push a9ee6bdc492dbf6a3d2de76ff889abeabd04e8d0
[wine/hacks.git] / dlls / wined3d / directx.c
blob30763dbd8e8c3bfb5cf42b516245da5f0ff0670e
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 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
428 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
429 break;
430 case SHADER_ARB:
431 /* We have to subtract any other PARAMs that we might use in our shader programs.
432 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
433 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
434 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
435 break;
436 default:
437 gl_info->max_vshader_constantsF = 0;
438 break;
441 switch (ps_selected_mode) {
442 case SHADER_GLSL:
443 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
444 * In theory the texbem instruction may need one more shader constant too. But lets assume
445 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
446 * and lets not take away a uniform needlessly from all other shaders.
448 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
449 break;
450 case SHADER_ARB:
451 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
452 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
454 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
455 break;
456 default:
457 gl_info->max_pshader_constantsF = 0;
458 break;
462 /**********************************************************
463 * IWineD3D parts follows
464 **********************************************************/
466 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
468 GLuint prog;
469 BOOL ret = FALSE;
470 const char *testcode =
471 "!!ARBvp1.0\n"
472 "PARAM C[66] = { program.env[0..65] };\n"
473 "ADDRESS A0;"
474 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
475 "ARL A0.x, zero.x;\n"
476 "MOV result.position, C[A0.x + 65];\n"
477 "END\n";
479 while(glGetError());
480 GL_EXTCALL(glGenProgramsARB(1, &prog));
481 if(!prog) {
482 ERR("Failed to create an ARB offset limit test program\n");
484 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
485 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
486 strlen(testcode), testcode));
487 if(glGetError() != 0) {
488 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
489 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
490 ret = TRUE;
491 } else TRACE("OpenGL implementation allows offsets > 63\n");
493 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
494 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
495 checkGLcall("ARB vp offset limit test cleanup\n");
497 return ret;
500 static DWORD ver_for_ext(GL_SupportedExt ext)
502 unsigned int i;
503 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
504 if(EXTENSION_MAP[i].extension == ext) {
505 return EXTENSION_MAP[i].version;
508 return 0;
511 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
512 const char *GL_Extensions = NULL;
513 const char *WGL_Extensions = NULL;
514 const char *gl_string = NULL;
515 const char *gl_string_cursor = NULL;
516 GLint gl_max;
517 GLfloat gl_floatv[2];
518 int major = 1, minor = 0;
519 BOOL return_value = TRUE;
520 unsigned i;
521 HDC hdc;
522 unsigned int vidmem=0;
524 TRACE_(d3d_caps)("(%p)\n", gl_info);
526 ENTER_GL();
528 gl_string = (const char *) glGetString(GL_RENDERER);
529 if (!gl_string) gl_string = "None";
530 strcpy(gl_info->gl_renderer, gl_string);
532 gl_string = (const char *) glGetString(GL_VENDOR);
533 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
534 if (gl_string != NULL) {
535 /* Fill in the GL vendor */
536 if (strstr(gl_string, "NVIDIA")) {
537 gl_info->gl_vendor = VENDOR_NVIDIA;
538 } else if (strstr(gl_string, "ATI")) {
539 gl_info->gl_vendor = VENDOR_ATI;
540 } else if (strstr(gl_string, "Intel(R)") ||
541 strstr(gl_info->gl_renderer, "Intel(R)") ||
542 strstr(gl_string, "Intel Inc.")) {
543 gl_info->gl_vendor = VENDOR_INTEL;
544 } else if (strstr(gl_string, "Mesa")) {
545 gl_info->gl_vendor = VENDOR_MESA;
546 } else {
547 gl_info->gl_vendor = VENDOR_WINE;
549 } else {
550 gl_info->gl_vendor = VENDOR_WINE;
554 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
556 /* Parse the GL_VERSION field into major and minor information */
557 gl_string = (const char *) glGetString(GL_VERSION);
558 if (gl_string != NULL) {
560 /* First, parse the generic opengl version. This is supposed not to be convoluted with
561 * driver specific information
563 gl_string_cursor = gl_string;
564 major = atoi(gl_string_cursor);
565 if(major <= 0) {
566 ERR("Invalid opengl major version: %d\n", major);
568 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
569 ++gl_string_cursor;
571 if (*gl_string_cursor++ != '.') {
572 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
574 minor = atoi(gl_string_cursor);
575 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
576 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
578 /* Now parse the driver specific string which we'll report to the app */
579 switch (gl_info->gl_vendor) {
580 case VENDOR_NVIDIA:
581 gl_string_cursor = strstr(gl_string, "NVIDIA");
582 if (!gl_string_cursor) {
583 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
584 break;
587 gl_string_cursor = strstr(gl_string_cursor, " ");
588 if (!gl_string_cursor) {
589 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
590 break;
593 while (*gl_string_cursor == ' ') {
594 ++gl_string_cursor;
597 if (!*gl_string_cursor) {
598 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
599 break;
602 major = atoi(gl_string_cursor);
603 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
604 ++gl_string_cursor;
607 if (*gl_string_cursor++ != '.') {
608 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
609 break;
612 minor = atoi(gl_string_cursor);
613 minor = major*100+minor;
614 major = 10;
616 break;
618 case VENDOR_ATI:
619 major = minor = 0;
620 gl_string_cursor = strchr(gl_string, '-');
621 if (gl_string_cursor) {
622 int error = 0;
623 gl_string_cursor++;
625 /* Check if version number is of the form x.y.z */
626 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
627 error = 1;
628 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
629 error = 1;
630 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
631 error = 1;
632 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
633 error = 1;
635 /* Mark version number as malformed */
636 if (error)
637 gl_string_cursor = 0;
640 if (!gl_string_cursor)
641 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
642 else {
643 major = *gl_string_cursor - '0';
644 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
646 break;
648 case VENDOR_INTEL:
649 /* Apple and Mesa version strings look differently, but both provide intel drivers */
650 if(strstr(gl_string, "APPLE")) {
651 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
652 * We only need the first part, and use the APPLE as identification
653 * "1.2 APPLE-1.4.56"
655 gl_string_cursor = gl_string;
656 major = atoi(gl_string_cursor);
657 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
658 ++gl_string_cursor;
661 if (*gl_string_cursor++ != '.') {
662 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
663 break;
666 minor = atoi(gl_string_cursor);
667 break;
670 case VENDOR_MESA:
671 gl_string_cursor = strstr(gl_string, "Mesa");
672 gl_string_cursor = strstr(gl_string_cursor, " ");
673 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
674 if (*gl_string_cursor) {
675 char tmp[16];
676 int cursor = 0;
678 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
679 tmp[cursor++] = *gl_string_cursor;
680 ++gl_string_cursor;
682 tmp[cursor] = 0;
683 major = atoi(tmp);
685 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
686 ++gl_string_cursor;
688 cursor = 0;
689 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
690 tmp[cursor++] = *gl_string_cursor;
691 ++gl_string_cursor;
693 tmp[cursor] = 0;
694 minor = atoi(tmp);
696 break;
698 default:
699 major = 0;
700 minor = 9;
702 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
703 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
704 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
705 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
706 } else {
707 FIXME("OpenGL driver did not return version information\n");
708 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
709 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
712 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
715 * Initialize openGL extension related variables
716 * with Default values
718 memset(gl_info->supported, 0, sizeof(gl_info->supported));
719 gl_info->max_buffers = 1;
720 gl_info->max_textures = 1;
721 gl_info->max_texture_stages = 1;
722 gl_info->max_fragment_samplers = 1;
723 gl_info->max_vertex_samplers = 0;
724 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
725 gl_info->max_sampler_stages = 1;
726 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
727 gl_info->ps_arb_max_temps = 0;
728 gl_info->ps_arb_max_instructions = 0;
729 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
730 gl_info->vs_arb_max_temps = 0;
731 gl_info->vs_arb_max_instructions = 0;
732 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
733 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
734 gl_info->vs_glsl_constantsF = 0;
735 gl_info->ps_glsl_constantsF = 0;
736 gl_info->vs_arb_constantsF = 0;
737 gl_info->ps_arb_constantsF = 0;
739 /* Retrieve opengl defaults */
740 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
741 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
742 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
744 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
745 gl_info->max_lights = gl_max;
746 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
748 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
749 gl_info->max_texture_size = gl_max;
750 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
752 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
753 gl_info->max_pointsizemin = gl_floatv[0];
754 gl_info->max_pointsize = gl_floatv[1];
755 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
757 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
758 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
759 TRACE_(d3d_caps)("GL_Extensions reported:\n");
761 if (NULL == GL_Extensions) {
762 ERR(" GL_Extensions returns NULL\n");
763 } else {
764 while (*GL_Extensions != 0x00) {
765 const char *Start;
766 char ThisExtn[256];
767 size_t len;
769 while (isspace(*GL_Extensions)) GL_Extensions++;
770 Start = GL_Extensions;
771 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
772 GL_Extensions++;
775 len = GL_Extensions - Start;
776 if (len == 0 || len >= sizeof(ThisExtn))
777 continue;
779 memcpy(ThisExtn, Start, len);
780 ThisExtn[len] = '\0';
781 TRACE_(d3d_caps)("- %s\n", ThisExtn);
783 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
784 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
785 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
786 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
787 break;
792 LEAVE_GL();
794 /* Now work out what GL support this card really has */
795 #define USE_GL_FUNC(type, pfn, ext, replace) { \
796 DWORD ver = ver_for_ext(ext); \
797 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
798 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
799 else gl_info->pfn = NULL; \
801 GL_EXT_FUNCS_GEN;
802 #undef USE_GL_FUNC
804 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
805 WGL_EXT_FUNCS_GEN;
806 #undef USE_GL_FUNC
808 ENTER_GL();
809 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
810 * loading the functions, otherwise the code above will load the extension entry points instead of the
811 * core functions, which may not work
813 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
814 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
815 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
816 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
817 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
821 if (gl_info->supported[APPLE_FENCE]) {
822 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
823 * The apple extension interacts with some other apple exts. Disable the NV
824 * extension if the apple one is support to prevent confusion in other parts
825 * of the code
827 gl_info->supported[NV_FENCE] = FALSE;
829 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
830 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
832 * The enums are the same:
833 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
834 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
835 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
836 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
837 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
839 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
840 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
841 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
843 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
844 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
845 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
848 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
849 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
850 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
852 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
853 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
854 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
855 * are supported. The nv extensions provide the same functionality as the
856 * ATI one, and a bit more(signed pixelformats)
858 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
861 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
862 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
863 gl_info->max_buffers = gl_max;
864 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
866 if (gl_info->supported[ARB_MULTITEXTURE]) {
867 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
868 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
869 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
871 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
872 GLint tmp;
873 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
874 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
875 } else {
876 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
878 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
880 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
881 GLint tmp;
882 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
883 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
884 } else {
885 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
887 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
889 if (gl_info->supported[ARB_VERTEX_SHADER]) {
890 GLint tmp;
891 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
892 gl_info->max_vertex_samplers = tmp;
893 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
894 gl_info->max_combined_samplers = tmp;
896 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
897 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
898 * an issue because then the sampler setup only depends on the two shaders. If a pixel
899 * shader is used with fixed function vertex processing we're fine too because fixed function
900 * vertex processing doesn't use any samplers. If fixed function fragment processing is
901 * used we have to make sure that all vertex sampler setups are valid together with all
902 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
903 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
904 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
905 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
906 * a fixed function pipeline anymore.
908 * So this is just a check to check that our assumption holds true. If not, write a warning
909 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
911 if(gl_info->max_vertex_samplers &&
912 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
913 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
914 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
915 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
916 if( gl_info->max_combined_samplers > MAX_TEXTURES )
917 gl_info->max_vertex_samplers =
918 gl_info->max_combined_samplers - MAX_TEXTURES;
919 else
920 gl_info->max_vertex_samplers = 0;
922 } else {
923 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
925 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
926 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
928 if (gl_info->supported[ARB_VERTEX_BLEND]) {
929 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
930 gl_info->max_blends = gl_max;
931 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
933 if (gl_info->supported[EXT_TEXTURE3D]) {
934 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
935 gl_info->max_texture3d_size = gl_max;
936 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
938 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
939 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
940 gl_info->max_anisotropy = gl_max;
941 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
943 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
944 gl_info->ps_arb_version = PS_VERSION_11;
945 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
946 gl_info->ps_arb_constantsF = gl_max;
947 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
948 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
949 gl_info->ps_arb_max_temps = gl_max;
950 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
951 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
952 gl_info->ps_arb_max_instructions = gl_max;
953 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
955 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
956 gl_info->vs_arb_version = VS_VERSION_11;
957 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
958 gl_info->vs_arb_constantsF = gl_max;
959 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
960 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
961 gl_info->vs_arb_max_temps = gl_max;
962 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
963 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
964 gl_info->vs_arb_max_instructions = gl_max;
965 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
967 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
969 if (gl_info->supported[ARB_VERTEX_SHADER]) {
970 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
971 gl_info->vs_glsl_constantsF = gl_max / 4;
972 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
974 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
975 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
976 gl_info->ps_glsl_constantsF = gl_max / 4;
977 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
978 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
979 gl_info->max_glsl_varyings = gl_max;
980 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
982 if (gl_info->supported[EXT_VERTEX_SHADER]) {
983 gl_info->vs_ati_version = VS_VERSION_11;
985 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
986 gl_info->vs_nv_version = VS_VERSION_30;
987 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
988 gl_info->vs_nv_version = VS_VERSION_20;
989 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
990 gl_info->vs_nv_version = VS_VERSION_11;
991 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
992 gl_info->vs_nv_version = VS_VERSION_10;
994 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
995 gl_info->ps_nv_version = PS_VERSION_30;
996 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
997 gl_info->ps_nv_version = PS_VERSION_20;
999 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
1000 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1001 } else {
1002 gl_info->max_shininess = 128.0;
1004 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
1005 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
1006 * This saves a few redundant glDisable calls
1008 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1010 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1011 /* Disable NV_register_combiners and fragment shader if this is supported.
1012 * generally the NV extensions are preferred over the ATI ones, and this
1013 * extension is disabled if register_combiners and texture_shader2 are both
1014 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1015 * fragment processing support
1017 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1018 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1019 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1020 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1021 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1025 checkGLcall("extension detection\n");
1027 /* In some cases the number of texture stages can be larger than the number
1028 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1029 * shaders), but 8 texture stages (register combiners). */
1030 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1032 /* We can only use ORM_FBO when the hardware supports it. */
1033 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1034 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1035 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1038 /* MRTs are currently only supported when FBOs are used. */
1039 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1040 gl_info->max_buffers = 1;
1043 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1044 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1045 * in case of the latest videocards in the number of pixel/vertex pipelines.
1047 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1048 * rendering. Various games use this information to get a rough estimation of the features of the card
1049 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1050 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1051 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1052 * not the PCI id.
1054 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1055 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1056 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1057 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1058 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1059 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1060 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1061 * is limited.
1063 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1064 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1065 * similar 3d features.
1067 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1068 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1069 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1070 * won't pass we return a default card. This way is better than maintaining a full card database as even
1071 * without a full database we can return a card with similar features. Second the size of the database
1072 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1073 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1074 * to distinguishes between different models from that family.
1076 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1077 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1078 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1079 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1080 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1081 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1082 * memory behind our backs if really needed.
1083 * Note that the amount of video memory can be overruled using a registry setting.
1085 switch (gl_info->gl_vendor) {
1086 case VENDOR_NVIDIA:
1087 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1088 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1090 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1091 /* Geforce 200 - highend */
1092 if(strstr(gl_info->gl_renderer, "GTX 280") ||
1093 strstr(gl_info->gl_renderer, "GTX 285") ||
1094 strstr(gl_info->gl_renderer, "GTX 295"))
1096 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1097 vidmem = 1024;
1099 /* Geforce 200 - midend high */
1100 if(strstr(gl_info->gl_renderer, "GTX 275")) {
1101 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1102 vidmem = 896;
1104 /* Geforce 200 - midend */
1105 if(strstr(gl_info->gl_renderer, "GTX 260")) {
1106 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1107 vidmem = 1024;
1109 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1110 else if(strstr(gl_info->gl_renderer, "9800") ||
1111 strstr(gl_info->gl_renderer, "GTS 150") ||
1112 strstr(gl_info->gl_renderer, "GTS 250"))
1114 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1115 vidmem = 512;
1117 /* Geforce9 - midend */
1118 else if(strstr(gl_info->gl_renderer, "9600")) {
1119 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1120 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1122 /* Geforce9 - midend low / Geforce 200 - low*/
1123 else if(strstr(gl_info->gl_renderer, "9500") ||
1124 strstr(gl_info->gl_renderer, "GT 120") ||
1125 strstr(gl_info->gl_renderer, "GT 130"))
1127 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1128 vidmem = 256; /* The 9500GT has 256-1024MB */
1130 /* Geforce9 - lowend */
1131 else if(strstr(gl_info->gl_renderer, "9400")) {
1132 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1133 vidmem = 256; /* The 9400GT has 256-1024MB */
1135 /* Geforce9 - lowend low */
1136 else if(strstr(gl_info->gl_renderer, "9100") ||
1137 strstr(gl_info->gl_renderer, "9200") ||
1138 strstr(gl_info->gl_renderer, "9300") ||
1139 strstr(gl_info->gl_renderer, "G 100"))
1141 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1142 vidmem = 256; /* The 9100-9300 cards have 256MB */
1144 /* Geforce8 - highend */
1145 else if (strstr(gl_info->gl_renderer, "8800")) {
1146 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1147 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1149 /* Geforce8 - midend mobile */
1150 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1151 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1152 vidmem = 512;
1154 /* Geforce8 - midend */
1155 else if(strstr(gl_info->gl_renderer, "8600") ||
1156 strstr(gl_info->gl_renderer, "8700"))
1158 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1159 vidmem = 256;
1161 /* Geforce8 - lowend */
1162 else if(strstr(gl_info->gl_renderer, "8300") ||
1163 strstr(gl_info->gl_renderer, "8400") ||
1164 strstr(gl_info->gl_renderer, "8500"))
1166 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1167 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1169 /* Geforce7 - highend */
1170 else if(strstr(gl_info->gl_renderer, "7800") ||
1171 strstr(gl_info->gl_renderer, "7900") ||
1172 strstr(gl_info->gl_renderer, "7950") ||
1173 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1174 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1176 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1177 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1179 /* Geforce7 midend */
1180 else if(strstr(gl_info->gl_renderer, "7600") ||
1181 strstr(gl_info->gl_renderer, "7700")) {
1182 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1183 vidmem = 256; /* The 7600 uses 256-512MB */
1184 /* Geforce7 lower medium */
1185 } else if(strstr(gl_info->gl_renderer, "7400")) {
1186 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1187 vidmem = 256; /* The 7400 uses 256-512MB */
1189 /* Geforce7 lowend */
1190 else if(strstr(gl_info->gl_renderer, "7300")) {
1191 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1192 vidmem = 256; /* Mac Pros with this card have 256 MB */
1194 /* Geforce6 highend */
1195 else if(strstr(gl_info->gl_renderer, "6800"))
1197 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1198 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1200 /* Geforce6 - midend */
1201 else if(strstr(gl_info->gl_renderer, "6600") ||
1202 strstr(gl_info->gl_renderer, "6610") ||
1203 strstr(gl_info->gl_renderer, "6700"))
1205 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1206 vidmem = 128; /* A 6600GT has 128-256MB */
1208 /* Geforce6/7 lowend */
1209 else {
1210 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1211 vidmem = 64; /* */
1213 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1214 /* GeforceFX - highend */
1215 if (strstr(gl_info->gl_renderer, "5800") ||
1216 strstr(gl_info->gl_renderer, "5900") ||
1217 strstr(gl_info->gl_renderer, "5950") ||
1218 strstr(gl_info->gl_renderer, "Quadro FX"))
1220 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1221 vidmem = 256; /* 5800-5900 cards use 256MB */
1223 /* GeforceFX - midend */
1224 else if(strstr(gl_info->gl_renderer, "5600") ||
1225 strstr(gl_info->gl_renderer, "5650") ||
1226 strstr(gl_info->gl_renderer, "5700") ||
1227 strstr(gl_info->gl_renderer, "5750"))
1229 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1230 vidmem = 128; /* A 5600 uses 128-256MB */
1232 /* GeforceFX - lowend */
1233 else {
1234 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1235 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1237 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1238 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1239 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1240 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1242 else {
1243 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1244 vidmem = 64; /* Geforce3 cards have 64-128MB */
1246 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1247 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1248 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1249 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1251 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1252 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1253 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1255 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1256 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1257 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1259 else {
1260 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1261 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1263 } else {
1264 if (strstr(gl_info->gl_renderer, "TNT2")) {
1265 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1266 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1268 else {
1269 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1270 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1273 break;
1274 case VENDOR_ATI:
1275 if(WINE_D3D9_CAPABLE(gl_info)) {
1276 /* Radeon R6xx HD2900/HD3800 - highend */
1277 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1278 strstr(gl_info->gl_renderer, "HD 3870") ||
1279 strstr(gl_info->gl_renderer, "HD 3850"))
1281 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1282 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1284 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1285 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1286 strstr(gl_info->gl_renderer, "HD 3830") ||
1287 strstr(gl_info->gl_renderer, "HD 3690") ||
1288 strstr(gl_info->gl_renderer, "HD 3650"))
1290 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1291 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1293 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1294 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1295 strstr(gl_info->gl_renderer, "HD 2400") ||
1296 strstr(gl_info->gl_renderer, "HD 3470") ||
1297 strstr(gl_info->gl_renderer, "HD 3450") ||
1298 strstr(gl_info->gl_renderer, "HD 3430"))
1300 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1301 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1303 /* Radeon R6xx/R7xx integrated */
1304 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1305 strstr(gl_info->gl_renderer, "HD 3200") ||
1306 strstr(gl_info->gl_renderer, "HD 3300"))
1308 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1309 vidmem = 128; /* 128MB */
1311 /* Radeon R5xx */
1312 else if (strstr(gl_info->gl_renderer, "X1600") ||
1313 strstr(gl_info->gl_renderer, "X1650") ||
1314 strstr(gl_info->gl_renderer, "X1800") ||
1315 strstr(gl_info->gl_renderer, "X1900") ||
1316 strstr(gl_info->gl_renderer, "X1950"))
1318 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1319 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1321 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1322 else if(strstr(gl_info->gl_renderer, "X700") ||
1323 strstr(gl_info->gl_renderer, "X800") ||
1324 strstr(gl_info->gl_renderer, "X850") ||
1325 strstr(gl_info->gl_renderer, "X1300") ||
1326 strstr(gl_info->gl_renderer, "X1400") ||
1327 strstr(gl_info->gl_renderer, "X1450") ||
1328 strstr(gl_info->gl_renderer, "X1550"))
1330 gl_info->gl_card = CARD_ATI_RADEON_X700;
1331 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1333 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1334 else if(strstr(gl_info->gl_renderer, "Radeon Xpress"))
1336 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1337 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1339 /* Radeon R3xx */
1340 else {
1341 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1342 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1344 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1345 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1346 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1347 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1348 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1349 vidmem = 32; /* There are models with up to 64MB */
1350 } else {
1351 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1352 vidmem = 16; /* There are 16-32MB models */
1354 break;
1355 case VENDOR_INTEL:
1356 if (strstr(gl_info->gl_renderer, "GMA 950") ||
1357 strstr(gl_info->gl_renderer, "945GM")) {
1358 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1359 gl_info->gl_card = CARD_INTEL_I945GM;
1360 vidmem = 64;
1361 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1362 gl_info->gl_card = CARD_INTEL_I915GM;
1363 } else if (strstr(gl_info->gl_renderer, "915G")) {
1364 gl_info->gl_card = CARD_INTEL_I915G;
1365 } else if (strstr(gl_info->gl_renderer, "865G")) {
1366 gl_info->gl_card = CARD_INTEL_I865G;
1367 } else if (strstr(gl_info->gl_renderer, "855G")) {
1368 gl_info->gl_card = CARD_INTEL_I855G;
1369 } else if (strstr(gl_info->gl_renderer, "830G")) {
1370 gl_info->gl_card = CARD_INTEL_I830G;
1371 } else {
1372 gl_info->gl_card = CARD_INTEL_I915G;
1374 break;
1375 case VENDOR_MESA:
1376 case VENDOR_WINE:
1377 default:
1378 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1379 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1380 * them a good generic choice.
1382 gl_info->gl_vendor = VENDOR_NVIDIA;
1383 if(WINE_D3D9_CAPABLE(gl_info))
1384 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1385 else if(WINE_D3D8_CAPABLE(gl_info))
1386 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1387 else if(WINE_D3D7_CAPABLE(gl_info))
1388 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1389 else if(WINE_D3D6_CAPABLE(gl_info))
1390 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1391 else
1392 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1394 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1396 /* If we have an estimate use it, else default to 64MB; */
1397 if(vidmem)
1398 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1399 else
1400 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1402 /* Load all the lookup tables */
1403 for (i = 0; i < MAX_LOOKUPS; i++) {
1404 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1407 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1408 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1409 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1410 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1411 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1412 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1413 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1414 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1415 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1416 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1418 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1419 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1420 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1421 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1422 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1425 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1426 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1427 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1428 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1429 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1430 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1431 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1432 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1433 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1434 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1435 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1436 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1437 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1438 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1439 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1441 /* TODO: config lookups */
1443 /* Make sure there's an active HDC else the WGL extensions will fail */
1444 hdc = pwglGetCurrentDC();
1445 if (hdc) {
1446 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1447 if(GL_EXTCALL(wglGetExtensionsStringARB))
1448 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1450 if (NULL == WGL_Extensions) {
1451 ERR(" WGL_Extensions returns NULL\n");
1452 } else {
1453 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1454 while (*WGL_Extensions != 0x00) {
1455 const char *Start;
1456 char ThisExtn[256];
1457 size_t len;
1459 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1460 Start = WGL_Extensions;
1461 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1462 WGL_Extensions++;
1465 len = WGL_Extensions - Start;
1466 if (len == 0 || len >= sizeof(ThisExtn))
1467 continue;
1469 memcpy(ThisExtn, Start, len);
1470 ThisExtn[len] = '\0';
1471 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1473 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1474 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1475 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1477 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1478 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1479 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
1481 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1482 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1483 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1488 LEAVE_GL();
1490 return return_value;
1493 /**********************************************************
1494 * IWineD3D implementation follows
1495 **********************************************************/
1497 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1498 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1500 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
1502 return This->adapter_count;
1505 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1506 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1507 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1508 return WINED3D_OK;
1511 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1512 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1514 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1516 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1517 return NULL;
1520 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1523 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1524 of the same bpp but different resolutions */
1526 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1527 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1528 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1529 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1531 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1532 return 0;
1535 /* TODO: Store modes per adapter and read it from the adapter structure */
1536 if (Adapter == 0) { /* Display */
1537 int i = 0;
1538 int j = 0;
1540 if (!DEBUG_SINGLE_MODE) {
1541 DEVMODEW DevModeW;
1543 ZeroMemory(&DevModeW, sizeof(DevModeW));
1544 DevModeW.dmSize = sizeof(DevModeW);
1545 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1546 j++;
1547 switch (Format)
1549 case WINED3DFMT_UNKNOWN:
1550 /* This is for D3D8, do not enumerate P8 here */
1551 if (DevModeW.dmBitsPerPel == 32 ||
1552 DevModeW.dmBitsPerPel == 16) i++;
1553 break;
1554 case WINED3DFMT_X8R8G8B8:
1555 if (DevModeW.dmBitsPerPel == 32) i++;
1556 break;
1557 case WINED3DFMT_R5G6B5:
1558 if (DevModeW.dmBitsPerPel == 16) i++;
1559 break;
1560 case WINED3DFMT_P8:
1561 if (DevModeW.dmBitsPerPel == 8) i++;
1562 break;
1563 default:
1564 /* Skip other modes as they do not match the requested format */
1565 break;
1568 } else {
1569 i = 1;
1570 j = 1;
1573 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1574 return i;
1575 } else {
1576 FIXME_(d3d_caps)("Adapter not primary display\n");
1578 return 0;
1581 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1582 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1583 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1584 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1586 /* Validate the parameters as much as possible */
1587 if (NULL == pMode ||
1588 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1589 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1590 return WINED3DERR_INVALIDCALL;
1593 /* TODO: Store modes per adapter and read it from the adapter structure */
1594 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1595 DEVMODEW DevModeW;
1596 int ModeIdx = 0;
1597 UINT i = 0;
1598 int j = 0;
1600 ZeroMemory(&DevModeW, sizeof(DevModeW));
1601 DevModeW.dmSize = sizeof(DevModeW);
1603 /* If we are filtering to a specific format (D3D9), then need to skip
1604 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1605 just count through the ones with valid bit depths */
1606 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1607 switch (Format)
1609 case WINED3DFMT_UNKNOWN:
1610 /* This is D3D8. Do not enumerate P8 here */
1611 if (DevModeW.dmBitsPerPel == 32 ||
1612 DevModeW.dmBitsPerPel == 16) i++;
1613 break;
1614 case WINED3DFMT_X8R8G8B8:
1615 if (DevModeW.dmBitsPerPel == 32) i++;
1616 break;
1617 case WINED3DFMT_R5G6B5:
1618 if (DevModeW.dmBitsPerPel == 16) i++;
1619 break;
1620 case WINED3DFMT_P8:
1621 if (DevModeW.dmBitsPerPel == 8) i++;
1622 break;
1623 default:
1624 /* Modes that don't match what we support can get an early-out */
1625 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1626 return WINED3DERR_INVALIDCALL;
1630 if (i == 0) {
1631 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1632 return WINED3DERR_INVALIDCALL;
1634 ModeIdx = j - 1;
1636 /* Now get the display mode via the calculated index */
1637 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1638 pMode->Width = DevModeW.dmPelsWidth;
1639 pMode->Height = DevModeW.dmPelsHeight;
1640 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1641 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1642 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1644 if (Format == WINED3DFMT_UNKNOWN) {
1645 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1646 } else {
1647 pMode->Format = Format;
1649 } else {
1650 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1651 return WINED3DERR_INVALIDCALL;
1654 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1655 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1656 DevModeW.dmBitsPerPel);
1658 } else if (DEBUG_SINGLE_MODE) {
1659 /* Return one setting of the format requested */
1660 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1661 pMode->Width = 800;
1662 pMode->Height = 600;
1663 pMode->RefreshRate = 60;
1664 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1665 } else {
1666 FIXME_(d3d_caps)("Adapter not primary display\n");
1669 return WINED3D_OK;
1672 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1673 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1674 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1676 if (NULL == pMode ||
1677 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1678 return WINED3DERR_INVALIDCALL;
1681 if (Adapter == 0) { /* Display */
1682 int bpp = 0;
1683 DEVMODEW DevModeW;
1685 ZeroMemory(&DevModeW, sizeof(DevModeW));
1686 DevModeW.dmSize = sizeof(DevModeW);
1688 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1689 pMode->Width = DevModeW.dmPelsWidth;
1690 pMode->Height = DevModeW.dmPelsHeight;
1691 bpp = DevModeW.dmBitsPerPel;
1692 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1693 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1695 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1698 pMode->Format = pixelformat_for_depth(bpp);
1699 } else {
1700 FIXME_(d3d_caps)("Adapter not primary display\n");
1703 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1704 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1705 return WINED3D_OK;
1708 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1709 and fields being inserted in the middle, a new structure is used in place */
1710 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1711 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1712 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1714 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1716 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1717 return WINED3DERR_INVALIDCALL;
1720 /* Return the information requested */
1721 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1722 strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
1723 strcpy(pIdentifier->Description, This->adapters[Adapter].description);
1725 /* Note dx8 doesn't supply a DeviceName */
1726 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1727 pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
1728 pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
1729 *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
1730 *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
1731 *(pIdentifier->SubSysId) = 0;
1732 *(pIdentifier->Revision) = 0;
1733 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1735 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1737 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1738 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1741 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1743 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1744 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1747 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1748 *(pIdentifier->WHQLLevel) = 0;
1749 } else {
1750 *(pIdentifier->WHQLLevel) = 1;
1753 return WINED3D_OK;
1756 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
1757 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1759 short redSize, greenSize, blueSize, alphaSize, colorBits;
1761 if(!cfg)
1762 return FALSE;
1764 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1765 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1767 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1768 return FALSE;
1771 if(cfg->redSize < redSize)
1772 return FALSE;
1774 if(cfg->greenSize < greenSize)
1775 return FALSE;
1777 if(cfg->blueSize < blueSize)
1778 return FALSE;
1780 if(cfg->alphaSize < alphaSize)
1781 return FALSE;
1783 return TRUE;
1784 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1785 if (format_desc->format == WINED3DFMT_R16_FLOAT)
1786 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1787 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
1788 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1789 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
1790 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1791 if (format_desc->format == WINED3DFMT_R32_FLOAT)
1792 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1793 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
1794 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1795 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
1796 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1797 } else {
1798 /* Probably a color index mode */
1799 return FALSE;
1802 return FALSE;
1805 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
1806 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1808 short depthSize, stencilSize;
1809 BOOL lockable = FALSE;
1811 if(!cfg)
1812 return FALSE;
1814 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
1816 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1817 return FALSE;
1820 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
1821 lockable = TRUE;
1823 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1824 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1825 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1826 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1827 return FALSE;
1829 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1830 * allow more stencil bits than requested. */
1831 if(cfg->stencilSize < stencilSize)
1832 return FALSE;
1834 return TRUE;
1837 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1838 WINED3DFORMAT AdapterFormat,
1839 WINED3DFORMAT RenderTargetFormat,
1840 WINED3DFORMAT DepthStencilFormat) {
1841 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1842 int nCfgs;
1843 const WineD3D_PixelFormat *cfgs;
1844 const struct WineD3DAdapter *adapter;
1845 const struct GlPixelFormatDesc *rt_format_desc;
1846 const struct GlPixelFormatDesc *ds_format_desc;
1847 int it;
1849 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1850 This, Adapter,
1851 DeviceType, debug_d3ddevicetype(DeviceType),
1852 AdapterFormat, debug_d3dformat(AdapterFormat),
1853 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1854 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1856 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1857 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1858 return WINED3DERR_INVALIDCALL;
1861 adapter = &This->adapters[Adapter];
1862 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
1863 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
1864 cfgs = adapter->cfgs;
1865 nCfgs = adapter->nCfgs;
1866 for (it = 0; it < nCfgs; ++it) {
1867 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
1869 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
1871 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1872 return WINED3D_OK;
1876 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1878 return WINED3DERR_NOTAVAILABLE;
1881 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1882 WINED3DFORMAT SurfaceFormat,
1883 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1885 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1886 const struct GlPixelFormatDesc *glDesc;
1887 const struct WineD3DAdapter *adapter;
1889 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1890 This,
1891 Adapter,
1892 DeviceType, debug_d3ddevicetype(DeviceType),
1893 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1894 Windowed,
1895 MultiSampleType,
1896 pQualityLevels);
1898 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1899 return WINED3DERR_INVALIDCALL;
1902 /* TODO: handle Windowed, add more quality levels */
1904 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1906 /* By default multisampling is disabled right now as it causes issues
1907 * on some Nvidia driver versions and it doesn't work well in combination
1908 * with FBOs yet. */
1909 if(!wined3d_settings.allow_multisampling)
1910 return WINED3DERR_NOTAVAILABLE;
1912 adapter = &This->adapters[Adapter];
1913 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
1914 if (!glDesc) return WINED3DERR_INVALIDCALL;
1916 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1917 int i, nCfgs;
1918 const WineD3D_PixelFormat *cfgs;
1920 cfgs = adapter->cfgs;
1921 nCfgs = adapter->nCfgs;
1922 for(i=0; i<nCfgs; i++) {
1923 if(cfgs[i].numSamples != MultiSampleType)
1924 continue;
1926 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
1927 continue;
1929 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1931 if(pQualityLevels)
1932 *pQualityLevels = 1; /* Guess at a value! */
1933 return WINED3D_OK;
1936 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1937 short redSize, greenSize, blueSize, alphaSize, colorBits;
1938 int i, nCfgs;
1939 const WineD3D_PixelFormat *cfgs;
1941 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1943 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1944 return WINED3DERR_NOTAVAILABLE;
1947 cfgs = adapter->cfgs;
1948 nCfgs = adapter->nCfgs;
1949 for(i=0; i<nCfgs; i++) {
1950 if(cfgs[i].numSamples != MultiSampleType)
1951 continue;
1952 if(cfgs[i].redSize != redSize)
1953 continue;
1954 if(cfgs[i].greenSize != greenSize)
1955 continue;
1956 if(cfgs[i].blueSize != blueSize)
1957 continue;
1958 if(cfgs[i].alphaSize != alphaSize)
1959 continue;
1961 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1963 if(pQualityLevels)
1964 *pQualityLevels = 1; /* Guess at a value! */
1965 return WINED3D_OK;
1968 return WINED3DERR_NOTAVAILABLE;
1971 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1972 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1974 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1975 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1976 UINT nmodes;
1978 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1979 This,
1980 Adapter,
1981 DeviceType, debug_d3ddevicetype(DeviceType),
1982 DisplayFormat, debug_d3dformat(DisplayFormat),
1983 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1984 Windowed);
1986 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1987 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1988 return WINED3DERR_INVALIDCALL;
1991 /* The task of this function is to check whether a certain display / backbuffer format
1992 * combination is available on the given adapter. In fullscreen mode microsoft specified
1993 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1994 * and display format should match exactly.
1995 * In windowed mode format conversion can occur and this depends on the driver. When format
1996 * conversion is done, this function should nevertheless fail and applications need to use
1997 * CheckDeviceFormatConversion.
1998 * At the moment we assume that fullscreen and windowed have the same capabilities */
2000 /* There are only 4 display formats */
2001 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2002 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2003 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2004 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2006 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2007 return WINED3DERR_NOTAVAILABLE;
2010 /* If the requested DisplayFormat is not available, don't continue */
2011 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2012 if(!nmodes) {
2013 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2014 return WINED3DERR_NOTAVAILABLE;
2017 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2018 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2019 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2020 return WINED3DERR_NOTAVAILABLE;
2023 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2024 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2025 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2026 return WINED3DERR_NOTAVAILABLE;
2029 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2030 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2031 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2032 return WINED3DERR_NOTAVAILABLE;
2035 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2036 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2037 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2038 return WINED3DERR_NOTAVAILABLE;
2041 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2042 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2043 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2044 return WINED3DERR_NOTAVAILABLE;
2047 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2048 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2049 if(FAILED(hr))
2050 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2052 return hr;
2056 /* Check if we support bumpmapping for a format */
2057 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2058 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2060 const struct fragment_pipeline *fp;
2062 switch(format_desc->format)
2064 case WINED3DFMT_R8G8_SNORM:
2065 case WINED3DFMT_R16G16_SNORM:
2066 case WINED3DFMT_L6V5U5:
2067 case WINED3DFMT_X8L8V8U8:
2068 case WINED3DFMT_R8G8B8A8_SNORM:
2069 /* Ask the fixed function pipeline implementation if it can deal
2070 * with the conversion. If we've got a GL extension giving native
2071 * support this will be an identity conversion. */
2072 fp = select_fragment_implementation(adapter, DeviceType);
2073 if (fp->color_fixup_supported(format_desc->color_fixup))
2075 TRACE_(d3d_caps)("[OK]\n");
2076 return TRUE;
2078 TRACE_(d3d_caps)("[FAILED]\n");
2079 return FALSE;
2081 default:
2082 TRACE_(d3d_caps)("[FAILED]\n");
2083 return FALSE;
2087 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2088 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2089 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2091 int it=0;
2093 /* Only allow depth/stencil formats */
2094 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2096 /* Walk through all WGL pixel formats to find a match */
2097 for (it = 0; it < adapter->nCfgs; ++it)
2099 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2100 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2102 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2104 return TRUE;
2109 return FALSE;
2112 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2114 /* The flags entry of a format contains the filtering capability */
2115 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2117 return FALSE;
2120 /* Check the render target capabilities of a format */
2121 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2122 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2124 /* Filter out non-RT formats */
2125 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2127 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2128 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2129 int it;
2130 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2131 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2133 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2134 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2136 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2137 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2138 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2139 TRACE_(d3d_caps)("[FAILED]\n");
2140 return FALSE;
2143 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2144 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2145 for (it = 0; it < adapter->nCfgs; ++it)
2147 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2148 &cfgs[it], check_format_desc))
2150 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2151 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2152 return TRUE;
2155 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2156 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2157 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2158 int it;
2160 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2161 for (it = 0; it < adapter->nCfgs; ++it)
2163 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2164 &cfgs[it], check_format_desc))
2166 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2167 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2168 return TRUE;
2171 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2172 /* For now return TRUE for FBOs until we have some proper checks.
2173 * Note that this function will only be called when the format is around for texturing. */
2174 return TRUE;
2176 return FALSE;
2179 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2181 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2183 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2184 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2185 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2186 return FALSE;
2189 switch (format_desc->format)
2191 case WINED3DFMT_A8R8G8B8:
2192 case WINED3DFMT_X8R8G8B8:
2193 case WINED3DFMT_A4R4G4B4:
2194 case WINED3DFMT_L8:
2195 case WINED3DFMT_A8L8:
2196 case WINED3DFMT_DXT1:
2197 case WINED3DFMT_DXT2:
2198 case WINED3DFMT_DXT3:
2199 case WINED3DFMT_DXT4:
2200 case WINED3DFMT_DXT5:
2201 TRACE_(d3d_caps)("[OK]\n");
2202 return TRUE;
2204 default:
2205 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2206 return FALSE;
2208 return FALSE;
2211 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2212 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2214 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2215 * doing the color fixup in shaders.
2216 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2217 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2219 int vs_selected_mode;
2220 int ps_selected_mode;
2221 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2223 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2224 TRACE_(d3d_caps)("[OK]\n");
2225 return TRUE;
2229 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2230 return FALSE;
2233 /* Check if a format support blending in combination with pixel shaders */
2234 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2235 const struct GlPixelFormatDesc *format_desc)
2237 /* The flags entry of a format contains the post pixel shader blending capability */
2238 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2240 return FALSE;
2243 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2245 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2246 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2247 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2248 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2249 * capability anyway.
2251 * For now lets report this on all formats, but in the future we may want to
2252 * restrict it to some should games need that
2254 return TRUE;
2257 /* Check if a texture format is supported on the given adapter */
2258 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2259 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2261 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2262 const shader_backend_t *shader_backend;
2263 const struct fragment_pipeline *fp;
2265 switch (format_desc->format)
2267 /*****
2268 * supported: RGB(A) formats
2270 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2271 case WINED3DFMT_A8R8G8B8:
2272 case WINED3DFMT_X8R8G8B8:
2273 case WINED3DFMT_R5G6B5:
2274 case WINED3DFMT_X1R5G5B5:
2275 case WINED3DFMT_A1R5G5B5:
2276 case WINED3DFMT_A4R4G4B4:
2277 case WINED3DFMT_A8_UNORM:
2278 case WINED3DFMT_X4R4G4B4:
2279 case WINED3DFMT_R8G8B8A8_UNORM:
2280 case WINED3DFMT_X8B8G8R8:
2281 case WINED3DFMT_A2R10G10B10:
2282 case WINED3DFMT_R10G10B10A2_UNORM:
2283 case WINED3DFMT_R16G16_UNORM:
2284 TRACE_(d3d_caps)("[OK]\n");
2285 return TRUE;
2287 case WINED3DFMT_R3G3B2:
2288 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2289 return FALSE;
2291 /*****
2292 * supported: Palettized
2294 case WINED3DFMT_P8:
2295 TRACE_(d3d_caps)("[OK]\n");
2296 return TRUE;
2297 /* No Windows driver offers A8P8, so don't offer it either */
2298 case WINED3DFMT_A8P8:
2299 return FALSE;
2301 /*****
2302 * Supported: (Alpha)-Luminance
2304 case WINED3DFMT_L8:
2305 case WINED3DFMT_A8L8:
2306 case WINED3DFMT_L16:
2307 TRACE_(d3d_caps)("[OK]\n");
2308 return TRUE;
2310 /* Not supported on Windows, thus disabled */
2311 case WINED3DFMT_A4L4:
2312 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2313 return FALSE;
2315 /*****
2316 * Supported: Depth/Stencil formats
2318 case WINED3DFMT_D16_LOCKABLE:
2319 case WINED3DFMT_D16_UNORM:
2320 case WINED3DFMT_D15S1:
2321 case WINED3DFMT_D24X8:
2322 case WINED3DFMT_D24X4S4:
2323 case WINED3DFMT_D24S8:
2324 case WINED3DFMT_D24FS8:
2325 case WINED3DFMT_D32:
2326 case WINED3DFMT_D32F_LOCKABLE:
2327 return TRUE;
2329 /*****
2330 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2331 * GL_NV_texture_shader). Emulated by shaders
2333 case WINED3DFMT_R8G8_SNORM:
2334 case WINED3DFMT_X8L8V8U8:
2335 case WINED3DFMT_L6V5U5:
2336 case WINED3DFMT_R8G8B8A8_SNORM:
2337 case WINED3DFMT_R16G16_SNORM:
2338 /* Ask the shader backend if it can deal with the conversion. If
2339 * we've got a GL extension giving native support this will be an
2340 * identity conversion. */
2341 shader_backend = select_shader_backend(adapter, DeviceType);
2342 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2344 TRACE_(d3d_caps)("[OK]\n");
2345 return TRUE;
2347 TRACE_(d3d_caps)("[FAILED]\n");
2348 return FALSE;
2350 case WINED3DFMT_DXT1:
2351 case WINED3DFMT_DXT2:
2352 case WINED3DFMT_DXT3:
2353 case WINED3DFMT_DXT4:
2354 case WINED3DFMT_DXT5:
2355 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2356 TRACE_(d3d_caps)("[OK]\n");
2357 return TRUE;
2359 TRACE_(d3d_caps)("[FAILED]\n");
2360 return FALSE;
2363 /*****
2364 * Odd formats - not supported
2366 case WINED3DFMT_VERTEXDATA:
2367 case WINED3DFMT_R16_UINT:
2368 case WINED3DFMT_R32_UINT:
2369 case WINED3DFMT_R16G16B16A16_SNORM:
2370 case WINED3DFMT_A2W10V10U10:
2371 case WINED3DFMT_W11V11U10:
2372 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2373 return FALSE;
2375 /*****
2376 * WINED3DFMT_CxV8U8: Not supported right now
2378 case WINED3DFMT_CxV8U8:
2379 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2380 return FALSE;
2382 /* YUV formats */
2383 case WINED3DFMT_UYVY:
2384 case WINED3DFMT_YUY2:
2385 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2386 TRACE_(d3d_caps)("[OK]\n");
2387 return TRUE;
2389 TRACE_(d3d_caps)("[FAILED]\n");
2390 return FALSE;
2391 case WINED3DFMT_YV12:
2392 TRACE_(d3d_caps)("[FAILED]\n");
2393 return FALSE;
2395 /* Not supported */
2396 case WINED3DFMT_R16G16B16A16_UNORM:
2397 case WINED3DFMT_A8R3G3B2:
2398 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2399 return FALSE;
2401 /* Floating point formats */
2402 case WINED3DFMT_R16_FLOAT:
2403 case WINED3DFMT_R16G16B16A16_FLOAT:
2404 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2405 TRACE_(d3d_caps)("[OK]\n");
2406 return TRUE;
2408 TRACE_(d3d_caps)("[FAILED]\n");
2409 return FALSE;
2411 case WINED3DFMT_R32_FLOAT:
2412 case WINED3DFMT_R32G32B32A32_FLOAT:
2413 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2414 TRACE_(d3d_caps)("[OK]\n");
2415 return TRUE;
2417 TRACE_(d3d_caps)("[FAILED]\n");
2418 return FALSE;
2420 case WINED3DFMT_R16G16_FLOAT:
2421 case WINED3DFMT_R32G32_FLOAT:
2422 if(GL_SUPPORT(ARB_TEXTURE_RG)) {
2423 TRACE_(d3d_caps)("[OK]\n");
2424 return TRUE;
2426 TRACE_(d3d_caps)("[FAILED]\n");
2427 return FALSE;
2429 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2430 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2431 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2432 * We can do instancing with all shader versions, but we need vertex shaders.
2434 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2435 * to enable instancing. WineD3D doesn't need that and just ignores it.
2437 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2439 case WINEMAKEFOURCC('I','N','S','T'):
2440 TRACE("ATI Instancing check hack\n");
2441 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2442 TRACE_(d3d_caps)("[OK]\n");
2443 return TRUE;
2445 TRACE_(d3d_caps)("[FAILED]\n");
2446 return FALSE;
2448 /* Some weird FOURCC formats */
2449 case WINED3DFMT_R8G8_B8G8:
2450 case WINED3DFMT_G8R8_G8B8:
2451 case WINED3DFMT_MULTI2_ARGB8:
2452 TRACE_(d3d_caps)("[FAILED]\n");
2453 return FALSE;
2455 /* Vendor specific formats */
2456 case WINED3DFMT_ATI2N:
2457 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2458 shader_backend = select_shader_backend(adapter, DeviceType);
2459 fp = select_fragment_implementation(adapter, DeviceType);
2460 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
2461 && fp->color_fixup_supported(format_desc->color_fixup))
2463 TRACE_(d3d_caps)("[OK]\n");
2464 return TRUE;
2467 TRACE_(d3d_caps)("[OK]\n");
2468 return TRUE;
2470 TRACE_(d3d_caps)("[FAILED]\n");
2471 return FALSE;
2473 case WINED3DFMT_NVHU:
2474 case WINED3DFMT_NVHS:
2475 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2476 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2477 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2478 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2479 * Applications have to deal with not having NVHS and NVHU.
2481 TRACE_(d3d_caps)("[FAILED]\n");
2482 return FALSE;
2484 case WINED3DFMT_UNKNOWN:
2485 return FALSE;
2487 default:
2488 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
2489 break;
2491 return FALSE;
2494 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
2495 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
2497 const struct blit_shader *blitter;
2499 if(SurfaceType == SURFACE_GDI) {
2500 switch(check_format_desc->format)
2502 case WINED3DFMT_R8G8B8:
2503 case WINED3DFMT_A8R8G8B8:
2504 case WINED3DFMT_X8R8G8B8:
2505 case WINED3DFMT_R5G6B5:
2506 case WINED3DFMT_X1R5G5B5:
2507 case WINED3DFMT_A1R5G5B5:
2508 case WINED3DFMT_A4R4G4B4:
2509 case WINED3DFMT_R3G3B2:
2510 case WINED3DFMT_A8_UNORM:
2511 case WINED3DFMT_A8R3G3B2:
2512 case WINED3DFMT_X4R4G4B4:
2513 case WINED3DFMT_R10G10B10A2_UNORM:
2514 case WINED3DFMT_R8G8B8A8_UNORM:
2515 case WINED3DFMT_X8B8G8R8:
2516 case WINED3DFMT_R16G16_UNORM:
2517 case WINED3DFMT_A2R10G10B10:
2518 case WINED3DFMT_R16G16B16A16_UNORM:
2519 case WINED3DFMT_P8:
2520 TRACE_(d3d_caps)("[OK]\n");
2521 return TRUE;
2522 default:
2523 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2524 return FALSE;
2528 /* All format that are supported for textures are supported for surfaces as well */
2529 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
2530 /* All depth stencil formats are supported on surfaces */
2531 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
2533 /* If opengl can't process the format natively, the blitter may be able to convert it */
2534 blitter = select_blit_implementation(adapter, DeviceType);
2535 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
2537 TRACE_(d3d_caps)("[OK]\n");
2538 return TRUE;
2541 /* Reject other formats */
2542 TRACE_(d3d_caps)("[FAILED]\n");
2543 return FALSE;
2546 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2548 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2550 if (!GL_LIMITS(vertex_samplers)) {
2551 TRACE_(d3d_caps)("[FAILED]\n");
2552 return FALSE;
2555 switch (format_desc->format)
2557 case WINED3DFMT_R32G32B32A32_FLOAT:
2558 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2559 TRACE_(d3d_caps)("[FAILED]\n");
2560 return FALSE;
2562 TRACE_(d3d_caps)("[OK]\n");
2563 return TRUE;
2565 default:
2566 TRACE_(d3d_caps)("[FAILED]\n");
2567 return FALSE;
2569 return FALSE;
2572 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2573 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2574 WINED3DSURFTYPE SurfaceType) {
2575 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2576 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
2577 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2578 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
2579 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
2580 DWORD UsageCaps = 0;
2582 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2583 This,
2584 Adapter,
2585 DeviceType, debug_d3ddevicetype(DeviceType),
2586 AdapterFormat, debug_d3dformat(AdapterFormat),
2587 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2588 RType, debug_d3dresourcetype(RType),
2589 CheckFormat, debug_d3dformat(CheckFormat));
2591 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2592 return WINED3DERR_INVALIDCALL;
2595 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2597 if(SurfaceType != SURFACE_OPENGL) {
2598 TRACE("[FAILED]\n");
2599 return WINED3DERR_NOTAVAILABLE;
2602 /* Cubetexture allows:
2603 * - D3DUSAGE_AUTOGENMIPMAP
2604 * - D3DUSAGE_DEPTHSTENCIL
2605 * - D3DUSAGE_DYNAMIC
2606 * - D3DUSAGE_NONSECURE (d3d9ex)
2607 * - D3DUSAGE_RENDERTARGET
2608 * - D3DUSAGE_SOFTWAREPROCESSING
2609 * - D3DUSAGE_QUERY_WRAPANDMIP
2611 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2612 /* Check if the texture format is around */
2613 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2615 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2616 /* Check for automatic mipmap generation support */
2617 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2618 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2619 } else {
2620 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2621 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2625 /* Always report dynamic locking */
2626 if(Usage & WINED3DUSAGE_DYNAMIC)
2627 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2629 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2630 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2632 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2633 } else {
2634 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2635 return WINED3DERR_NOTAVAILABLE;
2639 /* Always report software processing */
2640 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2641 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2643 /* Check QUERY_FILTER support */
2644 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2645 if (CheckFilterCapability(adapter, format_desc))
2647 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2648 } else {
2649 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2650 return WINED3DERR_NOTAVAILABLE;
2654 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2655 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2656 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2658 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2659 } else {
2660 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2661 return WINED3DERR_NOTAVAILABLE;
2665 /* Check QUERY_SRGBREAD support */
2666 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2667 if (CheckSrgbReadCapability(adapter, format_desc))
2669 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2670 } else {
2671 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2672 return WINED3DERR_NOTAVAILABLE;
2676 /* Check QUERY_SRGBWRITE support */
2677 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2678 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2680 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2681 } else {
2682 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2683 return WINED3DERR_NOTAVAILABLE;
2687 /* Check QUERY_VERTEXTEXTURE support */
2688 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2689 if (CheckVertexTextureCapability(adapter, format_desc))
2691 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2692 } else {
2693 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2694 return WINED3DERR_NOTAVAILABLE;
2698 /* Check QUERY_WRAPANDMIP support */
2699 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2700 if (CheckWrapAndMipCapability(adapter, format_desc))
2702 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2703 } else {
2704 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2705 return WINED3DERR_NOTAVAILABLE;
2708 } else {
2709 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2710 return WINED3DERR_NOTAVAILABLE;
2712 } else {
2713 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2714 return WINED3DERR_NOTAVAILABLE;
2716 } else if(RType == WINED3DRTYPE_SURFACE) {
2717 /* Surface allows:
2718 * - D3DUSAGE_DEPTHSTENCIL
2719 * - D3DUSAGE_NONSECURE (d3d9ex)
2720 * - D3DUSAGE_RENDERTARGET
2723 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
2725 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2726 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2728 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2729 } else {
2730 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2731 return WINED3DERR_NOTAVAILABLE;
2735 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2736 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2738 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2739 } else {
2740 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2741 return WINED3DERR_NOTAVAILABLE;
2745 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2746 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2747 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2749 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2750 } else {
2751 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2752 return WINED3DERR_NOTAVAILABLE;
2755 } else {
2756 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2757 return WINED3DERR_NOTAVAILABLE;
2760 } else if(RType == WINED3DRTYPE_TEXTURE) {
2761 /* Texture allows:
2762 * - D3DUSAGE_AUTOGENMIPMAP
2763 * - D3DUSAGE_DEPTHSTENCIL
2764 * - D3DUSAGE_DMAP
2765 * - D3DUSAGE_DYNAMIC
2766 * - D3DUSAGE_NONSECURE (d3d9ex)
2767 * - D3DUSAGE_RENDERTARGET
2768 * - D3DUSAGE_SOFTWAREPROCESSING
2769 * - D3DUSAGE_TEXTAPI (d3d9ex)
2770 * - D3DUSAGE_QUERY_WRAPANDMIP
2773 if(SurfaceType != SURFACE_OPENGL) {
2774 TRACE("[FAILED]\n");
2775 return WINED3DERR_NOTAVAILABLE;
2778 /* Check if the texture format is around */
2779 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2781 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2782 /* Check for automatic mipmap generation support */
2783 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2784 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2785 } else {
2786 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2787 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2791 /* Always report dynamic locking */
2792 if(Usage & WINED3DUSAGE_DYNAMIC)
2793 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2795 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2796 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2798 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2799 } else {
2800 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2801 return WINED3DERR_NOTAVAILABLE;
2805 /* Always report software processing */
2806 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2807 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2809 /* Check QUERY_FILTER support */
2810 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2811 if (CheckFilterCapability(adapter, format_desc))
2813 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2814 } else {
2815 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2816 return WINED3DERR_NOTAVAILABLE;
2820 /* Check QUERY_LEGACYBUMPMAP support */
2821 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2822 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
2824 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2825 } else {
2826 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2827 return WINED3DERR_NOTAVAILABLE;
2831 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2832 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2833 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2835 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2836 } else {
2837 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2838 return WINED3DERR_NOTAVAILABLE;
2842 /* Check QUERY_SRGBREAD support */
2843 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2844 if (CheckSrgbReadCapability(adapter, format_desc))
2846 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2847 } else {
2848 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2849 return WINED3DERR_NOTAVAILABLE;
2853 /* Check QUERY_SRGBWRITE support */
2854 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2855 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2857 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2858 } else {
2859 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2860 return WINED3DERR_NOTAVAILABLE;
2864 /* Check QUERY_VERTEXTEXTURE support */
2865 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2866 if (CheckVertexTextureCapability(adapter, format_desc))
2868 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2869 } else {
2870 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2871 return WINED3DERR_NOTAVAILABLE;
2875 /* Check QUERY_WRAPANDMIP support */
2876 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2877 if (CheckWrapAndMipCapability(adapter, format_desc))
2879 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2880 } else {
2881 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2882 return WINED3DERR_NOTAVAILABLE;
2886 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2887 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2889 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2890 } else {
2891 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2892 return WINED3DERR_NOTAVAILABLE;
2895 } else {
2896 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2897 return WINED3DERR_NOTAVAILABLE;
2899 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2900 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2901 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2903 * Volumetexture allows:
2904 * - D3DUSAGE_DYNAMIC
2905 * - D3DUSAGE_NONSECURE (d3d9ex)
2906 * - D3DUSAGE_SOFTWAREPROCESSING
2907 * - D3DUSAGE_QUERY_WRAPANDMIP
2910 if(SurfaceType != SURFACE_OPENGL) {
2911 TRACE("[FAILED]\n");
2912 return WINED3DERR_NOTAVAILABLE;
2915 /* Check volume texture and volume usage caps */
2916 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2917 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
2919 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2920 return WINED3DERR_NOTAVAILABLE;
2923 /* Always report dynamic locking */
2924 if(Usage & WINED3DUSAGE_DYNAMIC)
2925 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2927 /* Always report software processing */
2928 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2929 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2931 /* Check QUERY_FILTER support */
2932 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2933 if (CheckFilterCapability(adapter, format_desc))
2935 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2936 } else {
2937 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2938 return WINED3DERR_NOTAVAILABLE;
2942 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2943 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2944 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2946 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2947 } else {
2948 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2949 return WINED3DERR_NOTAVAILABLE;
2953 /* Check QUERY_SRGBREAD support */
2954 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2955 if (CheckSrgbReadCapability(adapter, format_desc))
2957 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2958 } else {
2959 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2960 return WINED3DERR_NOTAVAILABLE;
2964 /* Check QUERY_SRGBWRITE support */
2965 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2966 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2968 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2969 } else {
2970 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2971 return WINED3DERR_NOTAVAILABLE;
2975 /* Check QUERY_VERTEXTEXTURE support */
2976 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2977 if (CheckVertexTextureCapability(adapter, format_desc))
2979 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2980 } else {
2981 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2982 return WINED3DERR_NOTAVAILABLE;
2986 /* Check QUERY_WRAPANDMIP support */
2987 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2988 if (CheckWrapAndMipCapability(adapter, format_desc))
2990 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2991 } else {
2992 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2993 return WINED3DERR_NOTAVAILABLE;
2996 } else {
2997 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2998 return WINED3DERR_NOTAVAILABLE;
3001 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3002 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3003 * app needing one of those formats, don't advertize them to avoid leading apps into
3004 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3005 * except of R32F.
3007 switch(CheckFormat) {
3008 case WINED3DFMT_P8:
3009 case WINED3DFMT_A4L4:
3010 case WINED3DFMT_R32_FLOAT:
3011 case WINED3DFMT_R16_FLOAT:
3012 case WINED3DFMT_X8L8V8U8:
3013 case WINED3DFMT_L6V5U5:
3014 case WINED3DFMT_R16G16_UNORM:
3015 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3016 return WINED3DERR_NOTAVAILABLE;
3018 case WINED3DFMT_R8G8B8A8_SNORM:
3019 case WINED3DFMT_R16G16_SNORM:
3020 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3021 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3022 return WINED3DERR_NOTAVAILABLE;
3024 break;
3026 case WINED3DFMT_R8G8_SNORM:
3027 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3028 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3029 return WINED3DERR_NOTAVAILABLE;
3031 break;
3033 case WINED3DFMT_DXT1:
3034 case WINED3DFMT_DXT2:
3035 case WINED3DFMT_DXT3:
3036 case WINED3DFMT_DXT4:
3037 case WINED3DFMT_DXT5:
3038 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3039 * compressed texture results in an error. While the D3D refrast does
3040 * support s3tc volumes, at least the nvidia windows driver does not, so
3041 * we're free not to support this format.
3043 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3044 return WINED3DERR_NOTAVAILABLE;
3046 default:
3047 /* Do nothing, continue with checking the format below */
3048 break;
3050 } else if(RType == WINED3DRTYPE_BUFFER){
3051 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3052 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3053 return WINED3DERR_NOTAVAILABLE;
3056 /* This format is nothing special and it is supported perfectly.
3057 * However, ati and nvidia driver on windows do not mark this format as
3058 * supported (tested with the dxCapsViewer) and pretending to
3059 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3060 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3061 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3063 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3064 TRACE_(d3d_caps)("[FAILED]\n");
3065 return WINED3DERR_NOTAVAILABLE;
3068 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3069 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3070 * usage flags match. */
3071 if(UsageCaps == Usage) {
3072 return WINED3D_OK;
3073 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3074 return WINED3DOK_NOAUTOGEN;
3075 } else {
3076 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);
3077 return WINED3DERR_NOTAVAILABLE;
3081 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3082 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3083 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3085 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3086 This,
3087 Adapter,
3088 DeviceType, debug_d3ddevicetype(DeviceType),
3089 SourceFormat, debug_d3dformat(SourceFormat),
3090 TargetFormat, debug_d3dformat(TargetFormat));
3091 return WINED3D_OK;
3094 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3096 const shader_backend_t *ret;
3097 int vs_selected_mode;
3098 int ps_selected_mode;
3100 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3101 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3102 ret = &glsl_shader_backend;
3103 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3104 ret = &arb_program_shader_backend;
3105 } else {
3106 ret = &none_shader_backend;
3108 return ret;
3111 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3112 WINED3DDEVTYPE DeviceType)
3114 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3115 int vs_selected_mode;
3116 int ps_selected_mode;
3118 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3119 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3120 return &arbfp_fragment_pipeline;
3121 } else if(ps_selected_mode == SHADER_ATI) {
3122 return &atifs_fragment_pipeline;
3123 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3124 return &nvts_fragment_pipeline;
3125 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3126 return &nvrc_fragment_pipeline;
3127 } else {
3128 return &ffp_fragment_pipeline;
3132 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3134 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3135 int vs_selected_mode;
3136 int ps_selected_mode;
3138 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3139 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3140 return &arbfp_blit;
3141 } else {
3142 return &ffp_blit;
3146 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3147 subset of a D3DCAPS9 structure. However, it has to come via a void *
3148 as the d3d8 interface cannot import the d3d9 header */
3149 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3151 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3152 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3153 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3154 int vs_selected_mode;
3155 int ps_selected_mode;
3156 struct shader_caps shader_caps;
3157 struct fragment_caps fragment_caps;
3158 const shader_backend_t *shader_backend;
3159 const struct fragment_pipeline *frag_pipeline = NULL;
3160 DWORD ckey_caps, blit_caps, fx_caps;
3162 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3164 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3165 return WINED3DERR_INVALIDCALL;
3168 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3170 /* This function should *not* be modifying GL caps
3171 * TODO: move the functionality where it belongs */
3172 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3174 /* ------------------------------------------------
3175 The following fields apply to both d3d8 and d3d9
3176 ------------------------------------------------ */
3177 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3178 pCaps->AdapterOrdinal = Adapter;
3180 pCaps->Caps = 0;
3181 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3182 WINED3DCAPS2_FULLSCREENGAMMA |
3183 WINED3DCAPS2_DYNAMICTEXTURES;
3184 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3185 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3188 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3189 WINED3DCAPS3_COPY_TO_VIDMEM |
3190 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3192 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3193 WINED3DPRESENT_INTERVAL_ONE;
3195 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3196 WINED3DCURSORCAPS_LOWRES;
3198 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3199 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3200 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3201 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3202 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3203 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3204 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3205 WINED3DDEVCAPS_PUREDEVICE |
3206 WINED3DDEVCAPS_HWRASTERIZATION |
3207 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3208 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3209 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3210 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3211 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3212 WINED3DDEVCAPS_RTPATCHES;
3214 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3215 WINED3DPMISCCAPS_CULLCCW |
3216 WINED3DPMISCCAPS_CULLCW |
3217 WINED3DPMISCCAPS_COLORWRITEENABLE |
3218 WINED3DPMISCCAPS_CLIPTLVERTS |
3219 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3220 WINED3DPMISCCAPS_MASKZ |
3221 WINED3DPMISCCAPS_BLENDOP |
3222 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3223 /* TODO:
3224 WINED3DPMISCCAPS_NULLREFERENCE
3225 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3226 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3227 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3228 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3230 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3231 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3233 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3234 WINED3DPRASTERCAPS_PAT |
3235 WINED3DPRASTERCAPS_WFOG |
3236 WINED3DPRASTERCAPS_ZFOG |
3237 WINED3DPRASTERCAPS_FOGVERTEX |
3238 WINED3DPRASTERCAPS_FOGTABLE |
3239 WINED3DPRASTERCAPS_STIPPLE |
3240 WINED3DPRASTERCAPS_SUBPIXEL |
3241 WINED3DPRASTERCAPS_ZTEST |
3242 WINED3DPRASTERCAPS_SCISSORTEST |
3243 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3244 WINED3DPRASTERCAPS_DEPTHBIAS;
3246 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3247 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3248 WINED3DPRASTERCAPS_ZBIAS |
3249 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3251 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3252 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3254 /* FIXME Add:
3255 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3256 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3257 WINED3DPRASTERCAPS_ANTIALIASEDGES
3258 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3259 WINED3DPRASTERCAPS_WBUFFER */
3261 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3262 WINED3DPCMPCAPS_EQUAL |
3263 WINED3DPCMPCAPS_GREATER |
3264 WINED3DPCMPCAPS_GREATEREQUAL |
3265 WINED3DPCMPCAPS_LESS |
3266 WINED3DPCMPCAPS_LESSEQUAL |
3267 WINED3DPCMPCAPS_NEVER |
3268 WINED3DPCMPCAPS_NOTEQUAL;
3270 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3271 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3272 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_SRCALPHASAT |
3281 WINED3DPBLENDCAPS_SRCCOLOR |
3282 WINED3DPBLENDCAPS_ZERO;
3284 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3285 WINED3DPBLENDCAPS_DESTCOLOR |
3286 WINED3DPBLENDCAPS_INVDESTALPHA |
3287 WINED3DPBLENDCAPS_INVDESTCOLOR |
3288 WINED3DPBLENDCAPS_INVSRCALPHA |
3289 WINED3DPBLENDCAPS_INVSRCCOLOR |
3290 WINED3DPBLENDCAPS_ONE |
3291 WINED3DPBLENDCAPS_SRCALPHA |
3292 WINED3DPBLENDCAPS_SRCCOLOR |
3293 WINED3DPBLENDCAPS_ZERO;
3294 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3295 * according to the glBlendFunc manpage
3297 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3298 * legacy settings for srcblend only
3301 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3302 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3303 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3307 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3308 WINED3DPCMPCAPS_EQUAL |
3309 WINED3DPCMPCAPS_GREATER |
3310 WINED3DPCMPCAPS_GREATEREQUAL |
3311 WINED3DPCMPCAPS_LESS |
3312 WINED3DPCMPCAPS_LESSEQUAL |
3313 WINED3DPCMPCAPS_NEVER |
3314 WINED3DPCMPCAPS_NOTEQUAL;
3316 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3317 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3318 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3319 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3320 WINED3DPSHADECAPS_COLORFLATRGB |
3321 WINED3DPSHADECAPS_FOGFLAT |
3322 WINED3DPSHADECAPS_FOGGOURAUD |
3323 WINED3DPSHADECAPS_SPECULARFLATRGB;
3325 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3326 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3327 WINED3DPTEXTURECAPS_TRANSPARENCY |
3328 WINED3DPTEXTURECAPS_BORDER |
3329 WINED3DPTEXTURECAPS_MIPMAP |
3330 WINED3DPTEXTURECAPS_PROJECTED |
3331 WINED3DPTEXTURECAPS_PERSPECTIVE;
3333 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3334 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3335 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3338 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3339 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3340 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3341 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3344 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3345 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3346 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3347 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3351 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3352 WINED3DPTFILTERCAPS_MAGFPOINT |
3353 WINED3DPTFILTERCAPS_MINFLINEAR |
3354 WINED3DPTFILTERCAPS_MINFPOINT |
3355 WINED3DPTFILTERCAPS_MIPFLINEAR |
3356 WINED3DPTFILTERCAPS_MIPFPOINT |
3357 WINED3DPTFILTERCAPS_LINEAR |
3358 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3359 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3360 WINED3DPTFILTERCAPS_MIPLINEAR |
3361 WINED3DPTFILTERCAPS_MIPNEAREST |
3362 WINED3DPTFILTERCAPS_NEAREST;
3364 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3365 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3366 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3369 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3370 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3371 WINED3DPTFILTERCAPS_MAGFPOINT |
3372 WINED3DPTFILTERCAPS_MINFLINEAR |
3373 WINED3DPTFILTERCAPS_MINFPOINT |
3374 WINED3DPTFILTERCAPS_MIPFLINEAR |
3375 WINED3DPTFILTERCAPS_MIPFPOINT |
3376 WINED3DPTFILTERCAPS_LINEAR |
3377 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3378 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3379 WINED3DPTFILTERCAPS_MIPLINEAR |
3380 WINED3DPTFILTERCAPS_MIPNEAREST |
3381 WINED3DPTFILTERCAPS_NEAREST;
3383 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3384 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3385 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3387 } else
3388 pCaps->CubeTextureFilterCaps = 0;
3390 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3391 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3392 WINED3DPTFILTERCAPS_MAGFPOINT |
3393 WINED3DPTFILTERCAPS_MINFLINEAR |
3394 WINED3DPTFILTERCAPS_MINFPOINT |
3395 WINED3DPTFILTERCAPS_MIPFLINEAR |
3396 WINED3DPTFILTERCAPS_MIPFPOINT |
3397 WINED3DPTFILTERCAPS_LINEAR |
3398 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3399 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3400 WINED3DPTFILTERCAPS_MIPLINEAR |
3401 WINED3DPTFILTERCAPS_MIPNEAREST |
3402 WINED3DPTFILTERCAPS_NEAREST;
3403 } else
3404 pCaps->VolumeTextureFilterCaps = 0;
3406 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3407 WINED3DPTADDRESSCAPS_CLAMP |
3408 WINED3DPTADDRESSCAPS_WRAP;
3410 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3411 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3413 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3414 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3416 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3417 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3420 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3421 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3422 WINED3DPTADDRESSCAPS_CLAMP |
3423 WINED3DPTADDRESSCAPS_WRAP;
3424 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3425 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3427 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3428 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3430 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3431 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3433 } else
3434 pCaps->VolumeTextureAddressCaps = 0;
3436 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3437 WINED3DLINECAPS_ZTEST |
3438 WINED3DLINECAPS_BLEND |
3439 WINED3DLINECAPS_ALPHACMP |
3440 WINED3DLINECAPS_FOG;
3441 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3442 * idea how generating the smoothing alpha values works; the result is different
3445 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3446 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3448 if(GL_SUPPORT(EXT_TEXTURE3D))
3449 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3450 else
3451 pCaps->MaxVolumeExtent = 0;
3453 pCaps->MaxTextureRepeat = 32768;
3454 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3455 pCaps->MaxVertexW = 1.0;
3457 pCaps->GuardBandLeft = 0;
3458 pCaps->GuardBandTop = 0;
3459 pCaps->GuardBandRight = 0;
3460 pCaps->GuardBandBottom = 0;
3462 pCaps->ExtentsAdjust = 0;
3464 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3465 WINED3DSTENCILCAPS_INCRSAT |
3466 WINED3DSTENCILCAPS_INVERT |
3467 WINED3DSTENCILCAPS_KEEP |
3468 WINED3DSTENCILCAPS_REPLACE |
3469 WINED3DSTENCILCAPS_ZERO;
3470 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3471 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3472 WINED3DSTENCILCAPS_INCR;
3474 if ( This->dxVersion > 8 &&
3475 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3476 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3477 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3480 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3482 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3483 pCaps->MaxActiveLights = GL_LIMITS(lights);
3485 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3486 pCaps->MaxVertexBlendMatrixIndex = 0;
3488 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3489 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3492 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3493 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3494 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3495 WINED3DVTXPCAPS_LOCALVIEWER |
3496 WINED3DVTXPCAPS_VERTEXFOG |
3497 WINED3DVTXPCAPS_TEXGEN;
3498 /* FIXME: Add
3499 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3501 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3502 pCaps->MaxVertexIndex = 0xFFFFF;
3503 pCaps->MaxStreams = MAX_STREAMS;
3504 pCaps->MaxStreamStride = 1024;
3506 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3507 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3508 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3509 pCaps->MaxNpatchTessellationLevel = 0;
3510 pCaps->MasterAdapterOrdinal = 0;
3511 pCaps->AdapterOrdinalInGroup = 0;
3512 pCaps->NumberOfAdaptersInGroup = 1;
3514 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3516 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3517 WINED3DPTFILTERCAPS_MAGFPOINT |
3518 WINED3DPTFILTERCAPS_MINFLINEAR |
3519 WINED3DPTFILTERCAPS_MAGFLINEAR;
3520 pCaps->VertexTextureFilterCaps = 0;
3522 memset(&shader_caps, 0, sizeof(shader_caps));
3523 shader_backend = select_shader_backend(adapter, DeviceType);
3524 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3526 memset(&fragment_caps, 0, sizeof(fragment_caps));
3527 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3528 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
3530 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3531 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3533 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3534 * Ignore shader model capabilities if disabled in config
3536 if(vs_selected_mode == SHADER_NONE) {
3537 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3538 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3539 pCaps->MaxVertexShaderConst = 0;
3540 } else {
3541 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3542 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3545 if(ps_selected_mode == SHADER_NONE) {
3546 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3547 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3548 pCaps->PixelShader1xMaxValue = 0.0;
3549 } else {
3550 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3551 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3554 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3555 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3556 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3558 pCaps->VS20Caps = shader_caps.VS20Caps;
3559 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3560 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3561 pCaps->PS20Caps = shader_caps.PS20Caps;
3562 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3563 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3565 /* The following caps are shader specific, but they are things we cannot detect, or which
3566 * are the same among all shader models. So to avoid code duplication set the shader version
3567 * specific, but otherwise constant caps here
3569 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3570 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3571 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3572 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3573 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3574 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
3575 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3577 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3578 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
3579 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3580 pCaps->VS20Caps.Caps = 0;
3581 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3582 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
3583 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3585 pCaps->MaxVShaderInstructionsExecuted = 65535;
3586 pCaps->MaxVertexShader30InstructionSlots = 0;
3587 } else { /* VS 1.x */
3588 pCaps->VS20Caps.Caps = 0;
3589 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3590 pCaps->VS20Caps.NumTemps = 0;
3591 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3593 pCaps->MaxVShaderInstructionsExecuted = 0;
3594 pCaps->MaxVertexShader30InstructionSlots = 0;
3597 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3598 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3599 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3601 /* 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 */
3602 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3603 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3604 WINED3DPS20CAPS_PREDICATION |
3605 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3606 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3607 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3608 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
3609 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3610 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3612 pCaps->MaxPShaderInstructionsExecuted = 65535;
3613 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
3614 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3615 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3616 pCaps->PS20Caps.Caps = 0;
3617 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3618 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
3619 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3620 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3622 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3623 pCaps->MaxPixelShader30InstructionSlots = 0;
3624 } else { /* PS 1.x */
3625 pCaps->PS20Caps.Caps = 0;
3626 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3627 pCaps->PS20Caps.NumTemps = 0;
3628 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3629 pCaps->PS20Caps.NumInstructionSlots = 0;
3631 pCaps->MaxPShaderInstructionsExecuted = 0;
3632 pCaps->MaxPixelShader30InstructionSlots = 0;
3635 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3636 /* OpenGL supports all the formats below, perhaps not always
3637 * without conversion, but it supports them.
3638 * Further GLSL doesn't seem to have an official unsigned type so
3639 * don't advertise it yet as I'm not sure how we handle it.
3640 * We might need to add some clamping in the shader engine to
3641 * support it.
3642 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3643 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3644 WINED3DDTCAPS_UBYTE4N |
3645 WINED3DDTCAPS_SHORT2N |
3646 WINED3DDTCAPS_SHORT4N;
3647 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3648 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3649 WINED3DDTCAPS_FLOAT16_4;
3651 } else
3652 pCaps->DeclTypes = 0;
3654 /* Set DirectDraw helper Caps */
3655 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3656 WINEDDCKEYCAPS_SRCBLT;
3657 fx_caps = WINEDDFXCAPS_BLTALPHA |
3658 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3659 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3660 WINEDDFXCAPS_BLTROTATION90 |
3661 WINEDDFXCAPS_BLTSHRINKX |
3662 WINEDDFXCAPS_BLTSHRINKXN |
3663 WINEDDFXCAPS_BLTSHRINKY |
3664 WINEDDFXCAPS_BLTSHRINKXN |
3665 WINEDDFXCAPS_BLTSTRETCHX |
3666 WINEDDFXCAPS_BLTSTRETCHXN |
3667 WINEDDFXCAPS_BLTSTRETCHY |
3668 WINEDDFXCAPS_BLTSTRETCHYN;
3669 blit_caps = WINEDDCAPS_BLT |
3670 WINEDDCAPS_BLTCOLORFILL |
3671 WINEDDCAPS_BLTDEPTHFILL |
3672 WINEDDCAPS_BLTSTRETCH |
3673 WINEDDCAPS_CANBLTSYSMEM |
3674 WINEDDCAPS_CANCLIP |
3675 WINEDDCAPS_CANCLIPSTRETCHED |
3676 WINEDDCAPS_COLORKEY |
3677 WINEDDCAPS_COLORKEYHWASSIST |
3678 WINEDDCAPS_ALIGNBOUNDARYSRC;
3680 /* Fill the ddraw caps structure */
3681 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3682 WINEDDCAPS_PALETTE |
3683 blit_caps;
3684 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3685 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3686 WINEDDCAPS2_PRIMARYGAMMA |
3687 WINEDDCAPS2_WIDESURFACES |
3688 WINEDDCAPS2_CANRENDERWINDOWED;
3689 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3690 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3691 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3692 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3693 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3694 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3695 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3696 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3697 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3699 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3700 WINEDDSCAPS_BACKBUFFER |
3701 WINEDDSCAPS_FLIP |
3702 WINEDDSCAPS_FRONTBUFFER |
3703 WINEDDSCAPS_OFFSCREENPLAIN |
3704 WINEDDSCAPS_PALETTE |
3705 WINEDDSCAPS_PRIMARYSURFACE |
3706 WINEDDSCAPS_SYSTEMMEMORY |
3707 WINEDDSCAPS_VIDEOMEMORY |
3708 WINEDDSCAPS_VISIBLE;
3709 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3711 /* Set D3D caps if OpenGL is available. */
3712 if (adapter->opengl)
3714 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3715 WINEDDSCAPS_MIPMAP |
3716 WINEDDSCAPS_TEXTURE |
3717 WINEDDSCAPS_ZBUFFER;
3718 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3721 return WINED3D_OK;
3724 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3725 and fields being inserted in the middle, a new structure is used in place */
3726 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
3727 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
3728 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
3730 IWineD3DDeviceImpl *object = NULL;
3731 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3732 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3733 WINED3DDISPLAYMODE mode;
3734 const struct fragment_pipeline *frag_pipeline = NULL;
3735 int i;
3736 struct fragment_caps ffp_caps;
3737 HRESULT hr;
3739 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3740 * number and create a device without a 3D adapter for 2D only operation.
3742 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3743 return WINED3DERR_INVALIDCALL;
3746 /* Create a WineD3DDevice object */
3747 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3748 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3749 TRACE("Created WineD3DDevice object @ %p\n", object);
3750 if (NULL == object) {
3751 return WINED3DERR_OUTOFVIDEOMEMORY;
3754 /* Set up initial COM information */
3755 object->lpVtbl = &IWineD3DDevice_Vtbl;
3756 object->ref = 1;
3757 object->wineD3D = iface;
3758 object->adapter = This->adapter_count ? adapter : NULL;
3759 IWineD3D_AddRef(object->wineD3D);
3760 object->parent = parent;
3761 object->device_parent = device_parent;
3762 list_init(&object->resources);
3763 list_init(&object->shaders);
3765 if(This->dxVersion == 7) {
3766 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3767 } else {
3768 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3770 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3772 /* Set the state up as invalid until the device is fully created */
3773 object->state = WINED3DERR_DRIVERINTERNALERROR;
3775 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3776 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3778 /* Save the creation parameters */
3779 object->createParms.AdapterOrdinal = Adapter;
3780 object->createParms.DeviceType = DeviceType;
3781 object->createParms.hFocusWindow = hFocusWindow;
3782 object->createParms.BehaviorFlags = BehaviourFlags;
3784 /* Initialize other useful values */
3785 object->adapterNo = Adapter;
3786 object->devType = DeviceType;
3788 select_shader_mode(&adapter->gl_info, DeviceType,
3789 &object->ps_selected_mode, &object->vs_selected_mode);
3790 object->shader_backend = select_shader_backend(adapter, DeviceType);
3792 memset(&ffp_caps, 0, sizeof(ffp_caps));
3793 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3794 object->frag_pipe = frag_pipeline;
3795 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
3796 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3797 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3798 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
3799 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3801 if (FAILED(hr)) {
3802 IWineD3D_Release(object->wineD3D);
3803 HeapFree(GetProcessHeap(), 0, object);
3805 return hr;
3808 object->blitter = select_blit_implementation(adapter, DeviceType);
3810 /* set the state of the device to valid */
3811 object->state = WINED3D_OK;
3813 /* Get the initial screen setup for ddraw */
3814 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3816 object->ddraw_width = mode.Width;
3817 object->ddraw_height = mode.Height;
3818 object->ddraw_format = mode.Format;
3820 for(i = 0; i < PATCHMAP_SIZE; i++) {
3821 list_init(&object->patches[i]);
3824 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
3826 return WINED3D_OK;
3829 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3830 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3831 IUnknown_AddRef(This->parent);
3832 *pParent = This->parent;
3833 return WINED3D_OK;
3836 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3837 IUnknown* surfaceParent;
3838 TRACE("(%p) call back\n", pSurface);
3840 /* Now, release the parent, which will take care of cleaning up the surface for us */
3841 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3842 IUnknown_Release(surfaceParent);
3843 return IUnknown_Release(surfaceParent);
3846 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3847 IUnknown* volumeParent;
3848 TRACE("(%p) call back\n", pVolume);
3850 /* Now, release the parent, which will take care of cleaning up the volume for us */
3851 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3852 IUnknown_Release(volumeParent);
3853 return IUnknown_Release(volumeParent);
3856 static BOOL implementation_is_apple(const WineD3D_GL_Info *gl_info)
3858 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3859 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3860 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3862 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3863 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3864 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3865 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3866 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3867 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3868 * DirectDraw, not OpenGL.
3870 if(gl_info->supported[APPLE_FENCE] &&
3871 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3872 gl_info->supported[APPLE_FLUSH_RENDER] &&
3873 gl_info->supported[APPLE_YCBCR_422]) {
3874 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3875 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3876 return TRUE;
3877 } else {
3878 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3879 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3880 return FALSE;
3884 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3885 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3886 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3887 * all the texture. This function detects this bug by its symptom and disables PBOs
3888 * if the test fails.
3890 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3891 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3892 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3893 * read back is compared to the original. If they are equal PBOs are assumed to work,
3894 * otherwise the PBO extension is disabled.
3896 GLuint texture, pbo;
3897 static const unsigned int pattern[] = {
3898 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3899 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3900 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3901 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3903 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3905 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3906 /* No PBO -> No point in testing them */
3907 return;
3910 while(glGetError());
3911 glGenTextures(1, &texture);
3912 glBindTexture(GL_TEXTURE_2D, texture);
3913 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3914 checkGLcall("Specifying the PBO test texture\n");
3916 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3917 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3918 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3919 checkGLcall("Specifying the PBO test pbo\n");
3921 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3922 checkGLcall("Loading the PBO test texture\n");
3924 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3925 glFinish(); /* just to be sure */
3927 memset(check, 0, sizeof(check));
3928 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3929 checkGLcall("Reading back the PBO test texture\n");
3931 glDeleteTextures(1, &texture);
3932 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3933 checkGLcall("PBO test cleanup\n");
3935 if(memcmp(check, pattern, sizeof(check)) != 0) {
3936 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3937 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3938 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3939 } else {
3940 TRACE_(d3d_caps)("PBO test successful\n");
3944 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3945 * reporting a driver version is moot because we are not the Windows driver, and we have different
3946 * bugs, features, etc.
3948 * If a card is not found in this table, the gl driver version is reported
3950 struct driver_version_information {
3951 WORD vendor; /* reported PCI card vendor ID */
3952 WORD card; /* reported PCI card device ID */
3953 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3954 WORD lopart_hi, lopart_lo; /* driver loword to report */
3957 static const struct driver_version_information driver_version_table[] = {
3958 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3959 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3960 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3961 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3962 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3963 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3964 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3965 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3966 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3967 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3968 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3969 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3970 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3971 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3972 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3973 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3974 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3975 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3976 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3977 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, 7, 15, 11, 7341 },
3979 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3980 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3981 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3982 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3983 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3984 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3985 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3987 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3990 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3991 unsigned int i;
3992 BOOL apple = implementation_is_apple(gl_info);
3994 if(apple) {
3995 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3996 * used it falls back to software. While the compiler can detect if the shader uses all declared
3997 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3998 * using relative addressing falls back to software.
4000 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
4002 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
4003 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
4004 } else {
4005 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
4006 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
4007 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
4010 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
4011 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
4012 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
4013 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
4014 * according to the spec.
4016 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
4017 * makes the shader slower and eats instruction slots which should be available to the d3d app.
4019 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
4020 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
4021 * this workaround is activated on cards that do not need it, it won't break things, just affect
4022 * performance negatively.
4024 if(gl_info->gl_vendor == VENDOR_INTEL ||
4025 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
4026 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
4027 gl_info->set_texcoord_w = TRUE;
4031 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
4032 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
4033 * If real NP2 textures are used, the driver falls back to software. We could just remove the
4034 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
4035 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
4036 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
4037 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
4039 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
4040 * has this extension promoted to core. The extension loading code sets this extension supported
4041 * due to that, so this code works on fglrx as well.
4043 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
4044 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
4045 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
4046 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
4047 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
4048 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4049 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
4053 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
4054 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
4055 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
4056 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
4057 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
4058 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
4060 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
4061 * triggering the software fallback. There is not much we can do here apart from disabling the
4062 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
4063 * in IWineD3DImpl_FillGLCaps).
4064 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
4065 * post-processing effects in the game "Max Payne 2").
4066 * The behaviour can be verified through a simple test app attached in bugreport #14724.
4068 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
4069 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
4070 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
4071 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4072 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
4076 /* Find out if PBOs work as they are supposed to */
4077 test_pbo_functionality(gl_info);
4079 /* Fixup the driver version */
4080 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
4081 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
4082 gl_info->gl_card == driver_version_table[i].card) {
4083 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
4085 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
4086 driver_version_table[i].lopart_lo);
4087 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
4088 driver_version_table[i].hipart_lo);
4089 break;
4094 static void WINE_GLAPI invalid_func(const void *data)
4096 ERR("Invalid vertex attribute function called\n");
4097 DebugBreak();
4100 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4102 ERR("Invalid texcoord function called\n");
4103 DebugBreak();
4106 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4107 * the extension detection and are used in drawStridedSlow
4109 static void WINE_GLAPI position_d3dcolor(const void *data)
4111 DWORD pos = *((const DWORD *)data);
4113 FIXME("Add a test for fixed function position from d3dcolor type\n");
4114 glVertex4s(D3DCOLOR_B_R(pos),
4115 D3DCOLOR_B_G(pos),
4116 D3DCOLOR_B_B(pos),
4117 D3DCOLOR_B_A(pos));
4120 static void WINE_GLAPI position_float4(const void *data)
4122 const GLfloat *pos = data;
4124 if (pos[3] < eps && pos[3] > -eps)
4125 glVertex3fv(pos);
4126 else {
4127 float w = 1.0 / pos[3];
4129 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4133 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4135 DWORD diffuseColor = *((const DWORD *)data);
4137 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4138 D3DCOLOR_B_G(diffuseColor),
4139 D3DCOLOR_B_B(diffuseColor),
4140 D3DCOLOR_B_A(diffuseColor));
4143 static void WINE_GLAPI specular_d3dcolor(const void *data)
4145 DWORD specularColor = *((const DWORD *)data);
4146 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4147 D3DCOLOR_B_G(specularColor),
4148 D3DCOLOR_B_B(specularColor)};
4150 specular_func_3ubv(d);
4153 static void WINE_GLAPI warn_no_specular_func(const void *data)
4155 WARN("GL_EXT_secondary_color not supported\n");
4158 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4160 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4161 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4162 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4163 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4164 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4165 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4166 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4167 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4168 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4169 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4170 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4171 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4172 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4173 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4174 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4175 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4176 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4178 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4179 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4180 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4181 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4182 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4183 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4184 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4185 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4186 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4187 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4188 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4189 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4190 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4191 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4192 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4193 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4194 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4196 /* No 4 component entry points here */
4197 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4198 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4199 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4200 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4201 } else {
4202 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4204 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4205 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4206 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4207 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4208 } else {
4209 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4211 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4212 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4213 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4214 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4215 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4216 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4217 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4218 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4219 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4220 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4221 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4222 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4224 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4225 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4227 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4228 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4229 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4230 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4231 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4232 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4233 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4234 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4235 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4236 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4237 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4238 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4239 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4240 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4241 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4242 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4243 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4245 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4246 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4247 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4248 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4249 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4250 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4251 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4252 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4253 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4254 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4255 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4256 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4257 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4258 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4259 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4260 if (GL_SUPPORT(NV_HALF_FLOAT))
4262 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4263 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4264 } else {
4265 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4266 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4270 BOOL InitAdapters(IWineD3DImpl *This)
4272 static HMODULE mod_gl;
4273 BOOL ret;
4274 int ps_selected_mode, vs_selected_mode;
4276 /* No need to hold any lock. The calling library makes sure only one thread calls
4277 * wined3d simultaneously
4280 TRACE("Initializing adapters\n");
4282 if(!mod_gl) {
4283 #ifdef USE_WIN32_OPENGL
4284 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4285 mod_gl = LoadLibraryA("opengl32.dll");
4286 if(!mod_gl) {
4287 ERR("Can't load opengl32.dll!\n");
4288 goto nogl_adapter;
4290 #else
4291 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4292 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4293 mod_gl = GetModuleHandleA("gdi32.dll");
4294 #endif
4297 /* Load WGL core functions from opengl32.dll */
4298 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4299 WGL_FUNCS_GEN;
4300 #undef USE_WGL_FUNC
4302 if(!pwglGetProcAddress) {
4303 ERR("Unable to load wglGetProcAddress!\n");
4304 goto nogl_adapter;
4307 /* Dynamically load all GL core functions */
4308 GL_FUNCS_GEN;
4309 #undef USE_GL_FUNC
4311 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4312 * otherwise because we have to use winex11.drv's override
4314 #ifdef USE_WIN32_OPENGL
4315 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4316 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4317 #else
4318 glFinish = (void*)pwglGetProcAddress("wglFinish");
4319 glFlush = (void*)pwglGetProcAddress("wglFlush");
4320 #endif
4322 glEnableWINE = glEnable;
4323 glDisableWINE = glDisable;
4325 /* For now only one default adapter */
4327 struct WineD3DAdapter *adapter = &This->adapters[0];
4328 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4329 int iPixelFormat;
4330 int res;
4331 int i;
4332 WineD3D_PixelFormat *cfgs;
4333 DISPLAY_DEVICEW DisplayDevice;
4334 HDC hdc;
4336 TRACE("Initializing default adapter\n");
4337 adapter->num = 0;
4338 adapter->monitorPoint.x = -1;
4339 adapter->monitorPoint.y = -1;
4341 if (!WineD3D_CreateFakeGLContext()) {
4342 ERR("Failed to get a gl context for default adapter\n");
4343 WineD3D_ReleaseFakeGLContext();
4344 goto nogl_adapter;
4347 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4348 if(!ret) {
4349 ERR("Failed to initialize gl caps for default adapter\n");
4350 WineD3D_ReleaseFakeGLContext();
4351 goto nogl_adapter;
4353 ret = initPixelFormats(&adapter->gl_info);
4354 if(!ret) {
4355 ERR("Failed to init gl formats\n");
4356 WineD3D_ReleaseFakeGLContext();
4357 goto nogl_adapter;
4360 hdc = pwglGetCurrentDC();
4361 if(!hdc) {
4362 ERR("Failed to get gl HDC\n");
4363 WineD3D_ReleaseFakeGLContext();
4364 goto nogl_adapter;
4367 adapter->driver = "Display";
4368 adapter->description = "Direct3D HAL";
4370 /* Use the VideoRamSize registry setting when set */
4371 if(wined3d_settings.emulated_textureram)
4372 adapter->TextureRam = wined3d_settings.emulated_textureram;
4373 else
4374 adapter->TextureRam = adapter->gl_info.vidmem;
4375 adapter->UsedTextureRam = 0;
4376 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4378 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4379 DisplayDevice.cb = sizeof(DisplayDevice);
4380 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4381 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4382 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4384 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4386 int attribute;
4387 int attribs[10];
4388 int values[10];
4389 int nAttribs = 0;
4391 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4392 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4394 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4395 cfgs = adapter->cfgs;
4396 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4397 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4398 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4399 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4400 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4401 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4402 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4403 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4404 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4405 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4407 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4409 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4411 if(!res)
4412 continue;
4414 /* Cache the pixel format */
4415 cfgs->iPixelFormat = iPixelFormat;
4416 cfgs->redSize = values[0];
4417 cfgs->greenSize = values[1];
4418 cfgs->blueSize = values[2];
4419 cfgs->alphaSize = values[3];
4420 cfgs->depthSize = values[4];
4421 cfgs->stencilSize = values[5];
4422 cfgs->windowDrawable = values[6];
4423 cfgs->iPixelType = values[7];
4424 cfgs->doubleBuffer = values[8];
4425 cfgs->auxBuffers = values[9];
4427 cfgs->pbufferDrawable = FALSE;
4428 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4429 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4430 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4431 int value;
4432 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4433 cfgs->pbufferDrawable = value;
4436 cfgs->numSamples = 0;
4437 /* Check multisample support */
4438 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4439 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4440 int value[2];
4441 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4442 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4443 * value[1] = number of multi sample buffers*/
4444 if(value[0])
4445 cfgs->numSamples = value[1];
4449 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);
4450 cfgs++;
4453 else
4455 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4456 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4457 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4459 cfgs = adapter->cfgs;
4460 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4462 PIXELFORMATDESCRIPTOR ppfd;
4464 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4465 if(!res)
4466 continue;
4468 /* We only want HW acceleration using an OpenGL ICD driver.
4469 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4470 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4472 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4474 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4475 continue;
4478 cfgs->iPixelFormat = iPixelFormat;
4479 cfgs->redSize = ppfd.cRedBits;
4480 cfgs->greenSize = ppfd.cGreenBits;
4481 cfgs->blueSize = ppfd.cBlueBits;
4482 cfgs->alphaSize = ppfd.cAlphaBits;
4483 cfgs->depthSize = ppfd.cDepthBits;
4484 cfgs->stencilSize = ppfd.cStencilBits;
4485 cfgs->pbufferDrawable = 0;
4486 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4487 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4488 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4489 cfgs->auxBuffers = ppfd.cAuxBuffers;
4490 cfgs->numSamples = 0;
4492 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);
4493 cfgs++;
4494 adapter->nCfgs++;
4497 /* 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 */
4498 if(!adapter->nCfgs)
4500 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4502 WineD3D_ReleaseFakeGLContext();
4503 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4504 goto nogl_adapter;
4508 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4509 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4510 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4511 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4512 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4513 * driver is allowed to consume more bits EXCEPT for stencil bits.
4515 * Mark an adapter with this broken stencil behavior.
4517 adapter->brokenStencil = TRUE;
4518 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4520 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4521 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4522 adapter->brokenStencil = FALSE;
4523 break;
4527 fixup_extensions(&adapter->gl_info);
4528 add_gl_compat_wrappers(&adapter->gl_info);
4530 WineD3D_ReleaseFakeGLContext();
4532 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4533 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4534 fillGLAttribFuncs(&adapter->gl_info);
4535 adapter->opengl = TRUE;
4537 This->adapter_count = 1;
4538 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4540 return TRUE;
4542 nogl_adapter:
4543 /* Initialize an adapter for ddraw-only memory counting */
4544 memset(This->adapters, 0, sizeof(This->adapters));
4545 This->adapters[0].num = 0;
4546 This->adapters[0].opengl = FALSE;
4547 This->adapters[0].monitorPoint.x = -1;
4548 This->adapters[0].monitorPoint.y = -1;
4550 This->adapters[0].driver = "Display";
4551 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4552 if(wined3d_settings.emulated_textureram) {
4553 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4554 } else {
4555 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4558 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4560 This->adapter_count = 1;
4561 return FALSE;
4564 /**********************************************************
4565 * IWineD3D VTbl follows
4566 **********************************************************/
4568 const IWineD3DVtbl IWineD3D_Vtbl =
4570 /* IUnknown */
4571 IWineD3DImpl_QueryInterface,
4572 IWineD3DImpl_AddRef,
4573 IWineD3DImpl_Release,
4574 /* IWineD3D */
4575 IWineD3DImpl_GetParent,
4576 IWineD3DImpl_GetAdapterCount,
4577 IWineD3DImpl_RegisterSoftwareDevice,
4578 IWineD3DImpl_GetAdapterMonitor,
4579 IWineD3DImpl_GetAdapterModeCount,
4580 IWineD3DImpl_EnumAdapterModes,
4581 IWineD3DImpl_GetAdapterDisplayMode,
4582 IWineD3DImpl_GetAdapterIdentifier,
4583 IWineD3DImpl_CheckDeviceMultiSampleType,
4584 IWineD3DImpl_CheckDepthStencilMatch,
4585 IWineD3DImpl_CheckDeviceType,
4586 IWineD3DImpl_CheckDeviceFormat,
4587 IWineD3DImpl_CheckDeviceFormatConversion,
4588 IWineD3DImpl_GetDeviceCaps,
4589 IWineD3DImpl_CreateDevice