DeviceType),
1840 AdapterFormat, debug_d3dformat(AdapterFormat),
1841 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1842 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1844 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1845 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1846 return WINED3DERR_INVALIDCALL;
1849 adapter = &This->adapters[Adapter];
1850 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
1851 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
1852 cfgs = adapter->cfgs;
1853 nCfgs = adapter->nCfgs;
1854 for (it = 0; it < nCfgs; ++it) {
1855 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
1857 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
1859 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1860 return WINED3D_OK;
1864 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1866 return WINED3DERR_NOTAVAILABLE;
1869 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1870 WINED3DFORMAT SurfaceFormat,
1871 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1873 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1874 const struct GlPixelFormatDesc *glDesc;
1875 const struct WineD3DAdapter *adapter;
1877 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1878 This,
1879 Adapter,
1880 DeviceType, debug_d3ddevicetype(DeviceType),
1881 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1882 Windowed,
1883 MultiSampleType,
1884 pQualityLevels);
1886 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1887 return WINED3DERR_INVALIDCALL;
1890 /* TODO: handle Windowed, add more quality levels */
1892 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1894 /* By default multisampling is disabled right now as it causes issues
1895 * on some Nvidia driver versions and it doesn't work well in combination
1896 * with FBOs yet. */
1897 if(!wined3d_settings.allow_multisampling)
1898 return WINED3DERR_NOTAVAILABLE;
1900 adapter = &This->adapters[Adapter];
1901 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
1902 if (!glDesc) return WINED3DERR_INVALIDCALL;
1904 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1905 int i, nCfgs;
1906 const WineD3D_PixelFormat *cfgs;
1908 cfgs = adapter->cfgs;
1909 nCfgs = adapter->nCfgs;
1910 for(i=0; i<nCfgs; i++) {
1911 if(cfgs[i].numSamples != MultiSampleType)
1912 continue;
1914 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
1915 continue;
1917 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1919 if(pQualityLevels)
1920 *pQualityLevels = 1; /* Guess at a value! */
1921 return WINED3D_OK;
1924 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1925 short redSize, greenSize, blueSize, alphaSize, colorBits;
1926 int i, nCfgs;
1927 const WineD3D_PixelFormat *cfgs;
1929 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1931 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1932 return WINED3DERR_NOTAVAILABLE;
1935 cfgs = adapter->cfgs;
1936 nCfgs = adapter->nCfgs;
1937 for(i=0; i<nCfgs; i++) {
1938 if(cfgs[i].numSamples != MultiSampleType)
1939 continue;
1940 if(cfgs[i].redSize != redSize)
1941 continue;
1942 if(cfgs[i].greenSize != greenSize)
1943 continue;
1944 if(cfgs[i].blueSize != blueSize)
1945 continue;
1946 if(cfgs[i].alphaSize != alphaSize)
1947 continue;
1949 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1951 if(pQualityLevels)
1952 *pQualityLevels = 1; /* Guess at a value! */
1953 return WINED3D_OK;
1956 return WINED3DERR_NOTAVAILABLE;
1959 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1960 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1962 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1963 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1964 UINT nmodes;
1966 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1967 This,
1968 Adapter,
1969 DeviceType, debug_d3ddevicetype(DeviceType),
1970 DisplayFormat, debug_d3dformat(DisplayFormat),
1971 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1972 Windowed);
1974 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1975 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1976 return WINED3DERR_INVALIDCALL;
1979 /* The task of this function is to check whether a certain display / backbuffer format
1980 * combination is available on the given adapter. In fullscreen mode microsoft specified
1981 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1982 * and display format should match exactly.
1983 * In windowed mode format conversion can occur and this depends on the driver. When format
1984 * conversion is done, this function should nevertheless fail and applications need to use
1985 * CheckDeviceFormatConversion.
1986 * At the moment we assume that fullscreen and windowed have the same capabilities */
1988 /* There are only 4 display formats */
1989 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1990 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1991 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1992 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1994 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1995 return WINED3DERR_NOTAVAILABLE;
1998 /* If the requested DisplayFormat is not available, don't continue */
1999 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2000 if(!nmodes) {
2001 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2002 return WINED3DERR_NOTAVAILABLE;
2005 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2006 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2007 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2008 return WINED3DERR_NOTAVAILABLE;
2011 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2012 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2013 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2014 return WINED3DERR_NOTAVAILABLE;
2017 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2018 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2019 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2020 return WINED3DERR_NOTAVAILABLE;
2023 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2024 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2025 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2026 return WINED3DERR_NOTAVAILABLE;
2029 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2030 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2031 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2032 return WINED3DERR_NOTAVAILABLE;
2035 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2036 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2037 if(FAILED(hr))
2038 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2040 return hr;
2044 /* Check if we support bumpmapping for a format */
2045 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2046 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2048 const struct fragment_pipeline *fp;
2050 switch(format_desc->format)
2052 case WINED3DFMT_R8G8_SNORM:
2053 case WINED3DFMT_R16G16_SNORM:
2054 case WINED3DFMT_L6V5U5:
2055 case WINED3DFMT_X8L8V8U8:
2056 case WINED3DFMT_R8G8B8A8_SNORM:
2057 /* Ask the fixed function pipeline implementation if it can deal
2058 * with the conversion. If we've got a GL extension giving native
2059 * support this will be an identity conversion. */
2060 fp = select_fragment_implementation(adapter, DeviceType);
2061 if (fp->color_fixup_supported(format_desc->color_fixup))
2063 TRACE_(d3d_caps)("[OK]\n");
2064 return TRUE;
2066 TRACE_(d3d_caps)("[FAILED]\n");
2067 return FALSE;
2069 default:
2070 TRACE_(d3d_caps)("[FAILED]\n");
2071 return FALSE;
2075 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2076 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2077 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2079 int it=0;
2081 /* Only allow depth/stencil formats */
2082 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2084 /* Walk through all WGL pixel formats to find a match */
2085 for (it = 0; it < adapter->nCfgs; ++it)
2087 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2088 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2090 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2092 return TRUE;
2097 return FALSE;
2100 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2102 /* The flags entry of a format contains the filtering capability */
2103 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2105 return FALSE;
2108 /* Check the render target capabilities of a format */
2109 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2110 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2112 /* Filter out non-RT formats */
2113 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2115 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2116 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2117 int it;
2118 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2119 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2121 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2122 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2124 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2125 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2126 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2127 TRACE_(d3d_caps)("[FAILED]\n");
2128 return FALSE;
2131 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2132 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2133 for (it = 0; it < adapter->nCfgs; ++it)
2135 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2136 &cfgs[it], check_format_desc))
2138 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2139 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2140 return TRUE;
2143 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2144 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2145 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2146 int it;
2148 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2149 for (it = 0; it < adapter->nCfgs; ++it)
2151 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2152 &cfgs[it], check_format_desc))
2154 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2155 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2156 return TRUE;
2159 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2160 /* For now return TRUE for FBOs until we have some proper checks.
2161 * Note that this function will only be called when the format is around for texturing. */
2162 return TRUE;
2164 return FALSE;
2167 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2169 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2171 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2172 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2173 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2174 return FALSE;
2177 switch (format_desc->format)
2179 case WINED3DFMT_A8R8G8B8:
2180 case WINED3DFMT_X8R8G8B8:
2181 case WINED3DFMT_A4R4G4B4:
2182 case WINED3DFMT_L8:
2183 case WINED3DFMT_A8L8:
2184 case WINED3DFMT_DXT1:
2185 case WINED3DFMT_DXT2:
2186 case WINED3DFMT_DXT3:
2187 case WINED3DFMT_DXT4:
2188 case WINED3DFMT_DXT5:
2189 TRACE_(d3d_caps)("[OK]\n");
2190 return TRUE;
2192 default:
2193 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2194 return FALSE;
2196 return FALSE;
2199 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2200 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2202 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2203 * doing the color fixup in shaders.
2204 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2205 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2207 int vs_selected_mode;
2208 int ps_selected_mode;
2209 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2211 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2212 TRACE_(d3d_caps)("[OK]\n");
2213 return TRUE;
2217 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2218 return FALSE;
2221 /* Check if a format support blending in combination with pixel shaders */
2222 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2223 const struct GlPixelFormatDesc *format_desc)
2225 /* The flags entry of a format contains the post pixel shader blending capability */
2226 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2228 return FALSE;
2231 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2233 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2234 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2235 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2236 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2237 * capability anyway.
2239 * For now lets report this on all formats, but in the future we may want to
2240 * restrict it to some should games need that
2242 return TRUE;
2245 /* Check if a texture format is supported on the given adapter */
2246 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2247 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2249 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2250 const shader_backend_t *shader_backend;
2251 const struct fragment_pipeline *fp;
2253 switch (format_desc->format)
2255 /*****
2256 * supported: RGB(A) formats
2258 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2259 case WINED3DFMT_A8R8G8B8:
2260 case WINED3DFMT_X8R8G8B8:
2261 case WINED3DFMT_R5G6B5:
2262 case WINED3DFMT_X1R5G5B5:
2263 case WINED3DFMT_A1R5G5B5:
2264 case WINED3DFMT_A4R4G4B4:
2265 case WINED3DFMT_A8_UNORM:
2266 case WINED3DFMT_X4R4G4B4:
2267 case WINED3DFMT_R8G8B8A8_UNORM:
2268 case WINED3DFMT_X8B8G8R8:
2269 case WINED3DFMT_A2R10G10B10:
2270 case WINED3DFMT_R10G10B10A2_UNORM:
2271 case WINED3DFMT_R16G16_UNORM:
2272 TRACE_(d3d_caps)("[OK]\n");
2273 return TRUE;
2275 case WINED3DFMT_R3G3B2:
2276 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2277 return FALSE;
2279 /*****
2280 * supported: Palettized
2282 case WINED3DFMT_P8:
2283 TRACE_(d3d_caps)("[OK]\n");
2284 return TRUE;
2285 /* No Windows driver offers A8P8, so don't offer it either */
2286 case WINED3DFMT_A8P8:
2287 return FALSE;
2289 /*****
2290 * Supported: (Alpha)-Luminance
2292 case WINED3DFMT_L8:
2293 case WINED3DFMT_A8L8:
2294 case WINED3DFMT_L16:
2295 TRACE_(d3d_caps)("[OK]\n");
2296 return TRUE;
2298 /* Not supported on Windows, thus disabled */
2299 case WINED3DFMT_A4L4:
2300 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2301 return FALSE;
2303 /*****
2304 * Supported: Depth/Stencil formats
2306 case WINED3DFMT_D16_LOCKABLE:
2307 case WINED3DFMT_D16_UNORM:
2308 case WINED3DFMT_D15S1:
2309 case WINED3DFMT_D24X8:
2310 case WINED3DFMT_D24X4S4:
2311 case WINED3DFMT_D24S8:
2312 case WINED3DFMT_D24FS8:
2313 case WINED3DFMT_D32:
2314 case WINED3DFMT_D32F_LOCKABLE:
2315 return TRUE;
2317 /*****
2318 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2319 * GL_NV_texture_shader). Emulated by shaders
2321 case WINED3DFMT_R8G8_SNORM:
2322 case WINED3DFMT_X8L8V8U8:
2323 case WINED3DFMT_L6V5U5:
2324 case WINED3DFMT_R8G8B8A8_SNORM:
2325 case WINED3DFMT_R16G16_SNORM:
2326 /* Ask the shader backend if it can deal with the conversion. If
2327 * we've got a GL extension giving native support this will be an
2328 * identity conversion. */
2329 shader_backend = select_shader_backend(adapter, DeviceType);
2330 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2332 TRACE_(d3d_caps)("[OK]\n");
2333 return TRUE;
2335 TRACE_(d3d_caps)("[FAILED]\n");
2336 return FALSE;
2338 case WINED3DFMT_DXT1:
2339 case WINED3DFMT_DXT2:
2340 case WINED3DFMT_DXT3:
2341 case WINED3DFMT_DXT4:
2342 case WINED3DFMT_DXT5:
2343 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2344 TRACE_(d3d_caps)("[OK]\n");
2345 return TRUE;
2347 TRACE_(d3d_caps)("[FAILED]\n");
2348 return FALSE;
2351 /*****
2352 * Odd formats - not supported
2354 case WINED3DFMT_VERTEXDATA:
2355 case WINED3DFMT_R16_UINT:
2356 case WINED3DFMT_R32_UINT:
2357 case WINED3DFMT_R16G16B16A16_SNORM:
2358 case WINED3DFMT_A2W10V10U10:
2359 case WINED3DFMT_W11V11U10:
2360 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2361 return FALSE;
2363 /*****
2364 * WINED3DFMT_CxV8U8: Not supported right now
2366 case WINED3DFMT_CxV8U8:
2367 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2368 return FALSE;
2370 /* YUV formats */
2371 case WINED3DFMT_UYVY:
2372 case WINED3DFMT_YUY2:
2373 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2374 TRACE_(d3d_caps)("[OK]\n");
2375 return TRUE;
2377 TRACE_(d3d_caps)("[FAILED]\n");
2378 return FALSE;
2379 case WINED3DFMT_YV12:
2380 TRACE_(d3d_caps)("[FAILED]\n");
2381 return FALSE;
2383 /* Not supported */
2384 case WINED3DFMT_R16G16B16A16_UNORM:
2385 case WINED3DFMT_A8R3G3B2:
2386 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2387 return FALSE;
2389 /* Floating point formats */
2390 case WINED3DFMT_R16_FLOAT:
2391 case WINED3DFMT_R16G16B16A16_FLOAT:
2392 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2393 TRACE_(d3d_caps)("[OK]\n");
2394 return TRUE;
2396 TRACE_(d3d_caps)("[FAILED]\n");
2397 return FALSE;
2399 case WINED3DFMT_R32_FLOAT:
2400 case WINED3DFMT_R32G32B32A32_FLOAT:
2401 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2402 TRACE_(d3d_caps)("[OK]\n");
2403 return TRUE;
2405 TRACE_(d3d_caps)("[FAILED]\n");
2406 return FALSE;
2408 case WINED3DFMT_R16G16_FLOAT:
2409 case WINED3DFMT_R32G32_FLOAT:
2410 if(GL_SUPPORT(ARB_TEXTURE_RG)) {
2411 TRACE_(d3d_caps)("[OK]\n");
2412 return TRUE;
2414 TRACE_(d3d_caps)("[FAILED]\n");
2415 return FALSE;
2417 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2418 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2419 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2420 * We can do instancing with all shader versions, but we need vertex shaders.
2422 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2423 * to enable instancing. WineD3D doesn't need that and just ignores it.
2425 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2427 case WINEMAKEFOURCC('I','N','S','T'):
2428 TRACE("ATI Instancing check hack\n");
2429 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2430 TRACE_(d3d_caps)("[OK]\n");
2431 return TRUE;
2433 TRACE_(d3d_caps)("[FAILED]\n");
2434 return FALSE;
2436 /* Some weird FOURCC formats */
2437 case WINED3DFMT_R8G8_B8G8:
2438 case WINED3DFMT_G8R8_G8B8:
2439 case WINED3DFMT_MULTI2_ARGB8:
2440 TRACE_(d3d_caps)("[FAILED]\n");
2441 return FALSE;
2443 /* Vendor specific formats */
2444 case WINED3DFMT_ATI2N:
2445 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2446 shader_backend = select_shader_backend(adapter, DeviceType);
2447 fp = select_fragment_implementation(adapter, DeviceType);
2448 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
2449 && fp->color_fixup_supported(format_desc->color_fixup))
2451 TRACE_(d3d_caps)("[OK]\n");
2452 return TRUE;
2455 TRACE_(d3d_caps)("[OK]\n");
2456 return TRUE;
2458 TRACE_(d3d_caps)("[FAILED]\n");
2459 return FALSE;
2461 case WINED3DFMT_NVHU:
2462 case WINED3DFMT_NVHS:
2463 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2464 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2465 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2466 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2467 * Applications have to deal with not having NVHS and NVHU.
2469 TRACE_(d3d_caps)("[FAILED]\n");
2470 return FALSE;
2472 case WINED3DFMT_UNKNOWN:
2473 return FALSE;
2475 default:
2476 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
2477 break;
2479 return FALSE;
2482 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
2483 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
2485 const struct blit_shader *blitter;
2487 if(SurfaceType == SURFACE_GDI) {
2488 switch(check_format_desc->format)
2490 case WINED3DFMT_R8G8B8:
2491 case WINED3DFMT_A8R8G8B8:
2492 case WINED3DFMT_X8R8G8B8:
2493 case WINED3DFMT_R5G6B5:
2494 case WINED3DFMT_X1R5G5B5:
2495 case WINED3DFMT_A1R5G5B5:
2496 case WINED3DFMT_A4R4G4B4:
2497 case WINED3DFMT_R3G3B2:
2498 case WINED3DFMT_A8_UNORM:
2499 case WINED3DFMT_A8R3G3B2:
2500 case WINED3DFMT_X4R4G4B4:
2501 case WINED3DFMT_R10G10B10A2_UNORM:
2502 case WINED3DFMT_R8G8B8A8_UNORM:
2503 case WINED3DFMT_X8B8G8R8:
2504 case WINED3DFMT_R16G16_UNORM:
2505 case WINED3DFMT_A2R10G10B10:
2506 case WINED3DFMT_R16G16B16A16_UNORM:
2507 case WINED3DFMT_P8:
2508 TRACE_(d3d_caps)("[OK]\n");
2509 return TRUE;
2510 default:
2511 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2512 return FALSE;
2516 /* All format that are supported for textures are supported for surfaces as well */
2517 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
2518 /* All depth stencil formats are supported on surfaces */
2519 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
2521 /* If opengl can't process the format natively, the blitter may be able to convert it */
2522 blitter = select_blit_implementation(adapter, DeviceType);
2523 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
2525 TRACE_(d3d_caps)("[OK]\n");
2526 return TRUE;
2529 /* Reject other formats */
2530 TRACE_(d3d_caps)("[FAILED]\n");
2531 return FALSE;
2534 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2536 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2538 if (!GL_LIMITS(vertex_samplers)) {
2539 TRACE_(d3d_caps)("[FAILED]\n");
2540 return FALSE;
2543 switch (format_desc->format)
2545 case WINED3DFMT_R32G32B32A32_FLOAT:
2546 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2547 TRACE_(d3d_caps)("[FAILED]\n");
2548 return FALSE;
2550 TRACE_(d3d_caps)("[OK]\n");
2551 return TRUE;
2553 default:
2554 TRACE_(d3d_caps)("[FAILED]\n");
2555 return FALSE;
2557 return FALSE;
2560 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2561 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2562 WINED3DSURFTYPE SurfaceType) {
2563 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2564 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
2565 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2566 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
2567 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
2568 DWORD UsageCaps = 0;
2570 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2571 This,
2572 Adapter,
2573 DeviceType, debug_d3ddevicetype(DeviceType),
2574 AdapterFormat, debug_d3dformat(AdapterFormat),
2575 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2576 RType, debug_d3dresourcetype(RType),
2577 CheckFormat, debug_d3dformat(CheckFormat));
2579 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2580 return WINED3DERR_INVALIDCALL;
2583 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2585 if(SurfaceType != SURFACE_OPENGL) {
2586 TRACE("[FAILED]\n");
2587 return WINED3DERR_NOTAVAILABLE;
2590 /* Cubetexture allows:
2591 * - D3DUSAGE_AUTOGENMIPMAP
2592 * - D3DUSAGE_DEPTHSTENCIL
2593 * - D3DUSAGE_DYNAMIC
2594 * - D3DUSAGE_NONSECURE (d3d9ex)
2595 * - D3DUSAGE_RENDERTARGET
2596 * - D3DUSAGE_SOFTWAREPROCESSING
2597 * - D3DUSAGE_QUERY_WRAPANDMIP
2599 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2600 /* Check if the texture format is around */
2601 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2603 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2604 /* Check for automatic mipmap generation support */
2605 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2606 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2607 } else {
2608 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2609 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2613 /* Always report dynamic locking */
2614 if(Usage & WINED3DUSAGE_DYNAMIC)
2615 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2617 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2618 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2620 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2621 } else {
2622 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2623 return WINED3DERR_NOTAVAILABLE;
2627 /* Always report software processing */
2628 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2629 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2631 /* Check QUERY_FILTER support */
2632 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2633 if (CheckFilterCapability(adapter, format_desc))
2635 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2636 } else {
2637 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2638 return WINED3DERR_NOTAVAILABLE;
2642 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2643 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2644 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2646 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2647 } else {
2648 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2649 return WINED3DERR_NOTAVAILABLE;
2653 /* Check QUERY_SRGBREAD support */
2654 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2655 if (CheckSrgbReadCapability(adapter, format_desc))
2657 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2658 } else {
2659 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2660 return WINED3DERR_NOTAVAILABLE;
2664 /* Check QUERY_SRGBWRITE support */
2665 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2666 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2668 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2669 } else {
2670 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2671 return WINED3DERR_NOTAVAILABLE;
2675 /* Check QUERY_VERTEXTEXTURE support */
2676 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2677 if (CheckVertexTextureCapability(adapter, format_desc))
2679 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2680 } else {
2681 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2682 return WINED3DERR_NOTAVAILABLE;
2686 /* Check QUERY_WRAPANDMIP support */
2687 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2688 if (CheckWrapAndMipCapability(adapter, format_desc))
2690 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2691 } else {
2692 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2693 return WINED3DERR_NOTAVAILABLE;
2696 } else {
2697 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2698 return WINED3DERR_NOTAVAILABLE;
2700 } else {
2701 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2702 return WINED3DERR_NOTAVAILABLE;
2704 } else if(RType == WINED3DRTYPE_SURFACE) {
2705 /* Surface allows:
2706 * - D3DUSAGE_DEPTHSTENCIL
2707 * - D3DUSAGE_NONSECURE (d3d9ex)
2708 * - D3DUSAGE_RENDERTARGET
2711 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
2713 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2714 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2716 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2717 } else {
2718 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2719 return WINED3DERR_NOTAVAILABLE;
2723 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2724 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2726 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2727 } else {
2728 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2729 return WINED3DERR_NOTAVAILABLE;
2733 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2734 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2735 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2737 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2738 } else {
2739 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2740 return WINED3DERR_NOTAVAILABLE;
2743 } else {
2744 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2745 return WINED3DERR_NOTAVAILABLE;
2748 } else if(RType == WINED3DRTYPE_TEXTURE) {
2749 /* Texture allows:
2750 * - D3DUSAGE_AUTOGENMIPMAP
2751 * - D3DUSAGE_DEPTHSTENCIL
2752 * - D3DUSAGE_DMAP
2753 * - D3DUSAGE_DYNAMIC
2754 * - D3DUSAGE_NONSECURE (d3d9ex)
2755 * - D3DUSAGE_RENDERTARGET
2756 * - D3DUSAGE_SOFTWAREPROCESSING
2757 * - D3DUSAGE_TEXTAPI (d3d9ex)
2758 * - D3DUSAGE_QUERY_WRAPANDMIP
2761 if(SurfaceType != SURFACE_OPENGL) {
2762 TRACE("[FAILED]\n");
2763 return WINED3DERR_NOTAVAILABLE;
2766 /* Check if the texture format is around */
2767 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2769 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2770 /* Check for automatic mipmap generation support */
2771 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2772 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2773 } else {
2774 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2775 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2779 /* Always report dynamic locking */
2780 if(Usage & WINED3DUSAGE_DYNAMIC)
2781 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2783 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2784 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2786 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2787 } else {
2788 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2789 return WINED3DERR_NOTAVAILABLE;
2793 /* Always report software processing */
2794 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2795 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2797 /* Check QUERY_FILTER support */
2798 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2799 if (CheckFilterCapability(adapter, format_desc))
2801 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2802 } else {
2803 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2804 return WINED3DERR_NOTAVAILABLE;
2808 /* Check QUERY_LEGACYBUMPMAP support */
2809 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2810 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
2812 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2813 } else {
2814 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2815 return WINED3DERR_NOTAVAILABLE;
2819 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2820 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2821 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2823 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2824 } else {
2825 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2826 return WINED3DERR_NOTAVAILABLE;
2830 /* Check QUERY_SRGBREAD support */
2831 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2832 if (CheckSrgbReadCapability(adapter, format_desc))
2834 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2835 } else {
2836 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2837 return WINED3DERR_NOTAVAILABLE;
2841 /* Check QUERY_SRGBWRITE support */
2842 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2843 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2845 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2846 } else {
2847 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2848 return WINED3DERR_NOTAVAILABLE;
2852 /* Check QUERY_VERTEXTEXTURE support */
2853 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2854 if (CheckVertexTextureCapability(adapter, format_desc))
2856 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2857 } else {
2858 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2859 return WINED3DERR_NOTAVAILABLE;
2863 /* Check QUERY_WRAPANDMIP support */
2864 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2865 if (CheckWrapAndMipCapability(adapter, format_desc))
2867 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2868 } else {
2869 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2870 return WINED3DERR_NOTAVAILABLE;
2874 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2875 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2877 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2878 } else {
2879 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2880 return WINED3DERR_NOTAVAILABLE;
2883 } else {
2884 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2885 return WINED3DERR_NOTAVAILABLE;
2887 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2888 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2889 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2891 * Volumetexture allows:
2892 * - D3DUSAGE_DYNAMIC
2893 * - D3DUSAGE_NONSECURE (d3d9ex)
2894 * - D3DUSAGE_SOFTWAREPROCESSING
2895 * - D3DUSAGE_QUERY_WRAPANDMIP
2898 if(SurfaceType != SURFACE_OPENGL) {
2899 TRACE("[FAILED]\n");
2900 return WINED3DERR_NOTAVAILABLE;
2903 /* Check volume texture and volume usage caps */
2904 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2905 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
2907 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2908 return WINED3DERR_NOTAVAILABLE;
2911 /* Always report dynamic locking */
2912 if(Usage & WINED3DUSAGE_DYNAMIC)
2913 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2915 /* Always report software processing */
2916 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2917 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2919 /* Check QUERY_FILTER support */
2920 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2921 if (CheckFilterCapability(adapter, format_desc))
2923 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2924 } else {
2925 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2926 return WINED3DERR_NOTAVAILABLE;
2930 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2931 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2932 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2934 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2935 } else {
2936 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2937 return WINED3DERR_NOTAVAILABLE;
2941 /* Check QUERY_SRGBREAD support */
2942 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2943 if (CheckSrgbReadCapability(adapter, format_desc))
2945 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2946 } else {
2947 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2948 return WINED3DERR_NOTAVAILABLE;
2952 /* Check QUERY_SRGBWRITE support */
2953 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2954 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2956 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2957 } else {
2958 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2959 return WINED3DERR_NOTAVAILABLE;
2963 /* Check QUERY_VERTEXTEXTURE support */
2964 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2965 if (CheckVertexTextureCapability(adapter, format_desc))
2967 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2968 } else {
2969 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2970 return WINED3DERR_NOTAVAILABLE;
2974 /* Check QUERY_WRAPANDMIP support */
2975 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2976 if (CheckWrapAndMipCapability(adapter, format_desc))
2978 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2979 } else {
2980 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2981 return WINED3DERR_NOTAVAILABLE;
2984 } else {
2985 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2986 return WINED3DERR_NOTAVAILABLE;
2989 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2990 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2991 * app needing one of those formats, don't advertize them to avoid leading apps into
2992 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2993 * except of R32F.
2995 switch(CheckFormat) {
2996 case WINED3DFMT_P8:
2997 case WINED3DFMT_A4L4:
2998 case WINED3DFMT_R32_FLOAT:
2999 case WINED3DFMT_R16_FLOAT:
3000 case WINED3DFMT_X8L8V8U8:
3001 case WINED3DFMT_L6V5U5:
3002 case WINED3DFMT_R16G16_UNORM:
3003 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3004 return WINED3DERR_NOTAVAILABLE;
3006 case WINED3DFMT_R8G8B8A8_SNORM:
3007 case WINED3DFMT_R16G16_SNORM:
3008 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3009 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3010 return WINED3DERR_NOTAVAILABLE;
3012 break;
3014 case WINED3DFMT_R8G8_SNORM:
3015 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3016 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3017 return WINED3DERR_NOTAVAILABLE;
3019 break;
3021 case WINED3DFMT_DXT1:
3022 case WINED3DFMT_DXT2:
3023 case WINED3DFMT_DXT3:
3024 case WINED3DFMT_DXT4:
3025 case WINED3DFMT_DXT5:
3026 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3027 * compressed texture results in an error. While the D3D refrast does
3028 * support s3tc volumes, at least the nvidia windows driver does not, so
3029 * we're free not to support this format.
3031 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3032 return WINED3DERR_NOTAVAILABLE;
3034 default:
3035 /* Do nothing, continue with checking the format below */
3036 break;
3038 } else if(RType == WINED3DRTYPE_BUFFER){
3039 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3040 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3041 return WINED3DERR_NOTAVAILABLE;
3044 /* This format is nothing special and it is supported perfectly.
3045 * However, ati and nvidia driver on windows do not mark this format as
3046 * supported (tested with the dxCapsViewer) and pretending to
3047 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3048 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3049 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3051 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3052 TRACE_(d3d_caps)("[FAILED]\n");
3053 return WINED3DERR_NOTAVAILABLE;
3056 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3057 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3058 * usage flags match. */
3059 if(UsageCaps == Usage) {
3060 return WINED3D_OK;
3061 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3062 return WINED3DOK_NOAUTOGEN;
3063 } else {
3064 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3065 return WINED3DERR_NOTAVAILABLE;
3069 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3070 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3071 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3073 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3074 This,
3075 Adapter,
3076 DeviceType, debug_d3ddevicetype(DeviceType),
3077 SourceFormat, debug_d3dformat(SourceFormat),
3078 TargetFormat, debug_d3dformat(TargetFormat));
3079 return WINED3D_OK;
3082 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3084 const shader_backend_t *ret;
3085 int vs_selected_mode;
3086 int ps_selected_mode;
3088 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3089 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3090 ret = &glsl_shader_backend;
3091 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3092 ret = &arb_program_shader_backend;
3093 } else {
3094 ret = &none_shader_backend;
3096 return ret;
3099 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3100 WINED3DDEVTYPE DeviceType)
3102 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3103 int vs_selected_mode;
3104 int ps_selected_mode;
3106 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3107 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3108 return &arbfp_fragment_pipeline;
3109 } else if(ps_selected_mode == SHADER_ATI) {
3110 return &atifs_fragment_pipeline;
3111 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3112 return &nvts_fragment_pipeline;
3113 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3114 return &nvrc_fragment_pipeline;
3115 } else {
3116 return &ffp_fragment_pipeline;
3120 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3122 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3123 int vs_selected_mode;
3124 int ps_selected_mode;
3126 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3127 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3128 return &arbfp_blit;
3129 } else {
3130 return &ffp_blit;
3134 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3135 subset of a D3DCAPS9 structure. However, it has to come via a void *
3136 as the d3d8 interface cannot import the d3d9 header */
3137 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3139 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3140 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3141 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3142 int vs_selected_mode;
3143 int ps_selected_mode;
3144 struct shader_caps shader_caps;
3145 struct fragment_caps fragment_caps;
3146 const shader_backend_t *shader_backend;
3147 const struct fragment_pipeline *frag_pipeline = NULL;
3148 DWORD ckey_caps, blit_caps, fx_caps;
3150 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3152 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3153 return WINED3DERR_INVALIDCALL;
3156 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3158 /* This function should *not* be modifying GL caps
3159 * TODO: move the functionality where it belongs */
3160 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3162 /* ------------------------------------------------
3163 The following fields apply to both d3d8 and d3d9
3164 ------------------------------------------------ */
3165 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3166 pCaps->AdapterOrdinal = Adapter;
3168 pCaps->Caps = 0;
3169 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3170 WINED3DCAPS2_FULLSCREENGAMMA |
3171 WINED3DCAPS2_DYNAMICTEXTURES;
3172 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3173 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3176 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3177 WINED3DCAPS3_COPY_TO_VIDMEM |
3178 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3180 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3181 WINED3DPRESENT_INTERVAL_ONE;
3183 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3184 WINED3DCURSORCAPS_LOWRES;
3186 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3187 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3188 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3189 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3190 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3191 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3192 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3193 WINED3DDEVCAPS_PUREDEVICE |
3194 WINED3DDEVCAPS_HWRASTERIZATION |
3195 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3196 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3197 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3198 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3199 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3200 WINED3DDEVCAPS_RTPATCHES;
3202 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3203 WINED3DPMISCCAPS_CULLCCW |
3204 WINED3DPMISCCAPS_CULLCW |
3205 WINED3DPMISCCAPS_COLORWRITEENABLE |
3206 WINED3DPMISCCAPS_CLIPTLVERTS |
3207 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3208 WINED3DPMISCCAPS_MASKZ |
3209 WINED3DPMISCCAPS_BLENDOP |
3210 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3211 /* TODO:
3212 WINED3DPMISCCAPS_NULLREFERENCE
3213 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3214 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3215 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3216 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3218 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3219 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3221 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3222 WINED3DPRASTERCAPS_PAT |
3223 WINED3DPRASTERCAPS_WFOG |
3224 WINED3DPRASTERCAPS_ZFOG |
3225 WINED3DPRASTERCAPS_FOGVERTEX |
3226 WINED3DPRASTERCAPS_FOGTABLE |
3227 WINED3DPRASTERCAPS_STIPPLE |
3228 WINED3DPRASTERCAPS_SUBPIXEL |
3229 WINED3DPRASTERCAPS_ZTEST |
3230 WINED3DPRASTERCAPS_SCISSORTEST |
3231 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3232 WINED3DPRASTERCAPS_DEPTHBIAS;
3234 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3235 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3236 WINED3DPRASTERCAPS_ZBIAS |
3237 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3239 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3240 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3242 /* FIXME Add:
3243 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3244 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3245 WINED3DPRASTERCAPS_ANTIALIASEDGES
3246 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3247 WINED3DPRASTERCAPS_WBUFFER */
3249 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3250 WINED3DPCMPCAPS_EQUAL |
3251 WINED3DPCMPCAPS_GREATER |
3252 WINED3DPCMPCAPS_GREATEREQUAL |
3253 WINED3DPCMPCAPS_LESS |
3254 WINED3DPCMPCAPS_LESSEQUAL |
3255 WINED3DPCMPCAPS_NEVER |
3256 WINED3DPCMPCAPS_NOTEQUAL;
3258 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3259 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3260 WINED3DPBLENDCAPS_DESTALPHA |
3261 WINED3DPBLENDCAPS_DESTCOLOR |
3262 WINED3DPBLENDCAPS_INVDESTALPHA |
3263 WINED3DPBLENDCAPS_INVDESTCOLOR |
3264 WINED3DPBLENDCAPS_INVSRCALPHA |
3265 WINED3DPBLENDCAPS_INVSRCCOLOR |
3266 WINED3DPBLENDCAPS_ONE |
3267 WINED3DPBLENDCAPS_SRCALPHA |
3268 WINED3DPBLENDCAPS_SRCALPHASAT |
3269 WINED3DPBLENDCAPS_SRCCOLOR |
3270 WINED3DPBLENDCAPS_ZERO;
3272 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3273 WINED3DPBLENDCAPS_DESTCOLOR |
3274 WINED3DPBLENDCAPS_INVDESTALPHA |
3275 WINED3DPBLENDCAPS_INVDESTCOLOR |
3276 WINED3DPBLENDCAPS_INVSRCALPHA |
3277 WINED3DPBLENDCAPS_INVSRCCOLOR |
3278 WINED3DPBLENDCAPS_ONE |
3279 WINED3DPBLENDCAPS_SRCALPHA |
3280 WINED3DPBLENDCAPS_SRCCOLOR |
3281 WINED3DPBLENDCAPS_ZERO;
3282 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3283 * according to the glBlendFunc manpage
3285 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3286 * legacy settings for srcblend only
3289 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3290 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3291 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3295 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3296 WINED3DPCMPCAPS_EQUAL |
3297 WINED3DPCMPCAPS_GREATER |
3298 WINED3DPCMPCAPS_GREATEREQUAL |
3299 WINED3DPCMPCAPS_LESS |
3300 WINED3DPCMPCAPS_LESSEQUAL |
3301 WINED3DPCMPCAPS_NEVER |
3302 WINED3DPCMPCAPS_NOTEQUAL;
3304 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3305 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3306 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3307 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3308 WINED3DPSHADECAPS_COLORFLATRGB |
3309 WINED3DPSHADECAPS_FOGFLAT |
3310 WINED3DPSHADECAPS_FOGGOURAUD |
3311 WINED3DPSHADECAPS_SPECULARFLATRGB;
3313 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3314 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3315 WINED3DPTEXTURECAPS_TRANSPARENCY |
3316 WINED3DPTEXTURECAPS_BORDER |
3317 WINED3DPTEXTURECAPS_MIPMAP |
3318 WINED3DPTEXTURECAPS_PROJECTED |
3319 WINED3DPTEXTURECAPS_PERSPECTIVE;
3321 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3322 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3323 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3326 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3327 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3328 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3329 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3332 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3333 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3334 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3335 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3339 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3340 WINED3DPTFILTERCAPS_MAGFPOINT |
3341 WINED3DPTFILTERCAPS_MINFLINEAR |
3342 WINED3DPTFILTERCAPS_MINFPOINT |
3343 WINED3DPTFILTERCAPS_MIPFLINEAR |
3344 WINED3DPTFILTERCAPS_MIPFPOINT |
3345 WINED3DPTFILTERCAPS_LINEAR |
3346 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3347 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3348 WINED3DPTFILTERCAPS_MIPLINEAR |
3349 WINED3DPTFILTERCAPS_MIPNEAREST |
3350 WINED3DPTFILTERCAPS_NEAREST;
3352 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3353 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3354 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3357 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3358 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3359 WINED3DPTFILTERCAPS_MAGFPOINT |
3360 WINED3DPTFILTERCAPS_MINFLINEAR |
3361 WINED3DPTFILTERCAPS_MINFPOINT |
3362 WINED3DPTFILTERCAPS_MIPFLINEAR |
3363 WINED3DPTFILTERCAPS_MIPFPOINT |
3364 WINED3DPTFILTERCAPS_LINEAR |
3365 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3366 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3367 WINED3DPTFILTERCAPS_MIPLINEAR |
3368 WINED3DPTFILTERCAPS_MIPNEAREST |
3369 WINED3DPTFILTERCAPS_NEAREST;
3371 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3372 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3373 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3375 } else
3376 pCaps->CubeTextureFilterCaps = 0;
3378 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3379 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3380 WINED3DPTFILTERCAPS_MAGFPOINT |
3381 WINED3DPTFILTERCAPS_MINFLINEAR |
3382 WINED3DPTFILTERCAPS_MINFPOINT |
3383 WINED3DPTFILTERCAPS_MIPFLINEAR |
3384 WINED3DPTFILTERCAPS_MIPFPOINT |
3385 WINED3DPTFILTERCAPS_LINEAR |
3386 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3387 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3388 WINED3DPTFILTERCAPS_MIPLINEAR |
3389 WINED3DPTFILTERCAPS_MIPNEAREST |
3390 WINED3DPTFILTERCAPS_NEAREST;
3391 } else
3392 pCaps->VolumeTextureFilterCaps = 0;
3394 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3395 WINED3DPTADDRESSCAPS_CLAMP |
3396 WINED3DPTADDRESSCAPS_WRAP;
3398 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3399 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3401 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3402 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3404 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3405 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3408 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3409 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3410 WINED3DPTADDRESSCAPS_CLAMP |
3411 WINED3DPTADDRESSCAPS_WRAP;
3412 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3413 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3415 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3416 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3418 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3419 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3421 } else
3422 pCaps->VolumeTextureAddressCaps = 0;
3424 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3425 WINED3DLINECAPS_ZTEST |
3426 WINED3DLINECAPS_BLEND |
3427 WINED3DLINECAPS_ALPHACMP |
3428 WINED3DLINECAPS_FOG;
3429 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3430 * idea how generating the smoothing alpha values works; the result is different
3433 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3434 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3436 if(GL_SUPPORT(EXT_TEXTURE3D))
3437 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3438 else
3439 pCaps->MaxVolumeExtent = 0;
3441 pCaps->MaxTextureRepeat = 32768;
3442 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3443 pCaps->MaxVertexW = 1.0;
3445 pCaps->GuardBandLeft = 0;
3446 pCaps->GuardBandTop = 0;
3447 pCaps->GuardBandRight = 0;
3448 pCaps->GuardBandBottom = 0;
3450 pCaps->ExtentsAdjust = 0;
3452 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3453 WINED3DSTENCILCAPS_INCRSAT |
3454 WINED3DSTENCILCAPS_INVERT |
3455 WINED3DSTENCILCAPS_KEEP |
3456 WINED3DSTENCILCAPS_REPLACE |
3457 WINED3DSTENCILCAPS_ZERO;
3458 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3459 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3460 WINED3DSTENCILCAPS_INCR;
3462 if ( This->dxVersion > 8 &&
3463 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3464 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3465 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3468 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3470 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3471 pCaps->MaxActiveLights = GL_LIMITS(lights);
3473 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3474 pCaps->MaxVertexBlendMatrixIndex = 0;
3476 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3477 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3480 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3481 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3482 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3483 WINED3DVTXPCAPS_LOCALVIEWER |
3484 WINED3DVTXPCAPS_VERTEXFOG |
3485 WINED3DVTXPCAPS_TEXGEN;
3486 /* FIXME: Add
3487 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3489 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3490 pCaps->MaxVertexIndex = 0xFFFFF;
3491 pCaps->MaxStreams = MAX_STREAMS;
3492 pCaps->MaxStreamStride = 1024;
3494 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3495 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3496 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3497 pCaps->MaxNpatchTessellationLevel = 0;
3498 pCaps->MasterAdapterOrdinal = 0;
3499 pCaps->AdapterOrdinalInGroup = 0;
3500 pCaps->NumberOfAdaptersInGroup = 1;
3502 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3504 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3505 WINED3DPTFILTERCAPS_MAGFPOINT |
3506 WINED3DPTFILTERCAPS_MINFLINEAR |
3507 WINED3DPTFILTERCAPS_MAGFLINEAR;
3508 pCaps->VertexTextureFilterCaps = 0;
3510 memset(&shader_caps, 0, sizeof(shader_caps));
3511 shader_backend = select_shader_backend(adapter, DeviceType);
3512 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3514 memset(&fragment_caps, 0, sizeof(fragment_caps));
3515 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3516 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
3518 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3519 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3521 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3522 * Ignore shader model capabilities if disabled in config
3524 if(vs_selected_mode == SHADER_NONE) {
3525 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3526 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3527 pCaps->MaxVertexShaderConst = 0;
3528 } else {
3529 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3530 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3533 if(ps_selected_mode == SHADER_NONE) {
3534 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3535 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3536 pCaps->PixelShader1xMaxValue = 0.0;
3537 } else {
3538 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3539 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3542 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3543 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3544 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3546 pCaps->VS20Caps = shader_caps.VS20Caps;
3547 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3548 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3549 pCaps->PS20Caps = shader_caps.PS20Caps;
3550 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3551 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3553 /* The following caps are shader specific, but they are things we cannot detect, or which
3554 * are the same among all shader models. So to avoid code duplication set the shader version
3555 * specific, but otherwise constant caps here
3557 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3558 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3559 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3560 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3561 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3562 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
3563 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3565 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3566 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
3567 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3568 pCaps->VS20Caps.Caps = 0;
3569 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3570 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
3571 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3573 pCaps->MaxVShaderInstructionsExecuted = 65535;
3574 pCaps->MaxVertexShader30InstructionSlots = 0;
3575 } else { /* VS 1.x */
3576 pCaps->VS20Caps.Caps = 0;
3577 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3578 pCaps->VS20Caps.NumTemps = 0;
3579 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3581 pCaps->MaxVShaderInstructionsExecuted = 0;
3582 pCaps->MaxVertexShader30InstructionSlots = 0;
3585 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3586 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3587 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3589 /* 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 */
3590 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3591 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3592 WINED3DPS20CAPS_PREDICATION |
3593 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3594 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3595 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3596 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
3597 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3598 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3600 pCaps->MaxPShaderInstructionsExecuted = 65535;
3601 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
3602 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3603 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3604 pCaps->PS20Caps.Caps = 0;
3605 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3606 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
3607 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3608 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3610 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3611 pCaps->MaxPixelShader30InstructionSlots = 0;
3612 } else { /* PS 1.x */
3613 pCaps->PS20Caps.Caps = 0;
3614 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3615 pCaps->PS20Caps.NumTemps = 0;
3616 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3617 pCaps->PS20Caps.NumInstructionSlots = 0;
3619 pCaps->MaxPShaderInstructionsExecuted = 0;
3620 pCaps->MaxPixelShader30InstructionSlots = 0;
3623 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3624 /* OpenGL supports all the formats below, perhaps not always
3625 * without conversion, but it supports them.
3626 * Further GLSL doesn't seem to have an official unsigned type so
3627 * don't advertise it yet as I'm not sure how we handle it.
3628 * We might need to add some clamping in the shader engine to
3629 * support it.
3630 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3631 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3632 WINED3DDTCAPS_UBYTE4N |
3633 WINED3DDTCAPS_SHORT2N |
3634 WINED3DDTCAPS_SHORT4N;
3635 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3636 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3637 WINED3DDTCAPS_FLOAT16_4;
3639 } else
3640 pCaps->DeclTypes = 0;
3642 /* Set DirectDraw helper Caps */
3643 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3644 WINEDDCKEYCAPS_SRCBLT;
3645 fx_caps = WINEDDFXCAPS_BLTALPHA |
3646 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3647 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3648 WINEDDFXCAPS_BLTROTATION90 |
3649 WINEDDFXCAPS_BLTSHRINKX |
3650 WINEDDFXCAPS_BLTSHRINKXN |
3651 WINEDDFXCAPS_BLTSHRINKY |
3652 WINEDDFXCAPS_BLTSHRINKXN |
3653 WINEDDFXCAPS_BLTSTRETCHX |
3654 WINEDDFXCAPS_BLTSTRETCHXN |
3655 WINEDDFXCAPS_BLTSTRETCHY |
3656 WINEDDFXCAPS_BLTSTRETCHYN;
3657 blit_caps = WINEDDCAPS_BLT |
3658 WINEDDCAPS_BLTCOLORFILL |
3659 WINEDDCAPS_BLTDEPTHFILL |
3660 WINEDDCAPS_BLTSTRETCH |
3661 WINEDDCAPS_CANBLTSYSMEM |
3662 WINEDDCAPS_CANCLIP |
3663 WINEDDCAPS_CANCLIPSTRETCHED |
3664 WINEDDCAPS_COLORKEY |
3665 WINEDDCAPS_COLORKEYHWASSIST |
3666 WINEDDCAPS_ALIGNBOUNDARYSRC;
3668 /* Fill the ddraw caps structure */
3669 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3670 WINEDDCAPS_PALETTE |
3671 blit_caps;
3672 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3673 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3674 WINEDDCAPS2_PRIMARYGAMMA |
3675 WINEDDCAPS2_WIDESURFACES |
3676 WINEDDCAPS2_CANRENDERWINDOWED;
3677 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3678 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3679 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3680 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3681 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3682 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3683 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3684 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3685 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3687 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3688 WINEDDSCAPS_BACKBUFFER |
3689 WINEDDSCAPS_FLIP |
3690 WINEDDSCAPS_FRONTBUFFER |
3691 WINEDDSCAPS_OFFSCREENPLAIN |
3692 WINEDDSCAPS_PALETTE |
3693 WINEDDSCAPS_PRIMARYSURFACE |
3694 WINEDDSCAPS_SYSTEMMEMORY |
3695 WINEDDSCAPS_VIDEOMEMORY |
3696 WINEDDSCAPS_VISIBLE;
3697 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3699 /* Set D3D caps if OpenGL is available. */
3700 if (adapter->opengl)
3702 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3703 WINEDDSCAPS_MIPMAP |
3704 WINEDDSCAPS_TEXTURE |
3705 WINEDDSCAPS_ZBUFFER;
3706 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3709 return WINED3D_OK;
3712 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3713 and fields being inserted in the middle, a new structure is used in place */
3714 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
3715 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
3716 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
3718 IWineD3DDeviceImpl *object = NULL;
3719 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3720 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3721 WINED3DDISPLAYMODE mode;
3722 const struct fragment_pipeline *frag_pipeline = NULL;
3723 int i;
3724 struct fragment_caps ffp_caps;
3725 struct shader_caps shader_caps;
3726 HRESULT hr;
3728 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3729 * number and create a device without a 3D adapter for 2D only operation.
3731 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3732 return WINED3DERR_INVALIDCALL;
3735 /* Create a WineD3DDevice object */
3736 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3737 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3738 TRACE("Created WineD3DDevice object @ %p\n", object);
3739 if (NULL == object) {
3740 return WINED3DERR_OUTOFVIDEOMEMORY;
3743 /* Set up initial COM information */
3744 object->lpVtbl = &IWineD3DDevice_Vtbl;
3745 object->ref = 1;
3746 object->wineD3D = iface;
3747 object->adapter = This->adapter_count ? adapter : NULL;
3748 IWineD3D_AddRef(object->wineD3D);
3749 object->parent = parent;
3750 object->device_parent = device_parent;
3751 list_init(&object->resources);
3752 list_init(&object->shaders);
3754 if(This->dxVersion == 7) {
3755 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3756 } else {
3757 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3759 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3761 /* Set the state up as invalid until the device is fully created */
3762 object->state = WINED3DERR_DRIVERINTERNALERROR;
3764 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3765 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3767 /* Save the creation parameters */
3768 object->createParms.AdapterOrdinal = Adapter;
3769 object->createParms.DeviceType = DeviceType;
3770 object->createParms.hFocusWindow = hFocusWindow;
3771 object->createParms.BehaviorFlags = BehaviourFlags;
3773 /* Initialize other useful values */
3774 object->adapterNo = Adapter;
3775 object->devType = DeviceType;
3777 select_shader_mode(&adapter->gl_info, DeviceType,
3778 &object->ps_selected_mode, &object->vs_selected_mode);
3779 object->shader_backend = select_shader_backend(adapter, DeviceType);
3781 memset(&shader_caps, 0, sizeof(shader_caps));
3782 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3783 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
3784 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
3786 memset(&ffp_caps, 0, sizeof(ffp_caps));
3787 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3788 object->frag_pipe = frag_pipeline;
3789 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
3790 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3791 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3792 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
3793 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3795 if (FAILED(hr)) {
3796 IWineD3D_Release(object->wineD3D);
3797 HeapFree(GetProcessHeap(), 0, object);
3799 return hr;
3802 object->blitter = select_blit_implementation(adapter, DeviceType);
3804 /* set the state of the device to valid */
3805 object->state = WINED3D_OK;
3807 /* Get the initial screen setup for ddraw */
3808 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3810 object->ddraw_width = mode.Width;
3811 object->ddraw_height = mode.Height;
3812 object->ddraw_format = mode.Format;
3814 for(i = 0; i < PATCHMAP_SIZE; i++) {
3815 list_init(&object->patches[i]);
3818 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
3820 return WINED3D_OK;
3823 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3824 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3825 IUnknown_AddRef(This->parent);
3826 *pParent = This->parent;
3827 return WINED3D_OK;
3830 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3831 IUnknown* surfaceParent;
3832 TRACE("(%p) call back\n", pSurface);
3834 /* Now, release the parent, which will take care of cleaning up the surface for us */
3835 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3836 IUnknown_Release(surfaceParent);
3837 return IUnknown_Release(surfaceParent);
3840 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3841 IUnknown* volumeParent;
3842 TRACE("(%p) call back\n", pVolume);
3844 /* Now, release the parent, which will take care of cleaning up the volume for us */
3845 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3846 IUnknown_Release(volumeParent);
3847 return IUnknown_Release(volumeParent);
3850 static BOOL implementation_is_apple(const WineD3D_GL_Info *gl_info)
3852 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3853 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3854 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3856 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3857 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3858 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3859 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3860 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3861 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3862 * DirectDraw, not OpenGL.
3864 if(gl_info->supported[APPLE_FENCE] &&
3865 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3866 gl_info->supported[APPLE_FLUSH_RENDER] &&
3867 gl_info->supported[APPLE_YCBCR_422]) {
3868 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3869 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3870 return TRUE;
3871 } else {
3872 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3873 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3874 return FALSE;
3878 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3879 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3880 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3881 * all the texture. This function detects this bug by its symptom and disables PBOs
3882 * if the test fails.
3884 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3885 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3886 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3887 * read back is compared to the original. If they are equal PBOs are assumed to work,
3888 * otherwise the PBO extension is disabled.
3890 GLuint texture, pbo;
3891 static const unsigned int pattern[] = {
3892 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3893 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3894 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3895 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3897 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3899 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3900 /* No PBO -> No point in testing them */
3901 return;
3904 while(glGetError());
3905 glGenTextures(1, &texture);
3906 glBindTexture(GL_TEXTURE_2D, texture);
3907 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3908 checkGLcall("Specifying the PBO test texture\n");
3910 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3911 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3912 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3913 checkGLcall("Specifying the PBO test pbo\n");
3915 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3916 checkGLcall("Loading the PBO test texture\n");
3918 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3919 glFinish(); /* just to be sure */
3921 memset(check, 0, sizeof(check));
3922 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3923 checkGLcall("Reading back the PBO test texture\n");
3925 glDeleteTextures(1, &texture);
3926 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3927 checkGLcall("PBO test cleanup\n");
3929 if(memcmp(check, pattern, sizeof(check)) != 0) {
3930 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3931 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3932 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3933 } else {
3934 TRACE_(d3d_caps)("PBO test successful\n");
3938 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3939 * reporting a driver version is moot because we are not the Windows driver, and we have different
3940 * bugs, features, etc.
3942 * If a card is not found in this table, the gl driver version is reported
3944 struct driver_version_information {
3945 WORD vendor; /* reported PCI card vendor ID */
3946 WORD card; /* reported PCI card device ID */
3947 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3948 WORD lopart_hi, lopart_lo; /* driver loword to report */
3951 static const struct driver_version_information driver_version_table[] = {
3952 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3953 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3954 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3955 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3956 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3957 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3958 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3959 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3960 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3961 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3962 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3963 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3964 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3965 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3966 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3967 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3968 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3969 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3970 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3971 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, 7, 15, 11, 7341 },
3973 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3974 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3975 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3976 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3977 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3978 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3979 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3981 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3984 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3985 unsigned int i;
3986 BOOL apple = implementation_is_apple(gl_info);
3988 if(apple) {
3989 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3990 * used it falls back to software. While the compiler can detect if the shader uses all declared
3991 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3992 * using relative addressing falls back to software.
3994 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3996 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3997 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3998 } else {
3999 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
4000 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
4001 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
4004 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
4005 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
4006 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
4007 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
4008 * according to the spec.
4010 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
4011 * makes the shader slower and eats instruction slots which should be available to the d3d app.
4013 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
4014 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
4015 * this workaround is activated on cards that do not need it, it won't break things, just affect
4016 * performance negatively.
4018 if(gl_info->gl_vendor == VENDOR_INTEL ||
4019 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
4020 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
4021 gl_info->set_texcoord_w = TRUE;
4025 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
4026 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
4027 * If real NP2 textures are used, the driver falls back to software. We could just remove the
4028 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
4029 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
4030 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
4031 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
4033 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
4034 * has this extension promoted to core. The extension loading code sets this extension supported
4035 * due to that, so this code works on fglrx as well.
4037 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
4038 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
4039 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
4040 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
4041 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
4042 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4043 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
4047 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
4048 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
4049 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
4050 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
4051 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
4052 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
4054 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
4055 * triggering the software fallback. There is not much we can do here apart from disabling the
4056 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
4057 * in IWineD3DImpl_FillGLCaps).
4058 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
4059 * post-processing effects in the game "Max Payne 2").
4060 * The behaviour can be verified through a simple test app attached in bugreport #14724.
4062 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
4063 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
4064 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
4065 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4066 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
4070 /* Find out if PBOs work as they are supposed to */
4071 test_pbo_functionality(gl_info);
4073 /* Fixup the driver version */
4074 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
4075 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
4076 gl_info->gl_card == driver_version_table[i].card) {
4077 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
4079 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
4080 driver_version_table[i].lopart_lo);
4081 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
4082 driver_version_table[i].hipart_lo);
4083 break;
4088 static void WINE_GLAPI invalid_func(const void *data)
4090 ERR("Invalid vertex attribute function called\n");
4091 DebugBreak();
4094 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4096 ERR("Invalid texcoord function called\n");
4097 DebugBreak();
4100 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4101 * the extension detection and are used in drawStridedSlow
4103 static void WINE_GLAPI position_d3dcolor(const void *data)
4105 DWORD pos = *((const DWORD *)data);
4107 FIXME("Add a test for fixed function position from d3dcolor type\n");
4108 glVertex4s(D3DCOLOR_B_R(pos),
4109 D3DCOLOR_B_G(pos),
4110 D3DCOLOR_B_B(pos),
4111 D3DCOLOR_B_A(pos));
4114 static void WINE_GLAPI position_float4(const void *data)
4116 const GLfloat *pos = data;
4118 if (pos[3] < eps && pos[3] > -eps)
4119 glVertex3fv(pos);
4120 else {
4121 float w = 1.0 / pos[3];
4123 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4127 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4129 DWORD diffuseColor = *((const DWORD *)data);
4131 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4132 D3DCOLOR_B_G(diffuseColor),
4133 D3DCOLOR_B_B(diffuseColor),
4134 D3DCOLOR_B_A(diffuseColor));
4137 static void WINE_GLAPI specular_d3dcolor(const void *data)
4139 DWORD specularColor = *((const DWORD *)data);
4140 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4141 D3DCOLOR_B_G(specularColor),
4142 D3DCOLOR_B_B(specularColor)};
4144 specular_func_3ubv(d);
4147 static void WINE_GLAPI warn_no_specular_func(const void *data)
4149 WARN("GL_EXT_secondary_color not supported\n");
4152 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4154 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4155 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4156 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4157 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4158 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4159 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4160 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4161 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4162 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4163 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4164 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4165 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4166 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4167 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4168 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4169 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4170 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4172 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4173 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4174 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4175 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4176 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4177 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4178 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4179 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4180 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4181 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4182 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4183 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4184 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4185 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4186 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4187 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4188 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4190 /* No 4 component entry points here */
4191 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4192 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4193 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4194 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4195 } else {
4196 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4198 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4199 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4200 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4201 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4202 } else {
4203 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4205 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4206 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4207 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4208 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4209 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4210 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4211 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4212 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4213 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4214 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4215 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4216 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4218 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4219 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4221 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4222 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4223 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4224 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4225 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4226 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4227 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4228 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4229 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4230 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4231 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4232 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4233 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4234 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4235 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4236 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4237 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4239 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4240 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4241 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4242 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4243 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4244 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4245 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4246 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4247 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4248 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4249 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4250 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4251 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4252 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4253 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4254 if (GL_SUPPORT(NV_HALF_FLOAT))
4256 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4257 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4258 } else {
4259 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4260 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4264 BOOL InitAdapters(IWineD3DImpl *This)
4266 static HMODULE mod_gl;
4267 BOOL ret;
4268 int ps_selected_mode, vs_selected_mode;
4270 /* No need to hold any lock. The calling library makes sure only one thread calls
4271 * wined3d simultaneously
4274 TRACE("Initializing adapters\n");
4276 if(!mod_gl) {
4277 #ifdef USE_WIN32_OPENGL
4278 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4279 mod_gl = LoadLibraryA("opengl32.dll");
4280 if(!mod_gl) {
4281 ERR("Can't load opengl32.dll!\n");
4282 goto nogl_adapter;
4284 #else
4285 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4286 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4287 mod_gl = GetModuleHandleA("gdi32.dll");
4288 #endif
4291 /* Load WGL core functions from opengl32.dll */
4292 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4293 WGL_FUNCS_GEN;
4294 #undef USE_WGL_FUNC
4296 if(!pwglGetProcAddress) {
4297 ERR("Unable to load wglGetProcAddress!\n");
4298 goto nogl_adapter;
4301 /* Dynamically load all GL core functions */
4302 GL_FUNCS_GEN;
4303 #undef USE_GL_FUNC
4305 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4306 * otherwise because we have to use winex11.drv's override
4308 #ifdef USE_WIN32_OPENGL
4309 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4310 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4311 #else
4312 glFinish = (void*)pwglGetProcAddress("wglFinish");
4313 glFlush = (void*)pwglGetProcAddress("wglFlush");
4314 #endif
4316 glEnableWINE = glEnable;
4317 glDisableWINE = glDisable;
4319 /* For now only one default adapter */
4321 struct WineD3DAdapter *adapter = &This->adapters[0];
4322 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4323 int iPixelFormat;
4324 int res;
4325 int i;
4326 WineD3D_PixelFormat *cfgs;
4327 DISPLAY_DEVICEW DisplayDevice;
4328 HDC hdc;
4330 TRACE("Initializing default adapter\n");
4331 adapter->num = 0;
4332 adapter->monitorPoint.x = -1;
4333 adapter->monitorPoint.y = -1;
4335 if (!WineD3D_CreateFakeGLContext()) {
4336 ERR("Failed to get a gl context for default adapter\n");
4337 WineD3D_ReleaseFakeGLContext();
4338 goto nogl_adapter;
4341 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4342 if(!ret) {
4343 ERR("Failed to initialize gl caps for default adapter\n");
4344 WineD3D_ReleaseFakeGLContext();
4345 goto nogl_adapter;
4347 ret = initPixelFormats(&adapter->gl_info);
4348 if(!ret) {
4349 ERR("Failed to init gl formats\n");
4350 WineD3D_ReleaseFakeGLContext();
4351 goto nogl_adapter;
4354 hdc = pwglGetCurrentDC();
4355 if(!hdc) {
4356 ERR("Failed to get gl HDC\n");
4357 WineD3D_ReleaseFakeGLContext();
4358 goto nogl_adapter;
4361 adapter->driver = "Display";
4362 adapter->description = "Direct3D HAL";
4364 /* Use the VideoRamSize registry setting when set */
4365 if(wined3d_settings.emulated_textureram)
4366 adapter->TextureRam = wined3d_settings.emulated_textureram;
4367 else
4368 adapter->TextureRam = adapter->gl_info.vidmem;
4369 adapter->UsedTextureRam = 0;
4370 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4372 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4373 DisplayDevice.cb = sizeof(DisplayDevice);
4374 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4375 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4376 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4378 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4380 int attribute;
4381 int attribs[10];
4382 int values[10];
4383 int nAttribs = 0;
4385 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4386 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4388 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4389 cfgs = adapter->cfgs;
4390 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4391 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4392 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4393 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4394 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4395 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4396 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4397 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4398 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4399 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4401 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4403 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4405 if(!res)
4406 continue;
4408 /* Cache the pixel format */
4409 cfgs->iPixelFormat = iPixelFormat;
4410 cfgs->redSize = values[0];
4411 cfgs->greenSize = values[1];
4412 cfgs->blueSize = values[2];
4413 cfgs->alphaSize = values[3];
4414 cfgs->depthSize = values[4];
4415 cfgs->stencilSize = values[5];
4416 cfgs->windowDrawable = values[6];
4417 cfgs->iPixelType = values[7];
4418 cfgs->doubleBuffer = values[8];
4419 cfgs->auxBuffers = values[9];
4421 cfgs->pbufferDrawable = FALSE;
4422 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4423 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4424 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4425 int value;
4426 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4427 cfgs->pbufferDrawable = value;
4430 cfgs->numSamples = 0;
4431 /* Check multisample support */
4432 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4433 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4434 int value[2];
4435 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4436 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4437 * value[1] = number of multi sample buffers*/
4438 if(value[0])
4439 cfgs->numSamples = value[1];
4443 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4444 cfgs++;
4447 else
4449 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4450 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4451 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4453 cfgs = adapter->cfgs;
4454 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4456 PIXELFORMATDESCRIPTOR ppfd;
4458 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4459 if(!res)
4460 continue;
4462 /* We only want HW acceleration using an OpenGL ICD driver.
4463 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4464 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4466 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4468 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4469 continue;
4472 cfgs->iPixelFormat = iPixelFormat;
4473 cfgs->redSize = ppfd.cRedBits;
4474 cfgs->greenSize = ppfd.cGreenBits;
4475 cfgs->blueSize = ppfd.cBlueBits;
4476 cfgs->alphaSize = ppfd.cAlphaBits;
4477 cfgs->depthSize = ppfd.cDepthBits;
4478 cfgs->stencilSize = ppfd.cStencilBits;
4479 cfgs->pbufferDrawable = 0;
4480 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4481 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4482 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4483 cfgs->auxBuffers = ppfd.cAuxBuffers;
4484 cfgs->numSamples = 0;
4486 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4487 cfgs++;
4488 adapter->nCfgs++;
4491 /* 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 */
4492 if(!adapter->nCfgs)
4494 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4496 WineD3D_ReleaseFakeGLContext();
4497 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4498 goto nogl_adapter;
4502 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4503 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4504 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4505 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4506 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4507 * driver is allowed to consume more bits EXCEPT for stencil bits.
4509 * Mark an adapter with this broken stencil behavior.
4511 adapter->brokenStencil = TRUE;
4512 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4514 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4515 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4516 adapter->brokenStencil = FALSE;
4517 break;
4521 fixup_extensions(&adapter->gl_info);
4522 add_gl_compat_wrappers(&adapter->gl_info);
4524 WineD3D_ReleaseFakeGLContext();
4526 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4527 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4528 fillGLAttribFuncs(&adapter->gl_info);
4529 adapter->opengl = TRUE;
4531 This->adapter_count = 1;
4532 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4534 return TRUE;
4536 nogl_adapter:
4537 /* Initialize an adapter for ddraw-only memory counting */
4538 memset(This->adapters, 0, sizeof(This->adapters));
4539 This->adapters[0].num = 0;
4540 This->adapters[0].opengl = FALSE;
4541 This->adapters[0].monitorPoint.x = -1;
4542 This->adapters[0].monitorPoint.y = -1;
4544 This->adapters[0].driver = "Display";
4545 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4546 if(wined3d_settings.emulated_textureram) {
4547 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4548 } else {
4549 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4552 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4554 This->adapter_count = 1;
4555 return FALSE;
4558 /**********************************************************
4559 * IWineD3D VTbl follows
4560 **********************************************************/
4562 const IWineD3DVtbl IWineD3D_Vtbl =
4564 /* IUnknown */
4565 IWineD3DImpl_QueryInterface,
4566 IWineD3DImpl_AddRef,
4567 IWineD3DImpl_Release,
4568 /* IWineD3D */
4569 IWineD3DImpl_GetParent,
4570 IWineD3DImpl_GetAdapterCount,
4571 IWineD3DImpl_RegisterSoftwareDevice,
4572 IWineD3DImpl_GetAdapterMonitor,
4573 IWineD3DImpl_GetAdapterModeCount,
4574 IWineD3DImpl_EnumAdapterModes,
4575 IWineD3DImpl_GetAdapterDisplayMode,
4576 IWineD3DImpl_GetAdapterIdentifier,
4577 IWineD3DImpl_CheckDeviceMultiSampleType,
4578 IWineD3DImpl_CheckDepthStencilMatch,
4579 IWineD3DImpl_CheckDeviceType,
4580 IWineD3DImpl_CheckDeviceFormat,
4581 IWineD3DImpl_CheckDeviceFormatConversion,
4582 IWineD3DImpl_GetDeviceCaps,
4583 IWineD3DImpl_CreateDevice