push 9abda7d3ca27cda7f3dc00cfc283807cf0e2403b
[wine/hacks.git] / dlls / wined3d / directx.c
blob8811d0ab4349a638b3e3aeaf6677a54946427a2e
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
33 #include "config.h"
34 #include <assert.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 /* The d3d device ID */
41 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
43 /* Extension detection */
44 static const struct {
45 const char *extension_string;
46 GL_SupportedExt extension;
47 DWORD version;
48 } EXTENSION_MAP[] = {
49 /* APPLE */
50 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
51 {"GL_APPLE_fence", APPLE_FENCE, 0 },
52 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
53 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
56 /* ATI */
57 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
58 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
59 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
60 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 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, 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_env_add", EXT_TEXTURE_ENV_ADD, 0 },
108 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
109 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
110 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
111 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
112 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
113 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
114 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
115 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 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);
153 /* lookup tables */
154 int minLookup[MAX_LOOKUPS];
155 int maxLookup[MAX_LOOKUPS];
156 DWORD *stateLookup[MAX_LOOKUPS];
158 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
159 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
160 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
161 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
162 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
163 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
167 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
168 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
171 /* drawStridedSlow attributes */
172 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
173 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
174 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
175 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
176 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
179 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
180 * i.e., there is no GL Context - Get a default rendering context to enable the
181 * function query some info from GL.
184 static int wined3d_fake_gl_context_ref = 0;
185 static BOOL wined3d_fake_gl_context_foreign;
186 static BOOL wined3d_fake_gl_context_available = FALSE;
187 static HDC wined3d_fake_gl_context_hdc = NULL;
188 static HWND wined3d_fake_gl_context_hwnd = NULL;
190 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
191 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
193 0, 0, &wined3d_fake_gl_context_cs,
194 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
195 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
196 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
198 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
200 static void WineD3D_ReleaseFakeGLContext(void) {
201 HGLRC glCtx;
203 EnterCriticalSection(&wined3d_fake_gl_context_cs);
205 if(!wined3d_fake_gl_context_available) {
206 TRACE_(d3d_caps)("context not available\n");
207 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
208 return;
211 glCtx = pwglGetCurrentContext();
213 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
214 if (0 == (--wined3d_fake_gl_context_ref) ) {
215 if(!wined3d_fake_gl_context_foreign && glCtx) {
216 TRACE_(d3d_caps)("destroying fake GL context\n");
217 pwglMakeCurrent(NULL, NULL);
218 pwglDeleteContext(glCtx);
220 if(wined3d_fake_gl_context_hdc)
221 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
222 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
223 if(wined3d_fake_gl_context_hwnd)
224 DestroyWindow(wined3d_fake_gl_context_hwnd);
225 wined3d_fake_gl_context_hwnd = NULL;
226 wined3d_fake_gl_context_available = FALSE;
228 assert(wined3d_fake_gl_context_ref >= 0);
230 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
233 static BOOL WineD3D_CreateFakeGLContext(void) {
234 HGLRC glCtx = NULL;
236 EnterCriticalSection(&wined3d_fake_gl_context_cs);
238 TRACE("getting context...\n");
239 if(wined3d_fake_gl_context_ref > 0) goto ret;
240 assert(0 == wined3d_fake_gl_context_ref);
242 wined3d_fake_gl_context_foreign = TRUE;
244 glCtx = pwglGetCurrentContext();
245 if (!glCtx) {
246 PIXELFORMATDESCRIPTOR pfd;
247 int iPixelFormat;
249 wined3d_fake_gl_context_foreign = FALSE;
251 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
252 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
253 if(!wined3d_fake_gl_context_hwnd) {
254 ERR("HWND creation failed!\n");
255 goto fail;
257 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
258 if(!wined3d_fake_gl_context_hdc) {
259 ERR("GetDC failed!\n");
260 goto fail;
263 /* PixelFormat selection */
264 ZeroMemory(&pfd, sizeof(pfd));
265 pfd.nSize = sizeof(pfd);
266 pfd.nVersion = 1;
267 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
268 pfd.iPixelType = PFD_TYPE_RGBA;
269 pfd.cColorBits = 32;
270 pfd.iLayerType = PFD_MAIN_PLANE;
272 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
273 if(!iPixelFormat) {
274 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
275 ERR("Can't find a suitable iPixelFormat\n");
276 goto fail;
278 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
279 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
281 /* Create a GL context */
282 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
283 if (!glCtx) {
284 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
285 goto fail;
288 /* Make it the current GL context */
289 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
290 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
291 goto fail;
295 ret:
296 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
297 wined3d_fake_gl_context_ref++;
298 wined3d_fake_gl_context_available = TRUE;
299 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
300 return TRUE;
301 fail:
302 if(wined3d_fake_gl_context_hdc)
303 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
304 wined3d_fake_gl_context_hdc = NULL;
305 if(wined3d_fake_gl_context_hwnd)
306 DestroyWindow(wined3d_fake_gl_context_hwnd);
307 wined3d_fake_gl_context_hwnd = NULL;
308 if(glCtx) pwglDeleteContext(glCtx);
309 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
310 return FALSE;
313 /* Adjust the amount of used texture memory */
314 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
315 UINT Adapter = D3DDevice->adapterNo;
317 Adapters[Adapter].UsedTextureRam += glram;
318 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
319 return Adapters[Adapter].UsedTextureRam;
322 /**********************************************************
323 * IUnknown parts follows
324 **********************************************************/
326 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
328 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
330 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
331 if (IsEqualGUID(riid, &IID_IUnknown)
332 || IsEqualGUID(riid, &IID_IWineD3DBase)
333 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
334 IUnknown_AddRef(iface);
335 *ppobj = This;
336 return S_OK;
338 *ppobj = NULL;
339 return E_NOINTERFACE;
342 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
343 IWineD3DImpl *This = (IWineD3DImpl *)iface;
344 ULONG refCount = InterlockedIncrement(&This->ref);
346 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
347 return refCount;
350 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
351 IWineD3DImpl *This = (IWineD3DImpl *)iface;
352 ULONG ref;
353 TRACE("(%p) : Releasing from %d\n", This, This->ref);
354 ref = InterlockedDecrement(&This->ref);
355 if (ref == 0) {
356 HeapFree(GetProcessHeap(), 0, This);
359 return ref;
362 /* Set the shader type for this device, depending on the given capabilities,
363 * the device type, and the user preferences in wined3d_settings */
365 void select_shader_mode(
366 WineD3D_GL_Info *gl_info,
367 WINED3DDEVTYPE DeviceType,
368 int* ps_selected,
369 int* vs_selected) {
371 if (wined3d_settings.vs_mode == VS_NONE) {
372 *vs_selected = SHADER_NONE;
373 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
374 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
375 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
376 * shaders only on this card. */
377 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
378 *vs_selected = SHADER_ARB;
379 else
380 *vs_selected = SHADER_GLSL;
381 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
382 *vs_selected = SHADER_ARB;
383 } else {
384 *vs_selected = SHADER_NONE;
387 if (wined3d_settings.ps_mode == PS_NONE) {
388 *ps_selected = SHADER_NONE;
389 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
390 *ps_selected = SHADER_GLSL;
391 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
392 *ps_selected = SHADER_ARB;
393 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
394 *ps_selected = SHADER_ATI;
395 } else {
396 *ps_selected = SHADER_NONE;
400 /** Select the number of report maximum shader constants based on the selected shader modes */
401 static void select_shader_max_constants(
402 int ps_selected_mode,
403 int vs_selected_mode,
404 WineD3D_GL_Info *gl_info) {
406 switch (vs_selected_mode) {
407 case SHADER_GLSL:
408 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
409 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
410 break;
411 case SHADER_ARB:
412 /* We have to subtract any other PARAMs that we might use in our shader programs.
413 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
414 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
415 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
416 break;
417 default:
418 gl_info->max_vshader_constantsF = 0;
419 break;
422 switch (ps_selected_mode) {
423 case SHADER_GLSL:
424 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
425 * In theory the texbem instruction may need one more shader constant too. But lets assume
426 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
427 * and lets not take away a uniform needlessly from all other shaders.
429 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
430 break;
431 case SHADER_ARB:
432 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
433 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
435 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
436 break;
437 default:
438 gl_info->max_pshader_constantsF = 0;
439 break;
443 /**********************************************************
444 * IWineD3D parts follows
445 **********************************************************/
447 #define GLINFO_LOCATION (*gl_info)
448 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
449 GLuint prog;
450 BOOL ret = FALSE;
451 const char *testcode =
452 "!!ARBvp1.0\n"
453 "PARAM C[66] = { program.env[0..65] };\n"
454 "ADDRESS A0;"
455 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
456 "ARL A0.x, zero.x;\n"
457 "MOV result.position, C[A0.x + 65];\n"
458 "END\n";
460 while(glGetError());
461 GL_EXTCALL(glGenProgramsARB(1, &prog));
462 if(!prog) {
463 ERR("Failed to create an ARB offset limit test program\n");
465 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
466 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
467 strlen(testcode), testcode));
468 if(glGetError() != 0) {
469 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
470 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
471 ret = TRUE;
472 } else TRACE("OpenGL implementation allows offsets > 63\n");
474 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
475 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
476 checkGLcall("ARB vp offset limit test cleanup\n");
478 return ret;
481 static DWORD ver_for_ext(GL_SupportedExt ext)
483 unsigned int i;
484 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
485 if(EXTENSION_MAP[i].extension == ext) {
486 return EXTENSION_MAP[i].version;
489 return 0;
492 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
493 const char *GL_Extensions = NULL;
494 const char *WGL_Extensions = NULL;
495 const char *gl_string = NULL;
496 const char *gl_string_cursor = NULL;
497 GLint gl_max;
498 GLfloat gl_floatv[2];
499 int major = 1, minor = 0;
500 BOOL return_value = TRUE;
501 unsigned i;
502 HDC hdc;
503 unsigned int vidmem=0;
505 TRACE_(d3d_caps)("(%p)\n", gl_info);
507 ENTER_GL();
509 gl_string = (const char *) glGetString(GL_RENDERER);
510 if (NULL == gl_string)
511 gl_string = "None";
512 strcpy(gl_info->gl_renderer, gl_string);
514 gl_string = (const char *) glGetString(GL_VENDOR);
515 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
516 if (gl_string != NULL) {
517 /* Fill in the GL vendor */
518 if (strstr(gl_string, "NVIDIA")) {
519 gl_info->gl_vendor = VENDOR_NVIDIA;
520 } else if (strstr(gl_string, "ATI")) {
521 gl_info->gl_vendor = VENDOR_ATI;
522 } else if (strstr(gl_string, "Intel(R)") ||
523 strstr(gl_info->gl_renderer, "Intel(R)") ||
524 strstr(gl_string, "Intel Inc.")) {
525 gl_info->gl_vendor = VENDOR_INTEL;
526 } else if (strstr(gl_string, "Mesa")) {
527 gl_info->gl_vendor = VENDOR_MESA;
528 } else {
529 gl_info->gl_vendor = VENDOR_WINE;
531 } else {
532 gl_info->gl_vendor = VENDOR_WINE;
536 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
538 /* Parse the GL_VERSION field into major and minor information */
539 gl_string = (const char *) glGetString(GL_VERSION);
540 if (gl_string != NULL) {
542 /* First, parse the generic opengl version. This is supposed not to be convoluted with
543 * driver specific information
545 gl_string_cursor = gl_string;
546 major = atoi(gl_string_cursor);
547 if(major <= 0) {
548 ERR("Invalid opengl major version: %d\n", major);
550 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
551 ++gl_string_cursor;
553 if (*gl_string_cursor++ != '.') {
554 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
556 minor = atoi(gl_string_cursor);
557 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
558 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
560 /* Now parse the driver specific string which we'll report to the app */
561 switch (gl_info->gl_vendor) {
562 case VENDOR_NVIDIA:
563 gl_string_cursor = strstr(gl_string, "NVIDIA");
564 if (!gl_string_cursor) {
565 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
566 break;
569 gl_string_cursor = strstr(gl_string_cursor, " ");
570 if (!gl_string_cursor) {
571 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
572 break;
575 while (*gl_string_cursor == ' ') {
576 ++gl_string_cursor;
579 if (!*gl_string_cursor) {
580 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
581 break;
584 major = atoi(gl_string_cursor);
585 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
586 ++gl_string_cursor;
589 if (*gl_string_cursor++ != '.') {
590 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
591 break;
594 minor = atoi(gl_string_cursor);
595 minor = major*100+minor;
596 major = 10;
598 break;
600 case VENDOR_ATI:
601 major = minor = 0;
602 gl_string_cursor = strchr(gl_string, '-');
603 if (gl_string_cursor) {
604 int error = 0;
605 gl_string_cursor++;
607 /* Check if version number is of the form x.y.z */
608 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
609 error = 1;
610 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
611 error = 1;
612 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
613 error = 1;
614 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
615 error = 1;
617 /* Mark version number as malformed */
618 if (error)
619 gl_string_cursor = 0;
622 if (!gl_string_cursor)
623 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
624 else {
625 major = *gl_string_cursor - '0';
626 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
628 break;
630 case VENDOR_INTEL:
631 /* Apple and Mesa version strings look differently, but both provide intel drivers */
632 if(strstr(gl_string, "APPLE")) {
633 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
634 * We only need the first part, and use the APPLE as identification
635 * "1.2 APPLE-1.4.56"
637 gl_string_cursor = gl_string;
638 major = atoi(gl_string_cursor);
639 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
640 ++gl_string_cursor;
643 if (*gl_string_cursor++ != '.') {
644 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
645 break;
648 minor = atoi(gl_string_cursor);
649 break;
652 case VENDOR_MESA:
653 gl_string_cursor = strstr(gl_string, "Mesa");
654 gl_string_cursor = strstr(gl_string_cursor, " ");
655 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
656 if (*gl_string_cursor) {
657 char tmp[16];
658 int cursor = 0;
660 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
661 tmp[cursor++] = *gl_string_cursor;
662 ++gl_string_cursor;
664 tmp[cursor] = 0;
665 major = atoi(tmp);
667 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
668 ++gl_string_cursor;
670 cursor = 0;
671 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
672 tmp[cursor++] = *gl_string_cursor;
673 ++gl_string_cursor;
675 tmp[cursor] = 0;
676 minor = atoi(tmp);
678 break;
680 default:
681 major = 0;
682 minor = 9;
684 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
685 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
686 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
687 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
688 } else {
689 FIXME("OpenGL driver did not return version information\n");
690 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
691 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
694 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
697 * Initialize openGL extension related variables
698 * with Default values
700 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
701 gl_info->max_buffers = 1;
702 gl_info->max_textures = 1;
703 gl_info->max_texture_stages = 1;
704 gl_info->max_fragment_samplers = 1;
705 gl_info->max_vertex_samplers = 0;
706 gl_info->max_combined_samplers = 0;
707 gl_info->max_sampler_stages = 1;
708 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
709 gl_info->ps_arb_max_temps = 0;
710 gl_info->ps_arb_max_instructions = 0;
711 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
712 gl_info->vs_arb_max_temps = 0;
713 gl_info->vs_arb_max_instructions = 0;
714 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
715 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
716 gl_info->vs_glsl_constantsF = 0;
717 gl_info->ps_glsl_constantsF = 0;
718 gl_info->vs_arb_constantsF = 0;
719 gl_info->ps_arb_constantsF = 0;
721 /* Retrieve opengl defaults */
722 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
723 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
724 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
726 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
727 gl_info->max_lights = gl_max;
728 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
730 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
731 gl_info->max_texture_size = gl_max;
732 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
734 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
735 gl_info->max_pointsizemin = gl_floatv[0];
736 gl_info->max_pointsize = gl_floatv[1];
737 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
739 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
740 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
741 TRACE_(d3d_caps)("GL_Extensions reported:\n");
743 if (NULL == GL_Extensions) {
744 ERR(" GL_Extensions returns NULL\n");
745 } else {
746 while (*GL_Extensions != 0x00) {
747 const char *Start;
748 char ThisExtn[256];
749 size_t len;
751 while (isspace(*GL_Extensions)) GL_Extensions++;
752 Start = GL_Extensions;
753 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
754 GL_Extensions++;
757 len = GL_Extensions - Start;
758 if (len == 0 || len >= sizeof(ThisExtn))
759 continue;
761 memcpy(ThisExtn, Start, len);
762 ThisExtn[len] = '\0';
763 TRACE_(d3d_caps)("- %s\n", ThisExtn);
765 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
766 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
767 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
768 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
769 break;
774 LEAVE_GL();
776 /* Now work out what GL support this card really has */
777 #define USE_GL_FUNC(type, pfn, ext, replace) { \
778 DWORD ver = ver_for_ext(ext); \
779 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
780 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
781 else gl_info->pfn = NULL; \
783 GL_EXT_FUNCS_GEN;
784 #undef USE_GL_FUNC
786 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
787 WGL_EXT_FUNCS_GEN;
788 #undef USE_GL_FUNC
790 ENTER_GL();
791 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
792 * loading the functions, otherwise the code above will load the extension entry points instead of the
793 * core functions, which may not work
795 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
796 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
797 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
798 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
799 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
803 if (gl_info->supported[APPLE_FENCE]) {
804 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
805 * The apple extension interacts with some other apple exts. Disable the NV
806 * extension if the apple one is support to prevent confusion in other parts
807 * of the code
809 gl_info->supported[NV_FENCE] = FALSE;
811 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
812 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
814 * The enums are the same:
815 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
816 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
817 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
818 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
819 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
821 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
822 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
823 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
825 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
826 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
827 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
830 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
831 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
832 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
834 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
835 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
836 * Won't occur in any real world situation though
838 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
839 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
840 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
841 * are supported. The nv extensions provide the same functionality as the
842 * ATI one, and a bit more(signed pixelformats)
844 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
847 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
848 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
849 gl_info->max_buffers = gl_max;
850 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
852 if (gl_info->supported[ARB_MULTITEXTURE]) {
853 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
854 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
855 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
857 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
858 GLint tmp;
859 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
860 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
861 } else {
862 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
864 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
866 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
867 GLint tmp;
868 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
869 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
870 } else {
871 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
873 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
875 if (gl_info->supported[ARB_VERTEX_SHADER]) {
876 GLint tmp;
877 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
878 gl_info->max_vertex_samplers = tmp;
879 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
880 gl_info->max_combined_samplers = tmp;
882 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
883 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
884 * an issue because then the sampler setup only depends on the two shaders. If a pixel
885 * shader is used with fixed function vertex processing we're fine too because fixed function
886 * vertex processing doesn't use any samplers. If fixed function fragment processing is
887 * used we have to make sure that all vertex sampler setups are valid together with all
888 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
889 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
890 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
891 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
892 * a fixed function pipeline anymore.
894 * So this is just a check to check that our assumption holds true. If not, write a warning
895 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
897 if(gl_info->max_vertex_samplers &&
898 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
899 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
900 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
901 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
902 if( gl_info->max_combined_samplers > MAX_TEXTURES )
903 gl_info->max_vertex_samplers =
904 gl_info->max_combined_samplers - MAX_TEXTURES;
905 else
906 gl_info->max_vertex_samplers = 0;
908 } else {
909 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
911 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
912 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
914 if (gl_info->supported[ARB_VERTEX_BLEND]) {
915 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
916 gl_info->max_blends = gl_max;
917 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
919 if (gl_info->supported[EXT_TEXTURE3D]) {
920 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
921 gl_info->max_texture3d_size = gl_max;
922 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
924 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
925 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
926 gl_info->max_anisotropy = gl_max;
927 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
929 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
930 gl_info->ps_arb_version = PS_VERSION_11;
931 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
932 gl_info->ps_arb_constantsF = gl_max;
933 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
934 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
935 gl_info->ps_arb_max_temps = gl_max;
936 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
937 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
938 gl_info->ps_arb_max_instructions = gl_max;
939 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
941 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
942 gl_info->vs_arb_version = VS_VERSION_11;
943 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
944 gl_info->vs_arb_constantsF = gl_max;
945 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
946 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
947 gl_info->vs_arb_max_temps = gl_max;
948 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
949 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
950 gl_info->vs_arb_max_instructions = gl_max;
951 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
953 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
955 if (gl_info->supported[ARB_VERTEX_SHADER]) {
956 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
957 gl_info->vs_glsl_constantsF = gl_max / 4;
958 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
960 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
961 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
962 gl_info->ps_glsl_constantsF = gl_max / 4;
963 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
964 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
965 gl_info->max_glsl_varyings = gl_max;
966 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
968 if (gl_info->supported[EXT_VERTEX_SHADER]) {
969 gl_info->vs_ati_version = VS_VERSION_11;
971 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
972 gl_info->vs_nv_version = VS_VERSION_30;
973 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
974 gl_info->vs_nv_version = VS_VERSION_20;
975 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
976 gl_info->vs_nv_version = VS_VERSION_11;
977 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
978 gl_info->vs_nv_version = VS_VERSION_10;
980 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
981 gl_info->ps_nv_version = PS_VERSION_30;
982 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
983 gl_info->ps_nv_version = PS_VERSION_20;
985 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
986 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
987 } else {
988 gl_info->max_shininess = 128.0;
990 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
991 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
992 * This saves a few redundant glDisable calls
994 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
996 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
997 /* Disable NV_register_combiners and fragment shader if this is supported.
998 * generally the NV extensions are preferred over the ATI ones, and this
999 * extension is disabled if register_combiners and texture_shader2 are both
1000 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1001 * fragment processing support
1003 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1004 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1005 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1006 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1007 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1011 checkGLcall("extension detection\n");
1013 /* In some cases the number of texture stages can be larger than the number
1014 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1015 * shaders), but 8 texture stages (register combiners). */
1016 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1018 /* We can only use ORM_FBO when the hardware supports it. */
1019 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1020 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1021 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1024 /* MRTs are currently only supported when FBOs are used. */
1025 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1026 gl_info->max_buffers = 1;
1029 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1030 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1031 * in case of the latest videocards in the number of pixel/vertex pipelines.
1033 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1034 * rendering. Various games use this information to get a rough estimation of the features of the card
1035 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1036 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1037 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1038 * not the PCI id.
1040 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1041 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1042 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1043 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1044 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1045 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1046 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1047 * is limited.
1049 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1050 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1051 * similar 3d features.
1053 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1054 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1055 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1056 * won't pass we return a default card. This way is better than maintaining a full card database as even
1057 * without a full database we can return a card with similar features. Second the size of the database
1058 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1059 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1060 * to distinguishes between different models from that family.
1062 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1063 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1064 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1065 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1066 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1067 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1068 * memory behind our backs if really needed.
1069 * Note that the amount of video memory can be overruled using a registry setting.
1071 switch (gl_info->gl_vendor) {
1072 case VENDOR_NVIDIA:
1073 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1074 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1076 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1077 /* Geforce9 - highend */
1078 if(strstr(gl_info->gl_renderer, "9800")) {
1079 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1080 vidmem = 512;
1082 /* Geforce9 - midend */
1083 else if(strstr(gl_info->gl_renderer, "9600")) {
1084 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1085 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1087 /* Geforce8 - highend */
1088 if (strstr(gl_info->gl_renderer, "8800")) {
1089 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1090 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1092 /* Geforce8 - midend mobile */
1093 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1094 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1095 vidmem = 512;
1097 /* Geforce8 - midend */
1098 else if(strstr(gl_info->gl_renderer, "8600") ||
1099 strstr(gl_info->gl_renderer, "8700"))
1101 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1102 vidmem = 256;
1104 /* Geforce8 - lowend */
1105 else if(strstr(gl_info->gl_renderer, "8300") ||
1106 strstr(gl_info->gl_renderer, "8400") ||
1107 strstr(gl_info->gl_renderer, "8500"))
1109 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1110 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1112 /* Geforce7 - highend */
1113 else if(strstr(gl_info->gl_renderer, "7800") ||
1114 strstr(gl_info->gl_renderer, "7900") ||
1115 strstr(gl_info->gl_renderer, "7950") ||
1116 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1117 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1119 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1120 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1122 /* Geforce7 midend */
1123 else if(strstr(gl_info->gl_renderer, "7600") ||
1124 strstr(gl_info->gl_renderer, "7700")) {
1125 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1126 vidmem = 256; /* The 7600 uses 256-512MB */
1127 /* Geforce7 lower medium */
1128 } else if(strstr(gl_info->gl_renderer, "7400")) {
1129 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1130 vidmem = 256; /* The 7400 uses 256-512MB */
1132 /* Geforce7 lowend */
1133 else if(strstr(gl_info->gl_renderer, "7300")) {
1134 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1135 vidmem = 256; /* Mac Pros with this card have 256 MB */
1137 /* Geforce6 highend */
1138 else if(strstr(gl_info->gl_renderer, "6800"))
1140 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1141 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1143 /* Geforce6 - midend */
1144 else if(strstr(gl_info->gl_renderer, "6600") ||
1145 strstr(gl_info->gl_renderer, "6610") ||
1146 strstr(gl_info->gl_renderer, "6700"))
1148 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1149 vidmem = 128; /* A 6600GT has 128-256MB */
1151 /* Geforce6/7 lowend */
1152 else {
1153 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1154 vidmem = 64; /* */
1156 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1157 /* GeforceFX - highend */
1158 if (strstr(gl_info->gl_renderer, "5800") ||
1159 strstr(gl_info->gl_renderer, "5900") ||
1160 strstr(gl_info->gl_renderer, "5950") ||
1161 strstr(gl_info->gl_renderer, "Quadro FX"))
1163 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1164 vidmem = 256; /* 5800-5900 cards use 256MB */
1166 /* GeforceFX - midend */
1167 else if(strstr(gl_info->gl_renderer, "5600") ||
1168 strstr(gl_info->gl_renderer, "5650") ||
1169 strstr(gl_info->gl_renderer, "5700") ||
1170 strstr(gl_info->gl_renderer, "5750"))
1172 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1173 vidmem = 128; /* A 5600 uses 128-256MB */
1175 /* GeforceFX - lowend */
1176 else {
1177 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1178 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1180 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1181 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1182 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1183 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1185 else {
1186 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1187 vidmem = 64; /* Geforce3 cards have 64-128MB */
1189 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1190 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1191 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1192 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1194 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1195 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1196 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1198 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1199 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1200 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1202 else {
1203 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1204 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1206 } else {
1207 if (strstr(gl_info->gl_renderer, "TNT2")) {
1208 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1209 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1211 else {
1212 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1213 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1216 break;
1217 case VENDOR_ATI:
1218 if(WINE_D3D9_CAPABLE(gl_info)) {
1219 /* Radeon R6xx HD2900/HD3800 - highend */
1220 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1221 strstr(gl_info->gl_renderer, "HD 3870") ||
1222 strstr(gl_info->gl_renderer, "HD 3850"))
1224 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1225 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1227 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1228 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1229 strstr(gl_info->gl_renderer, "HD 3830") ||
1230 strstr(gl_info->gl_renderer, "HD 3690") ||
1231 strstr(gl_info->gl_renderer, "HD 3650"))
1233 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1234 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1236 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1237 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1238 strstr(gl_info->gl_renderer, "HD 2400") ||
1239 strstr(gl_info->gl_renderer, "HD 3470") ||
1240 strstr(gl_info->gl_renderer, "HD 3450") ||
1241 strstr(gl_info->gl_renderer, "HD 3430"))
1243 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1244 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1246 /* Radeon R6xx/R7xx integrated */
1247 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1248 strstr(gl_info->gl_renderer, "HD 3200") ||
1249 strstr(gl_info->gl_renderer, "HD 3300"))
1251 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1252 vidmem = 128; /* 128MB */
1254 /* Radeon R5xx */
1255 else if (strstr(gl_info->gl_renderer, "X1600") ||
1256 strstr(gl_info->gl_renderer, "X1650") ||
1257 strstr(gl_info->gl_renderer, "X1800") ||
1258 strstr(gl_info->gl_renderer, "X1900") ||
1259 strstr(gl_info->gl_renderer, "X1950"))
1261 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1262 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1264 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1265 else if(strstr(gl_info->gl_renderer, "X700") ||
1266 strstr(gl_info->gl_renderer, "X800") ||
1267 strstr(gl_info->gl_renderer, "X850") ||
1268 strstr(gl_info->gl_renderer, "X1300") ||
1269 strstr(gl_info->gl_renderer, "X1400") ||
1270 strstr(gl_info->gl_renderer, "X1450") ||
1271 strstr(gl_info->gl_renderer, "X1550"))
1273 gl_info->gl_card = CARD_ATI_RADEON_X700;
1274 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1276 /* Radeon R3xx */
1277 else {
1278 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1279 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1281 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1282 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1283 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1284 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1285 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1286 vidmem = 32; /* There are models with up to 64MB */
1287 } else {
1288 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1289 vidmem = 16; /* There are 16-32MB models */
1291 break;
1292 case VENDOR_INTEL:
1293 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1294 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1295 gl_info->gl_card = CARD_INTEL_I945GM;
1296 vidmem = 64;
1297 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1298 gl_info->gl_card = CARD_INTEL_I915GM;
1299 } else if (strstr(gl_info->gl_renderer, "915G")) {
1300 gl_info->gl_card = CARD_INTEL_I915G;
1301 } else if (strstr(gl_info->gl_renderer, "865G")) {
1302 gl_info->gl_card = CARD_INTEL_I865G;
1303 } else if (strstr(gl_info->gl_renderer, "855G")) {
1304 gl_info->gl_card = CARD_INTEL_I855G;
1305 } else if (strstr(gl_info->gl_renderer, "830G")) {
1306 gl_info->gl_card = CARD_INTEL_I830G;
1307 } else {
1308 gl_info->gl_card = CARD_INTEL_I915G;
1310 break;
1311 case VENDOR_MESA:
1312 case VENDOR_WINE:
1313 default:
1314 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1315 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1316 * them a good generic choice.
1318 gl_info->gl_vendor = VENDOR_NVIDIA;
1319 if(WINE_D3D9_CAPABLE(gl_info))
1320 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1321 else if(WINE_D3D8_CAPABLE(gl_info))
1322 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1323 else if(WINE_D3D7_CAPABLE(gl_info))
1324 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1325 else if(WINE_D3D6_CAPABLE(gl_info))
1326 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1327 else
1328 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1330 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1332 /* If we have an estimate use it, else default to 64MB; */
1333 if(vidmem)
1334 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1335 else
1336 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1338 /* Load all the lookup tables
1339 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1340 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1341 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1343 for (i = 0; i < MAX_LOOKUPS; i++) {
1344 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1347 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1348 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1349 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1350 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1351 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1352 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1353 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1354 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1355 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1356 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1358 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1359 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1360 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1361 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1362 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1365 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1366 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1367 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1368 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1369 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1370 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1371 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1372 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1373 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1374 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1375 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1376 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1377 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1379 /* TODO: config lookups */
1381 /* Make sure there's an active HDC else the WGL extensions will fail */
1382 hdc = pwglGetCurrentDC();
1383 if (hdc) {
1384 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1385 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1387 if (NULL == WGL_Extensions) {
1388 ERR(" WGL_Extensions returns NULL\n");
1389 } else {
1390 while (*WGL_Extensions != 0x00) {
1391 const char *Start;
1392 char ThisExtn[256];
1393 size_t len;
1395 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1396 Start = WGL_Extensions;
1397 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1398 WGL_Extensions++;
1401 len = WGL_Extensions - Start;
1402 if (len == 0 || len >= sizeof(ThisExtn))
1403 continue;
1405 memcpy(ThisExtn, Start, len);
1406 ThisExtn[len] = '\0';
1407 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1409 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1410 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1411 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1413 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1414 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1415 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1420 LEAVE_GL();
1422 return return_value;
1424 #undef GLINFO_LOCATION
1426 /**********************************************************
1427 * IWineD3D implementation follows
1428 **********************************************************/
1430 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1431 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1433 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1434 return numAdapters;
1437 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1438 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1439 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1440 return WINED3D_OK;
1443 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1444 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1446 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1447 return NULL;
1450 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1451 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1454 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1455 of the same bpp but different resolutions */
1457 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1458 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1459 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1460 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1462 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1463 return 0;
1466 /* TODO: Store modes per adapter and read it from the adapter structure */
1467 if (Adapter == 0) { /* Display */
1468 int i = 0;
1469 int j = 0;
1471 if (!DEBUG_SINGLE_MODE) {
1472 DEVMODEW DevModeW;
1474 ZeroMemory(&DevModeW, sizeof(DevModeW));
1475 DevModeW.dmSize = sizeof(DevModeW);
1476 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1477 j++;
1478 switch (Format)
1480 case WINED3DFMT_UNKNOWN:
1481 /* This is for D3D8, do not enumerate P8 here */
1482 if (DevModeW.dmBitsPerPel == 32 ||
1483 DevModeW.dmBitsPerPel == 16) i++;
1484 break;
1485 case WINED3DFMT_X8R8G8B8:
1486 if (DevModeW.dmBitsPerPel == 32) i++;
1487 break;
1488 case WINED3DFMT_R5G6B5:
1489 if (DevModeW.dmBitsPerPel == 16) i++;
1490 break;
1491 case WINED3DFMT_P8:
1492 if (DevModeW.dmBitsPerPel == 8) i++;
1493 break;
1494 default:
1495 /* Skip other modes as they do not match the requested format */
1496 break;
1499 } else {
1500 i = 1;
1501 j = 1;
1504 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1505 return i;
1506 } else {
1507 FIXME_(d3d_caps)("Adapter not primary display\n");
1509 return 0;
1512 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1513 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1514 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1515 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1517 /* Validate the parameters as much as possible */
1518 if (NULL == pMode ||
1519 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1520 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1521 return WINED3DERR_INVALIDCALL;
1524 /* TODO: Store modes per adapter and read it from the adapter structure */
1525 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1526 DEVMODEW DevModeW;
1527 int ModeIdx = 0;
1528 int i = 0;
1529 int j = 0;
1531 ZeroMemory(&DevModeW, sizeof(DevModeW));
1532 DevModeW.dmSize = sizeof(DevModeW);
1534 /* If we are filtering to a specific format (D3D9), then need to skip
1535 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1536 just count through the ones with valid bit depths */
1537 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1538 switch (Format)
1540 case WINED3DFMT_UNKNOWN:
1541 /* This is D3D8. Do not enumerate P8 here */
1542 if (DevModeW.dmBitsPerPel == 32 ||
1543 DevModeW.dmBitsPerPel == 16) i++;
1544 break;
1545 case WINED3DFMT_X8R8G8B8:
1546 if (DevModeW.dmBitsPerPel == 32) i++;
1547 break;
1548 case WINED3DFMT_R5G6B5:
1549 if (DevModeW.dmBitsPerPel == 16) i++;
1550 break;
1551 case WINED3DFMT_P8:
1552 if (DevModeW.dmBitsPerPel == 8) i++;
1553 break;
1554 default:
1555 /* Modes that don't match what we support can get an early-out */
1556 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1557 return WINED3DERR_INVALIDCALL;
1561 if (i == 0) {
1562 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1563 return WINED3DERR_INVALIDCALL;
1565 ModeIdx = j - 1;
1567 /* Now get the display mode via the calculated index */
1568 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1569 pMode->Width = DevModeW.dmPelsWidth;
1570 pMode->Height = DevModeW.dmPelsHeight;
1571 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1572 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1573 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1575 if (Format == WINED3DFMT_UNKNOWN) {
1576 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1577 } else {
1578 pMode->Format = Format;
1580 } else {
1581 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1582 return WINED3DERR_INVALIDCALL;
1585 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1586 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1587 DevModeW.dmBitsPerPel);
1589 } else if (DEBUG_SINGLE_MODE) {
1590 /* Return one setting of the format requested */
1591 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1592 pMode->Width = 800;
1593 pMode->Height = 600;
1594 pMode->RefreshRate = 60;
1595 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1596 } else {
1597 FIXME_(d3d_caps)("Adapter not primary display\n");
1600 return WINED3D_OK;
1603 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1604 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1605 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1607 if (NULL == pMode ||
1608 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1609 return WINED3DERR_INVALIDCALL;
1612 if (Adapter == 0) { /* Display */
1613 int bpp = 0;
1614 DEVMODEW DevModeW;
1616 ZeroMemory(&DevModeW, sizeof(DevModeW));
1617 DevModeW.dmSize = sizeof(DevModeW);
1619 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1620 pMode->Width = DevModeW.dmPelsWidth;
1621 pMode->Height = DevModeW.dmPelsHeight;
1622 bpp = DevModeW.dmBitsPerPel;
1623 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1624 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1626 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1629 pMode->Format = pixelformat_for_depth(bpp);
1630 } else {
1631 FIXME_(d3d_caps)("Adapter not primary display\n");
1634 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1635 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1636 return WINED3D_OK;
1639 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1640 and fields being inserted in the middle, a new structure is used in place */
1641 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1642 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1643 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1645 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1647 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1648 return WINED3DERR_INVALIDCALL;
1651 /* Return the information requested */
1652 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1653 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1654 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1656 /* Note dx8 doesn't supply a DeviceName */
1657 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1658 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1659 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1660 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1661 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1662 *(pIdentifier->SubSysId) = 0;
1663 *(pIdentifier->Revision) = 0;
1664 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1666 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1667 *(pIdentifier->WHQLLevel) = 0;
1668 } else {
1669 *(pIdentifier->WHQLLevel) = 1;
1672 return WINED3D_OK;
1675 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1676 short redSize, greenSize, blueSize, alphaSize, colorBits;
1678 if(!cfg)
1679 return FALSE;
1681 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1682 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1683 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1684 return FALSE;
1687 if(cfg->redSize < redSize)
1688 return FALSE;
1690 if(cfg->greenSize < greenSize)
1691 return FALSE;
1693 if(cfg->blueSize < blueSize)
1694 return FALSE;
1696 if(cfg->alphaSize < alphaSize)
1697 return FALSE;
1699 return TRUE;
1700 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1701 if(Format == WINED3DFMT_R16F)
1702 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1703 if(Format == WINED3DFMT_G16R16F)
1704 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1705 if(Format == WINED3DFMT_A16B16G16R16F)
1706 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1707 if(Format == WINED3DFMT_R32F)
1708 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1709 if(Format == WINED3DFMT_G32R32F)
1710 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1711 if(Format == WINED3DFMT_A32B32G32R32F)
1712 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1713 } else {
1714 /* Probably a color index mode */
1715 return FALSE;
1718 return FALSE;
1721 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1722 short depthSize, stencilSize;
1723 BOOL lockable = FALSE;
1725 if(!cfg)
1726 return FALSE;
1728 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1729 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1730 return FALSE;
1733 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1734 lockable = TRUE;
1736 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1737 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1738 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1739 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1740 return FALSE;
1742 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1743 * allow more stencil bits than requested. */
1744 if(cfg->stencilSize < stencilSize)
1745 return FALSE;
1747 return TRUE;
1750 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1751 WINED3DFORMAT AdapterFormat,
1752 WINED3DFORMAT RenderTargetFormat,
1753 WINED3DFORMAT DepthStencilFormat) {
1754 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1755 int nCfgs;
1756 WineD3D_PixelFormat *cfgs;
1757 int it;
1759 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1760 This, Adapter,
1761 DeviceType, debug_d3ddevicetype(DeviceType),
1762 AdapterFormat, debug_d3dformat(AdapterFormat),
1763 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1764 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1766 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1767 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1768 return WINED3DERR_INVALIDCALL;
1771 cfgs = Adapters[Adapter].cfgs;
1772 nCfgs = Adapters[Adapter].nCfgs;
1773 for (it = 0; it < nCfgs; ++it) {
1774 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1775 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1776 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1777 return WINED3D_OK;
1781 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1783 return WINED3DERR_NOTAVAILABLE;
1786 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1787 WINED3DFORMAT SurfaceFormat,
1788 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1790 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1791 const GlPixelFormatDesc *glDesc;
1792 const StaticPixelFormatDesc *desc;
1794 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1795 This,
1796 Adapter,
1797 DeviceType, debug_d3ddevicetype(DeviceType),
1798 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1799 Windowed,
1800 MultiSampleType,
1801 pQualityLevels);
1803 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1804 return WINED3DERR_INVALIDCALL;
1807 /* TODO: handle Windowed, add more quality levels */
1809 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1811 /* By default multisampling is disabled right now as it causes issues
1812 * on some Nvidia driver versions and it doesn't work well in combination
1813 * with FBOs yet. */
1814 if(!wined3d_settings.allow_multisampling)
1815 return WINED3DERR_NOTAVAILABLE;
1817 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1818 if(!desc || !glDesc) {
1819 return WINED3DERR_INVALIDCALL;
1822 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1823 int i, nCfgs;
1824 WineD3D_PixelFormat *cfgs;
1826 cfgs = Adapters[Adapter].cfgs;
1827 nCfgs = Adapters[Adapter].nCfgs;
1828 for(i=0; i<nCfgs; i++) {
1829 if(cfgs[i].numSamples != MultiSampleType)
1830 continue;
1832 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1833 continue;
1835 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1837 if(pQualityLevels)
1838 *pQualityLevels = 1; /* Guess at a value! */
1839 return WINED3D_OK;
1842 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1843 short redSize, greenSize, blueSize, alphaSize, colorBits;
1844 int i, nCfgs;
1845 WineD3D_PixelFormat *cfgs;
1847 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1848 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1849 return WINED3DERR_NOTAVAILABLE;
1852 cfgs = Adapters[Adapter].cfgs;
1853 nCfgs = Adapters[Adapter].nCfgs;
1854 for(i=0; i<nCfgs; i++) {
1855 if(cfgs[i].numSamples != MultiSampleType)
1856 continue;
1857 if(cfgs[i].redSize != redSize)
1858 continue;
1859 if(cfgs[i].greenSize != greenSize)
1860 continue;
1861 if(cfgs[i].blueSize != blueSize)
1862 continue;
1863 if(cfgs[i].alphaSize != alphaSize)
1864 continue;
1866 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1868 if(pQualityLevels)
1869 *pQualityLevels = 1; /* Guess at a value! */
1870 return WINED3D_OK;
1873 return WINED3DERR_NOTAVAILABLE;
1876 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1877 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1879 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1880 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1881 UINT nmodes;
1883 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1884 This,
1885 Adapter,
1886 DeviceType, debug_d3ddevicetype(DeviceType),
1887 DisplayFormat, debug_d3dformat(DisplayFormat),
1888 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1889 Windowed);
1891 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1892 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1893 return WINED3DERR_INVALIDCALL;
1896 /* The task of this function is to check whether a certain display / backbuffer format
1897 * combination is available on the given adapter. In fullscreen mode microsoft specified
1898 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1899 * and display format should match exactly.
1900 * In windowed mode format conversion can occur and this depends on the driver. When format
1901 * conversion is done, this function should nevertheless fail and applications need to use
1902 * CheckDeviceFormatConversion.
1903 * At the moment we assume that fullscreen and windowed have the same capabilities */
1905 /* There are only 4 display formats */
1906 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1907 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1908 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1909 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1911 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1912 return WINED3DERR_NOTAVAILABLE;
1915 /* If the requested DisplayFormat is not available, don't continue */
1916 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1917 if(!nmodes) {
1918 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1919 return WINED3DERR_NOTAVAILABLE;
1922 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1923 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1924 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1925 return WINED3DERR_NOTAVAILABLE;
1928 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1929 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1930 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1931 return WINED3DERR_NOTAVAILABLE;
1934 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1935 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1936 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1937 return WINED3DERR_NOTAVAILABLE;
1940 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1941 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1942 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1943 return WINED3DERR_NOTAVAILABLE;
1946 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1947 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1948 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1949 return WINED3DERR_NOTAVAILABLE;
1952 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1953 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1954 if(FAILED(hr))
1955 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1957 return hr;
1961 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1962 /* Check if we support bumpmapping for a format */
1963 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1965 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1966 switch (CheckFormat) {
1967 case WINED3DFMT_V8U8:
1968 TRACE_(d3d_caps)("[OK]\n");
1969 return TRUE;
1970 /* TODO: Other bump map formats */
1971 default:
1972 TRACE_(d3d_caps)("[FAILED]\n");
1973 return FALSE;
1976 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1977 switch (CheckFormat) {
1978 case WINED3DFMT_V8U8:
1979 TRACE_(d3d_caps)("[OK]\n");
1980 return TRUE;
1981 default:
1982 TRACE_(d3d_caps)("[FAILED]\n");
1983 return FALSE;
1986 TRACE_(d3d_caps)("[FAILED]\n");
1987 return FALSE;
1990 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1991 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
1993 int it=0;
1994 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1995 const GlPixelFormatDesc *glDesc;
1996 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
1998 /* Fail if we weren't able to get a description of the format */
1999 if(!desc || !glDesc)
2000 return FALSE;
2002 /* Only allow depth/stencil formats */
2003 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2004 return FALSE;
2006 /* Walk through all WGL pixel formats to find a match */
2007 cfgs = Adapters[Adapter].cfgs;
2008 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2009 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2010 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2011 return TRUE;
2016 return FALSE;
2019 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2021 const GlPixelFormatDesc *glDesc;
2022 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2024 /* Fail if we weren't able to get a description of the format */
2025 if(!desc || !glDesc)
2026 return FALSE;
2028 /* The flags entry of a format contains the filtering capability */
2029 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2030 return TRUE;
2032 return FALSE;
2035 /* Check the render target capabilities of a format */
2036 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2038 UINT Adapter = 0;
2039 const GlPixelFormatDesc *glDesc;
2040 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2042 /* Fail if we weren't able to get a description of the format */
2043 if(!desc || !glDesc)
2044 return FALSE;
2046 /* Filter out non-RT formats */
2047 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2048 return FALSE;
2050 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2051 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2052 int it;
2053 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2054 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2056 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2057 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2059 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2060 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2061 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2062 TRACE_(d3d_caps)("[FAILED]\n");
2063 return FALSE;
2066 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2067 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2068 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2069 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2070 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2071 return TRUE;
2074 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2075 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2076 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2077 int it;
2079 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2080 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2081 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2082 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2083 return TRUE;
2086 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2087 /* For now return TRUE for FBOs until we have some proper checks.
2088 * Note that this function will only be called when the format is around for texturing. */
2089 return TRUE;
2091 return FALSE;
2094 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2096 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2097 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2098 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2099 return FALSE;
2102 switch (CheckFormat) {
2103 case WINED3DFMT_A8R8G8B8:
2104 case WINED3DFMT_X8R8G8B8:
2105 case WINED3DFMT_A4R4G4B4:
2106 case WINED3DFMT_L8:
2107 case WINED3DFMT_A8L8:
2108 case WINED3DFMT_DXT1:
2109 case WINED3DFMT_DXT2:
2110 case WINED3DFMT_DXT3:
2111 case WINED3DFMT_DXT4:
2112 case WINED3DFMT_DXT5:
2113 TRACE_(d3d_caps)("[OK]\n");
2114 return TRUE;
2116 default:
2117 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2118 return FALSE;
2120 return FALSE;
2123 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2125 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2126 * doing the color fixup in shaders.
2127 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2128 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2129 int vs_selected_mode;
2130 int ps_selected_mode;
2131 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2133 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2134 TRACE_(d3d_caps)("[OK]\n");
2135 return TRUE;
2139 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2140 return FALSE;
2143 /* Check if a format support blending in combination with pixel shaders */
2144 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2146 const GlPixelFormatDesc *glDesc;
2147 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2149 /* Fail if we weren't able to get a description of the format */
2150 if(!desc || !glDesc)
2151 return FALSE;
2153 /* The flags entry of a format contains the post pixel shader blending capability */
2154 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2155 return TRUE;
2157 return FALSE;
2160 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2161 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2162 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2163 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2164 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2165 * capability anyway.
2167 * For now lets report this on all formats, but in the future we may want to
2168 * restrict it to some should games need that
2170 return TRUE;
2173 /* Check if a texture format is supported on the given adapter */
2174 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2176 switch (CheckFormat) {
2178 /*****
2179 * supported: RGB(A) formats
2181 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2182 case WINED3DFMT_A8R8G8B8:
2183 case WINED3DFMT_X8R8G8B8:
2184 case WINED3DFMT_R5G6B5:
2185 case WINED3DFMT_X1R5G5B5:
2186 case WINED3DFMT_A1R5G5B5:
2187 case WINED3DFMT_A4R4G4B4:
2188 case WINED3DFMT_R3G3B2:
2189 case WINED3DFMT_A8:
2190 case WINED3DFMT_X4R4G4B4:
2191 case WINED3DFMT_A8B8G8R8:
2192 case WINED3DFMT_X8B8G8R8:
2193 case WINED3DFMT_A2R10G10B10:
2194 case WINED3DFMT_A2B10G10R10:
2195 case WINED3DFMT_G16R16:
2196 TRACE_(d3d_caps)("[OK]\n");
2197 return TRUE;
2199 /*****
2200 * supported: Palettized
2202 case WINED3DFMT_P8:
2203 TRACE_(d3d_caps)("[OK]\n");
2204 return TRUE;
2205 /* No Windows driver offers A8P8, so don't offer it either */
2206 case WINED3DFMT_A8P8:
2207 return FALSE;
2209 /*****
2210 * Supported: (Alpha)-Luminance
2212 case WINED3DFMT_L8:
2213 case WINED3DFMT_A8L8:
2214 case WINED3DFMT_A4L4:
2215 case WINED3DFMT_L16:
2216 TRACE_(d3d_caps)("[OK]\n");
2217 return TRUE;
2219 /*****
2220 * Supported: Depth/Stencil formats
2222 case WINED3DFMT_D16_LOCKABLE:
2223 case WINED3DFMT_D16:
2224 case WINED3DFMT_D15S1:
2225 case WINED3DFMT_D24X8:
2226 case WINED3DFMT_D24X4S4:
2227 case WINED3DFMT_D24S8:
2228 case WINED3DFMT_D24FS8:
2229 case WINED3DFMT_D32:
2230 case WINED3DFMT_D32F_LOCKABLE:
2231 return TRUE;
2233 /*****
2234 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2235 * GL_NV_texture_shader), but advertized to make apps happy.
2236 * Enable some because games often fail when they are not available
2237 * and are still playable even without bump mapping
2239 case WINED3DFMT_V8U8:
2240 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
2241 GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
2242 return TRUE;
2244 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2245 /* Shader emulated */
2246 return TRUE;
2248 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2249 return FALSE;
2251 case WINED3DFMT_X8L8V8U8:
2252 case WINED3DFMT_L6V5U5:
2253 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2254 /* Shader emulated */
2255 return TRUE;
2257 WARN_(d3d_caps)("[FAILED]\n");
2258 return FALSE;
2260 case WINED3DFMT_Q8W8V8U8:
2261 case WINED3DFMT_V16U16:
2262 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2263 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2264 return TRUE;
2266 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2267 /* Shader emulated */
2268 return TRUE;
2270 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2271 return FALSE;
2273 /* Those are not advertized by the nvidia windows driver, and not
2274 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2275 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2276 * ARGB format if needed
2278 case WINED3DFMT_W11V11U10:
2279 case WINED3DFMT_A2W10V10U10:
2280 WARN_(d3d_caps)("[FAILED]\n");
2281 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 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2304 return FALSE;
2306 /*****
2307 * WINED3DFMT_CxV8U8: Not supported right now
2309 case WINED3DFMT_CxV8U8:
2310 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2311 return FALSE;
2313 /* YUV formats, not supported for now */
2314 case WINED3DFMT_UYVY:
2315 case WINED3DFMT_YUY2:
2316 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2317 return FALSE;
2319 /* Not supported */
2320 case WINED3DFMT_A16B16G16R16:
2321 case WINED3DFMT_A8R3G3B2:
2322 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2323 return FALSE;
2325 /* Floating point formats */
2326 case WINED3DFMT_R16F:
2327 case WINED3DFMT_A16B16G16R16F:
2328 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2329 TRACE_(d3d_caps)("[OK]\n");
2330 return TRUE;
2332 TRACE_(d3d_caps)("[FAILED]\n");
2333 return FALSE;
2335 case WINED3DFMT_R32F:
2336 case WINED3DFMT_A32B32G32R32F:
2337 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2338 TRACE_(d3d_caps)("[OK]\n");
2339 return TRUE;
2341 TRACE_(d3d_caps)("[FAILED]\n");
2342 return FALSE;
2344 case WINED3DFMT_G16R16F:
2345 case WINED3DFMT_G32R32F:
2346 TRACE_(d3d_caps)("[FAILED]\n");
2347 return FALSE;
2349 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2350 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2351 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2352 * We can do instancing with all shader versions, but we need vertex shaders.
2354 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2355 * to enable instancing. WineD3D doesn't need that and just ignores it.
2357 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2359 case WINEMAKEFOURCC('I','N','S','T'):
2360 TRACE("ATI Instancing check hack\n");
2361 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2362 TRACE_(d3d_caps)("[OK]\n");
2363 return TRUE;
2365 TRACE_(d3d_caps)("[FAILED]\n");
2366 return FALSE;
2368 /* Some weird FOURCC formats */
2369 case WINED3DFMT_R8G8_B8G8:
2370 case WINED3DFMT_G8R8_G8B8:
2371 case WINED3DFMT_MULTI2_ARGB8:
2372 TRACE_(d3d_caps)("[FAILED]\n");
2373 return FALSE;
2375 case WINED3DFMT_UNKNOWN:
2376 return FALSE;
2378 default:
2379 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2380 break;
2382 return FALSE;
2385 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2387 if (!GL_LIMITS(vertex_samplers)) {
2388 TRACE_(d3d_caps)("[FAILED]\n");
2389 return FALSE;
2392 switch (CheckFormat) {
2393 case WINED3DFMT_A32B32G32R32F:
2394 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2395 TRACE_(d3d_caps)("[FAILED]\n");
2396 return FALSE;
2398 TRACE_(d3d_caps)("[OK]\n");
2399 return TRUE;
2401 default:
2402 TRACE_(d3d_caps)("[FAILED]\n");
2403 return FALSE;
2405 return FALSE;
2408 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2409 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2410 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2411 DWORD UsageCaps = 0;
2413 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2414 This,
2415 Adapter,
2416 DeviceType, debug_d3ddevicetype(DeviceType),
2417 AdapterFormat, debug_d3dformat(AdapterFormat),
2418 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2419 RType, debug_d3dresourcetype(RType),
2420 CheckFormat, debug_d3dformat(CheckFormat));
2422 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2423 return WINED3DERR_INVALIDCALL;
2426 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2427 /* Cubetexture allows:
2428 * - D3DUSAGE_AUTOGENMIPMAP
2429 * - D3DUSAGE_DEPTHSTENCIL
2430 * - D3DUSAGE_DYNAMIC
2431 * - D3DUSAGE_NONSECURE (d3d9ex)
2432 * - D3DUSAGE_RENDERTARGET
2433 * - D3DUSAGE_SOFTWAREPROCESSING
2434 * - D3DUSAGE_QUERY_WRAPANDMIP
2436 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2437 /* Check if the texture format is around */
2438 if(CheckTextureCapability(Adapter, CheckFormat)) {
2439 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2440 /* Check for automatic mipmap generation support */
2441 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2442 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2443 } else {
2444 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2445 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2449 /* Always report dynamic locking */
2450 if(Usage & WINED3DUSAGE_DYNAMIC)
2451 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2453 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2454 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2455 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2456 } else {
2457 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2458 return WINED3DERR_NOTAVAILABLE;
2462 /* Always report software processing */
2463 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2464 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2466 /* Check QUERY_FILTER support */
2467 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2468 if(CheckFilterCapability(Adapter, CheckFormat)) {
2469 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2470 } else {
2471 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2472 return WINED3DERR_NOTAVAILABLE;
2476 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2477 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2478 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2479 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2480 } else {
2481 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2482 return WINED3DERR_NOTAVAILABLE;
2486 /* Check QUERY_SRGBREAD support */
2487 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2488 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2489 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2490 } else {
2491 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2492 return WINED3DERR_NOTAVAILABLE;
2496 /* Check QUERY_SRGBWRITE support */
2497 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2498 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2499 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2500 } else {
2501 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2502 return WINED3DERR_NOTAVAILABLE;
2506 /* Check QUERY_VERTEXTEXTURE support */
2507 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2508 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2509 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2510 } else {
2511 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2512 return WINED3DERR_NOTAVAILABLE;
2516 /* Check QUERY_WRAPANDMIP support */
2517 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2518 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2519 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2520 } else {
2521 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2522 return WINED3DERR_NOTAVAILABLE;
2525 } else {
2526 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2527 return WINED3DERR_NOTAVAILABLE;
2529 } else {
2530 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2531 return WINED3DERR_NOTAVAILABLE;
2533 } else if(RType == WINED3DRTYPE_SURFACE) {
2534 /* Surface allows:
2535 * - D3DUSAGE_DEPTHSTENCIL
2536 * - D3DUSAGE_NONSECURE (d3d9ex)
2537 * - D3DUSAGE_RENDERTARGET
2540 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2541 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2542 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2543 } else {
2544 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2545 return WINED3DERR_NOTAVAILABLE;
2549 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2550 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2551 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2552 } else {
2553 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2554 return WINED3DERR_NOTAVAILABLE;
2558 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2559 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2560 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2561 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2562 } else {
2563 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2564 return WINED3DERR_NOTAVAILABLE;
2567 } else if(RType == WINED3DRTYPE_TEXTURE) {
2568 /* Texture allows:
2569 * - D3DUSAGE_AUTOGENMIPMAP
2570 * - D3DUSAGE_DEPTHSTENCIL
2571 * - D3DUSAGE_DMAP
2572 * - D3DUSAGE_DYNAMIC
2573 * - D3DUSAGE_NONSECURE (d3d9ex)
2574 * - D3DUSAGE_RENDERTARGET
2575 * - D3DUSAGE_SOFTWAREPROCESSING
2576 * - D3DUSAGE_TEXTAPI (d3d9ex)
2577 * - D3DUSAGE_QUERY_WRAPANDMIP
2580 /* Check if the texture format is around */
2581 if(CheckTextureCapability(Adapter, CheckFormat)) {
2582 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2583 /* Check for automatic mipmap generation support */
2584 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2585 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2586 } else {
2587 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2588 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2592 /* Always report dynamic locking */
2593 if(Usage & WINED3DUSAGE_DYNAMIC)
2594 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2596 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2597 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2598 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2599 } else {
2600 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2601 return WINED3DERR_NOTAVAILABLE;
2605 /* Always report software processing */
2606 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2607 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2609 /* Check QUERY_FILTER support */
2610 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2611 if(CheckFilterCapability(Adapter, CheckFormat)) {
2612 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2613 } else {
2614 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2615 return WINED3DERR_NOTAVAILABLE;
2619 /* Check QUERY_LEGACYBUMPMAP support */
2620 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2621 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2622 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2623 } else {
2624 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2625 return WINED3DERR_NOTAVAILABLE;
2629 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2630 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2631 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2632 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2633 } else {
2634 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2635 return WINED3DERR_NOTAVAILABLE;
2639 /* Check QUERY_SRGBREAD support */
2640 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2641 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2642 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2643 } else {
2644 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2645 return WINED3DERR_NOTAVAILABLE;
2649 /* Check QUERY_SRGBWRITE support */
2650 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2651 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2652 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2653 } else {
2654 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2655 return WINED3DERR_NOTAVAILABLE;
2659 /* Check QUERY_VERTEXTEXTURE support */
2660 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2661 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2662 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2663 } else {
2664 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2665 return WINED3DERR_NOTAVAILABLE;
2669 /* Check QUERY_WRAPANDMIP support */
2670 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2671 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2672 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2673 } else {
2674 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2675 return WINED3DERR_NOTAVAILABLE;
2679 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2680 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2681 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2682 } else {
2683 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2684 return WINED3DERR_NOTAVAILABLE;
2687 } else {
2688 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2689 return WINED3DERR_NOTAVAILABLE;
2691 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2692 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2693 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2695 * Volumetexture allows:
2696 * - D3DUSAGE_DYNAMIC
2697 * - D3DUSAGE_NONSECURE (d3d9ex)
2698 * - D3DUSAGE_SOFTWAREPROCESSING
2699 * - D3DUSAGE_QUERY_WRAPANDMIP
2702 /* Check volume texture and volume usage caps */
2703 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2704 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2705 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2706 return WINED3DERR_NOTAVAILABLE;
2709 /* Always report dynamic locking */
2710 if(Usage & WINED3DUSAGE_DYNAMIC)
2711 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2713 /* Always report software processing */
2714 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2715 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2717 /* Check QUERY_FILTER support */
2718 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2719 if(CheckFilterCapability(Adapter, CheckFormat)) {
2720 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2721 } else {
2722 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2723 return WINED3DERR_NOTAVAILABLE;
2727 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2728 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2729 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2730 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2731 } else {
2732 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2733 return WINED3DERR_NOTAVAILABLE;
2737 /* Check QUERY_SRGBREAD support */
2738 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2739 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2740 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2741 } else {
2742 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2743 return WINED3DERR_NOTAVAILABLE;
2747 /* Check QUERY_SRGBWRITE support */
2748 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2749 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2750 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2751 } else {
2752 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2753 return WINED3DERR_NOTAVAILABLE;
2757 /* Check QUERY_VERTEXTEXTURE support */
2758 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2759 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2760 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2761 } else {
2762 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2763 return WINED3DERR_NOTAVAILABLE;
2767 /* Check QUERY_WRAPANDMIP support */
2768 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2769 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2770 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2771 } else {
2772 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2773 return WINED3DERR_NOTAVAILABLE;
2776 } else {
2777 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2778 return WINED3DERR_NOTAVAILABLE;
2781 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2782 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2783 * app needing one of those formats, don't advertize them to avoid leading apps into
2784 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2785 * except of R32F.
2787 switch(CheckFormat) {
2788 case WINED3DFMT_P8:
2789 case WINED3DFMT_A4L4:
2790 case WINED3DFMT_R32F:
2791 case WINED3DFMT_R16F:
2792 case WINED3DFMT_X8L8V8U8:
2793 case WINED3DFMT_L6V5U5:
2794 case WINED3DFMT_G16R16:
2795 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2796 return WINED3DERR_NOTAVAILABLE;
2798 case WINED3DFMT_Q8W8V8U8:
2799 case WINED3DFMT_V16U16:
2800 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2801 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2802 return WINED3DERR_NOTAVAILABLE;
2804 break;
2806 case WINED3DFMT_V8U8:
2807 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2808 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2809 return WINED3DERR_NOTAVAILABLE;
2811 break;
2813 case WINED3DFMT_DXT1:
2814 case WINED3DFMT_DXT2:
2815 case WINED3DFMT_DXT3:
2816 case WINED3DFMT_DXT4:
2817 case WINED3DFMT_DXT5:
2818 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2819 * compressed texture results in an error. While the D3D refrast does
2820 * support s3tc volumes, at least the nvidia windows driver does not, so
2821 * we're free not to support this format.
2823 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2824 return WINED3DERR_NOTAVAILABLE;
2826 default:
2827 /* Do nothing, continue with checking the format below */
2828 break;
2830 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2831 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2832 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2833 return WINED3DERR_NOTAVAILABLE;
2836 /* This format is nothing special and it is supported perfectly.
2837 * However, ati and nvidia driver on windows do not mark this format as
2838 * supported (tested with the dxCapsViewer) and pretending to
2839 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2840 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2841 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2843 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2844 TRACE_(d3d_caps)("[FAILED]\n");
2845 return WINED3DERR_NOTAVAILABLE;
2848 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2849 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2850 * usage flags match. */
2851 if(UsageCaps == Usage) {
2852 return WINED3D_OK;
2853 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2854 return WINED3DOK_NOAUTOGEN;
2855 } else {
2856 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);
2857 return WINED3DERR_NOTAVAILABLE;
2861 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2862 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2863 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2865 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2866 This,
2867 Adapter,
2868 DeviceType, debug_d3ddevicetype(DeviceType),
2869 SourceFormat, debug_d3dformat(SourceFormat),
2870 TargetFormat, debug_d3dformat(TargetFormat));
2871 return WINED3D_OK;
2874 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2875 const shader_backend_t *ret;
2876 int vs_selected_mode;
2877 int ps_selected_mode;
2879 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2880 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2881 ret = &glsl_shader_backend;
2882 } else if (vs_selected_mode == SHADER_ARB && ps_selected_mode != SHADER_NONE &&
2883 !GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2884 ret = &atifs_shader_backend;
2885 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2886 ret = &arb_program_shader_backend;
2887 } else {
2888 ret = &none_shader_backend;
2890 return ret;
2893 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2894 subset of a D3DCAPS9 structure. However, it has to come via a void *
2895 as the d3d8 interface cannot import the d3d9 header */
2896 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2898 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2899 int vs_selected_mode;
2900 int ps_selected_mode;
2901 struct shader_caps shader_caps;
2902 const shader_backend_t *shader_backend;
2904 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2906 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2907 return WINED3DERR_INVALIDCALL;
2910 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2912 /* This function should *not* be modifying GL caps
2913 * TODO: move the functionality where it belongs */
2914 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2916 /* ------------------------------------------------
2917 The following fields apply to both d3d8 and d3d9
2918 ------------------------------------------------ */
2919 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2920 pCaps->AdapterOrdinal = Adapter;
2922 pCaps->Caps = 0;
2923 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2924 WINED3DCAPS2_FULLSCREENGAMMA |
2925 WINED3DCAPS2_DYNAMICTEXTURES;
2926 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2927 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2929 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2930 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2931 WINED3DPRESENT_INTERVAL_ONE;
2933 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2934 WINED3DCURSORCAPS_LOWRES;
2936 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2937 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2938 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2939 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2940 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2941 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2942 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2943 WINED3DDEVCAPS_PUREDEVICE |
2944 WINED3DDEVCAPS_HWRASTERIZATION |
2945 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2946 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2947 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2948 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2949 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2950 WINED3DDEVCAPS_RTPATCHES;
2952 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2953 WINED3DPMISCCAPS_CULLCCW |
2954 WINED3DPMISCCAPS_CULLCW |
2955 WINED3DPMISCCAPS_COLORWRITEENABLE |
2956 WINED3DPMISCCAPS_CLIPTLVERTS |
2957 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2958 WINED3DPMISCCAPS_MASKZ |
2959 WINED3DPMISCCAPS_BLENDOP |
2960 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
2961 /* TODO:
2962 WINED3DPMISCCAPS_NULLREFERENCE
2963 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2964 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2965 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2966 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2968 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
2969 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
2971 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2972 WINED3DPRASTERCAPS_PAT |
2973 WINED3DPRASTERCAPS_WFOG |
2974 WINED3DPRASTERCAPS_ZFOG |
2975 WINED3DPRASTERCAPS_FOGVERTEX |
2976 WINED3DPRASTERCAPS_FOGTABLE |
2977 WINED3DPRASTERCAPS_STIPPLE |
2978 WINED3DPRASTERCAPS_SUBPIXEL |
2979 WINED3DPRASTERCAPS_ZTEST |
2980 WINED3DPRASTERCAPS_SCISSORTEST |
2981 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2982 WINED3DPRASTERCAPS_DEPTHBIAS;
2984 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2985 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
2986 WINED3DPRASTERCAPS_ZBIAS |
2987 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
2989 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
2990 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
2992 /* FIXME Add:
2993 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2994 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2995 WINED3DPRASTERCAPS_ANTIALIASEDGES
2996 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2997 WINED3DPRASTERCAPS_WBUFFER */
2999 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3000 WINED3DPCMPCAPS_EQUAL |
3001 WINED3DPCMPCAPS_GREATER |
3002 WINED3DPCMPCAPS_GREATEREQUAL |
3003 WINED3DPCMPCAPS_LESS |
3004 WINED3DPCMPCAPS_LESSEQUAL |
3005 WINED3DPCMPCAPS_NEVER |
3006 WINED3DPCMPCAPS_NOTEQUAL;
3008 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3009 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3010 WINED3DPBLENDCAPS_DESTALPHA |
3011 WINED3DPBLENDCAPS_DESTCOLOR |
3012 WINED3DPBLENDCAPS_INVDESTALPHA |
3013 WINED3DPBLENDCAPS_INVDESTCOLOR |
3014 WINED3DPBLENDCAPS_INVSRCALPHA |
3015 WINED3DPBLENDCAPS_INVSRCCOLOR |
3016 WINED3DPBLENDCAPS_ONE |
3017 WINED3DPBLENDCAPS_SRCALPHA |
3018 WINED3DPBLENDCAPS_SRCALPHASAT |
3019 WINED3DPBLENDCAPS_SRCCOLOR |
3020 WINED3DPBLENDCAPS_ZERO;
3022 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3023 WINED3DPBLENDCAPS_DESTCOLOR |
3024 WINED3DPBLENDCAPS_INVDESTALPHA |
3025 WINED3DPBLENDCAPS_INVDESTCOLOR |
3026 WINED3DPBLENDCAPS_INVSRCALPHA |
3027 WINED3DPBLENDCAPS_INVSRCCOLOR |
3028 WINED3DPBLENDCAPS_ONE |
3029 WINED3DPBLENDCAPS_SRCALPHA |
3030 WINED3DPBLENDCAPS_SRCCOLOR |
3031 WINED3DPBLENDCAPS_ZERO;
3032 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3033 * according to the glBlendFunc manpage
3035 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3036 * legacy settings for srcblend only
3039 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3040 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3041 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3045 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3046 WINED3DPCMPCAPS_EQUAL |
3047 WINED3DPCMPCAPS_GREATER |
3048 WINED3DPCMPCAPS_GREATEREQUAL |
3049 WINED3DPCMPCAPS_LESS |
3050 WINED3DPCMPCAPS_LESSEQUAL |
3051 WINED3DPCMPCAPS_NEVER |
3052 WINED3DPCMPCAPS_NOTEQUAL;
3054 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3055 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3056 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3057 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3058 WINED3DPSHADECAPS_COLORFLATRGB |
3059 WINED3DPSHADECAPS_FOGFLAT |
3060 WINED3DPSHADECAPS_FOGGOURAUD |
3061 WINED3DPSHADECAPS_SPECULARFLATRGB;
3063 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3064 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3065 WINED3DPTEXTURECAPS_BORDER |
3066 WINED3DPTEXTURECAPS_MIPMAP |
3067 WINED3DPTEXTURECAPS_PROJECTED |
3068 WINED3DPTEXTURECAPS_PERSPECTIVE;
3070 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3071 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3072 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3075 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3076 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3077 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3078 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3081 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3082 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3083 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3084 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3088 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3089 WINED3DPTFILTERCAPS_MAGFPOINT |
3090 WINED3DPTFILTERCAPS_MINFLINEAR |
3091 WINED3DPTFILTERCAPS_MINFPOINT |
3092 WINED3DPTFILTERCAPS_MIPFLINEAR |
3093 WINED3DPTFILTERCAPS_MIPFPOINT |
3094 WINED3DPTFILTERCAPS_LINEAR |
3095 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3096 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3097 WINED3DPTFILTERCAPS_MIPLINEAR |
3098 WINED3DPTFILTERCAPS_MIPNEAREST |
3099 WINED3DPTFILTERCAPS_NEAREST;
3101 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3102 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3103 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3106 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3107 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3108 WINED3DPTFILTERCAPS_MAGFPOINT |
3109 WINED3DPTFILTERCAPS_MINFLINEAR |
3110 WINED3DPTFILTERCAPS_MINFPOINT |
3111 WINED3DPTFILTERCAPS_MIPFLINEAR |
3112 WINED3DPTFILTERCAPS_MIPFPOINT |
3113 WINED3DPTFILTERCAPS_LINEAR |
3114 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3115 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3116 WINED3DPTFILTERCAPS_MIPLINEAR |
3117 WINED3DPTFILTERCAPS_MIPNEAREST |
3118 WINED3DPTFILTERCAPS_NEAREST;
3120 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3121 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3122 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3124 } else
3125 pCaps->CubeTextureFilterCaps = 0;
3127 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3128 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3129 WINED3DPTFILTERCAPS_MAGFPOINT |
3130 WINED3DPTFILTERCAPS_MINFLINEAR |
3131 WINED3DPTFILTERCAPS_MINFPOINT |
3132 WINED3DPTFILTERCAPS_MIPFLINEAR |
3133 WINED3DPTFILTERCAPS_MIPFPOINT |
3134 WINED3DPTFILTERCAPS_LINEAR |
3135 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3136 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3137 WINED3DPTFILTERCAPS_MIPLINEAR |
3138 WINED3DPTFILTERCAPS_MIPNEAREST |
3139 WINED3DPTFILTERCAPS_NEAREST;
3140 } else
3141 pCaps->VolumeTextureFilterCaps = 0;
3143 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3144 WINED3DPTADDRESSCAPS_CLAMP |
3145 WINED3DPTADDRESSCAPS_WRAP;
3147 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3148 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3150 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3151 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3153 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3154 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3157 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3158 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3159 WINED3DPTADDRESSCAPS_CLAMP |
3160 WINED3DPTADDRESSCAPS_WRAP;
3161 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3162 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3164 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3165 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3167 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3168 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3170 } else
3171 pCaps->VolumeTextureAddressCaps = 0;
3173 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3174 WINED3DLINECAPS_ZTEST;
3175 /* FIXME: Add
3176 WINED3DLINECAPS_BLEND
3177 WINED3DLINECAPS_ALPHACMP
3178 WINED3DLINECAPS_FOG */
3180 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3181 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3183 if(GL_SUPPORT(EXT_TEXTURE3D))
3184 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3185 else
3186 pCaps->MaxVolumeExtent = 0;
3188 pCaps->MaxTextureRepeat = 32768;
3189 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3190 pCaps->MaxVertexW = 1.0;
3192 pCaps->GuardBandLeft = 0;
3193 pCaps->GuardBandTop = 0;
3194 pCaps->GuardBandRight = 0;
3195 pCaps->GuardBandBottom = 0;
3197 pCaps->ExtentsAdjust = 0;
3199 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3200 WINED3DSTENCILCAPS_INCRSAT |
3201 WINED3DSTENCILCAPS_INVERT |
3202 WINED3DSTENCILCAPS_KEEP |
3203 WINED3DSTENCILCAPS_REPLACE |
3204 WINED3DSTENCILCAPS_ZERO;
3205 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3206 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3207 WINED3DSTENCILCAPS_INCR;
3209 if ( This->dxVersion > 8 &&
3210 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3211 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3212 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3215 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3217 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3218 pCaps->MaxActiveLights = GL_LIMITS(lights);
3220 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3221 pCaps->MaxVertexBlendMatrixIndex = 0;
3223 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3224 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3227 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3228 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3229 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3230 WINED3DVTXPCAPS_LOCALVIEWER |
3231 WINED3DVTXPCAPS_VERTEXFOG |
3232 WINED3DVTXPCAPS_TEXGEN;
3233 /* FIXME: Add
3234 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3236 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3237 pCaps->MaxVertexIndex = 0xFFFFF;
3238 pCaps->MaxStreams = MAX_STREAMS;
3239 pCaps->MaxStreamStride = 1024;
3241 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3242 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
3243 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3244 pCaps->MaxNpatchTessellationLevel = 0;
3245 pCaps->MasterAdapterOrdinal = 0;
3246 pCaps->AdapterOrdinalInGroup = 0;
3247 pCaps->NumberOfAdaptersInGroup = 1;
3249 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3251 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3252 WINED3DPTFILTERCAPS_MAGFPOINT |
3253 WINED3DPTFILTERCAPS_MINFLINEAR |
3254 WINED3DPTFILTERCAPS_MAGFLINEAR;
3255 pCaps->VertexTextureFilterCaps = 0;
3257 memset(&shader_caps, 0, sizeof(shader_caps));
3258 shader_backend = select_shader_backend(Adapter, DeviceType);
3259 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3261 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3262 pCaps->PrimitiveMiscCaps |= shader_caps.PrimitiveMiscCaps;
3264 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3265 * Ignore shader model capabilities if disabled in config
3267 if(vs_selected_mode == SHADER_NONE) {
3268 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3269 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3270 pCaps->MaxVertexShaderConst = 0;
3271 } else {
3272 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3273 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3276 if(ps_selected_mode == SHADER_NONE) {
3277 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3278 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3279 pCaps->PixelShader1xMaxValue = 0.0;
3280 } else {
3281 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3282 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3285 pCaps->TextureOpCaps = shader_caps.TextureOpCaps;
3286 pCaps->MaxTextureBlendStages = shader_caps.MaxTextureBlendStages;
3287 pCaps->MaxSimultaneousTextures = shader_caps.MaxSimultaneousTextures;
3288 pCaps->VS20Caps = shader_caps.VS20Caps;
3289 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3290 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3291 pCaps->PS20Caps = shader_caps.PS20Caps;
3292 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3293 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3295 /* The following caps are shader specific, but they are things we cannot detect, or which
3296 * are the same among all shader models. So to avoid code duplication set the shader version
3297 * specific, but otherwise constant caps here
3299 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3300 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3301 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3302 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3303 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3304 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3305 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3307 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3308 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3309 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3310 pCaps->VS20Caps.Caps = 0;
3311 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3312 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3313 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3315 pCaps->MaxVShaderInstructionsExecuted = 65535;
3316 pCaps->MaxVertexShader30InstructionSlots = 0;
3317 } else { /* VS 1.x */
3318 pCaps->VS20Caps.Caps = 0;
3319 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3320 pCaps->VS20Caps.NumTemps = 0;
3321 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3323 pCaps->MaxVShaderInstructionsExecuted = 0;
3324 pCaps->MaxVertexShader30InstructionSlots = 0;
3327 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3328 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3329 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3331 /* 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 */
3332 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3333 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3334 WINED3DPS20CAPS_PREDICATION |
3335 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3336 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3337 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3338 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3339 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3340 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3342 pCaps->MaxPShaderInstructionsExecuted = 65535;
3343 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3344 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3345 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3346 pCaps->PS20Caps.Caps = 0;
3347 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3348 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3349 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3350 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3352 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3353 pCaps->MaxPixelShader30InstructionSlots = 0;
3354 } else { /* PS 1.x */
3355 pCaps->PS20Caps.Caps = 0;
3356 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3357 pCaps->PS20Caps.NumTemps = 0;
3358 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3359 pCaps->PS20Caps.NumInstructionSlots = 0;
3361 pCaps->MaxPShaderInstructionsExecuted = 0;
3362 pCaps->MaxPixelShader30InstructionSlots = 0;
3365 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3366 /* OpenGL supports all the formats below, perhaps not always
3367 * without conversion, but it supports them.
3368 * Further GLSL doesn't seem to have an official unsigned type so
3369 * don't advertise it yet as I'm not sure how we handle it.
3370 * We might need to add some clamping in the shader engine to
3371 * support it.
3372 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3373 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3374 WINED3DDTCAPS_UBYTE4N |
3375 WINED3DDTCAPS_SHORT2N |
3376 WINED3DDTCAPS_SHORT4N;
3377 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3378 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3379 WINED3DDTCAPS_FLOAT16_4;
3381 } else
3382 pCaps->DeclTypes = 0;
3384 return WINED3D_OK;
3387 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3388 and fields being inserted in the middle, a new structure is used in place */
3389 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3390 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3391 IUnknown *parent) {
3393 IWineD3DDeviceImpl *object = NULL;
3394 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3395 WINED3DDISPLAYMODE mode;
3396 int i;
3398 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3399 * number and create a device without a 3D adapter for 2D only operation.
3401 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3402 return WINED3DERR_INVALIDCALL;
3405 /* Create a WineD3DDevice object */
3406 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3407 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3408 TRACE("Created WineD3DDevice object @ %p\n", object);
3409 if (NULL == object) {
3410 return WINED3DERR_OUTOFVIDEOMEMORY;
3413 /* Set up initial COM information */
3414 object->lpVtbl = &IWineD3DDevice_Vtbl;
3415 object->ref = 1;
3416 object->wineD3D = iface;
3417 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3418 IWineD3D_AddRef(object->wineD3D);
3419 object->parent = parent;
3420 list_init(&object->resources);
3421 list_init(&object->shaders);
3423 if(This->dxVersion == 7) {
3424 object->surface_alignment = 8;
3425 } else {
3426 object->surface_alignment = 4;
3428 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3430 /* Set the state up as invalid until the device is fully created */
3431 object->state = WINED3DERR_DRIVERINTERNALERROR;
3433 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3434 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3436 /* Save the creation parameters */
3437 object->createParms.AdapterOrdinal = Adapter;
3438 object->createParms.DeviceType = DeviceType;
3439 object->createParms.hFocusWindow = hFocusWindow;
3440 object->createParms.BehaviorFlags = BehaviourFlags;
3442 /* Initialize other useful values */
3443 object->adapterNo = Adapter;
3444 object->devType = DeviceType;
3446 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3447 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3449 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3450 * model can deal with that. It is essentially the same, just with adjusted
3451 * Set*ShaderConstantF implementations
3453 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3454 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3457 /* set the state of the device to valid */
3458 object->state = WINED3D_OK;
3460 /* Get the initial screen setup for ddraw */
3461 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3463 object->ddraw_width = mode.Width;
3464 object->ddraw_height = mode.Height;
3465 object->ddraw_format = mode.Format;
3467 for(i = 0; i < PATCHMAP_SIZE; i++) {
3468 list_init(&object->patches[i]);
3470 return WINED3D_OK;
3472 #undef GLINFO_LOCATION
3474 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3475 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3476 IUnknown_AddRef(This->parent);
3477 *pParent = This->parent;
3478 return WINED3D_OK;
3481 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3482 IUnknown* surfaceParent;
3483 TRACE("(%p) call back\n", pSurface);
3485 /* Now, release the parent, which will take care of cleaning up the surface for us */
3486 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3487 IUnknown_Release(surfaceParent);
3488 return IUnknown_Release(surfaceParent);
3491 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3492 IUnknown* volumeParent;
3493 TRACE("(%p) call back\n", pVolume);
3495 /* Now, release the parent, which will take care of cleaning up the volume for us */
3496 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3497 IUnknown_Release(volumeParent);
3498 return IUnknown_Release(volumeParent);
3501 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3502 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3503 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3504 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3506 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3507 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3508 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3509 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3510 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3511 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3512 * DirectDraw, not OpenGL.
3514 if(gl_info->supported[APPLE_FENCE] &&
3515 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3516 gl_info->supported[APPLE_FLUSH_RENDER] &&
3517 gl_info->supported[APPLE_YCBCR_422]) {
3518 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3519 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3520 return TRUE;
3521 } else {
3522 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3523 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3524 return FALSE;
3528 #define GLINFO_LOCATION (*gl_info)
3529 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3530 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3531 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3532 * all the texture. This function detects this bug by its symptom and disables PBOs
3533 * if the test fails.
3535 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3536 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3537 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3538 * read back is compared to the original. If they are equal PBOs are assumed to work,
3539 * otherwise the PBO extension is disabled.
3541 GLuint texture, pbo;
3542 static const unsigned int pattern[] = {
3543 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3544 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3545 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3546 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3548 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3550 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3551 /* No PBO -> No point in testing them */
3552 return;
3555 while(glGetError());
3556 glGenTextures(1, &texture);
3557 glBindTexture(GL_TEXTURE_2D, texture);
3558 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3559 checkGLcall("Specifying the PBO test texture\n");
3561 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3562 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3563 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3564 checkGLcall("Specifying the PBO test pbo\n");
3566 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3567 checkGLcall("Loading the PBO test texture\n");
3569 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3570 glFinish(); /* just to be sure */
3572 memset(check, 0, sizeof(check));
3573 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3574 checkGLcall("Reading back the PBO test texture\n");
3576 glDeleteTextures(1, &texture);
3577 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3578 checkGLcall("PBO test cleanup\n");
3580 if(memcmp(check, pattern, sizeof(check)) != 0) {
3581 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3582 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3583 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3584 } else {
3585 TRACE_(d3d_caps)("PBO test successful\n");
3588 #undef GLINFO_LOCATION
3590 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3591 * reporting a driver version is moot because we are not the Windows driver, and we have different
3592 * bugs, features, etc.
3594 * If a card is not found in this table, the gl driver version is reported
3596 struct driver_version_information {
3597 WORD vendor; /* reported PCI card vendor ID */
3598 WORD card; /* reported PCI card device ID */
3599 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3600 WORD lopart_hi, lopart_lo; /* driver loword to report */
3603 static const struct driver_version_information driver_version_table[] = {
3604 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3605 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 upto 96.x, TNT/Geforce1/2 upto 71.x */
3606 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3607 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3608 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3609 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3610 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3611 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3612 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3613 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3614 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3615 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3616 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3617 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3618 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3619 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3620 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3621 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3622 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3624 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3625 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3626 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3627 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3628 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3629 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3630 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3632 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3635 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3636 unsigned int i;
3637 BOOL apple = implementation_is_apple(gl_info);
3639 if(apple) {
3640 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3641 * used it falls back to software. While the compiler can detect if the shader uses all declared
3642 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3643 * using relative addressing falls back to software.
3645 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3647 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3648 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3649 } else {
3650 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3651 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3652 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3655 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3656 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3657 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3658 * flag for this extension
3660 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3661 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3662 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3663 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3664 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3665 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3666 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3670 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3671 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3672 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3673 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3674 * according to the spec.
3676 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3677 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3679 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3680 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3681 * this workaround is activated on cards that do not need it, it won't break things, just affect
3682 * performance negatively.
3684 if(gl_info->gl_vendor == VENDOR_INTEL ||
3685 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3686 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3687 gl_info->set_texcoord_w = TRUE;
3691 /* Find out if PBOs work as they are supposed to */
3692 test_pbo_functionality(gl_info);
3694 /* Fixup the driver version */
3695 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3696 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3697 gl_info->gl_card == driver_version_table[i].card) {
3698 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3700 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3701 driver_version_table[i].lopart_lo);
3702 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3703 driver_version_table[i].hipart_lo);
3704 break;
3709 void invalid_func(void *data) {
3710 ERR("Invalid vertex attribute function called\n");
3711 DebugBreak();
3714 #define GLINFO_LOCATION (Adapters[0].gl_info)
3716 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3717 * the extension detection and are used in drawStridedSlow
3719 static void position_d3dcolor(void *data) {
3720 DWORD pos = *((DWORD *) data);
3722 FIXME("Add a test for fixed function position from d3dcolor type\n");
3723 glVertex4s(D3DCOLOR_B_R(pos),
3724 D3DCOLOR_B_G(pos),
3725 D3DCOLOR_B_B(pos),
3726 D3DCOLOR_B_A(pos));
3728 static void position_float4(void *data) {
3729 GLfloat *pos = (float *) data;
3731 if (pos[3] < eps && pos[3] > -eps)
3732 glVertex3fv(pos);
3733 else {
3734 float w = 1.0 / pos[3];
3736 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3740 static void diffuse_d3dcolor(void *data) {
3741 DWORD diffuseColor = *((DWORD *) data);
3743 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3744 D3DCOLOR_B_G(diffuseColor),
3745 D3DCOLOR_B_B(diffuseColor),
3746 D3DCOLOR_B_A(diffuseColor));
3749 static void specular_d3dcolor(void *data) {
3750 DWORD specularColor = *((DWORD *) data);
3752 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3753 D3DCOLOR_B_G(specularColor),
3754 D3DCOLOR_B_B(specularColor));
3756 static void warn_no_specular_func(void *data) {
3757 WARN("GL_EXT_secondary_color not supported\n");
3760 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3761 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3762 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3763 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3764 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3765 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3766 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3767 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3768 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3769 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3770 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3771 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3772 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3773 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3774 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3775 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3776 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3777 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3779 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3780 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3781 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3782 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3783 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3784 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3785 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3786 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3787 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3788 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3789 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3790 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3791 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3792 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3793 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3794 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3795 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3797 /* No 4 component entry points here */
3798 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3799 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3800 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3801 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3802 } else {
3803 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3805 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3806 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3807 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3808 } else {
3809 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3811 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3812 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3813 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3814 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3815 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3816 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3817 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3818 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3819 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3820 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3821 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3822 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3824 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3825 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3827 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3828 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3829 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3830 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3831 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3832 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3833 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3834 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3835 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3836 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3837 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3838 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3839 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3840 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3841 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3842 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3843 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3846 #define PUSH1(att) attribs[nAttribs++] = (att);
3847 BOOL InitAdapters(void) {
3848 static HMODULE mod_gl;
3849 BOOL ret;
3850 int ps_selected_mode, vs_selected_mode;
3852 /* No need to hold any lock. The calling library makes sure only one thread calls
3853 * wined3d simultaneously
3855 if(numAdapters > 0) return Adapters[0].opengl;
3857 TRACE("Initializing adapters\n");
3859 if(!mod_gl) {
3860 #ifdef USE_WIN32_OPENGL
3861 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3862 mod_gl = LoadLibraryA("opengl32.dll");
3863 if(!mod_gl) {
3864 ERR("Can't load opengl32.dll!\n");
3865 goto nogl_adapter;
3867 #else
3868 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3869 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3870 mod_gl = GetModuleHandleA("gdi32.dll");
3871 #endif
3874 /* Load WGL core functions from opengl32.dll */
3875 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3876 WGL_FUNCS_GEN;
3877 #undef USE_WGL_FUNC
3879 if(!pwglGetProcAddress) {
3880 ERR("Unable to load wglGetProcAddress!\n");
3881 goto nogl_adapter;
3884 /* Dynamically load all GL core functions */
3885 GL_FUNCS_GEN;
3886 #undef USE_GL_FUNC
3888 /* For now only one default adapter */
3890 int iPixelFormat;
3891 int attribs[10];
3892 int values[10];
3893 int nAttribs = 0;
3894 int res;
3895 int i;
3896 WineD3D_PixelFormat *cfgs;
3897 int attribute;
3898 DISPLAY_DEVICEW DisplayDevice;
3899 HDC hdc;
3901 TRACE("Initializing default adapter\n");
3902 Adapters[0].num = 0;
3903 Adapters[0].monitorPoint.x = -1;
3904 Adapters[0].monitorPoint.y = -1;
3906 if (!WineD3D_CreateFakeGLContext()) {
3907 ERR("Failed to get a gl context for default adapter\n");
3908 WineD3D_ReleaseFakeGLContext();
3909 goto nogl_adapter;
3912 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3913 if(!ret) {
3914 ERR("Failed to initialize gl caps for default adapter\n");
3915 WineD3D_ReleaseFakeGLContext();
3916 goto nogl_adapter;
3918 ret = initPixelFormats(&Adapters[0].gl_info);
3919 if(!ret) {
3920 ERR("Failed to init gl formats\n");
3921 WineD3D_ReleaseFakeGLContext();
3922 goto nogl_adapter;
3925 hdc = pwglGetCurrentDC();
3926 if(!hdc) {
3927 ERR("Failed to get gl HDC\n");
3928 WineD3D_ReleaseFakeGLContext();
3929 goto nogl_adapter;
3932 Adapters[0].driver = "Display";
3933 Adapters[0].description = "Direct3D HAL";
3935 /* Use the VideoRamSize registry setting when set */
3936 if(wined3d_settings.emulated_textureram)
3937 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3938 else
3939 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3940 Adapters[0].UsedTextureRam = 0;
3941 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3943 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3944 DisplayDevice.cb = sizeof(DisplayDevice);
3945 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3946 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3947 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3949 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3950 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3952 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3953 cfgs = Adapters[0].cfgs;
3954 PUSH1(WGL_RED_BITS_ARB)
3955 PUSH1(WGL_GREEN_BITS_ARB)
3956 PUSH1(WGL_BLUE_BITS_ARB)
3957 PUSH1(WGL_ALPHA_BITS_ARB)
3958 PUSH1(WGL_DEPTH_BITS_ARB)
3959 PUSH1(WGL_STENCIL_BITS_ARB)
3960 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
3961 PUSH1(WGL_PIXEL_TYPE_ARB)
3962 PUSH1(WGL_DOUBLE_BUFFER_ARB)
3963 PUSH1(WGL_AUX_BUFFERS_ARB)
3965 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
3966 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
3968 if(!res)
3969 continue;
3971 /* Cache the pixel format */
3972 cfgs->iPixelFormat = iPixelFormat;
3973 cfgs->redSize = values[0];
3974 cfgs->greenSize = values[1];
3975 cfgs->blueSize = values[2];
3976 cfgs->alphaSize = values[3];
3977 cfgs->depthSize = values[4];
3978 cfgs->stencilSize = values[5];
3979 cfgs->windowDrawable = values[6];
3980 cfgs->iPixelType = values[7];
3981 cfgs->doubleBuffer = values[8];
3982 cfgs->auxBuffers = values[9];
3984 cfgs->pbufferDrawable = FALSE;
3985 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
3986 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
3987 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
3988 int value;
3989 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
3990 cfgs->pbufferDrawable = value;
3993 cfgs->numSamples = 0;
3994 /* Check multisample support */
3995 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
3996 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
3997 int value[2];
3998 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
3999 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4000 * value[1] = number of multi sample buffers*/
4001 if(value[0])
4002 cfgs->numSamples = value[1];
4006 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);
4007 cfgs++;
4010 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4011 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4012 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4013 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4014 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4015 * driver is allowed to consume more bits EXCEPT for stencil bits.
4017 * Mark an adapter with this broken stencil behavior.
4019 Adapters[0].brokenStencil = TRUE;
4020 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4021 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4022 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4023 Adapters[0].brokenStencil = FALSE;
4024 break;
4028 fixup_extensions(&Adapters[0].gl_info);
4030 WineD3D_ReleaseFakeGLContext();
4032 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4033 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4034 fillGLAttribFuncs(&Adapters[0].gl_info);
4035 init_type_lookup(&Adapters[0].gl_info);
4036 Adapters[0].opengl = TRUE;
4038 numAdapters = 1;
4039 TRACE("%d adapters successfully initialized\n", numAdapters);
4041 return TRUE;
4043 nogl_adapter:
4044 /* Initialize an adapter for ddraw-only memory counting */
4045 memset(Adapters, 0, sizeof(Adapters));
4046 Adapters[0].num = 0;
4047 Adapters[0].opengl = FALSE;
4048 Adapters[0].monitorPoint.x = -1;
4049 Adapters[0].monitorPoint.y = -1;
4051 Adapters[0].driver = "Display";
4052 Adapters[0].description = "WineD3D DirectDraw Emulation";
4053 if(wined3d_settings.emulated_textureram) {
4054 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4055 } else {
4056 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4059 numAdapters = 1;
4060 return FALSE;
4062 #undef PUSH1
4063 #undef GLINFO_LOCATION
4065 /**********************************************************
4066 * IWineD3D VTbl follows
4067 **********************************************************/
4069 const IWineD3DVtbl IWineD3D_Vtbl =
4071 /* IUnknown */
4072 IWineD3DImpl_QueryInterface,
4073 IWineD3DImpl_AddRef,
4074 IWineD3DImpl_Release,
4075 /* IWineD3D */
4076 IWineD3DImpl_GetParent,
4077 IWineD3DImpl_GetAdapterCount,
4078 IWineD3DImpl_RegisterSoftwareDevice,
4079 IWineD3DImpl_GetAdapterMonitor,
4080 IWineD3DImpl_GetAdapterModeCount,
4081 IWineD3DImpl_EnumAdapterModes,
4082 IWineD3DImpl_GetAdapterDisplayMode,
4083 IWineD3DImpl_GetAdapterIdentifier,
4084 IWineD3DImpl_CheckDeviceMultiSampleType,
4085 IWineD3DImpl_CheckDepthStencilMatch,
4086 IWineD3DImpl_CheckDeviceType,
4087 IWineD3DImpl_CheckDeviceFormat,
4088 IWineD3DImpl_CheckDeviceFormatConversion,
4089 IWineD3DImpl_GetDeviceCaps,
4090 IWineD3DImpl_CreateDevice