push 7b9d1d3e232f77c5ced022f5bf5eb0928a3b0c7c
[wine/hacks.git] / dlls / wined3d / directx.c
blob2cf89e7ea9604c2c5070b42e297adeffb57342f1
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
42 /* Extension detection */
43 static const struct {
44 const char *extension_string;
45 GL_SupportedExt extension;
46 DWORD version;
47 } EXTENSION_MAP[] = {
48 /* APPLE */
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
55 /* ATI */
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
59 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
60 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
61 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
63 /* ARB */
64 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
65 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
66 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
67 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
68 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
69 {"GL_ARB_imaging", ARB_IMAGING, 0 },
70 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
71 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
72 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
73 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
74 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
75 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
86 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
87 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
88 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
89 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
90 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
92 /* EXT */
93 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
94 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
95 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
96 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
97 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
98 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
101 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
102 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
103 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
104 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
105 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
106 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
107 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
108 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
109 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
110 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
111 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
112 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
113 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
114 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
115 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
116 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
118 /* NV */
119 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
120 {"GL_NV_fence", NV_FENCE, 0 },
121 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
122 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
123 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
124 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
125 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
126 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
127 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
128 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
129 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
130 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
131 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
132 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
133 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
134 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
135 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
136 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
137 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
139 /* SGI */
140 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
143 /**********************************************************
144 * Utility functions follow
145 **********************************************************/
147 /* Adapters */
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
152 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
153 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
154 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
156 /* lookup tables */
157 int minLookup[MAX_LOOKUPS];
158 int maxLookup[MAX_LOOKUPS];
159 DWORD *stateLookup[MAX_LOOKUPS];
161 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
162 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
163 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
164 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
169 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
170 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
171 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
174 /* drawStridedSlow attributes */
175 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
176 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
177 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
178 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
179 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
182 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
183 * i.e., there is no GL Context - Get a default rendering context to enable the
184 * function query some info from GL.
187 static int wined3d_fake_gl_context_ref = 0;
188 static BOOL wined3d_fake_gl_context_foreign;
189 static BOOL wined3d_fake_gl_context_available = FALSE;
190 static HDC wined3d_fake_gl_context_hdc = NULL;
191 static HWND wined3d_fake_gl_context_hwnd = NULL;
193 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
194 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
196 0, 0, &wined3d_fake_gl_context_cs,
197 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
198 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
199 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
201 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
203 static void WineD3D_ReleaseFakeGLContext(void) {
204 HGLRC glCtx;
206 EnterCriticalSection(&wined3d_fake_gl_context_cs);
208 if(!wined3d_fake_gl_context_available) {
209 TRACE_(d3d_caps)("context not available\n");
210 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
211 return;
214 glCtx = pwglGetCurrentContext();
216 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
217 if (0 == (--wined3d_fake_gl_context_ref) ) {
218 if(!wined3d_fake_gl_context_foreign && glCtx) {
219 TRACE_(d3d_caps)("destroying fake GL context\n");
220 pwglMakeCurrent(NULL, NULL);
221 pwglDeleteContext(glCtx);
223 if(wined3d_fake_gl_context_hdc)
224 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
225 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
226 if(wined3d_fake_gl_context_hwnd)
227 DestroyWindow(wined3d_fake_gl_context_hwnd);
228 wined3d_fake_gl_context_hwnd = NULL;
229 wined3d_fake_gl_context_available = FALSE;
231 assert(wined3d_fake_gl_context_ref >= 0);
233 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
236 static BOOL WineD3D_CreateFakeGLContext(void) {
237 HGLRC glCtx = NULL;
239 EnterCriticalSection(&wined3d_fake_gl_context_cs);
241 TRACE("getting context...\n");
242 if(wined3d_fake_gl_context_ref > 0) goto ret;
243 assert(0 == wined3d_fake_gl_context_ref);
245 wined3d_fake_gl_context_foreign = TRUE;
247 glCtx = pwglGetCurrentContext();
248 if (!glCtx) {
249 PIXELFORMATDESCRIPTOR pfd;
250 int iPixelFormat;
252 wined3d_fake_gl_context_foreign = FALSE;
254 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
255 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
256 if(!wined3d_fake_gl_context_hwnd) {
257 ERR("HWND creation failed!\n");
258 goto fail;
260 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
261 if(!wined3d_fake_gl_context_hdc) {
262 ERR("GetDC failed!\n");
263 goto fail;
266 /* PixelFormat selection */
267 ZeroMemory(&pfd, sizeof(pfd));
268 pfd.nSize = sizeof(pfd);
269 pfd.nVersion = 1;
270 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
271 pfd.iPixelType = PFD_TYPE_RGBA;
272 pfd.cColorBits = 32;
273 pfd.iLayerType = PFD_MAIN_PLANE;
275 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
276 if(!iPixelFormat) {
277 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
278 ERR("Can't find a suitable iPixelFormat\n");
279 goto fail;
281 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
282 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
284 /* Create a GL context */
285 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
286 if (!glCtx) {
287 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
288 goto fail;
291 /* Make it the current GL context */
292 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
293 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
294 goto fail;
298 ret:
299 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
300 wined3d_fake_gl_context_ref++;
301 wined3d_fake_gl_context_available = TRUE;
302 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
303 return TRUE;
304 fail:
305 if(wined3d_fake_gl_context_hdc)
306 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
307 wined3d_fake_gl_context_hdc = NULL;
308 if(wined3d_fake_gl_context_hwnd)
309 DestroyWindow(wined3d_fake_gl_context_hwnd);
310 wined3d_fake_gl_context_hwnd = NULL;
311 if(glCtx) pwglDeleteContext(glCtx);
312 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
313 return FALSE;
316 /* Adjust the amount of used texture memory */
317 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
318 UINT Adapter = D3DDevice->adapterNo;
320 Adapters[Adapter].UsedTextureRam += glram;
321 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
322 return Adapters[Adapter].UsedTextureRam;
325 /**********************************************************
326 * IUnknown parts follows
327 **********************************************************/
329 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
331 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
333 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
334 if (IsEqualGUID(riid, &IID_IUnknown)
335 || IsEqualGUID(riid, &IID_IWineD3DBase)
336 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
337 IUnknown_AddRef(iface);
338 *ppobj = This;
339 return S_OK;
341 *ppobj = NULL;
342 return E_NOINTERFACE;
345 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
346 IWineD3DImpl *This = (IWineD3DImpl *)iface;
347 ULONG refCount = InterlockedIncrement(&This->ref);
349 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
350 return refCount;
353 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
354 IWineD3DImpl *This = (IWineD3DImpl *)iface;
355 ULONG ref;
356 TRACE("(%p) : Releasing from %d\n", This, This->ref);
357 ref = InterlockedDecrement(&This->ref);
358 if (ref == 0) {
359 HeapFree(GetProcessHeap(), 0, This);
362 return ref;
365 /* Set the shader type for this device, depending on the given capabilities,
366 * the device type, and the user preferences in wined3d_settings */
368 void select_shader_mode(
369 WineD3D_GL_Info *gl_info,
370 WINED3DDEVTYPE DeviceType,
371 int* ps_selected,
372 int* vs_selected) {
374 if (wined3d_settings.vs_mode == VS_NONE) {
375 *vs_selected = SHADER_NONE;
376 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
377 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
378 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
379 * shaders only on this card. */
380 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
381 *vs_selected = SHADER_ARB;
382 else
383 *vs_selected = SHADER_GLSL;
384 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
385 *vs_selected = SHADER_ARB;
386 } else {
387 *vs_selected = SHADER_NONE;
390 if (wined3d_settings.ps_mode == PS_NONE) {
391 *ps_selected = SHADER_NONE;
392 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
393 *ps_selected = SHADER_GLSL;
394 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
395 *ps_selected = SHADER_ARB;
396 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
397 *ps_selected = SHADER_ATI;
398 } else {
399 *ps_selected = SHADER_NONE;
403 /** Select the number of report maximum shader constants based on the selected shader modes */
404 static void select_shader_max_constants(
405 int ps_selected_mode,
406 int vs_selected_mode,
407 WineD3D_GL_Info *gl_info) {
409 switch (vs_selected_mode) {
410 case SHADER_GLSL:
411 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
412 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
413 break;
414 case SHADER_ARB:
415 /* We have to subtract any other PARAMs that we might use in our shader programs.
416 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
417 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
418 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
419 break;
420 default:
421 gl_info->max_vshader_constantsF = 0;
422 break;
425 switch (ps_selected_mode) {
426 case SHADER_GLSL:
427 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
428 * In theory the texbem instruction may need one more shader constant too. But lets assume
429 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
430 * and lets not take away a uniform needlessly from all other shaders.
432 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
433 break;
434 case SHADER_ARB:
435 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
436 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
438 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
439 break;
440 default:
441 gl_info->max_pshader_constantsF = 0;
442 break;
446 /**********************************************************
447 * IWineD3D parts follows
448 **********************************************************/
450 #define GLINFO_LOCATION (*gl_info)
451 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
452 GLuint prog;
453 BOOL ret = FALSE;
454 const char *testcode =
455 "!!ARBvp1.0\n"
456 "PARAM C[66] = { program.env[0..65] };\n"
457 "ADDRESS A0;"
458 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
459 "ARL A0.x, zero.x;\n"
460 "MOV result.position, C[A0.x + 65];\n"
461 "END\n";
463 while(glGetError());
464 GL_EXTCALL(glGenProgramsARB(1, &prog));
465 if(!prog) {
466 ERR("Failed to create an ARB offset limit test program\n");
468 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
469 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
470 strlen(testcode), testcode));
471 if(glGetError() != 0) {
472 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
473 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
474 ret = TRUE;
475 } else TRACE("OpenGL implementation allows offsets > 63\n");
477 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
478 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
479 checkGLcall("ARB vp offset limit test cleanup\n");
481 return ret;
484 static DWORD ver_for_ext(GL_SupportedExt ext)
486 unsigned int i;
487 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
488 if(EXTENSION_MAP[i].extension == ext) {
489 return EXTENSION_MAP[i].version;
492 return 0;
495 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
496 const char *GL_Extensions = NULL;
497 const char *WGL_Extensions = NULL;
498 const char *gl_string = NULL;
499 const char *gl_string_cursor = NULL;
500 GLint gl_max;
501 GLfloat gl_floatv[2];
502 int major = 1, minor = 0;
503 BOOL return_value = TRUE;
504 unsigned i;
505 HDC hdc;
506 unsigned int vidmem=0;
508 TRACE_(d3d_caps)("(%p)\n", gl_info);
510 ENTER_GL();
512 gl_string = (const char *) glGetString(GL_RENDERER);
513 if (NULL == gl_string)
514 gl_string = "None";
515 strcpy(gl_info->gl_renderer, gl_string);
517 gl_string = (const char *) glGetString(GL_VENDOR);
518 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
519 if (gl_string != NULL) {
520 /* Fill in the GL vendor */
521 if (strstr(gl_string, "NVIDIA")) {
522 gl_info->gl_vendor = VENDOR_NVIDIA;
523 } else if (strstr(gl_string, "ATI")) {
524 gl_info->gl_vendor = VENDOR_ATI;
525 } else if (strstr(gl_string, "Intel(R)") ||
526 strstr(gl_info->gl_renderer, "Intel(R)") ||
527 strstr(gl_string, "Intel Inc.")) {
528 gl_info->gl_vendor = VENDOR_INTEL;
529 } else if (strstr(gl_string, "Mesa")) {
530 gl_info->gl_vendor = VENDOR_MESA;
531 } else {
532 gl_info->gl_vendor = VENDOR_WINE;
534 } else {
535 gl_info->gl_vendor = VENDOR_WINE;
539 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
541 /* Parse the GL_VERSION field into major and minor information */
542 gl_string = (const char *) glGetString(GL_VERSION);
543 if (gl_string != NULL) {
545 /* First, parse the generic opengl version. This is supposed not to be convoluted with
546 * driver specific information
548 gl_string_cursor = gl_string;
549 major = atoi(gl_string_cursor);
550 if(major <= 0) {
551 ERR("Invalid opengl major version: %d\n", major);
553 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
554 ++gl_string_cursor;
556 if (*gl_string_cursor++ != '.') {
557 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
559 minor = atoi(gl_string_cursor);
560 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
561 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
563 /* Now parse the driver specific string which we'll report to the app */
564 switch (gl_info->gl_vendor) {
565 case VENDOR_NVIDIA:
566 gl_string_cursor = strstr(gl_string, "NVIDIA");
567 if (!gl_string_cursor) {
568 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
569 break;
572 gl_string_cursor = strstr(gl_string_cursor, " ");
573 if (!gl_string_cursor) {
574 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
575 break;
578 while (*gl_string_cursor == ' ') {
579 ++gl_string_cursor;
582 if (!*gl_string_cursor) {
583 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
584 break;
587 major = atoi(gl_string_cursor);
588 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
589 ++gl_string_cursor;
592 if (*gl_string_cursor++ != '.') {
593 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
594 break;
597 minor = atoi(gl_string_cursor);
598 minor = major*100+minor;
599 major = 10;
601 break;
603 case VENDOR_ATI:
604 major = minor = 0;
605 gl_string_cursor = strchr(gl_string, '-');
606 if (gl_string_cursor) {
607 int error = 0;
608 gl_string_cursor++;
610 /* Check if version number is of the form x.y.z */
611 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
612 error = 1;
613 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
614 error = 1;
615 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
616 error = 1;
617 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
618 error = 1;
620 /* Mark version number as malformed */
621 if (error)
622 gl_string_cursor = 0;
625 if (!gl_string_cursor)
626 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
627 else {
628 major = *gl_string_cursor - '0';
629 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
631 break;
633 case VENDOR_INTEL:
634 /* Apple and Mesa version strings look differently, but both provide intel drivers */
635 if(strstr(gl_string, "APPLE")) {
636 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
637 * We only need the first part, and use the APPLE as identification
638 * "1.2 APPLE-1.4.56"
640 gl_string_cursor = gl_string;
641 major = atoi(gl_string_cursor);
642 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
643 ++gl_string_cursor;
646 if (*gl_string_cursor++ != '.') {
647 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
648 break;
651 minor = atoi(gl_string_cursor);
652 break;
655 case VENDOR_MESA:
656 gl_string_cursor = strstr(gl_string, "Mesa");
657 gl_string_cursor = strstr(gl_string_cursor, " ");
658 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
659 if (*gl_string_cursor) {
660 char tmp[16];
661 int cursor = 0;
663 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
664 tmp[cursor++] = *gl_string_cursor;
665 ++gl_string_cursor;
667 tmp[cursor] = 0;
668 major = atoi(tmp);
670 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
671 ++gl_string_cursor;
673 cursor = 0;
674 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
675 tmp[cursor++] = *gl_string_cursor;
676 ++gl_string_cursor;
678 tmp[cursor] = 0;
679 minor = atoi(tmp);
681 break;
683 default:
684 major = 0;
685 minor = 9;
687 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
688 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
689 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
690 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
691 } else {
692 FIXME("OpenGL driver did not return version information\n");
693 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
694 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
697 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
700 * Initialize openGL extension related variables
701 * with Default values
703 memset(gl_info->supported, 0, sizeof(gl_info->supported));
704 gl_info->max_buffers = 1;
705 gl_info->max_textures = 1;
706 gl_info->max_texture_stages = 1;
707 gl_info->max_fragment_samplers = 1;
708 gl_info->max_vertex_samplers = 0;
709 gl_info->max_combined_samplers = 0;
710 gl_info->max_sampler_stages = 1;
711 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
712 gl_info->ps_arb_max_temps = 0;
713 gl_info->ps_arb_max_instructions = 0;
714 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
715 gl_info->vs_arb_max_temps = 0;
716 gl_info->vs_arb_max_instructions = 0;
717 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
718 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
719 gl_info->vs_glsl_constantsF = 0;
720 gl_info->ps_glsl_constantsF = 0;
721 gl_info->vs_arb_constantsF = 0;
722 gl_info->ps_arb_constantsF = 0;
724 /* Retrieve opengl defaults */
725 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
726 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
727 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
729 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
730 gl_info->max_lights = gl_max;
731 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
733 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
734 gl_info->max_texture_size = gl_max;
735 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
737 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
738 gl_info->max_pointsizemin = gl_floatv[0];
739 gl_info->max_pointsize = gl_floatv[1];
740 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
742 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
743 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
744 TRACE_(d3d_caps)("GL_Extensions reported:\n");
746 if (NULL == GL_Extensions) {
747 ERR(" GL_Extensions returns NULL\n");
748 } else {
749 while (*GL_Extensions != 0x00) {
750 const char *Start;
751 char ThisExtn[256];
752 size_t len;
754 while (isspace(*GL_Extensions)) GL_Extensions++;
755 Start = GL_Extensions;
756 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
757 GL_Extensions++;
760 len = GL_Extensions - Start;
761 if (len == 0 || len >= sizeof(ThisExtn))
762 continue;
764 memcpy(ThisExtn, Start, len);
765 ThisExtn[len] = '\0';
766 TRACE_(d3d_caps)("- %s\n", ThisExtn);
768 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
769 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
770 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
771 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
772 break;
777 LEAVE_GL();
779 /* Now work out what GL support this card really has */
780 #define USE_GL_FUNC(type, pfn, ext, replace) { \
781 DWORD ver = ver_for_ext(ext); \
782 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
783 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
784 else gl_info->pfn = NULL; \
786 GL_EXT_FUNCS_GEN;
787 #undef USE_GL_FUNC
789 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
790 WGL_EXT_FUNCS_GEN;
791 #undef USE_GL_FUNC
793 ENTER_GL();
794 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
795 * loading the functions, otherwise the code above will load the extension entry points instead of the
796 * core functions, which may not work
798 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
799 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
800 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
801 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
802 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
806 if (gl_info->supported[APPLE_FENCE]) {
807 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
808 * The apple extension interacts with some other apple exts. Disable the NV
809 * extension if the apple one is support to prevent confusion in other parts
810 * of the code
812 gl_info->supported[NV_FENCE] = FALSE;
814 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
815 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
817 * The enums are the same:
818 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
819 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
820 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
821 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
822 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
824 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
825 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
826 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
828 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
829 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
830 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
833 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
834 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
835 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
837 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
838 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
839 * Won't occur in any real world situation though
841 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
842 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
843 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
844 * are supported. The nv extensions provide the same functionality as the
845 * ATI one, and a bit more(signed pixelformats)
847 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
850 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
851 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
852 gl_info->max_buffers = gl_max;
853 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
855 if (gl_info->supported[ARB_MULTITEXTURE]) {
856 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
857 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
858 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
860 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
861 GLint tmp;
862 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
863 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
864 } else {
865 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
867 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
869 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
870 GLint tmp;
871 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
872 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
873 } else {
874 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
876 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
878 if (gl_info->supported[ARB_VERTEX_SHADER]) {
879 GLint tmp;
880 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
881 gl_info->max_vertex_samplers = tmp;
882 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
883 gl_info->max_combined_samplers = tmp;
885 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
886 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
887 * an issue because then the sampler setup only depends on the two shaders. If a pixel
888 * shader is used with fixed function vertex processing we're fine too because fixed function
889 * vertex processing doesn't use any samplers. If fixed function fragment processing is
890 * used we have to make sure that all vertex sampler setups are valid together with all
891 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
892 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
893 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
894 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
895 * a fixed function pipeline anymore.
897 * So this is just a check to check that our assumption holds true. If not, write a warning
898 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
900 if(gl_info->max_vertex_samplers &&
901 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
902 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
903 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
904 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
905 if( gl_info->max_combined_samplers > MAX_TEXTURES )
906 gl_info->max_vertex_samplers =
907 gl_info->max_combined_samplers - MAX_TEXTURES;
908 else
909 gl_info->max_vertex_samplers = 0;
911 } else {
912 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
914 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
915 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
917 if (gl_info->supported[ARB_VERTEX_BLEND]) {
918 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
919 gl_info->max_blends = gl_max;
920 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
922 if (gl_info->supported[EXT_TEXTURE3D]) {
923 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
924 gl_info->max_texture3d_size = gl_max;
925 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
927 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
928 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
929 gl_info->max_anisotropy = gl_max;
930 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
932 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
933 gl_info->ps_arb_version = PS_VERSION_11;
934 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
935 gl_info->ps_arb_constantsF = gl_max;
936 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
937 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
938 gl_info->ps_arb_max_temps = gl_max;
939 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
940 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
941 gl_info->ps_arb_max_instructions = gl_max;
942 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
944 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
945 gl_info->vs_arb_version = VS_VERSION_11;
946 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
947 gl_info->vs_arb_constantsF = gl_max;
948 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
949 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
950 gl_info->vs_arb_max_temps = gl_max;
951 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
952 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
953 gl_info->vs_arb_max_instructions = gl_max;
954 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
956 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
958 if (gl_info->supported[ARB_VERTEX_SHADER]) {
959 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
960 gl_info->vs_glsl_constantsF = gl_max / 4;
961 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
963 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
964 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
965 gl_info->ps_glsl_constantsF = gl_max / 4;
966 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
967 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
968 gl_info->max_glsl_varyings = gl_max;
969 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
971 if (gl_info->supported[EXT_VERTEX_SHADER]) {
972 gl_info->vs_ati_version = VS_VERSION_11;
974 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
975 gl_info->vs_nv_version = VS_VERSION_30;
976 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
977 gl_info->vs_nv_version = VS_VERSION_20;
978 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
979 gl_info->vs_nv_version = VS_VERSION_11;
980 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
981 gl_info->vs_nv_version = VS_VERSION_10;
983 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
984 gl_info->ps_nv_version = PS_VERSION_30;
985 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
986 gl_info->ps_nv_version = PS_VERSION_20;
988 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
989 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
990 } else {
991 gl_info->max_shininess = 128.0;
993 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
994 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
995 * This saves a few redundant glDisable calls
997 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
999 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1000 /* Disable NV_register_combiners and fragment shader if this is supported.
1001 * generally the NV extensions are preferred over the ATI ones, and this
1002 * extension is disabled if register_combiners and texture_shader2 are both
1003 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1004 * fragment processing support
1006 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1007 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1008 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1009 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1010 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1014 checkGLcall("extension detection\n");
1016 /* In some cases the number of texture stages can be larger than the number
1017 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1018 * shaders), but 8 texture stages (register combiners). */
1019 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1021 /* We can only use ORM_FBO when the hardware supports it. */
1022 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1023 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1024 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1027 /* MRTs are currently only supported when FBOs are used. */
1028 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1029 gl_info->max_buffers = 1;
1032 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1033 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1034 * in case of the latest videocards in the number of pixel/vertex pipelines.
1036 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1037 * rendering. Various games use this information to get a rough estimation of the features of the card
1038 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1039 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1040 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1041 * not the PCI id.
1043 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1044 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1045 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1046 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1047 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1048 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1049 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1050 * is limited.
1052 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1053 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1054 * similar 3d features.
1056 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1057 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1058 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1059 * won't pass we return a default card. This way is better than maintaining a full card database as even
1060 * without a full database we can return a card with similar features. Second the size of the database
1061 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1062 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1063 * to distinguishes between different models from that family.
1065 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1066 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1067 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1068 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1069 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1070 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1071 * memory behind our backs if really needed.
1072 * Note that the amount of video memory can be overruled using a registry setting.
1074 switch (gl_info->gl_vendor) {
1075 case VENDOR_NVIDIA:
1076 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1077 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1079 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1080 /* Geforce9 - highend */
1081 if(strstr(gl_info->gl_renderer, "9800")) {
1082 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1083 vidmem = 512;
1085 /* Geforce9 - midend */
1086 else if(strstr(gl_info->gl_renderer, "9600")) {
1087 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1088 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1090 /* Geforce8 - highend */
1091 if (strstr(gl_info->gl_renderer, "8800")) {
1092 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1093 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1095 /* Geforce8 - midend mobile */
1096 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1097 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1098 vidmem = 512;
1100 /* Geforce8 - midend */
1101 else if(strstr(gl_info->gl_renderer, "8600") ||
1102 strstr(gl_info->gl_renderer, "8700"))
1104 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1105 vidmem = 256;
1107 /* Geforce8 - lowend */
1108 else if(strstr(gl_info->gl_renderer, "8300") ||
1109 strstr(gl_info->gl_renderer, "8400") ||
1110 strstr(gl_info->gl_renderer, "8500"))
1112 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1113 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1115 /* Geforce7 - highend */
1116 else if(strstr(gl_info->gl_renderer, "7800") ||
1117 strstr(gl_info->gl_renderer, "7900") ||
1118 strstr(gl_info->gl_renderer, "7950") ||
1119 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1120 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1122 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1123 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1125 /* Geforce7 midend */
1126 else if(strstr(gl_info->gl_renderer, "7600") ||
1127 strstr(gl_info->gl_renderer, "7700")) {
1128 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1129 vidmem = 256; /* The 7600 uses 256-512MB */
1130 /* Geforce7 lower medium */
1131 } else if(strstr(gl_info->gl_renderer, "7400")) {
1132 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1133 vidmem = 256; /* The 7400 uses 256-512MB */
1135 /* Geforce7 lowend */
1136 else if(strstr(gl_info->gl_renderer, "7300")) {
1137 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1138 vidmem = 256; /* Mac Pros with this card have 256 MB */
1140 /* Geforce6 highend */
1141 else if(strstr(gl_info->gl_renderer, "6800"))
1143 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1144 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1146 /* Geforce6 - midend */
1147 else if(strstr(gl_info->gl_renderer, "6600") ||
1148 strstr(gl_info->gl_renderer, "6610") ||
1149 strstr(gl_info->gl_renderer, "6700"))
1151 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1152 vidmem = 128; /* A 6600GT has 128-256MB */
1154 /* Geforce6/7 lowend */
1155 else {
1156 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1157 vidmem = 64; /* */
1159 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1160 /* GeforceFX - highend */
1161 if (strstr(gl_info->gl_renderer, "5800") ||
1162 strstr(gl_info->gl_renderer, "5900") ||
1163 strstr(gl_info->gl_renderer, "5950") ||
1164 strstr(gl_info->gl_renderer, "Quadro FX"))
1166 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1167 vidmem = 256; /* 5800-5900 cards use 256MB */
1169 /* GeforceFX - midend */
1170 else if(strstr(gl_info->gl_renderer, "5600") ||
1171 strstr(gl_info->gl_renderer, "5650") ||
1172 strstr(gl_info->gl_renderer, "5700") ||
1173 strstr(gl_info->gl_renderer, "5750"))
1175 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1176 vidmem = 128; /* A 5600 uses 128-256MB */
1178 /* GeforceFX - lowend */
1179 else {
1180 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1181 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1183 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1184 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1185 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1186 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1188 else {
1189 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1190 vidmem = 64; /* Geforce3 cards have 64-128MB */
1192 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1193 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1194 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1195 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1197 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1198 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1199 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1201 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1202 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1203 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1205 else {
1206 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1207 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1209 } else {
1210 if (strstr(gl_info->gl_renderer, "TNT2")) {
1211 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1212 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1214 else {
1215 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1216 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1219 break;
1220 case VENDOR_ATI:
1221 if(WINE_D3D9_CAPABLE(gl_info)) {
1222 /* Radeon R6xx HD2900/HD3800 - highend */
1223 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1224 strstr(gl_info->gl_renderer, "HD 3870") ||
1225 strstr(gl_info->gl_renderer, "HD 3850"))
1227 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1228 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1230 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1231 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1232 strstr(gl_info->gl_renderer, "HD 3830") ||
1233 strstr(gl_info->gl_renderer, "HD 3690") ||
1234 strstr(gl_info->gl_renderer, "HD 3650"))
1236 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1237 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1239 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1240 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1241 strstr(gl_info->gl_renderer, "HD 2400") ||
1242 strstr(gl_info->gl_renderer, "HD 3470") ||
1243 strstr(gl_info->gl_renderer, "HD 3450") ||
1244 strstr(gl_info->gl_renderer, "HD 3430"))
1246 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1247 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1249 /* Radeon R6xx/R7xx integrated */
1250 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1251 strstr(gl_info->gl_renderer, "HD 3200") ||
1252 strstr(gl_info->gl_renderer, "HD 3300"))
1254 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1255 vidmem = 128; /* 128MB */
1257 /* Radeon R5xx */
1258 else if (strstr(gl_info->gl_renderer, "X1600") ||
1259 strstr(gl_info->gl_renderer, "X1650") ||
1260 strstr(gl_info->gl_renderer, "X1800") ||
1261 strstr(gl_info->gl_renderer, "X1900") ||
1262 strstr(gl_info->gl_renderer, "X1950"))
1264 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1265 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1267 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1268 else if(strstr(gl_info->gl_renderer, "X700") ||
1269 strstr(gl_info->gl_renderer, "X800") ||
1270 strstr(gl_info->gl_renderer, "X850") ||
1271 strstr(gl_info->gl_renderer, "X1300") ||
1272 strstr(gl_info->gl_renderer, "X1400") ||
1273 strstr(gl_info->gl_renderer, "X1450") ||
1274 strstr(gl_info->gl_renderer, "X1550"))
1276 gl_info->gl_card = CARD_ATI_RADEON_X700;
1277 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1279 /* Radeon R3xx */
1280 else {
1281 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1282 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1284 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1285 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1286 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1287 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1288 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1289 vidmem = 32; /* There are models with up to 64MB */
1290 } else {
1291 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1292 vidmem = 16; /* There are 16-32MB models */
1294 break;
1295 case VENDOR_INTEL:
1296 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1297 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1298 gl_info->gl_card = CARD_INTEL_I945GM;
1299 vidmem = 64;
1300 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1301 gl_info->gl_card = CARD_INTEL_I915GM;
1302 } else if (strstr(gl_info->gl_renderer, "915G")) {
1303 gl_info->gl_card = CARD_INTEL_I915G;
1304 } else if (strstr(gl_info->gl_renderer, "865G")) {
1305 gl_info->gl_card = CARD_INTEL_I865G;
1306 } else if (strstr(gl_info->gl_renderer, "855G")) {
1307 gl_info->gl_card = CARD_INTEL_I855G;
1308 } else if (strstr(gl_info->gl_renderer, "830G")) {
1309 gl_info->gl_card = CARD_INTEL_I830G;
1310 } else {
1311 gl_info->gl_card = CARD_INTEL_I915G;
1313 break;
1314 case VENDOR_MESA:
1315 case VENDOR_WINE:
1316 default:
1317 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1318 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1319 * them a good generic choice.
1321 gl_info->gl_vendor = VENDOR_NVIDIA;
1322 if(WINE_D3D9_CAPABLE(gl_info))
1323 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1324 else if(WINE_D3D8_CAPABLE(gl_info))
1325 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1326 else if(WINE_D3D7_CAPABLE(gl_info))
1327 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1328 else if(WINE_D3D6_CAPABLE(gl_info))
1329 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1330 else
1331 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1333 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1335 /* If we have an estimate use it, else default to 64MB; */
1336 if(vidmem)
1337 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1338 else
1339 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1341 /* Load all the lookup tables
1342 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1343 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1344 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1346 for (i = 0; i < MAX_LOOKUPS; i++) {
1347 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1350 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1351 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1352 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1353 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1354 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1355 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1356 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1357 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1358 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1359 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1361 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1362 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1363 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1364 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1365 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1368 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1369 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1370 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1371 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1372 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1373 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1374 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1375 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1376 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1377 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1378 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1379 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1380 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1382 /* TODO: config lookups */
1384 /* Make sure there's an active HDC else the WGL extensions will fail */
1385 hdc = pwglGetCurrentDC();
1386 if (hdc) {
1387 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1388 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1390 if (NULL == WGL_Extensions) {
1391 ERR(" WGL_Extensions returns NULL\n");
1392 } else {
1393 while (*WGL_Extensions != 0x00) {
1394 const char *Start;
1395 char ThisExtn[256];
1396 size_t len;
1398 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1399 Start = WGL_Extensions;
1400 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1401 WGL_Extensions++;
1404 len = WGL_Extensions - Start;
1405 if (len == 0 || len >= sizeof(ThisExtn))
1406 continue;
1408 memcpy(ThisExtn, Start, len);
1409 ThisExtn[len] = '\0';
1410 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1412 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1413 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1414 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1416 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1417 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1418 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1423 LEAVE_GL();
1425 return return_value;
1427 #undef GLINFO_LOCATION
1429 /**********************************************************
1430 * IWineD3D implementation follows
1431 **********************************************************/
1433 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1434 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1436 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1437 return numAdapters;
1440 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1441 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1442 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1443 return WINED3D_OK;
1446 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1447 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1449 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1451 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1452 return NULL;
1455 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1458 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1459 of the same bpp but different resolutions */
1461 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1462 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1463 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1464 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1466 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1467 return 0;
1470 /* TODO: Store modes per adapter and read it from the adapter structure */
1471 if (Adapter == 0) { /* Display */
1472 int i = 0;
1473 int j = 0;
1475 if (!DEBUG_SINGLE_MODE) {
1476 DEVMODEW DevModeW;
1478 ZeroMemory(&DevModeW, sizeof(DevModeW));
1479 DevModeW.dmSize = sizeof(DevModeW);
1480 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1481 j++;
1482 switch (Format)
1484 case WINED3DFMT_UNKNOWN:
1485 /* This is for D3D8, do not enumerate P8 here */
1486 if (DevModeW.dmBitsPerPel == 32 ||
1487 DevModeW.dmBitsPerPel == 16) i++;
1488 break;
1489 case WINED3DFMT_X8R8G8B8:
1490 if (DevModeW.dmBitsPerPel == 32) i++;
1491 break;
1492 case WINED3DFMT_R5G6B5:
1493 if (DevModeW.dmBitsPerPel == 16) i++;
1494 break;
1495 case WINED3DFMT_P8:
1496 if (DevModeW.dmBitsPerPel == 8) i++;
1497 break;
1498 default:
1499 /* Skip other modes as they do not match the requested format */
1500 break;
1503 } else {
1504 i = 1;
1505 j = 1;
1508 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1509 return i;
1510 } else {
1511 FIXME_(d3d_caps)("Adapter not primary display\n");
1513 return 0;
1516 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1517 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1518 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1519 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1521 /* Validate the parameters as much as possible */
1522 if (NULL == pMode ||
1523 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1524 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1525 return WINED3DERR_INVALIDCALL;
1528 /* TODO: Store modes per adapter and read it from the adapter structure */
1529 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1530 DEVMODEW DevModeW;
1531 int ModeIdx = 0;
1532 int i = 0;
1533 int j = 0;
1535 ZeroMemory(&DevModeW, sizeof(DevModeW));
1536 DevModeW.dmSize = sizeof(DevModeW);
1538 /* If we are filtering to a specific format (D3D9), then need to skip
1539 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1540 just count through the ones with valid bit depths */
1541 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1542 switch (Format)
1544 case WINED3DFMT_UNKNOWN:
1545 /* This is D3D8. Do not enumerate P8 here */
1546 if (DevModeW.dmBitsPerPel == 32 ||
1547 DevModeW.dmBitsPerPel == 16) i++;
1548 break;
1549 case WINED3DFMT_X8R8G8B8:
1550 if (DevModeW.dmBitsPerPel == 32) i++;
1551 break;
1552 case WINED3DFMT_R5G6B5:
1553 if (DevModeW.dmBitsPerPel == 16) i++;
1554 break;
1555 case WINED3DFMT_P8:
1556 if (DevModeW.dmBitsPerPel == 8) i++;
1557 break;
1558 default:
1559 /* Modes that don't match what we support can get an early-out */
1560 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1561 return WINED3DERR_INVALIDCALL;
1565 if (i == 0) {
1566 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1567 return WINED3DERR_INVALIDCALL;
1569 ModeIdx = j - 1;
1571 /* Now get the display mode via the calculated index */
1572 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1573 pMode->Width = DevModeW.dmPelsWidth;
1574 pMode->Height = DevModeW.dmPelsHeight;
1575 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1576 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1577 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1579 if (Format == WINED3DFMT_UNKNOWN) {
1580 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1581 } else {
1582 pMode->Format = Format;
1584 } else {
1585 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1586 return WINED3DERR_INVALIDCALL;
1589 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1590 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1591 DevModeW.dmBitsPerPel);
1593 } else if (DEBUG_SINGLE_MODE) {
1594 /* Return one setting of the format requested */
1595 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1596 pMode->Width = 800;
1597 pMode->Height = 600;
1598 pMode->RefreshRate = 60;
1599 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1600 } else {
1601 FIXME_(d3d_caps)("Adapter not primary display\n");
1604 return WINED3D_OK;
1607 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1608 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1609 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1611 if (NULL == pMode ||
1612 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1613 return WINED3DERR_INVALIDCALL;
1616 if (Adapter == 0) { /* Display */
1617 int bpp = 0;
1618 DEVMODEW DevModeW;
1620 ZeroMemory(&DevModeW, sizeof(DevModeW));
1621 DevModeW.dmSize = sizeof(DevModeW);
1623 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1624 pMode->Width = DevModeW.dmPelsWidth;
1625 pMode->Height = DevModeW.dmPelsHeight;
1626 bpp = DevModeW.dmBitsPerPel;
1627 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1628 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1630 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1633 pMode->Format = pixelformat_for_depth(bpp);
1634 } else {
1635 FIXME_(d3d_caps)("Adapter not primary display\n");
1638 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1639 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1640 return WINED3D_OK;
1643 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1644 and fields being inserted in the middle, a new structure is used in place */
1645 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1646 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1647 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1649 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1651 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1652 return WINED3DERR_INVALIDCALL;
1655 /* Return the information requested */
1656 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1657 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1658 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1660 /* Note dx8 doesn't supply a DeviceName */
1661 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1662 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1663 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1664 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1665 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1666 *(pIdentifier->SubSysId) = 0;
1667 *(pIdentifier->Revision) = 0;
1668 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1670 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1671 *(pIdentifier->WHQLLevel) = 0;
1672 } else {
1673 *(pIdentifier->WHQLLevel) = 1;
1676 return WINED3D_OK;
1679 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1680 short redSize, greenSize, blueSize, alphaSize, colorBits;
1682 if(!cfg)
1683 return FALSE;
1685 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1686 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1687 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1688 return FALSE;
1691 if(cfg->redSize < redSize)
1692 return FALSE;
1694 if(cfg->greenSize < greenSize)
1695 return FALSE;
1697 if(cfg->blueSize < blueSize)
1698 return FALSE;
1700 if(cfg->alphaSize < alphaSize)
1701 return FALSE;
1703 return TRUE;
1704 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1705 if(Format == WINED3DFMT_R16F)
1706 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1707 if(Format == WINED3DFMT_G16R16F)
1708 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1709 if(Format == WINED3DFMT_A16B16G16R16F)
1710 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1711 if(Format == WINED3DFMT_R32F)
1712 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1713 if(Format == WINED3DFMT_G32R32F)
1714 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1715 if(Format == WINED3DFMT_A32B32G32R32F)
1716 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1717 } else {
1718 /* Probably a color index mode */
1719 return FALSE;
1722 return FALSE;
1725 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1726 short depthSize, stencilSize;
1727 BOOL lockable = FALSE;
1729 if(!cfg)
1730 return FALSE;
1732 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1733 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1734 return FALSE;
1737 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1738 lockable = TRUE;
1740 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1741 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1742 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1743 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1744 return FALSE;
1746 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1747 * allow more stencil bits than requested. */
1748 if(cfg->stencilSize < stencilSize)
1749 return FALSE;
1751 return TRUE;
1754 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1755 WINED3DFORMAT AdapterFormat,
1756 WINED3DFORMAT RenderTargetFormat,
1757 WINED3DFORMAT DepthStencilFormat) {
1758 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1759 int nCfgs;
1760 WineD3D_PixelFormat *cfgs;
1761 int it;
1763 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1764 This, Adapter,
1765 DeviceType, debug_d3ddevicetype(DeviceType),
1766 AdapterFormat, debug_d3dformat(AdapterFormat),
1767 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1768 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1770 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1771 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1772 return WINED3DERR_INVALIDCALL;
1775 cfgs = Adapters[Adapter].cfgs;
1776 nCfgs = Adapters[Adapter].nCfgs;
1777 for (it = 0; it < nCfgs; ++it) {
1778 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1779 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1780 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1781 return WINED3D_OK;
1785 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1787 return WINED3DERR_NOTAVAILABLE;
1790 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1791 WINED3DFORMAT SurfaceFormat,
1792 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1794 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1795 const GlPixelFormatDesc *glDesc;
1796 const StaticPixelFormatDesc *desc;
1798 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1799 This,
1800 Adapter,
1801 DeviceType, debug_d3ddevicetype(DeviceType),
1802 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1803 Windowed,
1804 MultiSampleType,
1805 pQualityLevels);
1807 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1808 return WINED3DERR_INVALIDCALL;
1811 /* TODO: handle Windowed, add more quality levels */
1813 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1815 /* By default multisampling is disabled right now as it causes issues
1816 * on some Nvidia driver versions and it doesn't work well in combination
1817 * with FBOs yet. */
1818 if(!wined3d_settings.allow_multisampling)
1819 return WINED3DERR_NOTAVAILABLE;
1821 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1822 if(!desc || !glDesc) {
1823 return WINED3DERR_INVALIDCALL;
1826 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1827 int i, nCfgs;
1828 WineD3D_PixelFormat *cfgs;
1830 cfgs = Adapters[Adapter].cfgs;
1831 nCfgs = Adapters[Adapter].nCfgs;
1832 for(i=0; i<nCfgs; i++) {
1833 if(cfgs[i].numSamples != MultiSampleType)
1834 continue;
1836 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1837 continue;
1839 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1841 if(pQualityLevels)
1842 *pQualityLevels = 1; /* Guess at a value! */
1843 return WINED3D_OK;
1846 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1847 short redSize, greenSize, blueSize, alphaSize, colorBits;
1848 int i, nCfgs;
1849 WineD3D_PixelFormat *cfgs;
1851 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1852 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1853 return WINED3DERR_NOTAVAILABLE;
1856 cfgs = Adapters[Adapter].cfgs;
1857 nCfgs = Adapters[Adapter].nCfgs;
1858 for(i=0; i<nCfgs; i++) {
1859 if(cfgs[i].numSamples != MultiSampleType)
1860 continue;
1861 if(cfgs[i].redSize != redSize)
1862 continue;
1863 if(cfgs[i].greenSize != greenSize)
1864 continue;
1865 if(cfgs[i].blueSize != blueSize)
1866 continue;
1867 if(cfgs[i].alphaSize != alphaSize)
1868 continue;
1870 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1872 if(pQualityLevels)
1873 *pQualityLevels = 1; /* Guess at a value! */
1874 return WINED3D_OK;
1877 return WINED3DERR_NOTAVAILABLE;
1880 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1881 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1883 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1884 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1885 UINT nmodes;
1887 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1888 This,
1889 Adapter,
1890 DeviceType, debug_d3ddevicetype(DeviceType),
1891 DisplayFormat, debug_d3dformat(DisplayFormat),
1892 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1893 Windowed);
1895 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1896 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1897 return WINED3DERR_INVALIDCALL;
1900 /* The task of this function is to check whether a certain display / backbuffer format
1901 * combination is available on the given adapter. In fullscreen mode microsoft specified
1902 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1903 * and display format should match exactly.
1904 * In windowed mode format conversion can occur and this depends on the driver. When format
1905 * conversion is done, this function should nevertheless fail and applications need to use
1906 * CheckDeviceFormatConversion.
1907 * At the moment we assume that fullscreen and windowed have the same capabilities */
1909 /* There are only 4 display formats */
1910 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1911 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1912 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1913 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1915 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1916 return WINED3DERR_NOTAVAILABLE;
1919 /* If the requested DisplayFormat is not available, don't continue */
1920 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1921 if(!nmodes) {
1922 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1923 return WINED3DERR_NOTAVAILABLE;
1926 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1927 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1928 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1929 return WINED3DERR_NOTAVAILABLE;
1932 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1933 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1934 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1935 return WINED3DERR_NOTAVAILABLE;
1938 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1939 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1940 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1941 return WINED3DERR_NOTAVAILABLE;
1944 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1945 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1946 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1947 return WINED3DERR_NOTAVAILABLE;
1950 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1951 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1952 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1953 return WINED3DERR_NOTAVAILABLE;
1956 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1957 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1958 if(FAILED(hr))
1959 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1961 return hr;
1965 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1966 /* Check if we support bumpmapping for a format */
1967 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1969 const struct fragment_pipeline *fp;
1970 const GlPixelFormatDesc *glDesc;
1972 switch(CheckFormat) {
1973 case WINED3DFMT_V8U8:
1974 case WINED3DFMT_V16U16:
1975 case WINED3DFMT_L6V5U5:
1976 case WINED3DFMT_X8L8V8U8:
1977 case WINED3DFMT_Q8W8V8U8:
1978 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1979 if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
1980 /* We have a GL extension giving native support */
1981 TRACE_(d3d_caps)("[OK]\n");
1982 return TRUE;
1985 /* No native support: Ask the fixed function pipeline implementation if it
1986 * can deal with the conversion
1988 fp = select_fragment_implementation(Adapter, DeviceType);
1989 if(fp->conv_supported(CheckFormat)) {
1990 TRACE_(d3d_caps)("[OK]\n");
1991 return TRUE;
1992 } else {
1993 TRACE_(d3d_caps)("[FAILED]\n");
1994 return FALSE;
1997 default:
1998 TRACE_(d3d_caps)("[FAILED]\n");
1999 return FALSE;
2003 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2004 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2006 int it=0;
2007 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2008 const GlPixelFormatDesc *glDesc;
2009 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2011 /* Fail if we weren't able to get a description of the format */
2012 if(!desc || !glDesc)
2013 return FALSE;
2015 /* Only allow depth/stencil formats */
2016 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2017 return FALSE;
2019 /* Walk through all WGL pixel formats to find a match */
2020 cfgs = Adapters[Adapter].cfgs;
2021 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2022 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2023 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2024 return TRUE;
2029 return FALSE;
2032 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2034 const GlPixelFormatDesc *glDesc;
2035 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2037 /* Fail if we weren't able to get a description of the format */
2038 if(!desc || !glDesc)
2039 return FALSE;
2041 /* The flags entry of a format contains the filtering capability */
2042 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2043 return TRUE;
2045 return FALSE;
2048 /* Check the render target capabilities of a format */
2049 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2051 UINT Adapter = 0;
2052 const GlPixelFormatDesc *glDesc;
2053 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2055 /* Fail if we weren't able to get a description of the format */
2056 if(!desc || !glDesc)
2057 return FALSE;
2059 /* Filter out non-RT formats */
2060 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2061 return FALSE;
2063 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2064 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2065 int it;
2066 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2067 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2069 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2070 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2072 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2073 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2074 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2075 TRACE_(d3d_caps)("[FAILED]\n");
2076 return FALSE;
2079 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2080 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2081 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2082 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2083 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2084 return TRUE;
2087 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2088 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2089 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2090 int it;
2092 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2093 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2094 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2095 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2096 return TRUE;
2099 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2100 /* For now return TRUE for FBOs until we have some proper checks.
2101 * Note that this function will only be called when the format is around for texturing. */
2102 return TRUE;
2104 return FALSE;
2107 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2109 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2110 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2111 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2112 return FALSE;
2115 switch (CheckFormat) {
2116 case WINED3DFMT_A8R8G8B8:
2117 case WINED3DFMT_X8R8G8B8:
2118 case WINED3DFMT_A4R4G4B4:
2119 case WINED3DFMT_L8:
2120 case WINED3DFMT_A8L8:
2121 case WINED3DFMT_DXT1:
2122 case WINED3DFMT_DXT2:
2123 case WINED3DFMT_DXT3:
2124 case WINED3DFMT_DXT4:
2125 case WINED3DFMT_DXT5:
2126 TRACE_(d3d_caps)("[OK]\n");
2127 return TRUE;
2129 default:
2130 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2131 return FALSE;
2133 return FALSE;
2136 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2138 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2139 * doing the color fixup in shaders.
2140 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2141 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2142 int vs_selected_mode;
2143 int ps_selected_mode;
2144 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2146 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2147 TRACE_(d3d_caps)("[OK]\n");
2148 return TRUE;
2152 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2153 return FALSE;
2156 /* Check if a format support blending in combination with pixel shaders */
2157 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2159 const GlPixelFormatDesc *glDesc;
2160 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2162 /* Fail if we weren't able to get a description of the format */
2163 if(!desc || !glDesc)
2164 return FALSE;
2166 /* The flags entry of a format contains the post pixel shader blending capability */
2167 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2168 return TRUE;
2170 return FALSE;
2173 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2174 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2175 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2176 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2177 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2178 * capability anyway.
2180 * For now lets report this on all formats, but in the future we may want to
2181 * restrict it to some should games need that
2183 return TRUE;
2186 /* Check if a texture format is supported on the given adapter */
2187 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2189 const shader_backend_t *shader_backend;
2190 const struct fragment_pipeline *fp;
2191 const GlPixelFormatDesc *glDesc;
2193 switch (CheckFormat) {
2195 /*****
2196 * supported: RGB(A) formats
2198 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2199 case WINED3DFMT_A8R8G8B8:
2200 case WINED3DFMT_X8R8G8B8:
2201 case WINED3DFMT_R5G6B5:
2202 case WINED3DFMT_X1R5G5B5:
2203 case WINED3DFMT_A1R5G5B5:
2204 case WINED3DFMT_A4R4G4B4:
2205 case WINED3DFMT_R3G3B2:
2206 case WINED3DFMT_A8:
2207 case WINED3DFMT_X4R4G4B4:
2208 case WINED3DFMT_A8B8G8R8:
2209 case WINED3DFMT_X8B8G8R8:
2210 case WINED3DFMT_A2R10G10B10:
2211 case WINED3DFMT_A2B10G10R10:
2212 case WINED3DFMT_G16R16:
2213 TRACE_(d3d_caps)("[OK]\n");
2214 return TRUE;
2216 /*****
2217 * supported: Palettized
2219 case WINED3DFMT_P8:
2220 TRACE_(d3d_caps)("[OK]\n");
2221 return TRUE;
2222 /* No Windows driver offers A8P8, so don't offer it either */
2223 case WINED3DFMT_A8P8:
2224 return FALSE;
2226 /*****
2227 * Supported: (Alpha)-Luminance
2229 case WINED3DFMT_L8:
2230 case WINED3DFMT_A8L8:
2231 case WINED3DFMT_L16:
2232 TRACE_(d3d_caps)("[OK]\n");
2233 return TRUE;
2235 /* Not supported on Windows, thus disabled */
2236 case WINED3DFMT_A4L4:
2237 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2238 return FALSE;
2240 /*****
2241 * Supported: Depth/Stencil formats
2243 case WINED3DFMT_D16_LOCKABLE:
2244 case WINED3DFMT_D16:
2245 case WINED3DFMT_D15S1:
2246 case WINED3DFMT_D24X8:
2247 case WINED3DFMT_D24X4S4:
2248 case WINED3DFMT_D24S8:
2249 case WINED3DFMT_D24FS8:
2250 case WINED3DFMT_D32:
2251 case WINED3DFMT_D32F_LOCKABLE:
2252 return TRUE;
2254 /*****
2255 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2256 * GL_NV_texture_shader). Emulated by shaders
2258 case WINED3DFMT_V8U8:
2259 case WINED3DFMT_X8L8V8U8:
2260 case WINED3DFMT_L6V5U5:
2261 case WINED3DFMT_Q8W8V8U8:
2262 case WINED3DFMT_V16U16:
2263 case WINED3DFMT_W11V11U10:
2264 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2265 if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
2266 /* We have a GL extension giving native support */
2267 TRACE_(d3d_caps)("[OK]\n");
2268 return TRUE;
2271 /* No native support: Ask the fixed function pipeline implementation if it
2272 * can deal with the conversion
2274 shader_backend = select_shader_backend(Adapter, DeviceType);
2275 if(shader_backend->shader_conv_supported(CheckFormat)) {
2276 TRACE_(d3d_caps)("[OK]\n");
2277 return TRUE;
2278 } else {
2279 TRACE_(d3d_caps)("[FAILED]\n");
2280 return FALSE;
2283 case WINED3DFMT_DXT1:
2284 case WINED3DFMT_DXT2:
2285 case WINED3DFMT_DXT3:
2286 case WINED3DFMT_DXT4:
2287 case WINED3DFMT_DXT5:
2288 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2289 TRACE_(d3d_caps)("[OK]\n");
2290 return TRUE;
2292 TRACE_(d3d_caps)("[FAILED]\n");
2293 return FALSE;
2296 /*****
2297 * Odd formats - not supported
2299 case WINED3DFMT_VERTEXDATA:
2300 case WINED3DFMT_INDEX16:
2301 case WINED3DFMT_INDEX32:
2302 case WINED3DFMT_Q16W16V16U16:
2303 case WINED3DFMT_A2W10V10U10:
2304 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2305 return FALSE;
2307 /*****
2308 * WINED3DFMT_CxV8U8: Not supported right now
2310 case WINED3DFMT_CxV8U8:
2311 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2312 return FALSE;
2314 /* YUV formats */
2315 case WINED3DFMT_UYVY:
2316 case WINED3DFMT_YUY2:
2317 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2318 TRACE_(d3d_caps)("[OK]\n");
2319 return TRUE;
2321 TRACE_(d3d_caps)("[FAILED]\n");
2322 return FALSE;
2324 /* Not supported */
2325 case WINED3DFMT_A16B16G16R16:
2326 case WINED3DFMT_A8R3G3B2:
2327 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2328 return FALSE;
2330 /* Floating point formats */
2331 case WINED3DFMT_R16F:
2332 case WINED3DFMT_A16B16G16R16F:
2333 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2334 TRACE_(d3d_caps)("[OK]\n");
2335 return TRUE;
2337 TRACE_(d3d_caps)("[FAILED]\n");
2338 return FALSE;
2340 case WINED3DFMT_R32F:
2341 case WINED3DFMT_A32B32G32R32F:
2342 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2343 TRACE_(d3d_caps)("[OK]\n");
2344 return TRUE;
2346 TRACE_(d3d_caps)("[FAILED]\n");
2347 return FALSE;
2349 case WINED3DFMT_G16R16F:
2350 case WINED3DFMT_G32R32F:
2351 TRACE_(d3d_caps)("[FAILED]\n");
2352 return FALSE;
2354 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2355 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2356 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2357 * We can do instancing with all shader versions, but we need vertex shaders.
2359 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2360 * to enable instancing. WineD3D doesn't need that and just ignores it.
2362 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2364 case WINEMAKEFOURCC('I','N','S','T'):
2365 TRACE("ATI Instancing check hack\n");
2366 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2367 TRACE_(d3d_caps)("[OK]\n");
2368 return TRUE;
2370 TRACE_(d3d_caps)("[FAILED]\n");
2371 return FALSE;
2373 /* Some weird FOURCC formats */
2374 case WINED3DFMT_R8G8_B8G8:
2375 case WINED3DFMT_G8R8_G8B8:
2376 case WINED3DFMT_MULTI2_ARGB8:
2377 TRACE_(d3d_caps)("[FAILED]\n");
2378 return FALSE;
2380 /* Vendor specific formats */
2381 case WINED3DFMT_ATI2N:
2382 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2383 shader_backend = select_shader_backend(Adapter, DeviceType);
2384 fp = select_fragment_implementation(Adapter, DeviceType);
2385 if(shader_backend->shader_conv_supported(CheckFormat) &&
2386 fp->conv_supported(CheckFormat)) {
2387 TRACE_(d3d_caps)("[OK]\n");
2388 return TRUE;
2391 TRACE_(d3d_caps)("[OK]\n");
2392 return TRUE;
2394 TRACE_(d3d_caps)("[FAILED]\n");
2395 return FALSE;
2397 case WINED3DFMT_UNKNOWN:
2398 return FALSE;
2400 default:
2401 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2402 break;
2404 return FALSE;
2407 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat) {
2408 const struct blit_shader *blitter;
2410 /* All format that are supported for textures are supported for surfaces as well */
2411 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2412 /* All depth stencil formats are supported on surfaces */
2413 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2415 /* If opengl can't process the format natively, the blitter may be able to convert it */
2416 blitter = select_blit_implementation(Adapter, DeviceType);
2417 if(blitter->conv_supported(CheckFormat)) {
2418 TRACE_(d3d_caps)("[OK]\n");
2419 return TRUE;
2422 /* Reject other formats */
2423 TRACE_(d3d_caps)("[FAILED]\n");
2424 return FALSE;
2427 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2429 if (!GL_LIMITS(vertex_samplers)) {
2430 TRACE_(d3d_caps)("[FAILED]\n");
2431 return FALSE;
2434 switch (CheckFormat) {
2435 case WINED3DFMT_A32B32G32R32F:
2436 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2437 TRACE_(d3d_caps)("[FAILED]\n");
2438 return FALSE;
2440 TRACE_(d3d_caps)("[OK]\n");
2441 return TRUE;
2443 default:
2444 TRACE_(d3d_caps)("[FAILED]\n");
2445 return FALSE;
2447 return FALSE;
2450 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2451 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2452 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2453 DWORD UsageCaps = 0;
2455 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2456 This,
2457 Adapter,
2458 DeviceType, debug_d3ddevicetype(DeviceType),
2459 AdapterFormat, debug_d3dformat(AdapterFormat),
2460 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2461 RType, debug_d3dresourcetype(RType),
2462 CheckFormat, debug_d3dformat(CheckFormat));
2464 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2465 return WINED3DERR_INVALIDCALL;
2468 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2469 /* Cubetexture allows:
2470 * - D3DUSAGE_AUTOGENMIPMAP
2471 * - D3DUSAGE_DEPTHSTENCIL
2472 * - D3DUSAGE_DYNAMIC
2473 * - D3DUSAGE_NONSECURE (d3d9ex)
2474 * - D3DUSAGE_RENDERTARGET
2475 * - D3DUSAGE_SOFTWAREPROCESSING
2476 * - D3DUSAGE_QUERY_WRAPANDMIP
2478 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2479 /* Check if the texture format is around */
2480 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2481 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2482 /* Check for automatic mipmap generation support */
2483 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2484 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2485 } else {
2486 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2487 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2491 /* Always report dynamic locking */
2492 if(Usage & WINED3DUSAGE_DYNAMIC)
2493 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2495 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2496 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2497 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2498 } else {
2499 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2500 return WINED3DERR_NOTAVAILABLE;
2504 /* Always report software processing */
2505 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2506 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2508 /* Check QUERY_FILTER support */
2509 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2510 if(CheckFilterCapability(Adapter, CheckFormat)) {
2511 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2512 } else {
2513 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2514 return WINED3DERR_NOTAVAILABLE;
2518 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2519 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2520 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2521 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2522 } else {
2523 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2524 return WINED3DERR_NOTAVAILABLE;
2528 /* Check QUERY_SRGBREAD support */
2529 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2530 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2531 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2532 } else {
2533 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2534 return WINED3DERR_NOTAVAILABLE;
2538 /* Check QUERY_SRGBWRITE support */
2539 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2540 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2541 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2542 } else {
2543 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2544 return WINED3DERR_NOTAVAILABLE;
2548 /* Check QUERY_VERTEXTEXTURE support */
2549 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2550 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2551 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2552 } else {
2553 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2554 return WINED3DERR_NOTAVAILABLE;
2558 /* Check QUERY_WRAPANDMIP support */
2559 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2560 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2561 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2562 } else {
2563 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2564 return WINED3DERR_NOTAVAILABLE;
2567 } else {
2568 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2569 return WINED3DERR_NOTAVAILABLE;
2571 } else {
2572 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2573 return WINED3DERR_NOTAVAILABLE;
2575 } else if(RType == WINED3DRTYPE_SURFACE) {
2576 /* Surface allows:
2577 * - D3DUSAGE_DEPTHSTENCIL
2578 * - D3DUSAGE_NONSECURE (d3d9ex)
2579 * - D3DUSAGE_RENDERTARGET
2582 if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat)) {
2583 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2584 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2585 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2586 } else {
2587 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2588 return WINED3DERR_NOTAVAILABLE;
2592 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2593 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2594 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2595 } else {
2596 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2597 return WINED3DERR_NOTAVAILABLE;
2601 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2602 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2603 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2604 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2605 } else {
2606 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2607 return WINED3DERR_NOTAVAILABLE;
2610 } else {
2611 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2612 return WINED3DERR_NOTAVAILABLE;
2615 } else if(RType == WINED3DRTYPE_TEXTURE) {
2616 /* Texture allows:
2617 * - D3DUSAGE_AUTOGENMIPMAP
2618 * - D3DUSAGE_DEPTHSTENCIL
2619 * - D3DUSAGE_DMAP
2620 * - D3DUSAGE_DYNAMIC
2621 * - D3DUSAGE_NONSECURE (d3d9ex)
2622 * - D3DUSAGE_RENDERTARGET
2623 * - D3DUSAGE_SOFTWAREPROCESSING
2624 * - D3DUSAGE_TEXTAPI (d3d9ex)
2625 * - D3DUSAGE_QUERY_WRAPANDMIP
2628 /* Check if the texture format is around */
2629 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2630 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2631 /* Check for automatic mipmap generation support */
2632 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2633 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2634 } else {
2635 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2636 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2640 /* Always report dynamic locking */
2641 if(Usage & WINED3DUSAGE_DYNAMIC)
2642 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2644 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2645 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2646 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2647 } else {
2648 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2649 return WINED3DERR_NOTAVAILABLE;
2653 /* Always report software processing */
2654 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2655 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2657 /* Check QUERY_FILTER support */
2658 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2659 if(CheckFilterCapability(Adapter, CheckFormat)) {
2660 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2661 } else {
2662 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2663 return WINED3DERR_NOTAVAILABLE;
2667 /* Check QUERY_LEGACYBUMPMAP support */
2668 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2669 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2670 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2671 } else {
2672 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2673 return WINED3DERR_NOTAVAILABLE;
2677 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2678 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2679 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2680 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2681 } else {
2682 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2683 return WINED3DERR_NOTAVAILABLE;
2687 /* Check QUERY_SRGBREAD support */
2688 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2689 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2690 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2691 } else {
2692 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2693 return WINED3DERR_NOTAVAILABLE;
2697 /* Check QUERY_SRGBWRITE support */
2698 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2699 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2700 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2701 } else {
2702 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2703 return WINED3DERR_NOTAVAILABLE;
2707 /* Check QUERY_VERTEXTEXTURE support */
2708 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2709 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2710 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2711 } else {
2712 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2713 return WINED3DERR_NOTAVAILABLE;
2717 /* Check QUERY_WRAPANDMIP support */
2718 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2719 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2720 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2721 } else {
2722 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2723 return WINED3DERR_NOTAVAILABLE;
2727 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2728 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2729 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2730 } else {
2731 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2732 return WINED3DERR_NOTAVAILABLE;
2735 } else {
2736 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2737 return WINED3DERR_NOTAVAILABLE;
2739 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2740 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2741 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2743 * Volumetexture allows:
2744 * - D3DUSAGE_DYNAMIC
2745 * - D3DUSAGE_NONSECURE (d3d9ex)
2746 * - D3DUSAGE_SOFTWAREPROCESSING
2747 * - D3DUSAGE_QUERY_WRAPANDMIP
2750 /* Check volume texture and volume usage caps */
2751 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2752 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2753 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2754 return WINED3DERR_NOTAVAILABLE;
2757 /* Always report dynamic locking */
2758 if(Usage & WINED3DUSAGE_DYNAMIC)
2759 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2761 /* Always report software processing */
2762 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2763 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2765 /* Check QUERY_FILTER support */
2766 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2767 if(CheckFilterCapability(Adapter, CheckFormat)) {
2768 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2769 } else {
2770 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2771 return WINED3DERR_NOTAVAILABLE;
2775 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2776 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2777 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2778 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2779 } else {
2780 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2781 return WINED3DERR_NOTAVAILABLE;
2785 /* Check QUERY_SRGBREAD support */
2786 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2787 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2788 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2789 } else {
2790 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2791 return WINED3DERR_NOTAVAILABLE;
2795 /* Check QUERY_SRGBWRITE support */
2796 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2797 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2798 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2799 } else {
2800 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2801 return WINED3DERR_NOTAVAILABLE;
2805 /* Check QUERY_VERTEXTEXTURE support */
2806 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2807 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2808 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2809 } else {
2810 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2811 return WINED3DERR_NOTAVAILABLE;
2815 /* Check QUERY_WRAPANDMIP support */
2816 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2817 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2818 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2819 } else {
2820 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2821 return WINED3DERR_NOTAVAILABLE;
2824 } else {
2825 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2826 return WINED3DERR_NOTAVAILABLE;
2829 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2830 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2831 * app needing one of those formats, don't advertize them to avoid leading apps into
2832 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2833 * except of R32F.
2835 switch(CheckFormat) {
2836 case WINED3DFMT_P8:
2837 case WINED3DFMT_A4L4:
2838 case WINED3DFMT_R32F:
2839 case WINED3DFMT_R16F:
2840 case WINED3DFMT_X8L8V8U8:
2841 case WINED3DFMT_L6V5U5:
2842 case WINED3DFMT_G16R16:
2843 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2844 return WINED3DERR_NOTAVAILABLE;
2846 case WINED3DFMT_Q8W8V8U8:
2847 case WINED3DFMT_V16U16:
2848 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2849 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2850 return WINED3DERR_NOTAVAILABLE;
2852 break;
2854 case WINED3DFMT_V8U8:
2855 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2856 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2857 return WINED3DERR_NOTAVAILABLE;
2859 break;
2861 case WINED3DFMT_DXT1:
2862 case WINED3DFMT_DXT2:
2863 case WINED3DFMT_DXT3:
2864 case WINED3DFMT_DXT4:
2865 case WINED3DFMT_DXT5:
2866 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2867 * compressed texture results in an error. While the D3D refrast does
2868 * support s3tc volumes, at least the nvidia windows driver does not, so
2869 * we're free not to support this format.
2871 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2872 return WINED3DERR_NOTAVAILABLE;
2874 default:
2875 /* Do nothing, continue with checking the format below */
2876 break;
2878 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2879 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2880 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2881 return WINED3DERR_NOTAVAILABLE;
2884 /* This format is nothing special and it is supported perfectly.
2885 * However, ati and nvidia driver on windows do not mark this format as
2886 * supported (tested with the dxCapsViewer) and pretending to
2887 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2888 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2889 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2891 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2892 TRACE_(d3d_caps)("[FAILED]\n");
2893 return WINED3DERR_NOTAVAILABLE;
2896 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2897 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2898 * usage flags match. */
2899 if(UsageCaps == Usage) {
2900 return WINED3D_OK;
2901 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2902 return WINED3DOK_NOAUTOGEN;
2903 } else {
2904 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);
2905 return WINED3DERR_NOTAVAILABLE;
2909 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2910 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2911 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2913 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2914 This,
2915 Adapter,
2916 DeviceType, debug_d3ddevicetype(DeviceType),
2917 SourceFormat, debug_d3dformat(SourceFormat),
2918 TargetFormat, debug_d3dformat(TargetFormat));
2919 return WINED3D_OK;
2922 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2923 const shader_backend_t *ret;
2924 int vs_selected_mode;
2925 int ps_selected_mode;
2927 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2928 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2929 ret = &glsl_shader_backend;
2930 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2931 ret = &arb_program_shader_backend;
2932 } else {
2933 ret = &none_shader_backend;
2935 return ret;
2938 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2939 int vs_selected_mode;
2940 int ps_selected_mode;
2942 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2943 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2944 return &arbfp_fragment_pipeline;
2945 } else if(ps_selected_mode == SHADER_ATI) {
2946 return &atifs_fragment_pipeline;
2947 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2948 return &nvts_fragment_pipeline;
2949 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2950 return &nvrc_fragment_pipeline;
2951 } else {
2952 return &ffp_fragment_pipeline;
2956 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2957 int vs_selected_mode;
2958 int ps_selected_mode;
2960 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2961 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2962 return &arbfp_blit;
2963 } else {
2964 return &ffp_blit;
2968 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2969 subset of a D3DCAPS9 structure. However, it has to come via a void *
2970 as the d3d8 interface cannot import the d3d9 header */
2971 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2973 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2974 int vs_selected_mode;
2975 int ps_selected_mode;
2976 struct shader_caps shader_caps;
2977 struct fragment_caps fragment_caps;
2978 const shader_backend_t *shader_backend;
2979 const struct fragment_pipeline *frag_pipeline = NULL;
2980 DWORD ckey_caps, blit_caps, fx_caps;
2982 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2984 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2985 return WINED3DERR_INVALIDCALL;
2988 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2990 /* This function should *not* be modifying GL caps
2991 * TODO: move the functionality where it belongs */
2992 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2994 /* ------------------------------------------------
2995 The following fields apply to both d3d8 and d3d9
2996 ------------------------------------------------ */
2997 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2998 pCaps->AdapterOrdinal = Adapter;
3000 pCaps->Caps = 0;
3001 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3002 WINED3DCAPS2_FULLSCREENGAMMA |
3003 WINED3DCAPS2_DYNAMICTEXTURES;
3004 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3005 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3007 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
3008 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3009 WINED3DPRESENT_INTERVAL_ONE;
3011 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3012 WINED3DCURSORCAPS_LOWRES;
3014 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3015 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3016 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3017 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3018 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3019 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3020 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3021 WINED3DDEVCAPS_PUREDEVICE |
3022 WINED3DDEVCAPS_HWRASTERIZATION |
3023 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3024 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3025 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3026 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3027 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3028 WINED3DDEVCAPS_RTPATCHES;
3030 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3031 WINED3DPMISCCAPS_CULLCCW |
3032 WINED3DPMISCCAPS_CULLCW |
3033 WINED3DPMISCCAPS_COLORWRITEENABLE |
3034 WINED3DPMISCCAPS_CLIPTLVERTS |
3035 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3036 WINED3DPMISCCAPS_MASKZ |
3037 WINED3DPMISCCAPS_BLENDOP |
3038 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3039 /* TODO:
3040 WINED3DPMISCCAPS_NULLREFERENCE
3041 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3042 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3043 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3044 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3046 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3047 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3049 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3050 WINED3DPRASTERCAPS_PAT |
3051 WINED3DPRASTERCAPS_WFOG |
3052 WINED3DPRASTERCAPS_ZFOG |
3053 WINED3DPRASTERCAPS_FOGVERTEX |
3054 WINED3DPRASTERCAPS_FOGTABLE |
3055 WINED3DPRASTERCAPS_STIPPLE |
3056 WINED3DPRASTERCAPS_SUBPIXEL |
3057 WINED3DPRASTERCAPS_ZTEST |
3058 WINED3DPRASTERCAPS_SCISSORTEST |
3059 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3060 WINED3DPRASTERCAPS_DEPTHBIAS;
3062 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3063 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3064 WINED3DPRASTERCAPS_ZBIAS |
3065 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3067 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3068 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3070 /* FIXME Add:
3071 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3072 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3073 WINED3DPRASTERCAPS_ANTIALIASEDGES
3074 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3075 WINED3DPRASTERCAPS_WBUFFER */
3077 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3078 WINED3DPCMPCAPS_EQUAL |
3079 WINED3DPCMPCAPS_GREATER |
3080 WINED3DPCMPCAPS_GREATEREQUAL |
3081 WINED3DPCMPCAPS_LESS |
3082 WINED3DPCMPCAPS_LESSEQUAL |
3083 WINED3DPCMPCAPS_NEVER |
3084 WINED3DPCMPCAPS_NOTEQUAL;
3086 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3087 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3088 WINED3DPBLENDCAPS_DESTALPHA |
3089 WINED3DPBLENDCAPS_DESTCOLOR |
3090 WINED3DPBLENDCAPS_INVDESTALPHA |
3091 WINED3DPBLENDCAPS_INVDESTCOLOR |
3092 WINED3DPBLENDCAPS_INVSRCALPHA |
3093 WINED3DPBLENDCAPS_INVSRCCOLOR |
3094 WINED3DPBLENDCAPS_ONE |
3095 WINED3DPBLENDCAPS_SRCALPHA |
3096 WINED3DPBLENDCAPS_SRCALPHASAT |
3097 WINED3DPBLENDCAPS_SRCCOLOR |
3098 WINED3DPBLENDCAPS_ZERO;
3100 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3101 WINED3DPBLENDCAPS_DESTCOLOR |
3102 WINED3DPBLENDCAPS_INVDESTALPHA |
3103 WINED3DPBLENDCAPS_INVDESTCOLOR |
3104 WINED3DPBLENDCAPS_INVSRCALPHA |
3105 WINED3DPBLENDCAPS_INVSRCCOLOR |
3106 WINED3DPBLENDCAPS_ONE |
3107 WINED3DPBLENDCAPS_SRCALPHA |
3108 WINED3DPBLENDCAPS_SRCCOLOR |
3109 WINED3DPBLENDCAPS_ZERO;
3110 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3111 * according to the glBlendFunc manpage
3113 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3114 * legacy settings for srcblend only
3117 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3118 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3119 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3123 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3124 WINED3DPCMPCAPS_EQUAL |
3125 WINED3DPCMPCAPS_GREATER |
3126 WINED3DPCMPCAPS_GREATEREQUAL |
3127 WINED3DPCMPCAPS_LESS |
3128 WINED3DPCMPCAPS_LESSEQUAL |
3129 WINED3DPCMPCAPS_NEVER |
3130 WINED3DPCMPCAPS_NOTEQUAL;
3132 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3133 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3134 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3135 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3136 WINED3DPSHADECAPS_COLORFLATRGB |
3137 WINED3DPSHADECAPS_FOGFLAT |
3138 WINED3DPSHADECAPS_FOGGOURAUD |
3139 WINED3DPSHADECAPS_SPECULARFLATRGB;
3141 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3142 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3143 WINED3DPTEXTURECAPS_TRANSPARENCY |
3144 WINED3DPTEXTURECAPS_BORDER |
3145 WINED3DPTEXTURECAPS_MIPMAP |
3146 WINED3DPTEXTURECAPS_PROJECTED |
3147 WINED3DPTEXTURECAPS_PERSPECTIVE;
3149 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3150 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3151 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3154 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3155 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3156 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3157 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3160 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3161 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3162 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3163 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3167 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3168 WINED3DPTFILTERCAPS_MAGFPOINT |
3169 WINED3DPTFILTERCAPS_MINFLINEAR |
3170 WINED3DPTFILTERCAPS_MINFPOINT |
3171 WINED3DPTFILTERCAPS_MIPFLINEAR |
3172 WINED3DPTFILTERCAPS_MIPFPOINT |
3173 WINED3DPTFILTERCAPS_LINEAR |
3174 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3175 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3176 WINED3DPTFILTERCAPS_MIPLINEAR |
3177 WINED3DPTFILTERCAPS_MIPNEAREST |
3178 WINED3DPTFILTERCAPS_NEAREST;
3180 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3181 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3182 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3185 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3186 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3187 WINED3DPTFILTERCAPS_MAGFPOINT |
3188 WINED3DPTFILTERCAPS_MINFLINEAR |
3189 WINED3DPTFILTERCAPS_MINFPOINT |
3190 WINED3DPTFILTERCAPS_MIPFLINEAR |
3191 WINED3DPTFILTERCAPS_MIPFPOINT |
3192 WINED3DPTFILTERCAPS_LINEAR |
3193 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3194 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3195 WINED3DPTFILTERCAPS_MIPLINEAR |
3196 WINED3DPTFILTERCAPS_MIPNEAREST |
3197 WINED3DPTFILTERCAPS_NEAREST;
3199 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3200 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3201 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3203 } else
3204 pCaps->CubeTextureFilterCaps = 0;
3206 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3207 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3208 WINED3DPTFILTERCAPS_MAGFPOINT |
3209 WINED3DPTFILTERCAPS_MINFLINEAR |
3210 WINED3DPTFILTERCAPS_MINFPOINT |
3211 WINED3DPTFILTERCAPS_MIPFLINEAR |
3212 WINED3DPTFILTERCAPS_MIPFPOINT |
3213 WINED3DPTFILTERCAPS_LINEAR |
3214 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3215 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3216 WINED3DPTFILTERCAPS_MIPLINEAR |
3217 WINED3DPTFILTERCAPS_MIPNEAREST |
3218 WINED3DPTFILTERCAPS_NEAREST;
3219 } else
3220 pCaps->VolumeTextureFilterCaps = 0;
3222 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3223 WINED3DPTADDRESSCAPS_CLAMP |
3224 WINED3DPTADDRESSCAPS_WRAP;
3226 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3227 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3229 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3230 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3232 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3233 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3236 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3237 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3238 WINED3DPTADDRESSCAPS_CLAMP |
3239 WINED3DPTADDRESSCAPS_WRAP;
3240 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3241 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3243 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3244 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3246 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3247 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3249 } else
3250 pCaps->VolumeTextureAddressCaps = 0;
3252 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3253 WINED3DLINECAPS_ZTEST;
3254 /* FIXME: Add
3255 WINED3DLINECAPS_BLEND
3256 WINED3DLINECAPS_ALPHACMP
3257 WINED3DLINECAPS_FOG */
3259 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3260 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3262 if(GL_SUPPORT(EXT_TEXTURE3D))
3263 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3264 else
3265 pCaps->MaxVolumeExtent = 0;
3267 pCaps->MaxTextureRepeat = 32768;
3268 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3269 pCaps->MaxVertexW = 1.0;
3271 pCaps->GuardBandLeft = 0;
3272 pCaps->GuardBandTop = 0;
3273 pCaps->GuardBandRight = 0;
3274 pCaps->GuardBandBottom = 0;
3276 pCaps->ExtentsAdjust = 0;
3278 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3279 WINED3DSTENCILCAPS_INCRSAT |
3280 WINED3DSTENCILCAPS_INVERT |
3281 WINED3DSTENCILCAPS_KEEP |
3282 WINED3DSTENCILCAPS_REPLACE |
3283 WINED3DSTENCILCAPS_ZERO;
3284 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3285 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3286 WINED3DSTENCILCAPS_INCR;
3288 if ( This->dxVersion > 8 &&
3289 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3290 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3291 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3294 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3296 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3297 pCaps->MaxActiveLights = GL_LIMITS(lights);
3299 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3300 pCaps->MaxVertexBlendMatrixIndex = 0;
3302 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3303 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3306 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3307 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3308 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3309 WINED3DVTXPCAPS_LOCALVIEWER |
3310 WINED3DVTXPCAPS_VERTEXFOG |
3311 WINED3DVTXPCAPS_TEXGEN;
3312 /* FIXME: Add
3313 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3315 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3316 pCaps->MaxVertexIndex = 0xFFFFF;
3317 pCaps->MaxStreams = MAX_STREAMS;
3318 pCaps->MaxStreamStride = 1024;
3320 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3321 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3322 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3323 pCaps->MaxNpatchTessellationLevel = 0;
3324 pCaps->MasterAdapterOrdinal = 0;
3325 pCaps->AdapterOrdinalInGroup = 0;
3326 pCaps->NumberOfAdaptersInGroup = 1;
3328 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3330 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3331 WINED3DPTFILTERCAPS_MAGFPOINT |
3332 WINED3DPTFILTERCAPS_MINFLINEAR |
3333 WINED3DPTFILTERCAPS_MAGFLINEAR;
3334 pCaps->VertexTextureFilterCaps = 0;
3336 memset(&shader_caps, 0, sizeof(shader_caps));
3337 shader_backend = select_shader_backend(Adapter, DeviceType);
3338 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3340 memset(&fragment_caps, 0, sizeof(fragment_caps));
3341 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3342 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3344 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3345 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3347 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3348 * Ignore shader model capabilities if disabled in config
3350 if(vs_selected_mode == SHADER_NONE) {
3351 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3352 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3353 pCaps->MaxVertexShaderConst = 0;
3354 } else {
3355 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3356 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3359 if(ps_selected_mode == SHADER_NONE) {
3360 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3361 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3362 pCaps->PixelShader1xMaxValue = 0.0;
3363 } else {
3364 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3365 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3368 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3369 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3370 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3372 pCaps->VS20Caps = shader_caps.VS20Caps;
3373 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3374 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3375 pCaps->PS20Caps = shader_caps.PS20Caps;
3376 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3377 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3379 /* The following caps are shader specific, but they are things we cannot detect, or which
3380 * are the same among all shader models. So to avoid code duplication set the shader version
3381 * specific, but otherwise constant caps here
3383 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3384 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3385 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3386 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3387 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3388 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3389 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3391 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3392 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3393 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3394 pCaps->VS20Caps.Caps = 0;
3395 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3396 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3397 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3399 pCaps->MaxVShaderInstructionsExecuted = 65535;
3400 pCaps->MaxVertexShader30InstructionSlots = 0;
3401 } else { /* VS 1.x */
3402 pCaps->VS20Caps.Caps = 0;
3403 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3404 pCaps->VS20Caps.NumTemps = 0;
3405 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3407 pCaps->MaxVShaderInstructionsExecuted = 0;
3408 pCaps->MaxVertexShader30InstructionSlots = 0;
3411 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3412 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3413 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3415 /* 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 */
3416 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3417 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3418 WINED3DPS20CAPS_PREDICATION |
3419 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3420 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3421 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3422 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3423 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3424 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3426 pCaps->MaxPShaderInstructionsExecuted = 65535;
3427 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3428 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3429 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3430 pCaps->PS20Caps.Caps = 0;
3431 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3432 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3433 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3434 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3436 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3437 pCaps->MaxPixelShader30InstructionSlots = 0;
3438 } else { /* PS 1.x */
3439 pCaps->PS20Caps.Caps = 0;
3440 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3441 pCaps->PS20Caps.NumTemps = 0;
3442 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3443 pCaps->PS20Caps.NumInstructionSlots = 0;
3445 pCaps->MaxPShaderInstructionsExecuted = 0;
3446 pCaps->MaxPixelShader30InstructionSlots = 0;
3449 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3450 /* OpenGL supports all the formats below, perhaps not always
3451 * without conversion, but it supports them.
3452 * Further GLSL doesn't seem to have an official unsigned type so
3453 * don't advertise it yet as I'm not sure how we handle it.
3454 * We might need to add some clamping in the shader engine to
3455 * support it.
3456 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3457 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3458 WINED3DDTCAPS_UBYTE4N |
3459 WINED3DDTCAPS_SHORT2N |
3460 WINED3DDTCAPS_SHORT4N;
3461 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3462 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3463 WINED3DDTCAPS_FLOAT16_4;
3465 } else
3466 pCaps->DeclTypes = 0;
3468 /* Set DirectDraw helper Caps */
3469 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3470 WINEDDCKEYCAPS_SRCBLT;
3471 fx_caps = WINEDDFXCAPS_BLTALPHA |
3472 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3473 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3474 WINEDDFXCAPS_BLTROTATION90 |
3475 WINEDDFXCAPS_BLTSHRINKX |
3476 WINEDDFXCAPS_BLTSHRINKXN |
3477 WINEDDFXCAPS_BLTSHRINKY |
3478 WINEDDFXCAPS_BLTSHRINKXN |
3479 WINEDDFXCAPS_BLTSTRETCHX |
3480 WINEDDFXCAPS_BLTSTRETCHXN |
3481 WINEDDFXCAPS_BLTSTRETCHY |
3482 WINEDDFXCAPS_BLTSTRETCHYN;
3483 blit_caps = WINEDDCAPS_BLT |
3484 WINEDDCAPS_BLTCOLORFILL |
3485 WINEDDCAPS_BLTDEPTHFILL |
3486 WINEDDCAPS_BLTSTRETCH |
3487 WINEDDCAPS_CANBLTSYSMEM |
3488 WINEDDCAPS_CANCLIP |
3489 WINEDDCAPS_CANCLIPSTRETCHED |
3490 WINEDDCAPS_COLORKEY |
3491 WINEDDCAPS_COLORKEYHWASSIST |
3492 WINEDDCAPS_ALIGNBOUNDARYSRC;
3494 /* Fill the ddraw caps structure */
3495 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3496 WINEDDCAPS_PALETTE |
3497 blit_caps;
3498 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3499 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3500 WINEDDCAPS2_PRIMARYGAMMA |
3501 WINEDDCAPS2_WIDESURFACES |
3502 WINEDDCAPS2_CANRENDERWINDOWED;
3503 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3504 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3505 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3506 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3507 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3508 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3509 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3510 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3511 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3513 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3514 WINEDDSCAPS_BACKBUFFER |
3515 WINEDDSCAPS_FLIP |
3516 WINEDDSCAPS_FRONTBUFFER |
3517 WINEDDSCAPS_OFFSCREENPLAIN |
3518 WINEDDSCAPS_PALETTE |
3519 WINEDDSCAPS_PRIMARYSURFACE |
3520 WINEDDSCAPS_SYSTEMMEMORY |
3521 WINEDDSCAPS_VIDEOMEMORY |
3522 WINEDDSCAPS_VISIBLE;
3523 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3525 /* Set D3D caps if OpenGL is available. */
3526 if(Adapters[Adapter].opengl) {
3527 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3528 WINEDDSCAPS_MIPMAP |
3529 WINEDDSCAPS_TEXTURE |
3530 WINEDDSCAPS_ZBUFFER;
3531 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3534 return WINED3D_OK;
3537 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3538 and fields being inserted in the middle, a new structure is used in place */
3539 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3540 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3541 IUnknown *parent) {
3543 IWineD3DDeviceImpl *object = NULL;
3544 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3545 WINED3DDISPLAYMODE mode;
3546 const struct fragment_pipeline *frag_pipeline = NULL;
3547 int i;
3549 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3550 * number and create a device without a 3D adapter for 2D only operation.
3552 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3553 return WINED3DERR_INVALIDCALL;
3556 /* Create a WineD3DDevice object */
3557 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3558 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3559 TRACE("Created WineD3DDevice object @ %p\n", object);
3560 if (NULL == object) {
3561 return WINED3DERR_OUTOFVIDEOMEMORY;
3564 /* Set up initial COM information */
3565 object->lpVtbl = &IWineD3DDevice_Vtbl;
3566 object->ref = 1;
3567 object->wineD3D = iface;
3568 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3569 IWineD3D_AddRef(object->wineD3D);
3570 object->parent = parent;
3571 list_init(&object->resources);
3572 list_init(&object->shaders);
3574 if(This->dxVersion == 7) {
3575 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3576 } else {
3577 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3579 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3581 /* Set the state up as invalid until the device is fully created */
3582 object->state = WINED3DERR_DRIVERINTERNALERROR;
3584 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3585 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3587 /* Save the creation parameters */
3588 object->createParms.AdapterOrdinal = Adapter;
3589 object->createParms.DeviceType = DeviceType;
3590 object->createParms.hFocusWindow = hFocusWindow;
3591 object->createParms.BehaviorFlags = BehaviourFlags;
3593 /* Initialize other useful values */
3594 object->adapterNo = Adapter;
3595 object->devType = DeviceType;
3597 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3598 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3600 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3601 object->frag_pipe = frag_pipeline;
3602 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3603 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3604 object->blitter = select_blit_implementation(Adapter, DeviceType);
3606 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3607 * model can deal with that. It is essentially the same, just with adjusted
3608 * Set*ShaderConstantF implementations
3610 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3611 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3614 /* set the state of the device to valid */
3615 object->state = WINED3D_OK;
3617 /* Get the initial screen setup for ddraw */
3618 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3620 object->ddraw_width = mode.Width;
3621 object->ddraw_height = mode.Height;
3622 object->ddraw_format = mode.Format;
3624 for(i = 0; i < PATCHMAP_SIZE; i++) {
3625 list_init(&object->patches[i]);
3627 return WINED3D_OK;
3629 #undef GLINFO_LOCATION
3631 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3632 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3633 IUnknown_AddRef(This->parent);
3634 *pParent = This->parent;
3635 return WINED3D_OK;
3638 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3639 IUnknown* surfaceParent;
3640 TRACE("(%p) call back\n", pSurface);
3642 /* Now, release the parent, which will take care of cleaning up the surface for us */
3643 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3644 IUnknown_Release(surfaceParent);
3645 return IUnknown_Release(surfaceParent);
3648 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3649 IUnknown* volumeParent;
3650 TRACE("(%p) call back\n", pVolume);
3652 /* Now, release the parent, which will take care of cleaning up the volume for us */
3653 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3654 IUnknown_Release(volumeParent);
3655 return IUnknown_Release(volumeParent);
3658 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3659 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3660 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3661 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3663 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3664 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3665 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3666 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3667 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3668 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3669 * DirectDraw, not OpenGL.
3671 if(gl_info->supported[APPLE_FENCE] &&
3672 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3673 gl_info->supported[APPLE_FLUSH_RENDER] &&
3674 gl_info->supported[APPLE_YCBCR_422]) {
3675 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3676 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3677 return TRUE;
3678 } else {
3679 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3680 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3681 return FALSE;
3685 #define GLINFO_LOCATION (*gl_info)
3686 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3687 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3688 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3689 * all the texture. This function detects this bug by its symptom and disables PBOs
3690 * if the test fails.
3692 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3693 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3694 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3695 * read back is compared to the original. If they are equal PBOs are assumed to work,
3696 * otherwise the PBO extension is disabled.
3698 GLuint texture, pbo;
3699 static const unsigned int pattern[] = {
3700 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3701 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3702 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3703 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3705 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3707 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3708 /* No PBO -> No point in testing them */
3709 return;
3712 while(glGetError());
3713 glGenTextures(1, &texture);
3714 glBindTexture(GL_TEXTURE_2D, texture);
3715 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3716 checkGLcall("Specifying the PBO test texture\n");
3718 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3719 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3720 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3721 checkGLcall("Specifying the PBO test pbo\n");
3723 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3724 checkGLcall("Loading the PBO test texture\n");
3726 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3727 glFinish(); /* just to be sure */
3729 memset(check, 0, sizeof(check));
3730 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3731 checkGLcall("Reading back the PBO test texture\n");
3733 glDeleteTextures(1, &texture);
3734 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3735 checkGLcall("PBO test cleanup\n");
3737 if(memcmp(check, pattern, sizeof(check)) != 0) {
3738 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3739 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3740 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3741 } else {
3742 TRACE_(d3d_caps)("PBO test successful\n");
3745 #undef GLINFO_LOCATION
3747 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3748 * reporting a driver version is moot because we are not the Windows driver, and we have different
3749 * bugs, features, etc.
3751 * If a card is not found in this table, the gl driver version is reported
3753 struct driver_version_information {
3754 WORD vendor; /* reported PCI card vendor ID */
3755 WORD card; /* reported PCI card device ID */
3756 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3757 WORD lopart_hi, lopart_lo; /* driver loword to report */
3760 static const struct driver_version_information driver_version_table[] = {
3761 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3762 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3763 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3764 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3765 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3766 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3767 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3768 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3769 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3770 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3771 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3772 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3773 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3774 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3775 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3776 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3777 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3778 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3779 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3781 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3782 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3783 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3784 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3785 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3786 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3787 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3789 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3792 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3793 unsigned int i;
3794 BOOL apple = implementation_is_apple(gl_info);
3796 if(apple) {
3797 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3798 * used it falls back to software. While the compiler can detect if the shader uses all declared
3799 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3800 * using relative addressing falls back to software.
3802 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3804 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3805 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3806 } else {
3807 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3808 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3809 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3812 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3813 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3814 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3815 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3816 * according to the spec.
3818 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3819 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3821 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3822 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3823 * this workaround is activated on cards that do not need it, it won't break things, just affect
3824 * performance negatively.
3826 if(gl_info->gl_vendor == VENDOR_INTEL ||
3827 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3828 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3829 gl_info->set_texcoord_w = TRUE;
3833 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3834 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3835 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3836 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3837 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3838 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3839 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3841 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3842 * has this extension promoted to core. The extension loading code sets this extension supported
3843 * due to that, so this code works on fglrx as well.
3845 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3846 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3847 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3848 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3849 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3850 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3851 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3855 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3856 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3857 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3858 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3859 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3860 * We therefore completly remove ARB_tex_npot from the list of supported extensions.
3862 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3863 * triggering the software fallback. There is not much we can do here apart from disabling the
3864 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3865 * in IWineD3DImpl_FillGLCaps).
3866 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3867 * post-processing effects in the game "Max Payne 2").
3868 * The behaviour can be verified through a simple test app attached in bugreport #14724.
3870 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3871 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3872 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3873 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3874 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3878 /* Find out if PBOs work as they are supposed to */
3879 test_pbo_functionality(gl_info);
3881 /* Fixup the driver version */
3882 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3883 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3884 gl_info->gl_card == driver_version_table[i].card) {
3885 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3887 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3888 driver_version_table[i].lopart_lo);
3889 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3890 driver_version_table[i].hipart_lo);
3891 break;
3896 static void WINE_GLAPI invalid_func(void *data) {
3897 ERR("Invalid vertex attribute function called\n");
3898 DebugBreak();
3901 #define GLINFO_LOCATION (Adapters[0].gl_info)
3903 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3904 * the extension detection and are used in drawStridedSlow
3906 static void WINE_GLAPI position_d3dcolor(void *data) {
3907 DWORD pos = *((DWORD *) data);
3909 FIXME("Add a test for fixed function position from d3dcolor type\n");
3910 glVertex4s(D3DCOLOR_B_R(pos),
3911 D3DCOLOR_B_G(pos),
3912 D3DCOLOR_B_B(pos),
3913 D3DCOLOR_B_A(pos));
3915 static void WINE_GLAPI position_float4(void *data) {
3916 GLfloat *pos = (float *) data;
3918 if (pos[3] < eps && pos[3] > -eps)
3919 glVertex3fv(pos);
3920 else {
3921 float w = 1.0 / pos[3];
3923 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3927 static void WINE_GLAPI diffuse_d3dcolor(void *data) {
3928 DWORD diffuseColor = *((DWORD *) data);
3930 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3931 D3DCOLOR_B_G(diffuseColor),
3932 D3DCOLOR_B_B(diffuseColor),
3933 D3DCOLOR_B_A(diffuseColor));
3936 static void WINE_GLAPI specular_d3dcolor(void *data) {
3937 DWORD specularColor = *((DWORD *) data);
3939 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3940 D3DCOLOR_B_G(specularColor),
3941 D3DCOLOR_B_B(specularColor));
3943 static void WINE_GLAPI warn_no_specular_func(void *data) {
3944 WARN("GL_EXT_secondary_color not supported\n");
3947 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3948 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3949 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3950 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3951 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3952 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3953 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3954 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3955 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3956 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3957 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3958 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3959 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3960 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3961 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3962 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3963 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3964 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3966 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3967 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3968 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3969 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3970 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3971 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3972 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3973 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3974 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3975 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3976 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3977 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3978 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3979 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3980 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3981 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3982 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3984 /* No 4 component entry points here */
3985 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3986 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3987 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3988 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3989 } else {
3990 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3992 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3993 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3994 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3995 } else {
3996 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3998 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3999 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4000 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4001 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4002 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4003 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4004 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4005 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4006 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4007 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4008 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4009 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4011 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4012 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4014 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4015 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4016 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
4017 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
4018 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
4019 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4020 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4021 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4022 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4023 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4024 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4025 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4026 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4027 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4028 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4029 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4030 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4033 #define PUSH1(att) attribs[nAttribs++] = (att);
4034 BOOL InitAdapters(void) {
4035 static HMODULE mod_gl, mod_win32gl;
4036 BOOL ret;
4037 int ps_selected_mode, vs_selected_mode;
4039 /* No need to hold any lock. The calling library makes sure only one thread calls
4040 * wined3d simultaneously
4042 if(numAdapters > 0) return Adapters[0].opengl;
4044 TRACE("Initializing adapters\n");
4046 if(!mod_gl) {
4047 #ifdef USE_WIN32_OPENGL
4048 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4049 mod_gl = LoadLibraryA("opengl32.dll");
4050 if(!mod_gl) {
4051 ERR("Can't load opengl32.dll!\n");
4052 goto nogl_adapter;
4054 mod_win32gl = mod_gl;
4055 #else
4056 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4057 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4058 mod_gl = GetModuleHandleA("gdi32.dll");
4059 mod_win32gl = LoadLibraryA("opengl32.dll");
4060 if(!mod_win32gl) {
4061 ERR("Can't load opengl32.dll!\n");
4062 goto nogl_adapter;
4064 #endif
4067 /* Load WGL core functions from opengl32.dll */
4068 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4069 WGL_FUNCS_GEN;
4070 #undef USE_WGL_FUNC
4072 if(!pwglGetProcAddress) {
4073 ERR("Unable to load wglGetProcAddress!\n");
4074 goto nogl_adapter;
4077 /* Dynamically load all GL core functions */
4078 GL_FUNCS_GEN;
4079 #undef USE_GL_FUNC
4081 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4082 * otherwise because we have to use winex11.drv's override
4084 glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4085 glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4087 /* For now only one default adapter */
4089 int iPixelFormat;
4090 int attribs[10];
4091 int values[10];
4092 int nAttribs = 0;
4093 int res;
4094 int i;
4095 WineD3D_PixelFormat *cfgs;
4096 int attribute;
4097 DISPLAY_DEVICEW DisplayDevice;
4098 HDC hdc;
4100 TRACE("Initializing default adapter\n");
4101 Adapters[0].num = 0;
4102 Adapters[0].monitorPoint.x = -1;
4103 Adapters[0].monitorPoint.y = -1;
4105 if (!WineD3D_CreateFakeGLContext()) {
4106 ERR("Failed to get a gl context for default adapter\n");
4107 WineD3D_ReleaseFakeGLContext();
4108 goto nogl_adapter;
4111 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4112 if(!ret) {
4113 ERR("Failed to initialize gl caps for default adapter\n");
4114 WineD3D_ReleaseFakeGLContext();
4115 goto nogl_adapter;
4117 ret = initPixelFormats(&Adapters[0].gl_info);
4118 if(!ret) {
4119 ERR("Failed to init gl formats\n");
4120 WineD3D_ReleaseFakeGLContext();
4121 goto nogl_adapter;
4124 hdc = pwglGetCurrentDC();
4125 if(!hdc) {
4126 ERR("Failed to get gl HDC\n");
4127 WineD3D_ReleaseFakeGLContext();
4128 goto nogl_adapter;
4131 Adapters[0].driver = "Display";
4132 Adapters[0].description = "Direct3D HAL";
4134 /* Use the VideoRamSize registry setting when set */
4135 if(wined3d_settings.emulated_textureram)
4136 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4137 else
4138 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4139 Adapters[0].UsedTextureRam = 0;
4140 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4142 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4143 DisplayDevice.cb = sizeof(DisplayDevice);
4144 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4145 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4146 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4148 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4149 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4151 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4152 cfgs = Adapters[0].cfgs;
4153 PUSH1(WGL_RED_BITS_ARB)
4154 PUSH1(WGL_GREEN_BITS_ARB)
4155 PUSH1(WGL_BLUE_BITS_ARB)
4156 PUSH1(WGL_ALPHA_BITS_ARB)
4157 PUSH1(WGL_DEPTH_BITS_ARB)
4158 PUSH1(WGL_STENCIL_BITS_ARB)
4159 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4160 PUSH1(WGL_PIXEL_TYPE_ARB)
4161 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4162 PUSH1(WGL_AUX_BUFFERS_ARB)
4164 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4165 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4167 if(!res)
4168 continue;
4170 /* Cache the pixel format */
4171 cfgs->iPixelFormat = iPixelFormat;
4172 cfgs->redSize = values[0];
4173 cfgs->greenSize = values[1];
4174 cfgs->blueSize = values[2];
4175 cfgs->alphaSize = values[3];
4176 cfgs->depthSize = values[4];
4177 cfgs->stencilSize = values[5];
4178 cfgs->windowDrawable = values[6];
4179 cfgs->iPixelType = values[7];
4180 cfgs->doubleBuffer = values[8];
4181 cfgs->auxBuffers = values[9];
4183 cfgs->pbufferDrawable = FALSE;
4184 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4185 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4186 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4187 int value;
4188 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4189 cfgs->pbufferDrawable = value;
4192 cfgs->numSamples = 0;
4193 /* Check multisample support */
4194 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4195 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4196 int value[2];
4197 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4198 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4199 * value[1] = number of multi sample buffers*/
4200 if(value[0])
4201 cfgs->numSamples = value[1];
4205 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);
4206 cfgs++;
4209 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4210 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4211 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4212 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4213 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4214 * driver is allowed to consume more bits EXCEPT for stencil bits.
4216 * Mark an adapter with this broken stencil behavior.
4218 Adapters[0].brokenStencil = TRUE;
4219 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4220 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4221 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4222 Adapters[0].brokenStencil = FALSE;
4223 break;
4227 fixup_extensions(&Adapters[0].gl_info);
4229 WineD3D_ReleaseFakeGLContext();
4231 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4232 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4233 fillGLAttribFuncs(&Adapters[0].gl_info);
4234 init_type_lookup(&Adapters[0].gl_info);
4235 Adapters[0].opengl = TRUE;
4237 numAdapters = 1;
4238 TRACE("%d adapters successfully initialized\n", numAdapters);
4240 return TRUE;
4242 nogl_adapter:
4243 /* Initialize an adapter for ddraw-only memory counting */
4244 memset(Adapters, 0, sizeof(Adapters));
4245 Adapters[0].num = 0;
4246 Adapters[0].opengl = FALSE;
4247 Adapters[0].monitorPoint.x = -1;
4248 Adapters[0].monitorPoint.y = -1;
4250 Adapters[0].driver = "Display";
4251 Adapters[0].description = "WineD3D DirectDraw Emulation";
4252 if(wined3d_settings.emulated_textureram) {
4253 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4254 } else {
4255 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4258 numAdapters = 1;
4259 return FALSE;
4261 #undef PUSH1
4262 #undef GLINFO_LOCATION
4264 /**********************************************************
4265 * IWineD3D VTbl follows
4266 **********************************************************/
4268 const IWineD3DVtbl IWineD3D_Vtbl =
4270 /* IUnknown */
4271 IWineD3DImpl_QueryInterface,
4272 IWineD3DImpl_AddRef,
4273 IWineD3DImpl_Release,
4274 /* IWineD3D */
4275 IWineD3DImpl_GetParent,
4276 IWineD3DImpl_GetAdapterCount,
4277 IWineD3DImpl_RegisterSoftwareDevice,
4278 IWineD3DImpl_GetAdapterMonitor,
4279 IWineD3DImpl_GetAdapterModeCount,
4280 IWineD3DImpl_EnumAdapterModes,
4281 IWineD3DImpl_GetAdapterDisplayMode,
4282 IWineD3DImpl_GetAdapterIdentifier,
4283 IWineD3DImpl_CheckDeviceMultiSampleType,
4284 IWineD3DImpl_CheckDepthStencilMatch,
4285 IWineD3DImpl_CheckDeviceType,
4286 IWineD3DImpl_CheckDeviceFormat,
4287 IWineD3DImpl_CheckDeviceFormatConversion,
4288 IWineD3DImpl_GetDeviceCaps,
4289 IWineD3DImpl_CreateDevice