push 9758e6fe7ae8fbab538c98c718d6619029bb3457
[wine/hacks.git] / dlls / wined3d / directx.c
bloba95c7783e3d24f1e2b5c116254428f8990735e04
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 },
62 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
64 /* ARB */
65 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
66 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
67 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
68 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
69 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
70 {"GL_ARB_imaging", ARB_IMAGING, 0 },
71 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
72 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
73 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
74 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
75 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
76 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
77 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
78 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
79 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
80 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
81 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
82 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
83 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
84 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
85 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
86 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
87 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
88 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
89 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
90 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
91 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
93 /* EXT */
94 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
95 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
96 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
97 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
98 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
99 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
100 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
101 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
102 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
103 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
104 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
105 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
106 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
107 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
108 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
109 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
110 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
111 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
112 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
113 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
114 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
115 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
116 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
117 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
119 /* NV */
120 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
121 {"GL_NV_fence", NV_FENCE, 0 },
122 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
123 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
124 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
125 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
126 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
127 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
128 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
129 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
130 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
131 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
132 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
133 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
134 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
135 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
136 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
137 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
138 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
140 /* SGI */
141 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
144 /**********************************************************
145 * Utility functions follow
146 **********************************************************/
148 /* Adapters */
149 static int numAdapters = 0;
150 static struct WineD3DAdapter Adapters[1];
152 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
154 /* lookup tables */
155 int minLookup[MAX_LOOKUPS];
156 int maxLookup[MAX_LOOKUPS];
157 DWORD *stateLookup[MAX_LOOKUPS];
159 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
160 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
161 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
162 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
163 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
164 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
167 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
168 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
169 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
172 /* drawStridedSlow attributes */
173 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
174 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
175 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
176 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
177 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
180 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
181 * i.e., there is no GL Context - Get a default rendering context to enable the
182 * function query some info from GL.
185 static int wined3d_fake_gl_context_ref = 0;
186 static BOOL wined3d_fake_gl_context_foreign;
187 static BOOL wined3d_fake_gl_context_available = FALSE;
188 static HDC wined3d_fake_gl_context_hdc = NULL;
189 static HWND wined3d_fake_gl_context_hwnd = NULL;
191 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
192 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
194 0, 0, &wined3d_fake_gl_context_cs,
195 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
196 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
197 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
199 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
201 static void WineD3D_ReleaseFakeGLContext(void) {
202 HGLRC glCtx;
204 EnterCriticalSection(&wined3d_fake_gl_context_cs);
206 if(!wined3d_fake_gl_context_available) {
207 TRACE_(d3d_caps)("context not available\n");
208 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
209 return;
212 glCtx = pwglGetCurrentContext();
214 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
215 if (0 == (--wined3d_fake_gl_context_ref) ) {
216 if(!wined3d_fake_gl_context_foreign && glCtx) {
217 TRACE_(d3d_caps)("destroying fake GL context\n");
218 pwglMakeCurrent(NULL, NULL);
219 pwglDeleteContext(glCtx);
221 if(wined3d_fake_gl_context_hdc)
222 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
223 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
224 if(wined3d_fake_gl_context_hwnd)
225 DestroyWindow(wined3d_fake_gl_context_hwnd);
226 wined3d_fake_gl_context_hwnd = NULL;
227 wined3d_fake_gl_context_available = FALSE;
229 assert(wined3d_fake_gl_context_ref >= 0);
231 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
234 static BOOL WineD3D_CreateFakeGLContext(void) {
235 HGLRC glCtx = NULL;
237 EnterCriticalSection(&wined3d_fake_gl_context_cs);
239 TRACE("getting context...\n");
240 if(wined3d_fake_gl_context_ref > 0) goto ret;
241 assert(0 == wined3d_fake_gl_context_ref);
243 wined3d_fake_gl_context_foreign = TRUE;
245 glCtx = pwglGetCurrentContext();
246 if (!glCtx) {
247 PIXELFORMATDESCRIPTOR pfd;
248 int iPixelFormat;
250 wined3d_fake_gl_context_foreign = FALSE;
252 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
253 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
254 if(!wined3d_fake_gl_context_hwnd) {
255 ERR("HWND creation failed!\n");
256 goto fail;
258 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
259 if(!wined3d_fake_gl_context_hdc) {
260 ERR("GetDC failed!\n");
261 goto fail;
264 /* PixelFormat selection */
265 ZeroMemory(&pfd, sizeof(pfd));
266 pfd.nSize = sizeof(pfd);
267 pfd.nVersion = 1;
268 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
269 pfd.iPixelType = PFD_TYPE_RGBA;
270 pfd.cColorBits = 32;
271 pfd.iLayerType = PFD_MAIN_PLANE;
273 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
274 if(!iPixelFormat) {
275 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
276 ERR("Can't find a suitable iPixelFormat\n");
277 goto fail;
279 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
280 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
282 /* Create a GL context */
283 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
284 if (!glCtx) {
285 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
286 goto fail;
289 /* Make it the current GL context */
290 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
291 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
292 goto fail;
296 ret:
297 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
298 wined3d_fake_gl_context_ref++;
299 wined3d_fake_gl_context_available = TRUE;
300 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
301 return TRUE;
302 fail:
303 if(wined3d_fake_gl_context_hdc)
304 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
305 wined3d_fake_gl_context_hdc = NULL;
306 if(wined3d_fake_gl_context_hwnd)
307 DestroyWindow(wined3d_fake_gl_context_hwnd);
308 wined3d_fake_gl_context_hwnd = NULL;
309 if(glCtx) pwglDeleteContext(glCtx);
310 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
311 return FALSE;
314 /* Adjust the amount of used texture memory */
315 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
316 UINT Adapter = D3DDevice->adapterNo;
318 Adapters[Adapter].UsedTextureRam += glram;
319 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
320 return Adapters[Adapter].UsedTextureRam;
323 /**********************************************************
324 * IUnknown parts follows
325 **********************************************************/
327 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
329 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
331 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
332 if (IsEqualGUID(riid, &IID_IUnknown)
333 || IsEqualGUID(riid, &IID_IWineD3DBase)
334 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
335 IUnknown_AddRef(iface);
336 *ppobj = This;
337 return S_OK;
339 *ppobj = NULL;
340 return E_NOINTERFACE;
343 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
344 IWineD3DImpl *This = (IWineD3DImpl *)iface;
345 ULONG refCount = InterlockedIncrement(&This->ref);
347 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
348 return refCount;
351 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
352 IWineD3DImpl *This = (IWineD3DImpl *)iface;
353 ULONG ref;
354 TRACE("(%p) : Releasing from %d\n", This, This->ref);
355 ref = InterlockedDecrement(&This->ref);
356 if (ref == 0) {
357 HeapFree(GetProcessHeap(), 0, This);
360 return ref;
363 /* Set the shader type for this device, depending on the given capabilities,
364 * the device type, and the user preferences in wined3d_settings */
366 void select_shader_mode(
367 WineD3D_GL_Info *gl_info,
368 WINED3DDEVTYPE DeviceType,
369 int* ps_selected,
370 int* vs_selected) {
372 if (wined3d_settings.vs_mode == VS_NONE) {
373 *vs_selected = SHADER_NONE;
374 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
375 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
376 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
377 * shaders only on this card. */
378 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
379 *vs_selected = SHADER_ARB;
380 else
381 *vs_selected = SHADER_GLSL;
382 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
383 *vs_selected = SHADER_ARB;
384 } else {
385 *vs_selected = SHADER_NONE;
388 if (wined3d_settings.ps_mode == PS_NONE) {
389 *ps_selected = SHADER_NONE;
390 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
391 *ps_selected = SHADER_GLSL;
392 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
393 *ps_selected = SHADER_ARB;
394 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
395 *ps_selected = SHADER_ATI;
396 } else {
397 *ps_selected = SHADER_NONE;
401 /** Select the number of report maximum shader constants based on the selected shader modes */
402 static void select_shader_max_constants(
403 int ps_selected_mode,
404 int vs_selected_mode,
405 WineD3D_GL_Info *gl_info) {
407 switch (vs_selected_mode) {
408 case SHADER_GLSL:
409 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
410 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
411 break;
412 case SHADER_ARB:
413 /* We have to subtract any other PARAMs that we might use in our shader programs.
414 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
415 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
416 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
417 break;
418 default:
419 gl_info->max_vshader_constantsF = 0;
420 break;
423 switch (ps_selected_mode) {
424 case SHADER_GLSL:
425 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
426 * In theory the texbem instruction may need one more shader constant too. But lets assume
427 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
428 * and lets not take away a uniform needlessly from all other shaders.
430 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
431 break;
432 case SHADER_ARB:
433 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
434 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
436 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
437 break;
438 default:
439 gl_info->max_pshader_constantsF = 0;
440 break;
444 /**********************************************************
445 * IWineD3D parts follows
446 **********************************************************/
448 #define GLINFO_LOCATION (*gl_info)
449 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
450 GLuint prog;
451 BOOL ret = FALSE;
452 const char *testcode =
453 "!!ARBvp1.0\n"
454 "PARAM C[66] = { program.env[0..65] };\n"
455 "ADDRESS A0;"
456 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
457 "ARL A0.x, zero.x;\n"
458 "MOV result.position, C[A0.x + 65];\n"
459 "END\n";
461 while(glGetError());
462 GL_EXTCALL(glGenProgramsARB(1, &prog));
463 if(!prog) {
464 ERR("Failed to create an ARB offset limit test program\n");
466 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
467 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
468 strlen(testcode), testcode));
469 if(glGetError() != 0) {
470 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
471 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
472 ret = TRUE;
473 } else TRACE("OpenGL implementation allows offsets > 63\n");
475 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
476 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
477 checkGLcall("ARB vp offset limit test cleanup\n");
479 return ret;
482 static DWORD ver_for_ext(GL_SupportedExt ext)
484 unsigned int i;
485 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
486 if(EXTENSION_MAP[i].extension == ext) {
487 return EXTENSION_MAP[i].version;
490 return 0;
493 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
494 const char *GL_Extensions = NULL;
495 const char *WGL_Extensions = NULL;
496 const char *gl_string = NULL;
497 const char *gl_string_cursor = NULL;
498 GLint gl_max;
499 GLfloat gl_floatv[2];
500 int major = 1, minor = 0;
501 BOOL return_value = TRUE;
502 unsigned i;
503 HDC hdc;
504 unsigned int vidmem=0;
506 TRACE_(d3d_caps)("(%p)\n", gl_info);
508 ENTER_GL();
510 gl_string = (const char *) glGetString(GL_RENDERER);
511 if (NULL == gl_string)
512 gl_string = "None";
513 strcpy(gl_info->gl_renderer, gl_string);
515 gl_string = (const char *) glGetString(GL_VENDOR);
516 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
517 if (gl_string != NULL) {
518 /* Fill in the GL vendor */
519 if (strstr(gl_string, "NVIDIA")) {
520 gl_info->gl_vendor = VENDOR_NVIDIA;
521 } else if (strstr(gl_string, "ATI")) {
522 gl_info->gl_vendor = VENDOR_ATI;
523 } else if (strstr(gl_string, "Intel(R)") ||
524 strstr(gl_info->gl_renderer, "Intel(R)") ||
525 strstr(gl_string, "Intel Inc.")) {
526 gl_info->gl_vendor = VENDOR_INTEL;
527 } else if (strstr(gl_string, "Mesa")) {
528 gl_info->gl_vendor = VENDOR_MESA;
529 } else {
530 gl_info->gl_vendor = VENDOR_WINE;
532 } else {
533 gl_info->gl_vendor = VENDOR_WINE;
537 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
539 /* Parse the GL_VERSION field into major and minor information */
540 gl_string = (const char *) glGetString(GL_VERSION);
541 if (gl_string != NULL) {
543 /* First, parse the generic opengl version. This is supposed not to be convoluted with
544 * driver specific information
546 gl_string_cursor = gl_string;
547 major = atoi(gl_string_cursor);
548 if(major <= 0) {
549 ERR("Invalid opengl major version: %d\n", major);
551 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
552 ++gl_string_cursor;
554 if (*gl_string_cursor++ != '.') {
555 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
557 minor = atoi(gl_string_cursor);
558 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
559 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
561 /* Now parse the driver specific string which we'll report to the app */
562 switch (gl_info->gl_vendor) {
563 case VENDOR_NVIDIA:
564 gl_string_cursor = strstr(gl_string, "NVIDIA");
565 if (!gl_string_cursor) {
566 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
567 break;
570 gl_string_cursor = strstr(gl_string_cursor, " ");
571 if (!gl_string_cursor) {
572 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
573 break;
576 while (*gl_string_cursor == ' ') {
577 ++gl_string_cursor;
580 if (!*gl_string_cursor) {
581 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
582 break;
585 major = atoi(gl_string_cursor);
586 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
587 ++gl_string_cursor;
590 if (*gl_string_cursor++ != '.') {
591 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
592 break;
595 minor = atoi(gl_string_cursor);
596 minor = major*100+minor;
597 major = 10;
599 break;
601 case VENDOR_ATI:
602 major = minor = 0;
603 gl_string_cursor = strchr(gl_string, '-');
604 if (gl_string_cursor) {
605 int error = 0;
606 gl_string_cursor++;
608 /* Check if version number is of the form x.y.z */
609 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
610 error = 1;
611 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
612 error = 1;
613 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
614 error = 1;
615 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
616 error = 1;
618 /* Mark version number as malformed */
619 if (error)
620 gl_string_cursor = 0;
623 if (!gl_string_cursor)
624 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
625 else {
626 major = *gl_string_cursor - '0';
627 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
629 break;
631 case VENDOR_INTEL:
632 /* Apple and Mesa version strings look differently, but both provide intel drivers */
633 if(strstr(gl_string, "APPLE")) {
634 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
635 * We only need the first part, and use the APPLE as identification
636 * "1.2 APPLE-1.4.56"
638 gl_string_cursor = gl_string;
639 major = atoi(gl_string_cursor);
640 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
641 ++gl_string_cursor;
644 if (*gl_string_cursor++ != '.') {
645 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
646 break;
649 minor = atoi(gl_string_cursor);
650 break;
653 case VENDOR_MESA:
654 gl_string_cursor = strstr(gl_string, "Mesa");
655 gl_string_cursor = strstr(gl_string_cursor, " ");
656 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
657 if (*gl_string_cursor) {
658 char tmp[16];
659 int cursor = 0;
661 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
662 tmp[cursor++] = *gl_string_cursor;
663 ++gl_string_cursor;
665 tmp[cursor] = 0;
666 major = atoi(tmp);
668 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
669 ++gl_string_cursor;
671 cursor = 0;
672 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
673 tmp[cursor++] = *gl_string_cursor;
674 ++gl_string_cursor;
676 tmp[cursor] = 0;
677 minor = atoi(tmp);
679 break;
681 default:
682 major = 0;
683 minor = 9;
685 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
686 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
687 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
688 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
689 } else {
690 FIXME("OpenGL driver did not return version information\n");
691 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
692 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
695 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
698 * Initialize openGL extension related variables
699 * with Default values
701 memset(gl_info->supported, 0, sizeof(gl_info->supported));
702 gl_info->max_buffers = 1;
703 gl_info->max_textures = 1;
704 gl_info->max_texture_stages = 1;
705 gl_info->max_fragment_samplers = 1;
706 gl_info->max_vertex_samplers = 0;
707 gl_info->max_combined_samplers = 0;
708 gl_info->max_sampler_stages = 1;
709 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
710 gl_info->ps_arb_max_temps = 0;
711 gl_info->ps_arb_max_instructions = 0;
712 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
713 gl_info->vs_arb_max_temps = 0;
714 gl_info->vs_arb_max_instructions = 0;
715 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
716 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
717 gl_info->vs_glsl_constantsF = 0;
718 gl_info->ps_glsl_constantsF = 0;
719 gl_info->vs_arb_constantsF = 0;
720 gl_info->ps_arb_constantsF = 0;
722 /* Retrieve opengl defaults */
723 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
724 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
725 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
727 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
728 gl_info->max_lights = gl_max;
729 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
731 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
732 gl_info->max_texture_size = gl_max;
733 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
735 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
736 gl_info->max_pointsizemin = gl_floatv[0];
737 gl_info->max_pointsize = gl_floatv[1];
738 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
740 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
741 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
742 TRACE_(d3d_caps)("GL_Extensions reported:\n");
744 if (NULL == GL_Extensions) {
745 ERR(" GL_Extensions returns NULL\n");
746 } else {
747 while (*GL_Extensions != 0x00) {
748 const char *Start;
749 char ThisExtn[256];
750 size_t len;
752 while (isspace(*GL_Extensions)) GL_Extensions++;
753 Start = GL_Extensions;
754 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
755 GL_Extensions++;
758 len = GL_Extensions - Start;
759 if (len == 0 || len >= sizeof(ThisExtn))
760 continue;
762 memcpy(ThisExtn, Start, len);
763 ThisExtn[len] = '\0';
764 TRACE_(d3d_caps)("- %s\n", ThisExtn);
766 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
767 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
768 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
769 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
770 break;
775 LEAVE_GL();
777 /* Now work out what GL support this card really has */
778 #define USE_GL_FUNC(type, pfn, ext, replace) { \
779 DWORD ver = ver_for_ext(ext); \
780 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
781 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
782 else gl_info->pfn = NULL; \
784 GL_EXT_FUNCS_GEN;
785 #undef USE_GL_FUNC
787 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
788 WGL_EXT_FUNCS_GEN;
789 #undef USE_GL_FUNC
791 ENTER_GL();
792 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
793 * loading the functions, otherwise the code above will load the extension entry points instead of the
794 * core functions, which may not work
796 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
797 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
798 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
799 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
800 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
804 if (gl_info->supported[APPLE_FENCE]) {
805 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
806 * The apple extension interacts with some other apple exts. Disable the NV
807 * extension if the apple one is support to prevent confusion in other parts
808 * of the code
810 gl_info->supported[NV_FENCE] = FALSE;
812 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
813 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
815 * The enums are the same:
816 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
817 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
818 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
819 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
820 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
822 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
823 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
824 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
826 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
827 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
828 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
831 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
832 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
833 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
835 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
836 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
837 * Won't occur in any real world situation though
839 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
840 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
841 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
842 * are supported. The nv extensions provide the same functionality as the
843 * ATI one, and a bit more(signed pixelformats)
845 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
848 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
849 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
850 gl_info->max_buffers = gl_max;
851 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
853 if (gl_info->supported[ARB_MULTITEXTURE]) {
854 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
855 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
856 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
858 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
859 GLint tmp;
860 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
861 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
862 } else {
863 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
865 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
867 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
868 GLint tmp;
869 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
870 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
871 } else {
872 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
874 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
876 if (gl_info->supported[ARB_VERTEX_SHADER]) {
877 GLint tmp;
878 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
879 gl_info->max_vertex_samplers = tmp;
880 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
881 gl_info->max_combined_samplers = tmp;
883 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
884 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
885 * an issue because then the sampler setup only depends on the two shaders. If a pixel
886 * shader is used with fixed function vertex processing we're fine too because fixed function
887 * vertex processing doesn't use any samplers. If fixed function fragment processing is
888 * used we have to make sure that all vertex sampler setups are valid together with all
889 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
890 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
891 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
892 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
893 * a fixed function pipeline anymore.
895 * So this is just a check to check that our assumption holds true. If not, write a warning
896 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
898 if(gl_info->max_vertex_samplers &&
899 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
900 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
901 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
902 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
903 if( gl_info->max_combined_samplers > MAX_TEXTURES )
904 gl_info->max_vertex_samplers =
905 gl_info->max_combined_samplers - MAX_TEXTURES;
906 else
907 gl_info->max_vertex_samplers = 0;
909 } else {
910 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
912 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
913 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
915 if (gl_info->supported[ARB_VERTEX_BLEND]) {
916 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
917 gl_info->max_blends = gl_max;
918 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
920 if (gl_info->supported[EXT_TEXTURE3D]) {
921 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
922 gl_info->max_texture3d_size = gl_max;
923 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
925 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
926 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
927 gl_info->max_anisotropy = gl_max;
928 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
930 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
931 gl_info->ps_arb_version = PS_VERSION_11;
932 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
933 gl_info->ps_arb_constantsF = gl_max;
934 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
935 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
936 gl_info->ps_arb_max_temps = gl_max;
937 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
938 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
939 gl_info->ps_arb_max_instructions = gl_max;
940 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
942 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
943 gl_info->vs_arb_version = VS_VERSION_11;
944 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
945 gl_info->vs_arb_constantsF = gl_max;
946 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
947 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
948 gl_info->vs_arb_max_temps = gl_max;
949 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
950 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
951 gl_info->vs_arb_max_instructions = gl_max;
952 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
954 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
956 if (gl_info->supported[ARB_VERTEX_SHADER]) {
957 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
958 gl_info->vs_glsl_constantsF = gl_max / 4;
959 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
961 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
962 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
963 gl_info->ps_glsl_constantsF = gl_max / 4;
964 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
965 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
966 gl_info->max_glsl_varyings = gl_max;
967 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
969 if (gl_info->supported[EXT_VERTEX_SHADER]) {
970 gl_info->vs_ati_version = VS_VERSION_11;
972 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
973 gl_info->vs_nv_version = VS_VERSION_30;
974 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
975 gl_info->vs_nv_version = VS_VERSION_20;
976 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
977 gl_info->vs_nv_version = VS_VERSION_11;
978 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
979 gl_info->vs_nv_version = VS_VERSION_10;
981 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
982 gl_info->ps_nv_version = PS_VERSION_30;
983 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
984 gl_info->ps_nv_version = PS_VERSION_20;
986 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
987 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
988 } else {
989 gl_info->max_shininess = 128.0;
991 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
992 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
993 * This saves a few redundant glDisable calls
995 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
997 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
998 /* Disable NV_register_combiners and fragment shader if this is supported.
999 * generally the NV extensions are preferred over the ATI ones, and this
1000 * extension is disabled if register_combiners and texture_shader2 are both
1001 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1002 * fragment processing support
1004 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1005 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1006 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1007 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1008 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1012 checkGLcall("extension detection\n");
1014 /* In some cases the number of texture stages can be larger than the number
1015 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1016 * shaders), but 8 texture stages (register combiners). */
1017 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1019 /* We can only use ORM_FBO when the hardware supports it. */
1020 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1021 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1022 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1025 /* MRTs are currently only supported when FBOs are used. */
1026 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1027 gl_info->max_buffers = 1;
1030 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1031 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1032 * in case of the latest videocards in the number of pixel/vertex pipelines.
1034 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1035 * rendering. Various games use this information to get a rough estimation of the features of the card
1036 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1037 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1038 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1039 * not the PCI id.
1041 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1042 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1043 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1044 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1045 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1046 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1047 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1048 * is limited.
1050 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1051 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1052 * similar 3d features.
1054 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1055 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1056 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1057 * won't pass we return a default card. This way is better than maintaining a full card database as even
1058 * without a full database we can return a card with similar features. Second the size of the database
1059 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1060 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1061 * to distinguishes between different models from that family.
1063 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1064 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1065 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1066 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1067 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1068 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1069 * memory behind our backs if really needed.
1070 * Note that the amount of video memory can be overruled using a registry setting.
1072 switch (gl_info->gl_vendor) {
1073 case VENDOR_NVIDIA:
1074 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1075 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1077 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1078 /* Geforce9 - highend */
1079 if(strstr(gl_info->gl_renderer, "9800")) {
1080 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1081 vidmem = 512;
1083 /* Geforce9 - midend */
1084 else if(strstr(gl_info->gl_renderer, "9600")) {
1085 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1086 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1088 /* Geforce8 - highend */
1089 if (strstr(gl_info->gl_renderer, "8800")) {
1090 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1091 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1093 /* Geforce8 - midend mobile */
1094 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1095 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1096 vidmem = 512;
1098 /* Geforce8 - midend */
1099 else if(strstr(gl_info->gl_renderer, "8600") ||
1100 strstr(gl_info->gl_renderer, "8700"))
1102 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1103 vidmem = 256;
1105 /* Geforce8 - lowend */
1106 else if(strstr(gl_info->gl_renderer, "8300") ||
1107 strstr(gl_info->gl_renderer, "8400") ||
1108 strstr(gl_info->gl_renderer, "8500"))
1110 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1111 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1113 /* Geforce7 - highend */
1114 else if(strstr(gl_info->gl_renderer, "7800") ||
1115 strstr(gl_info->gl_renderer, "7900") ||
1116 strstr(gl_info->gl_renderer, "7950") ||
1117 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1118 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1120 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1121 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1123 /* Geforce7 midend */
1124 else if(strstr(gl_info->gl_renderer, "7600") ||
1125 strstr(gl_info->gl_renderer, "7700")) {
1126 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1127 vidmem = 256; /* The 7600 uses 256-512MB */
1128 /* Geforce7 lower medium */
1129 } else if(strstr(gl_info->gl_renderer, "7400")) {
1130 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1131 vidmem = 256; /* The 7400 uses 256-512MB */
1133 /* Geforce7 lowend */
1134 else if(strstr(gl_info->gl_renderer, "7300")) {
1135 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1136 vidmem = 256; /* Mac Pros with this card have 256 MB */
1138 /* Geforce6 highend */
1139 else if(strstr(gl_info->gl_renderer, "6800"))
1141 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1142 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1144 /* Geforce6 - midend */
1145 else if(strstr(gl_info->gl_renderer, "6600") ||
1146 strstr(gl_info->gl_renderer, "6610") ||
1147 strstr(gl_info->gl_renderer, "6700"))
1149 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1150 vidmem = 128; /* A 6600GT has 128-256MB */
1152 /* Geforce6/7 lowend */
1153 else {
1154 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1155 vidmem = 64; /* */
1157 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1158 /* GeforceFX - highend */
1159 if (strstr(gl_info->gl_renderer, "5800") ||
1160 strstr(gl_info->gl_renderer, "5900") ||
1161 strstr(gl_info->gl_renderer, "5950") ||
1162 strstr(gl_info->gl_renderer, "Quadro FX"))
1164 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1165 vidmem = 256; /* 5800-5900 cards use 256MB */
1167 /* GeforceFX - midend */
1168 else if(strstr(gl_info->gl_renderer, "5600") ||
1169 strstr(gl_info->gl_renderer, "5650") ||
1170 strstr(gl_info->gl_renderer, "5700") ||
1171 strstr(gl_info->gl_renderer, "5750"))
1173 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1174 vidmem = 128; /* A 5600 uses 128-256MB */
1176 /* GeforceFX - lowend */
1177 else {
1178 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1179 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1181 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1182 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1183 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1184 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1186 else {
1187 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1188 vidmem = 64; /* Geforce3 cards have 64-128MB */
1190 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1191 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1192 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1193 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1195 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1196 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1197 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1199 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1200 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1201 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1203 else {
1204 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1205 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1207 } else {
1208 if (strstr(gl_info->gl_renderer, "TNT2")) {
1209 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1210 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1212 else {
1213 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1214 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1217 break;
1218 case VENDOR_ATI:
1219 if(WINE_D3D9_CAPABLE(gl_info)) {
1220 /* Radeon R6xx HD2900/HD3800 - highend */
1221 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1222 strstr(gl_info->gl_renderer, "HD 3870") ||
1223 strstr(gl_info->gl_renderer, "HD 3850"))
1225 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1226 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1228 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1229 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1230 strstr(gl_info->gl_renderer, "HD 3830") ||
1231 strstr(gl_info->gl_renderer, "HD 3690") ||
1232 strstr(gl_info->gl_renderer, "HD 3650"))
1234 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1235 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1237 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1238 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1239 strstr(gl_info->gl_renderer, "HD 2400") ||
1240 strstr(gl_info->gl_renderer, "HD 3470") ||
1241 strstr(gl_info->gl_renderer, "HD 3450") ||
1242 strstr(gl_info->gl_renderer, "HD 3430"))
1244 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1245 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1247 /* Radeon R6xx/R7xx integrated */
1248 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1249 strstr(gl_info->gl_renderer, "HD 3200") ||
1250 strstr(gl_info->gl_renderer, "HD 3300"))
1252 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1253 vidmem = 128; /* 128MB */
1255 /* Radeon R5xx */
1256 else if (strstr(gl_info->gl_renderer, "X1600") ||
1257 strstr(gl_info->gl_renderer, "X1650") ||
1258 strstr(gl_info->gl_renderer, "X1800") ||
1259 strstr(gl_info->gl_renderer, "X1900") ||
1260 strstr(gl_info->gl_renderer, "X1950"))
1262 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1263 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1265 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1266 else if(strstr(gl_info->gl_renderer, "X700") ||
1267 strstr(gl_info->gl_renderer, "X800") ||
1268 strstr(gl_info->gl_renderer, "X850") ||
1269 strstr(gl_info->gl_renderer, "X1300") ||
1270 strstr(gl_info->gl_renderer, "X1400") ||
1271 strstr(gl_info->gl_renderer, "X1450") ||
1272 strstr(gl_info->gl_renderer, "X1550"))
1274 gl_info->gl_card = CARD_ATI_RADEON_X700;
1275 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1277 /* Radeon R3xx */
1278 else {
1279 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1280 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1282 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1283 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1284 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1285 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1286 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1287 vidmem = 32; /* There are models with up to 64MB */
1288 } else {
1289 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1290 vidmem = 16; /* There are 16-32MB models */
1292 break;
1293 case VENDOR_INTEL:
1294 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1295 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1296 gl_info->gl_card = CARD_INTEL_I945GM;
1297 vidmem = 64;
1298 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1299 gl_info->gl_card = CARD_INTEL_I915GM;
1300 } else if (strstr(gl_info->gl_renderer, "915G")) {
1301 gl_info->gl_card = CARD_INTEL_I915G;
1302 } else if (strstr(gl_info->gl_renderer, "865G")) {
1303 gl_info->gl_card = CARD_INTEL_I865G;
1304 } else if (strstr(gl_info->gl_renderer, "855G")) {
1305 gl_info->gl_card = CARD_INTEL_I855G;
1306 } else if (strstr(gl_info->gl_renderer, "830G")) {
1307 gl_info->gl_card = CARD_INTEL_I830G;
1308 } else {
1309 gl_info->gl_card = CARD_INTEL_I915G;
1311 break;
1312 case VENDOR_MESA:
1313 case VENDOR_WINE:
1314 default:
1315 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1316 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1317 * them a good generic choice.
1319 gl_info->gl_vendor = VENDOR_NVIDIA;
1320 if(WINE_D3D9_CAPABLE(gl_info))
1321 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1322 else if(WINE_D3D8_CAPABLE(gl_info))
1323 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1324 else if(WINE_D3D7_CAPABLE(gl_info))
1325 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1326 else if(WINE_D3D6_CAPABLE(gl_info))
1327 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1328 else
1329 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1331 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1333 /* If we have an estimate use it, else default to 64MB; */
1334 if(vidmem)
1335 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1336 else
1337 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1339 /* Load all the lookup tables
1340 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1341 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1342 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1344 for (i = 0; i < MAX_LOOKUPS; i++) {
1345 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1348 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1349 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1350 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1351 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1352 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1353 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1354 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1355 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1356 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1357 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1359 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1360 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1361 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1362 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1363 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1366 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1367 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1368 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1369 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1370 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1371 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1372 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1373 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1374 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1375 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1376 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1377 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1378 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1380 /* TODO: config lookups */
1382 /* Make sure there's an active HDC else the WGL extensions will fail */
1383 hdc = pwglGetCurrentDC();
1384 if (hdc) {
1385 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1386 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1388 if (NULL == WGL_Extensions) {
1389 ERR(" WGL_Extensions returns NULL\n");
1390 } else {
1391 while (*WGL_Extensions != 0x00) {
1392 const char *Start;
1393 char ThisExtn[256];
1394 size_t len;
1396 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1397 Start = WGL_Extensions;
1398 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1399 WGL_Extensions++;
1402 len = WGL_Extensions - Start;
1403 if (len == 0 || len >= sizeof(ThisExtn))
1404 continue;
1406 memcpy(ThisExtn, Start, len);
1407 ThisExtn[len] = '\0';
1408 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1410 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1411 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1412 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1414 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1415 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1416 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1421 LEAVE_GL();
1423 return return_value;
1425 #undef GLINFO_LOCATION
1427 /**********************************************************
1428 * IWineD3D implementation follows
1429 **********************************************************/
1431 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1432 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1434 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1435 return numAdapters;
1438 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1439 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1440 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1441 return WINED3D_OK;
1444 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1445 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1447 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1448 return NULL;
1451 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1452 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1455 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1456 of the same bpp but different resolutions */
1458 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1459 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1460 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1461 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1463 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1464 return 0;
1467 /* TODO: Store modes per adapter and read it from the adapter structure */
1468 if (Adapter == 0) { /* Display */
1469 int i = 0;
1470 int j = 0;
1472 if (!DEBUG_SINGLE_MODE) {
1473 DEVMODEW DevModeW;
1475 ZeroMemory(&DevModeW, sizeof(DevModeW));
1476 DevModeW.dmSize = sizeof(DevModeW);
1477 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1478 j++;
1479 switch (Format)
1481 case WINED3DFMT_UNKNOWN:
1482 /* This is for D3D8, do not enumerate P8 here */
1483 if (DevModeW.dmBitsPerPel == 32 ||
1484 DevModeW.dmBitsPerPel == 16) i++;
1485 break;
1486 case WINED3DFMT_X8R8G8B8:
1487 if (DevModeW.dmBitsPerPel == 32) i++;
1488 break;
1489 case WINED3DFMT_R5G6B5:
1490 if (DevModeW.dmBitsPerPel == 16) i++;
1491 break;
1492 case WINED3DFMT_P8:
1493 if (DevModeW.dmBitsPerPel == 8) i++;
1494 break;
1495 default:
1496 /* Skip other modes as they do not match the requested format */
1497 break;
1500 } else {
1501 i = 1;
1502 j = 1;
1505 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1506 return i;
1507 } else {
1508 FIXME_(d3d_caps)("Adapter not primary display\n");
1510 return 0;
1513 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1514 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1515 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1516 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1518 /* Validate the parameters as much as possible */
1519 if (NULL == pMode ||
1520 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1521 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1522 return WINED3DERR_INVALIDCALL;
1525 /* TODO: Store modes per adapter and read it from the adapter structure */
1526 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1527 DEVMODEW DevModeW;
1528 int ModeIdx = 0;
1529 int i = 0;
1530 int j = 0;
1532 ZeroMemory(&DevModeW, sizeof(DevModeW));
1533 DevModeW.dmSize = sizeof(DevModeW);
1535 /* If we are filtering to a specific format (D3D9), then need to skip
1536 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1537 just count through the ones with valid bit depths */
1538 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1539 switch (Format)
1541 case WINED3DFMT_UNKNOWN:
1542 /* This is D3D8. Do not enumerate P8 here */
1543 if (DevModeW.dmBitsPerPel == 32 ||
1544 DevModeW.dmBitsPerPel == 16) i++;
1545 break;
1546 case WINED3DFMT_X8R8G8B8:
1547 if (DevModeW.dmBitsPerPel == 32) i++;
1548 break;
1549 case WINED3DFMT_R5G6B5:
1550 if (DevModeW.dmBitsPerPel == 16) i++;
1551 break;
1552 case WINED3DFMT_P8:
1553 if (DevModeW.dmBitsPerPel == 8) i++;
1554 break;
1555 default:
1556 /* Modes that don't match what we support can get an early-out */
1557 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1558 return WINED3DERR_INVALIDCALL;
1562 if (i == 0) {
1563 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1564 return WINED3DERR_INVALIDCALL;
1566 ModeIdx = j - 1;
1568 /* Now get the display mode via the calculated index */
1569 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1570 pMode->Width = DevModeW.dmPelsWidth;
1571 pMode->Height = DevModeW.dmPelsHeight;
1572 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1573 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1574 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1576 if (Format == WINED3DFMT_UNKNOWN) {
1577 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1578 } else {
1579 pMode->Format = Format;
1581 } else {
1582 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1583 return WINED3DERR_INVALIDCALL;
1586 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1587 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1588 DevModeW.dmBitsPerPel);
1590 } else if (DEBUG_SINGLE_MODE) {
1591 /* Return one setting of the format requested */
1592 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1593 pMode->Width = 800;
1594 pMode->Height = 600;
1595 pMode->RefreshRate = 60;
1596 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1597 } else {
1598 FIXME_(d3d_caps)("Adapter not primary display\n");
1601 return WINED3D_OK;
1604 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1605 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1606 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1608 if (NULL == pMode ||
1609 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1610 return WINED3DERR_INVALIDCALL;
1613 if (Adapter == 0) { /* Display */
1614 int bpp = 0;
1615 DEVMODEW DevModeW;
1617 ZeroMemory(&DevModeW, sizeof(DevModeW));
1618 DevModeW.dmSize = sizeof(DevModeW);
1620 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1621 pMode->Width = DevModeW.dmPelsWidth;
1622 pMode->Height = DevModeW.dmPelsHeight;
1623 bpp = DevModeW.dmBitsPerPel;
1624 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1625 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1627 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1630 pMode->Format = pixelformat_for_depth(bpp);
1631 } else {
1632 FIXME_(d3d_caps)("Adapter not primary display\n");
1635 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1636 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1637 return WINED3D_OK;
1640 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1641 and fields being inserted in the middle, a new structure is used in place */
1642 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1643 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1644 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1646 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1648 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1649 return WINED3DERR_INVALIDCALL;
1652 /* Return the information requested */
1653 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1654 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1655 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1657 /* Note dx8 doesn't supply a DeviceName */
1658 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1659 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1660 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1661 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1662 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1663 *(pIdentifier->SubSysId) = 0;
1664 *(pIdentifier->Revision) = 0;
1665 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1667 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1668 *(pIdentifier->WHQLLevel) = 0;
1669 } else {
1670 *(pIdentifier->WHQLLevel) = 1;
1673 return WINED3D_OK;
1676 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1677 short redSize, greenSize, blueSize, alphaSize, colorBits;
1679 if(!cfg)
1680 return FALSE;
1682 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1683 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1684 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1685 return FALSE;
1688 if(cfg->redSize < redSize)
1689 return FALSE;
1691 if(cfg->greenSize < greenSize)
1692 return FALSE;
1694 if(cfg->blueSize < blueSize)
1695 return FALSE;
1697 if(cfg->alphaSize < alphaSize)
1698 return FALSE;
1700 return TRUE;
1701 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1702 if(Format == WINED3DFMT_R16F)
1703 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1704 if(Format == WINED3DFMT_G16R16F)
1705 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1706 if(Format == WINED3DFMT_A16B16G16R16F)
1707 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1708 if(Format == WINED3DFMT_R32F)
1709 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1710 if(Format == WINED3DFMT_G32R32F)
1711 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1712 if(Format == WINED3DFMT_A32B32G32R32F)
1713 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1714 } else {
1715 /* Probably a color index mode */
1716 return FALSE;
1719 return FALSE;
1722 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1723 short depthSize, stencilSize;
1724 BOOL lockable = FALSE;
1726 if(!cfg)
1727 return FALSE;
1729 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1730 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1731 return FALSE;
1734 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1735 lockable = TRUE;
1737 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1738 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1739 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1740 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1741 return FALSE;
1743 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1744 * allow more stencil bits than requested. */
1745 if(cfg->stencilSize < stencilSize)
1746 return FALSE;
1748 return TRUE;
1751 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1752 WINED3DFORMAT AdapterFormat,
1753 WINED3DFORMAT RenderTargetFormat,
1754 WINED3DFORMAT DepthStencilFormat) {
1755 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1756 int nCfgs;
1757 WineD3D_PixelFormat *cfgs;
1758 int it;
1760 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1761 This, Adapter,
1762 DeviceType, debug_d3ddevicetype(DeviceType),
1763 AdapterFormat, debug_d3dformat(AdapterFormat),
1764 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1765 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1767 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1768 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1769 return WINED3DERR_INVALIDCALL;
1772 cfgs = Adapters[Adapter].cfgs;
1773 nCfgs = Adapters[Adapter].nCfgs;
1774 for (it = 0; it < nCfgs; ++it) {
1775 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1776 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1777 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1778 return WINED3D_OK;
1782 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1784 return WINED3DERR_NOTAVAILABLE;
1787 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1788 WINED3DFORMAT SurfaceFormat,
1789 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1791 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1792 const GlPixelFormatDesc *glDesc;
1793 const StaticPixelFormatDesc *desc;
1795 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1796 This,
1797 Adapter,
1798 DeviceType, debug_d3ddevicetype(DeviceType),
1799 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1800 Windowed,
1801 MultiSampleType,
1802 pQualityLevels);
1804 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1805 return WINED3DERR_INVALIDCALL;
1808 /* TODO: handle Windowed, add more quality levels */
1810 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1812 /* By default multisampling is disabled right now as it causes issues
1813 * on some Nvidia driver versions and it doesn't work well in combination
1814 * with FBOs yet. */
1815 if(!wined3d_settings.allow_multisampling)
1816 return WINED3DERR_NOTAVAILABLE;
1818 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1819 if(!desc || !glDesc) {
1820 return WINED3DERR_INVALIDCALL;
1823 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1824 int i, nCfgs;
1825 WineD3D_PixelFormat *cfgs;
1827 cfgs = Adapters[Adapter].cfgs;
1828 nCfgs = Adapters[Adapter].nCfgs;
1829 for(i=0; i<nCfgs; i++) {
1830 if(cfgs[i].numSamples != MultiSampleType)
1831 continue;
1833 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1834 continue;
1836 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1838 if(pQualityLevels)
1839 *pQualityLevels = 1; /* Guess at a value! */
1840 return WINED3D_OK;
1843 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1844 short redSize, greenSize, blueSize, alphaSize, colorBits;
1845 int i, nCfgs;
1846 WineD3D_PixelFormat *cfgs;
1848 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1849 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1850 return WINED3DERR_NOTAVAILABLE;
1853 cfgs = Adapters[Adapter].cfgs;
1854 nCfgs = Adapters[Adapter].nCfgs;
1855 for(i=0; i<nCfgs; i++) {
1856 if(cfgs[i].numSamples != MultiSampleType)
1857 continue;
1858 if(cfgs[i].redSize != redSize)
1859 continue;
1860 if(cfgs[i].greenSize != greenSize)
1861 continue;
1862 if(cfgs[i].blueSize != blueSize)
1863 continue;
1864 if(cfgs[i].alphaSize != alphaSize)
1865 continue;
1867 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1869 if(pQualityLevels)
1870 *pQualityLevels = 1; /* Guess at a value! */
1871 return WINED3D_OK;
1874 return WINED3DERR_NOTAVAILABLE;
1877 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1878 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1880 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1881 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1882 UINT nmodes;
1884 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1885 This,
1886 Adapter,
1887 DeviceType, debug_d3ddevicetype(DeviceType),
1888 DisplayFormat, debug_d3dformat(DisplayFormat),
1889 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1890 Windowed);
1892 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1893 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1894 return WINED3DERR_INVALIDCALL;
1897 /* The task of this function is to check whether a certain display / backbuffer format
1898 * combination is available on the given adapter. In fullscreen mode microsoft specified
1899 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1900 * and display format should match exactly.
1901 * In windowed mode format conversion can occur and this depends on the driver. When format
1902 * conversion is done, this function should nevertheless fail and applications need to use
1903 * CheckDeviceFormatConversion.
1904 * At the moment we assume that fullscreen and windowed have the same capabilities */
1906 /* There are only 4 display formats */
1907 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1908 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1909 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1910 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1912 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1913 return WINED3DERR_NOTAVAILABLE;
1916 /* If the requested DisplayFormat is not available, don't continue */
1917 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1918 if(!nmodes) {
1919 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1920 return WINED3DERR_NOTAVAILABLE;
1923 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1924 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1925 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1926 return WINED3DERR_NOTAVAILABLE;
1929 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1930 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1931 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1932 return WINED3DERR_NOTAVAILABLE;
1935 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1936 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1937 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1938 return WINED3DERR_NOTAVAILABLE;
1941 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1942 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1943 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1944 return WINED3DERR_NOTAVAILABLE;
1947 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1948 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1949 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1950 return WINED3DERR_NOTAVAILABLE;
1953 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1954 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1955 if(FAILED(hr))
1956 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1958 return hr;
1962 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1963 /* Check if we support bumpmapping for a format */
1964 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1966 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1967 switch (CheckFormat) {
1968 case WINED3DFMT_V8U8:
1969 TRACE_(d3d_caps)("[OK]\n");
1970 return TRUE;
1971 /* TODO: Other bump map formats */
1972 default:
1973 TRACE_(d3d_caps)("[FAILED]\n");
1974 return FALSE;
1977 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1978 switch (CheckFormat) {
1979 case WINED3DFMT_V8U8:
1980 TRACE_(d3d_caps)("[OK]\n");
1981 return TRUE;
1982 default:
1983 TRACE_(d3d_caps)("[FAILED]\n");
1984 return FALSE;
1987 TRACE_(d3d_caps)("[FAILED]\n");
1988 return FALSE;
1991 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1992 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
1994 int it=0;
1995 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1996 const GlPixelFormatDesc *glDesc;
1997 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
1999 /* Fail if we weren't able to get a description of the format */
2000 if(!desc || !glDesc)
2001 return FALSE;
2003 /* Only allow depth/stencil formats */
2004 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2005 return FALSE;
2007 /* Walk through all WGL pixel formats to find a match */
2008 cfgs = Adapters[Adapter].cfgs;
2009 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2010 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2011 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2012 return TRUE;
2017 return FALSE;
2020 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2022 const GlPixelFormatDesc *glDesc;
2023 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2025 /* Fail if we weren't able to get a description of the format */
2026 if(!desc || !glDesc)
2027 return FALSE;
2029 /* The flags entry of a format contains the filtering capability */
2030 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2031 return TRUE;
2033 return FALSE;
2036 /* Check the render target capabilities of a format */
2037 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2039 UINT Adapter = 0;
2040 const GlPixelFormatDesc *glDesc;
2041 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2043 /* Fail if we weren't able to get a description of the format */
2044 if(!desc || !glDesc)
2045 return FALSE;
2047 /* Filter out non-RT formats */
2048 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2049 return FALSE;
2051 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2052 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2053 int it;
2054 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2055 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2057 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2058 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2060 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2061 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2062 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2063 TRACE_(d3d_caps)("[FAILED]\n");
2064 return FALSE;
2067 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2068 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2069 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2070 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2071 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2072 return TRUE;
2075 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2076 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2077 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2078 int it;
2080 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2081 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2082 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2083 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2084 return TRUE;
2087 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2088 /* For now return TRUE for FBOs until we have some proper checks.
2089 * Note that this function will only be called when the format is around for texturing. */
2090 return TRUE;
2092 return FALSE;
2095 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2097 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2098 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2099 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2100 return FALSE;
2103 switch (CheckFormat) {
2104 case WINED3DFMT_A8R8G8B8:
2105 case WINED3DFMT_X8R8G8B8:
2106 case WINED3DFMT_A4R4G4B4:
2107 case WINED3DFMT_L8:
2108 case WINED3DFMT_A8L8:
2109 case WINED3DFMT_DXT1:
2110 case WINED3DFMT_DXT2:
2111 case WINED3DFMT_DXT3:
2112 case WINED3DFMT_DXT4:
2113 case WINED3DFMT_DXT5:
2114 TRACE_(d3d_caps)("[OK]\n");
2115 return TRUE;
2117 default:
2118 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2119 return FALSE;
2121 return FALSE;
2124 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2126 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2127 * doing the color fixup in shaders.
2128 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2129 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2130 int vs_selected_mode;
2131 int ps_selected_mode;
2132 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2134 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2135 TRACE_(d3d_caps)("[OK]\n");
2136 return TRUE;
2140 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2141 return FALSE;
2144 /* Check if a format support blending in combination with pixel shaders */
2145 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2147 const GlPixelFormatDesc *glDesc;
2148 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2150 /* Fail if we weren't able to get a description of the format */
2151 if(!desc || !glDesc)
2152 return FALSE;
2154 /* The flags entry of a format contains the post pixel shader blending capability */
2155 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2156 return TRUE;
2158 return FALSE;
2161 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2162 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2163 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2164 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2165 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2166 * capability anyway.
2168 * For now lets report this on all formats, but in the future we may want to
2169 * restrict it to some should games need that
2171 return TRUE;
2174 /* Check if a texture format is supported on the given adapter */
2175 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2177 switch (CheckFormat) {
2179 /*****
2180 * supported: RGB(A) formats
2182 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2183 case WINED3DFMT_A8R8G8B8:
2184 case WINED3DFMT_X8R8G8B8:
2185 case WINED3DFMT_R5G6B5:
2186 case WINED3DFMT_X1R5G5B5:
2187 case WINED3DFMT_A1R5G5B5:
2188 case WINED3DFMT_A4R4G4B4:
2189 case WINED3DFMT_R3G3B2:
2190 case WINED3DFMT_A8:
2191 case WINED3DFMT_X4R4G4B4:
2192 case WINED3DFMT_A8B8G8R8:
2193 case WINED3DFMT_X8B8G8R8:
2194 case WINED3DFMT_A2R10G10B10:
2195 case WINED3DFMT_A2B10G10R10:
2196 case WINED3DFMT_G16R16:
2197 TRACE_(d3d_caps)("[OK]\n");
2198 return TRUE;
2200 /*****
2201 * supported: Palettized
2203 case WINED3DFMT_P8:
2204 TRACE_(d3d_caps)("[OK]\n");
2205 return TRUE;
2206 /* No Windows driver offers A8P8, so don't offer it either */
2207 case WINED3DFMT_A8P8:
2208 return FALSE;
2210 /*****
2211 * Supported: (Alpha)-Luminance
2213 case WINED3DFMT_L8:
2214 case WINED3DFMT_A8L8:
2215 case WINED3DFMT_A4L4:
2216 case WINED3DFMT_L16:
2217 TRACE_(d3d_caps)("[OK]\n");
2218 return TRUE;
2220 /*****
2221 * Supported: Depth/Stencil formats
2223 case WINED3DFMT_D16_LOCKABLE:
2224 case WINED3DFMT_D16:
2225 case WINED3DFMT_D15S1:
2226 case WINED3DFMT_D24X8:
2227 case WINED3DFMT_D24X4S4:
2228 case WINED3DFMT_D24S8:
2229 case WINED3DFMT_D24FS8:
2230 case WINED3DFMT_D32:
2231 case WINED3DFMT_D32F_LOCKABLE:
2232 return TRUE;
2234 /*****
2235 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2236 * GL_NV_texture_shader), but advertized to make apps happy.
2237 * Enable some because games often fail when they are not available
2238 * and are still playable even without bump mapping
2240 case WINED3DFMT_V8U8:
2241 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
2242 GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
2243 return TRUE;
2245 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2246 /* Shader emulated */
2247 return TRUE;
2249 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2250 return FALSE;
2252 case WINED3DFMT_X8L8V8U8:
2253 case WINED3DFMT_L6V5U5:
2254 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2255 /* Shader emulated */
2256 return TRUE;
2258 WARN_(d3d_caps)("[FAILED]\n");
2259 return FALSE;
2261 case WINED3DFMT_Q8W8V8U8:
2262 case WINED3DFMT_V16U16:
2263 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2264 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2265 return TRUE;
2267 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2268 /* Shader emulated */
2269 return TRUE;
2271 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2272 return FALSE;
2274 /* Those are not advertized by the nvidia windows driver, and not
2275 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2276 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2277 * ARGB format if needed
2279 case WINED3DFMT_W11V11U10:
2280 case WINED3DFMT_A2W10V10U10:
2281 WARN_(d3d_caps)("[FAILED]\n");
2282 return FALSE;
2284 case WINED3DFMT_DXT1:
2285 case WINED3DFMT_DXT2:
2286 case WINED3DFMT_DXT3:
2287 case WINED3DFMT_DXT4:
2288 case WINED3DFMT_DXT5:
2289 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2290 TRACE_(d3d_caps)("[OK]\n");
2291 return TRUE;
2293 TRACE_(d3d_caps)("[FAILED]\n");
2294 return FALSE;
2297 /*****
2298 * Odd formats - not supported
2300 case WINED3DFMT_VERTEXDATA:
2301 case WINED3DFMT_INDEX16:
2302 case WINED3DFMT_INDEX32:
2303 case WINED3DFMT_Q16W16V16U16:
2304 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2305 return FALSE;
2307 /*****
2308 * WINED3DFMT_CxV8U8: Not supported right now
2310 case WINED3DFMT_CxV8U8:
2311 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2312 return FALSE;
2314 /* YUV formats, not supported for now */
2315 case WINED3DFMT_UYVY:
2316 case WINED3DFMT_YUY2:
2317 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2318 return FALSE;
2320 /* Not supported */
2321 case WINED3DFMT_A16B16G16R16:
2322 case WINED3DFMT_A8R3G3B2:
2323 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2324 return FALSE;
2326 /* Floating point formats */
2327 case WINED3DFMT_R16F:
2328 case WINED3DFMT_A16B16G16R16F:
2329 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2330 TRACE_(d3d_caps)("[OK]\n");
2331 return TRUE;
2333 TRACE_(d3d_caps)("[FAILED]\n");
2334 return FALSE;
2336 case WINED3DFMT_R32F:
2337 case WINED3DFMT_A32B32G32R32F:
2338 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2339 TRACE_(d3d_caps)("[OK]\n");
2340 return TRUE;
2342 TRACE_(d3d_caps)("[FAILED]\n");
2343 return FALSE;
2345 case WINED3DFMT_G16R16F:
2346 case WINED3DFMT_G32R32F:
2347 TRACE_(d3d_caps)("[FAILED]\n");
2348 return FALSE;
2350 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2351 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2352 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2353 * We can do instancing with all shader versions, but we need vertex shaders.
2355 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2356 * to enable instancing. WineD3D doesn't need that and just ignores it.
2358 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2360 case WINEMAKEFOURCC('I','N','S','T'):
2361 TRACE("ATI Instancing check hack\n");
2362 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2363 TRACE_(d3d_caps)("[OK]\n");
2364 return TRUE;
2366 TRACE_(d3d_caps)("[FAILED]\n");
2367 return FALSE;
2369 /* Some weird FOURCC formats */
2370 case WINED3DFMT_R8G8_B8G8:
2371 case WINED3DFMT_G8R8_G8B8:
2372 case WINED3DFMT_MULTI2_ARGB8:
2373 TRACE_(d3d_caps)("[FAILED]\n");
2374 return FALSE;
2376 /* Vendor specific formats */
2377 case WINED3DFMT_ATI2N:
2378 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2379 TRACE_(d3d_caps)("[OK]\n");
2380 return TRUE;
2382 TRACE_(d3d_caps)("[FAILED]\n");
2383 return FALSE;
2385 case WINED3DFMT_UNKNOWN:
2386 return FALSE;
2388 default:
2389 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2390 break;
2392 return FALSE;
2395 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2397 if (!GL_LIMITS(vertex_samplers)) {
2398 TRACE_(d3d_caps)("[FAILED]\n");
2399 return FALSE;
2402 switch (CheckFormat) {
2403 case WINED3DFMT_A32B32G32R32F:
2404 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2405 TRACE_(d3d_caps)("[FAILED]\n");
2406 return FALSE;
2408 TRACE_(d3d_caps)("[OK]\n");
2409 return TRUE;
2411 default:
2412 TRACE_(d3d_caps)("[FAILED]\n");
2413 return FALSE;
2415 return FALSE;
2418 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2419 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2420 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2421 DWORD UsageCaps = 0;
2423 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2424 This,
2425 Adapter,
2426 DeviceType, debug_d3ddevicetype(DeviceType),
2427 AdapterFormat, debug_d3dformat(AdapterFormat),
2428 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2429 RType, debug_d3dresourcetype(RType),
2430 CheckFormat, debug_d3dformat(CheckFormat));
2432 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2433 return WINED3DERR_INVALIDCALL;
2436 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2437 /* Cubetexture allows:
2438 * - D3DUSAGE_AUTOGENMIPMAP
2439 * - D3DUSAGE_DEPTHSTENCIL
2440 * - D3DUSAGE_DYNAMIC
2441 * - D3DUSAGE_NONSECURE (d3d9ex)
2442 * - D3DUSAGE_RENDERTARGET
2443 * - D3DUSAGE_SOFTWAREPROCESSING
2444 * - D3DUSAGE_QUERY_WRAPANDMIP
2446 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2447 /* Check if the texture format is around */
2448 if(CheckTextureCapability(Adapter, CheckFormat)) {
2449 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2450 /* Check for automatic mipmap generation support */
2451 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2452 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2453 } else {
2454 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2455 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2459 /* Always report dynamic locking */
2460 if(Usage & WINED3DUSAGE_DYNAMIC)
2461 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2463 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2464 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2465 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2466 } else {
2467 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2468 return WINED3DERR_NOTAVAILABLE;
2472 /* Always report software processing */
2473 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2474 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2476 /* Check QUERY_FILTER support */
2477 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2478 if(CheckFilterCapability(Adapter, CheckFormat)) {
2479 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2480 } else {
2481 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2482 return WINED3DERR_NOTAVAILABLE;
2486 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2487 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2488 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2489 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2490 } else {
2491 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2492 return WINED3DERR_NOTAVAILABLE;
2496 /* Check QUERY_SRGBREAD support */
2497 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2498 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2499 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2500 } else {
2501 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2502 return WINED3DERR_NOTAVAILABLE;
2506 /* Check QUERY_SRGBWRITE support */
2507 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2508 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2509 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2510 } else {
2511 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2512 return WINED3DERR_NOTAVAILABLE;
2516 /* Check QUERY_VERTEXTEXTURE support */
2517 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2518 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2519 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2520 } else {
2521 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2522 return WINED3DERR_NOTAVAILABLE;
2526 /* Check QUERY_WRAPANDMIP support */
2527 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2528 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2529 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2530 } else {
2531 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2532 return WINED3DERR_NOTAVAILABLE;
2535 } else {
2536 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2537 return WINED3DERR_NOTAVAILABLE;
2539 } else {
2540 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2541 return WINED3DERR_NOTAVAILABLE;
2543 } else if(RType == WINED3DRTYPE_SURFACE) {
2544 /* Surface allows:
2545 * - D3DUSAGE_DEPTHSTENCIL
2546 * - D3DUSAGE_NONSECURE (d3d9ex)
2547 * - D3DUSAGE_RENDERTARGET
2550 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2551 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2552 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2553 } else {
2554 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2555 return WINED3DERR_NOTAVAILABLE;
2559 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2560 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2561 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2562 } else {
2563 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2564 return WINED3DERR_NOTAVAILABLE;
2568 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2569 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2570 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2571 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2572 } else {
2573 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2574 return WINED3DERR_NOTAVAILABLE;
2577 } else if(RType == WINED3DRTYPE_TEXTURE) {
2578 /* Texture allows:
2579 * - D3DUSAGE_AUTOGENMIPMAP
2580 * - D3DUSAGE_DEPTHSTENCIL
2581 * - D3DUSAGE_DMAP
2582 * - D3DUSAGE_DYNAMIC
2583 * - D3DUSAGE_NONSECURE (d3d9ex)
2584 * - D3DUSAGE_RENDERTARGET
2585 * - D3DUSAGE_SOFTWAREPROCESSING
2586 * - D3DUSAGE_TEXTAPI (d3d9ex)
2587 * - D3DUSAGE_QUERY_WRAPANDMIP
2590 /* Check if the texture format is around */
2591 if(CheckTextureCapability(Adapter, CheckFormat)) {
2592 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2593 /* Check for automatic mipmap generation support */
2594 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2595 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2596 } else {
2597 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2598 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2602 /* Always report dynamic locking */
2603 if(Usage & WINED3DUSAGE_DYNAMIC)
2604 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2606 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2607 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2608 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2609 } else {
2610 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2611 return WINED3DERR_NOTAVAILABLE;
2615 /* Always report software processing */
2616 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2617 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2619 /* Check QUERY_FILTER support */
2620 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2621 if(CheckFilterCapability(Adapter, CheckFormat)) {
2622 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2623 } else {
2624 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2625 return WINED3DERR_NOTAVAILABLE;
2629 /* Check QUERY_LEGACYBUMPMAP support */
2630 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2631 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2632 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2633 } else {
2634 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2635 return WINED3DERR_NOTAVAILABLE;
2639 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2640 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2641 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2642 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2643 } else {
2644 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2645 return WINED3DERR_NOTAVAILABLE;
2649 /* Check QUERY_SRGBREAD support */
2650 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2651 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2652 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2653 } else {
2654 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2655 return WINED3DERR_NOTAVAILABLE;
2659 /* Check QUERY_SRGBWRITE support */
2660 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2661 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2662 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2663 } else {
2664 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2665 return WINED3DERR_NOTAVAILABLE;
2669 /* Check QUERY_VERTEXTEXTURE support */
2670 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2671 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2672 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2673 } else {
2674 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2675 return WINED3DERR_NOTAVAILABLE;
2679 /* Check QUERY_WRAPANDMIP support */
2680 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2681 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2682 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2683 } else {
2684 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2685 return WINED3DERR_NOTAVAILABLE;
2689 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2690 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2691 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2692 } else {
2693 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2694 return WINED3DERR_NOTAVAILABLE;
2697 } else {
2698 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2699 return WINED3DERR_NOTAVAILABLE;
2701 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2702 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2703 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2705 * Volumetexture allows:
2706 * - D3DUSAGE_DYNAMIC
2707 * - D3DUSAGE_NONSECURE (d3d9ex)
2708 * - D3DUSAGE_SOFTWAREPROCESSING
2709 * - D3DUSAGE_QUERY_WRAPANDMIP
2712 /* Check volume texture and volume usage caps */
2713 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2714 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2715 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2716 return WINED3DERR_NOTAVAILABLE;
2719 /* Always report dynamic locking */
2720 if(Usage & WINED3DUSAGE_DYNAMIC)
2721 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2723 /* Always report software processing */
2724 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2725 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2727 /* Check QUERY_FILTER support */
2728 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2729 if(CheckFilterCapability(Adapter, CheckFormat)) {
2730 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2731 } else {
2732 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2733 return WINED3DERR_NOTAVAILABLE;
2737 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2738 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2739 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2740 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2741 } else {
2742 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2743 return WINED3DERR_NOTAVAILABLE;
2747 /* Check QUERY_SRGBREAD support */
2748 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2749 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2750 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2751 } else {
2752 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2753 return WINED3DERR_NOTAVAILABLE;
2757 /* Check QUERY_SRGBWRITE support */
2758 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2759 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2760 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2761 } else {
2762 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2763 return WINED3DERR_NOTAVAILABLE;
2767 /* Check QUERY_VERTEXTEXTURE support */
2768 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2769 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2770 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2771 } else {
2772 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2773 return WINED3DERR_NOTAVAILABLE;
2777 /* Check QUERY_WRAPANDMIP support */
2778 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2779 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2780 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2781 } else {
2782 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2783 return WINED3DERR_NOTAVAILABLE;
2786 } else {
2787 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2788 return WINED3DERR_NOTAVAILABLE;
2791 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2792 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2793 * app needing one of those formats, don't advertize them to avoid leading apps into
2794 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2795 * except of R32F.
2797 switch(CheckFormat) {
2798 case WINED3DFMT_P8:
2799 case WINED3DFMT_A4L4:
2800 case WINED3DFMT_R32F:
2801 case WINED3DFMT_R16F:
2802 case WINED3DFMT_X8L8V8U8:
2803 case WINED3DFMT_L6V5U5:
2804 case WINED3DFMT_G16R16:
2805 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2806 return WINED3DERR_NOTAVAILABLE;
2808 case WINED3DFMT_Q8W8V8U8:
2809 case WINED3DFMT_V16U16:
2810 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2811 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2812 return WINED3DERR_NOTAVAILABLE;
2814 break;
2816 case WINED3DFMT_V8U8:
2817 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2818 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2819 return WINED3DERR_NOTAVAILABLE;
2821 break;
2823 case WINED3DFMT_DXT1:
2824 case WINED3DFMT_DXT2:
2825 case WINED3DFMT_DXT3:
2826 case WINED3DFMT_DXT4:
2827 case WINED3DFMT_DXT5:
2828 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2829 * compressed texture results in an error. While the D3D refrast does
2830 * support s3tc volumes, at least the nvidia windows driver does not, so
2831 * we're free not to support this format.
2833 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2834 return WINED3DERR_NOTAVAILABLE;
2836 default:
2837 /* Do nothing, continue with checking the format below */
2838 break;
2840 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2841 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2842 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2843 return WINED3DERR_NOTAVAILABLE;
2846 /* This format is nothing special and it is supported perfectly.
2847 * However, ati and nvidia driver on windows do not mark this format as
2848 * supported (tested with the dxCapsViewer) and pretending to
2849 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2850 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2851 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2853 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2854 TRACE_(d3d_caps)("[FAILED]\n");
2855 return WINED3DERR_NOTAVAILABLE;
2858 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2859 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2860 * usage flags match. */
2861 if(UsageCaps == Usage) {
2862 return WINED3D_OK;
2863 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2864 return WINED3DOK_NOAUTOGEN;
2865 } else {
2866 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);
2867 return WINED3DERR_NOTAVAILABLE;
2871 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2872 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2873 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2875 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2876 This,
2877 Adapter,
2878 DeviceType, debug_d3ddevicetype(DeviceType),
2879 SourceFormat, debug_d3dformat(SourceFormat),
2880 TargetFormat, debug_d3dformat(TargetFormat));
2881 return WINED3D_OK;
2884 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2885 const shader_backend_t *ret;
2886 int vs_selected_mode;
2887 int ps_selected_mode;
2889 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2890 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2891 ret = &glsl_shader_backend;
2892 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2893 ret = &arb_program_shader_backend;
2894 } else {
2895 ret = &none_shader_backend;
2897 return ret;
2900 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2901 int vs_selected_mode;
2902 int ps_selected_mode;
2904 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2905 if(ps_selected_mode == SHADER_ATI) {
2906 return &atifs_fragment_pipeline;
2907 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2908 return &nvts_fragment_pipeline;
2909 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2910 return &nvrc_fragment_pipeline;
2911 } else {
2912 return &ffp_fragment_pipeline;
2916 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2917 subset of a D3DCAPS9 structure. However, it has to come via a void *
2918 as the d3d8 interface cannot import the d3d9 header */
2919 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2921 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2922 int vs_selected_mode;
2923 int ps_selected_mode;
2924 struct shader_caps shader_caps;
2925 struct fragment_caps fragment_caps;
2926 const shader_backend_t *shader_backend;
2927 const struct fragment_pipeline *frag_pipeline = NULL;
2929 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2931 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2932 return WINED3DERR_INVALIDCALL;
2935 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2937 /* This function should *not* be modifying GL caps
2938 * TODO: move the functionality where it belongs */
2939 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2941 /* ------------------------------------------------
2942 The following fields apply to both d3d8 and d3d9
2943 ------------------------------------------------ */
2944 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2945 pCaps->AdapterOrdinal = Adapter;
2947 pCaps->Caps = 0;
2948 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2949 WINED3DCAPS2_FULLSCREENGAMMA |
2950 WINED3DCAPS2_DYNAMICTEXTURES;
2951 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2952 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2954 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2955 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2956 WINED3DPRESENT_INTERVAL_ONE;
2958 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2959 WINED3DCURSORCAPS_LOWRES;
2961 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2962 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2963 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2964 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2965 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2966 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2967 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2968 WINED3DDEVCAPS_PUREDEVICE |
2969 WINED3DDEVCAPS_HWRASTERIZATION |
2970 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2971 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2972 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2973 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2974 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2975 WINED3DDEVCAPS_RTPATCHES;
2977 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2978 WINED3DPMISCCAPS_CULLCCW |
2979 WINED3DPMISCCAPS_CULLCW |
2980 WINED3DPMISCCAPS_COLORWRITEENABLE |
2981 WINED3DPMISCCAPS_CLIPTLVERTS |
2982 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2983 WINED3DPMISCCAPS_MASKZ |
2984 WINED3DPMISCCAPS_BLENDOP |
2985 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
2986 /* TODO:
2987 WINED3DPMISCCAPS_NULLREFERENCE
2988 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2989 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2990 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2991 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2993 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
2994 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
2996 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2997 WINED3DPRASTERCAPS_PAT |
2998 WINED3DPRASTERCAPS_WFOG |
2999 WINED3DPRASTERCAPS_ZFOG |
3000 WINED3DPRASTERCAPS_FOGVERTEX |
3001 WINED3DPRASTERCAPS_FOGTABLE |
3002 WINED3DPRASTERCAPS_STIPPLE |
3003 WINED3DPRASTERCAPS_SUBPIXEL |
3004 WINED3DPRASTERCAPS_ZTEST |
3005 WINED3DPRASTERCAPS_SCISSORTEST |
3006 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3007 WINED3DPRASTERCAPS_DEPTHBIAS;
3009 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3010 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3011 WINED3DPRASTERCAPS_ZBIAS |
3012 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3014 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3015 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3017 /* FIXME Add:
3018 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3019 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3020 WINED3DPRASTERCAPS_ANTIALIASEDGES
3021 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3022 WINED3DPRASTERCAPS_WBUFFER */
3024 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3025 WINED3DPCMPCAPS_EQUAL |
3026 WINED3DPCMPCAPS_GREATER |
3027 WINED3DPCMPCAPS_GREATEREQUAL |
3028 WINED3DPCMPCAPS_LESS |
3029 WINED3DPCMPCAPS_LESSEQUAL |
3030 WINED3DPCMPCAPS_NEVER |
3031 WINED3DPCMPCAPS_NOTEQUAL;
3033 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3034 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3035 WINED3DPBLENDCAPS_DESTALPHA |
3036 WINED3DPBLENDCAPS_DESTCOLOR |
3037 WINED3DPBLENDCAPS_INVDESTALPHA |
3038 WINED3DPBLENDCAPS_INVDESTCOLOR |
3039 WINED3DPBLENDCAPS_INVSRCALPHA |
3040 WINED3DPBLENDCAPS_INVSRCCOLOR |
3041 WINED3DPBLENDCAPS_ONE |
3042 WINED3DPBLENDCAPS_SRCALPHA |
3043 WINED3DPBLENDCAPS_SRCALPHASAT |
3044 WINED3DPBLENDCAPS_SRCCOLOR |
3045 WINED3DPBLENDCAPS_ZERO;
3047 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3048 WINED3DPBLENDCAPS_DESTCOLOR |
3049 WINED3DPBLENDCAPS_INVDESTALPHA |
3050 WINED3DPBLENDCAPS_INVDESTCOLOR |
3051 WINED3DPBLENDCAPS_INVSRCALPHA |
3052 WINED3DPBLENDCAPS_INVSRCCOLOR |
3053 WINED3DPBLENDCAPS_ONE |
3054 WINED3DPBLENDCAPS_SRCALPHA |
3055 WINED3DPBLENDCAPS_SRCCOLOR |
3056 WINED3DPBLENDCAPS_ZERO;
3057 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3058 * according to the glBlendFunc manpage
3060 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3061 * legacy settings for srcblend only
3064 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3065 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3066 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3070 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3071 WINED3DPCMPCAPS_EQUAL |
3072 WINED3DPCMPCAPS_GREATER |
3073 WINED3DPCMPCAPS_GREATEREQUAL |
3074 WINED3DPCMPCAPS_LESS |
3075 WINED3DPCMPCAPS_LESSEQUAL |
3076 WINED3DPCMPCAPS_NEVER |
3077 WINED3DPCMPCAPS_NOTEQUAL;
3079 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3080 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3081 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3082 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3083 WINED3DPSHADECAPS_COLORFLATRGB |
3084 WINED3DPSHADECAPS_FOGFLAT |
3085 WINED3DPSHADECAPS_FOGGOURAUD |
3086 WINED3DPSHADECAPS_SPECULARFLATRGB;
3088 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3089 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3090 WINED3DPTEXTURECAPS_BORDER |
3091 WINED3DPTEXTURECAPS_MIPMAP |
3092 WINED3DPTEXTURECAPS_PROJECTED |
3093 WINED3DPTEXTURECAPS_PERSPECTIVE;
3095 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3096 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3097 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3100 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3101 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3102 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3103 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3106 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3107 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3108 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3109 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3113 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3114 WINED3DPTFILTERCAPS_MAGFPOINT |
3115 WINED3DPTFILTERCAPS_MINFLINEAR |
3116 WINED3DPTFILTERCAPS_MINFPOINT |
3117 WINED3DPTFILTERCAPS_MIPFLINEAR |
3118 WINED3DPTFILTERCAPS_MIPFPOINT |
3119 WINED3DPTFILTERCAPS_LINEAR |
3120 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3121 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3122 WINED3DPTFILTERCAPS_MIPLINEAR |
3123 WINED3DPTFILTERCAPS_MIPNEAREST |
3124 WINED3DPTFILTERCAPS_NEAREST;
3126 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3127 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3128 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3131 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3132 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3133 WINED3DPTFILTERCAPS_MAGFPOINT |
3134 WINED3DPTFILTERCAPS_MINFLINEAR |
3135 WINED3DPTFILTERCAPS_MINFPOINT |
3136 WINED3DPTFILTERCAPS_MIPFLINEAR |
3137 WINED3DPTFILTERCAPS_MIPFPOINT |
3138 WINED3DPTFILTERCAPS_LINEAR |
3139 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3140 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3141 WINED3DPTFILTERCAPS_MIPLINEAR |
3142 WINED3DPTFILTERCAPS_MIPNEAREST |
3143 WINED3DPTFILTERCAPS_NEAREST;
3145 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3146 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3147 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3149 } else
3150 pCaps->CubeTextureFilterCaps = 0;
3152 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3153 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3154 WINED3DPTFILTERCAPS_MAGFPOINT |
3155 WINED3DPTFILTERCAPS_MINFLINEAR |
3156 WINED3DPTFILTERCAPS_MINFPOINT |
3157 WINED3DPTFILTERCAPS_MIPFLINEAR |
3158 WINED3DPTFILTERCAPS_MIPFPOINT |
3159 WINED3DPTFILTERCAPS_LINEAR |
3160 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3161 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3162 WINED3DPTFILTERCAPS_MIPLINEAR |
3163 WINED3DPTFILTERCAPS_MIPNEAREST |
3164 WINED3DPTFILTERCAPS_NEAREST;
3165 } else
3166 pCaps->VolumeTextureFilterCaps = 0;
3168 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3169 WINED3DPTADDRESSCAPS_CLAMP |
3170 WINED3DPTADDRESSCAPS_WRAP;
3172 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3173 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3175 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3176 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3178 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3179 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3182 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3183 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3184 WINED3DPTADDRESSCAPS_CLAMP |
3185 WINED3DPTADDRESSCAPS_WRAP;
3186 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3187 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3189 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3190 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3192 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3193 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3195 } else
3196 pCaps->VolumeTextureAddressCaps = 0;
3198 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3199 WINED3DLINECAPS_ZTEST;
3200 /* FIXME: Add
3201 WINED3DLINECAPS_BLEND
3202 WINED3DLINECAPS_ALPHACMP
3203 WINED3DLINECAPS_FOG */
3205 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3206 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3208 if(GL_SUPPORT(EXT_TEXTURE3D))
3209 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3210 else
3211 pCaps->MaxVolumeExtent = 0;
3213 pCaps->MaxTextureRepeat = 32768;
3214 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3215 pCaps->MaxVertexW = 1.0;
3217 pCaps->GuardBandLeft = 0;
3218 pCaps->GuardBandTop = 0;
3219 pCaps->GuardBandRight = 0;
3220 pCaps->GuardBandBottom = 0;
3222 pCaps->ExtentsAdjust = 0;
3224 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3225 WINED3DSTENCILCAPS_INCRSAT |
3226 WINED3DSTENCILCAPS_INVERT |
3227 WINED3DSTENCILCAPS_KEEP |
3228 WINED3DSTENCILCAPS_REPLACE |
3229 WINED3DSTENCILCAPS_ZERO;
3230 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3231 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3232 WINED3DSTENCILCAPS_INCR;
3234 if ( This->dxVersion > 8 &&
3235 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3236 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3237 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3240 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3242 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3243 pCaps->MaxActiveLights = GL_LIMITS(lights);
3245 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3246 pCaps->MaxVertexBlendMatrixIndex = 0;
3248 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3249 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3252 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3253 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3254 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3255 WINED3DVTXPCAPS_LOCALVIEWER |
3256 WINED3DVTXPCAPS_VERTEXFOG |
3257 WINED3DVTXPCAPS_TEXGEN;
3258 /* FIXME: Add
3259 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3261 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3262 pCaps->MaxVertexIndex = 0xFFFFF;
3263 pCaps->MaxStreams = MAX_STREAMS;
3264 pCaps->MaxStreamStride = 1024;
3266 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3267 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3268 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3269 pCaps->MaxNpatchTessellationLevel = 0;
3270 pCaps->MasterAdapterOrdinal = 0;
3271 pCaps->AdapterOrdinalInGroup = 0;
3272 pCaps->NumberOfAdaptersInGroup = 1;
3274 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3276 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3277 WINED3DPTFILTERCAPS_MAGFPOINT |
3278 WINED3DPTFILTERCAPS_MINFLINEAR |
3279 WINED3DPTFILTERCAPS_MAGFLINEAR;
3280 pCaps->VertexTextureFilterCaps = 0;
3282 memset(&shader_caps, 0, sizeof(shader_caps));
3283 shader_backend = select_shader_backend(Adapter, DeviceType);
3284 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3286 memset(&fragment_caps, 0, sizeof(fragment_caps));
3287 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3288 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3290 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3291 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3293 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3294 * Ignore shader model capabilities if disabled in config
3296 if(vs_selected_mode == SHADER_NONE) {
3297 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3298 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3299 pCaps->MaxVertexShaderConst = 0;
3300 } else {
3301 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3302 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3305 if(ps_selected_mode == SHADER_NONE) {
3306 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3307 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3308 pCaps->PixelShader1xMaxValue = 0.0;
3309 } else {
3310 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3311 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3314 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3315 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3316 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3318 pCaps->VS20Caps = shader_caps.VS20Caps;
3319 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3320 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3321 pCaps->PS20Caps = shader_caps.PS20Caps;
3322 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3323 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3325 /* The following caps are shader specific, but they are things we cannot detect, or which
3326 * are the same among all shader models. So to avoid code duplication set the shader version
3327 * specific, but otherwise constant caps here
3329 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3330 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3331 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3332 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3333 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3334 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3335 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3337 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3338 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3339 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3340 pCaps->VS20Caps.Caps = 0;
3341 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3342 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3343 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3345 pCaps->MaxVShaderInstructionsExecuted = 65535;
3346 pCaps->MaxVertexShader30InstructionSlots = 0;
3347 } else { /* VS 1.x */
3348 pCaps->VS20Caps.Caps = 0;
3349 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3350 pCaps->VS20Caps.NumTemps = 0;
3351 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3353 pCaps->MaxVShaderInstructionsExecuted = 0;
3354 pCaps->MaxVertexShader30InstructionSlots = 0;
3357 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3358 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3359 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3361 /* 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 */
3362 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3363 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3364 WINED3DPS20CAPS_PREDICATION |
3365 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3366 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3367 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3368 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3369 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3370 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3372 pCaps->MaxPShaderInstructionsExecuted = 65535;
3373 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3374 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3375 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3376 pCaps->PS20Caps.Caps = 0;
3377 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3378 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3379 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3380 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3382 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3383 pCaps->MaxPixelShader30InstructionSlots = 0;
3384 } else { /* PS 1.x */
3385 pCaps->PS20Caps.Caps = 0;
3386 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3387 pCaps->PS20Caps.NumTemps = 0;
3388 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3389 pCaps->PS20Caps.NumInstructionSlots = 0;
3391 pCaps->MaxPShaderInstructionsExecuted = 0;
3392 pCaps->MaxPixelShader30InstructionSlots = 0;
3395 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3396 /* OpenGL supports all the formats below, perhaps not always
3397 * without conversion, but it supports them.
3398 * Further GLSL doesn't seem to have an official unsigned type so
3399 * don't advertise it yet as I'm not sure how we handle it.
3400 * We might need to add some clamping in the shader engine to
3401 * support it.
3402 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3403 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3404 WINED3DDTCAPS_UBYTE4N |
3405 WINED3DDTCAPS_SHORT2N |
3406 WINED3DDTCAPS_SHORT4N;
3407 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3408 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3409 WINED3DDTCAPS_FLOAT16_4;
3411 } else
3412 pCaps->DeclTypes = 0;
3414 return WINED3D_OK;
3417 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3418 and fields being inserted in the middle, a new structure is used in place */
3419 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3420 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3421 IUnknown *parent) {
3423 IWineD3DDeviceImpl *object = NULL;
3424 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3425 WINED3DDISPLAYMODE mode;
3426 const struct fragment_pipeline *frag_pipeline = NULL;
3427 int i;
3429 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3430 * number and create a device without a 3D adapter for 2D only operation.
3432 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3433 return WINED3DERR_INVALIDCALL;
3436 /* Create a WineD3DDevice object */
3437 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3438 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3439 TRACE("Created WineD3DDevice object @ %p\n", object);
3440 if (NULL == object) {
3441 return WINED3DERR_OUTOFVIDEOMEMORY;
3444 /* Set up initial COM information */
3445 object->lpVtbl = &IWineD3DDevice_Vtbl;
3446 object->ref = 1;
3447 object->wineD3D = iface;
3448 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3449 IWineD3D_AddRef(object->wineD3D);
3450 object->parent = parent;
3451 list_init(&object->resources);
3452 list_init(&object->shaders);
3454 if(This->dxVersion == 7) {
3455 object->surface_alignment = 8;
3456 } else {
3457 object->surface_alignment = 4;
3459 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3461 /* Set the state up as invalid until the device is fully created */
3462 object->state = WINED3DERR_DRIVERINTERNALERROR;
3464 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3465 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3467 /* Save the creation parameters */
3468 object->createParms.AdapterOrdinal = Adapter;
3469 object->createParms.DeviceType = DeviceType;
3470 object->createParms.hFocusWindow = hFocusWindow;
3471 object->createParms.BehaviorFlags = BehaviourFlags;
3473 /* Initialize other useful values */
3474 object->adapterNo = Adapter;
3475 object->devType = DeviceType;
3477 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3478 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3480 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3481 object->frag_pipe = frag_pipeline;
3482 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3483 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3485 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3486 * model can deal with that. It is essentially the same, just with adjusted
3487 * Set*ShaderConstantF implementations
3489 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3490 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3493 /* set the state of the device to valid */
3494 object->state = WINED3D_OK;
3496 /* Get the initial screen setup for ddraw */
3497 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3499 object->ddraw_width = mode.Width;
3500 object->ddraw_height = mode.Height;
3501 object->ddraw_format = mode.Format;
3503 for(i = 0; i < PATCHMAP_SIZE; i++) {
3504 list_init(&object->patches[i]);
3506 return WINED3D_OK;
3508 #undef GLINFO_LOCATION
3510 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3511 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3512 IUnknown_AddRef(This->parent);
3513 *pParent = This->parent;
3514 return WINED3D_OK;
3517 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3518 IUnknown* surfaceParent;
3519 TRACE("(%p) call back\n", pSurface);
3521 /* Now, release the parent, which will take care of cleaning up the surface for us */
3522 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3523 IUnknown_Release(surfaceParent);
3524 return IUnknown_Release(surfaceParent);
3527 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3528 IUnknown* volumeParent;
3529 TRACE("(%p) call back\n", pVolume);
3531 /* Now, release the parent, which will take care of cleaning up the volume for us */
3532 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3533 IUnknown_Release(volumeParent);
3534 return IUnknown_Release(volumeParent);
3537 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3538 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3539 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3540 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3542 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3543 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3544 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3545 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3546 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3547 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3548 * DirectDraw, not OpenGL.
3550 if(gl_info->supported[APPLE_FENCE] &&
3551 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3552 gl_info->supported[APPLE_FLUSH_RENDER] &&
3553 gl_info->supported[APPLE_YCBCR_422]) {
3554 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3555 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3556 return TRUE;
3557 } else {
3558 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3559 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3560 return FALSE;
3564 #define GLINFO_LOCATION (*gl_info)
3565 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3566 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3567 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3568 * all the texture. This function detects this bug by its symptom and disables PBOs
3569 * if the test fails.
3571 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3572 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3573 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3574 * read back is compared to the original. If they are equal PBOs are assumed to work,
3575 * otherwise the PBO extension is disabled.
3577 GLuint texture, pbo;
3578 static const unsigned int pattern[] = {
3579 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3580 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3581 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3582 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3584 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3586 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3587 /* No PBO -> No point in testing them */
3588 return;
3591 while(glGetError());
3592 glGenTextures(1, &texture);
3593 glBindTexture(GL_TEXTURE_2D, texture);
3594 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3595 checkGLcall("Specifying the PBO test texture\n");
3597 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3598 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3599 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3600 checkGLcall("Specifying the PBO test pbo\n");
3602 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3603 checkGLcall("Loading the PBO test texture\n");
3605 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3606 glFinish(); /* just to be sure */
3608 memset(check, 0, sizeof(check));
3609 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3610 checkGLcall("Reading back the PBO test texture\n");
3612 glDeleteTextures(1, &texture);
3613 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3614 checkGLcall("PBO test cleanup\n");
3616 if(memcmp(check, pattern, sizeof(check)) != 0) {
3617 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3618 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3619 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3620 } else {
3621 TRACE_(d3d_caps)("PBO test successful\n");
3624 #undef GLINFO_LOCATION
3626 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3627 * reporting a driver version is moot because we are not the Windows driver, and we have different
3628 * bugs, features, etc.
3630 * If a card is not found in this table, the gl driver version is reported
3632 struct driver_version_information {
3633 WORD vendor; /* reported PCI card vendor ID */
3634 WORD card; /* reported PCI card device ID */
3635 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3636 WORD lopart_hi, lopart_lo; /* driver loword to report */
3639 static const struct driver_version_information driver_version_table[] = {
3640 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3641 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3642 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3643 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3644 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3645 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3646 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3647 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3648 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3649 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3650 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3651 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3652 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3653 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3654 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3655 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3656 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3657 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3658 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3660 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3661 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3662 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3663 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3664 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3665 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3666 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3668 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3671 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3672 unsigned int i;
3673 BOOL apple = implementation_is_apple(gl_info);
3675 if(apple) {
3676 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3677 * used it falls back to software. While the compiler can detect if the shader uses all declared
3678 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3679 * using relative addressing falls back to software.
3681 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3683 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3684 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3685 } else {
3686 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3687 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3688 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3691 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3692 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3693 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3694 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3695 * according to the spec.
3697 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3698 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3700 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3701 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3702 * this workaround is activated on cards that do not need it, it won't break things, just affect
3703 * performance negatively.
3705 if(gl_info->gl_vendor == VENDOR_INTEL ||
3706 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3707 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3708 gl_info->set_texcoord_w = TRUE;
3712 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3713 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3714 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3715 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3716 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3717 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3718 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3720 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3721 * has this extension promoted to core. The extension loading code sets this extension supported
3722 * due to that, so this code works on fglrx as well.
3724 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3725 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3726 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3727 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3728 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3729 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3730 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3734 /* Find out if PBOs work as they are supposed to */
3735 test_pbo_functionality(gl_info);
3737 /* Fixup the driver version */
3738 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3739 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3740 gl_info->gl_card == driver_version_table[i].card) {
3741 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3743 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3744 driver_version_table[i].lopart_lo);
3745 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3746 driver_version_table[i].hipart_lo);
3747 break;
3752 void invalid_func(void *data) {
3753 ERR("Invalid vertex attribute function called\n");
3754 DebugBreak();
3757 #define GLINFO_LOCATION (Adapters[0].gl_info)
3759 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3760 * the extension detection and are used in drawStridedSlow
3762 static void position_d3dcolor(void *data) {
3763 DWORD pos = *((DWORD *) data);
3765 FIXME("Add a test for fixed function position from d3dcolor type\n");
3766 glVertex4s(D3DCOLOR_B_R(pos),
3767 D3DCOLOR_B_G(pos),
3768 D3DCOLOR_B_B(pos),
3769 D3DCOLOR_B_A(pos));
3771 static void position_float4(void *data) {
3772 GLfloat *pos = (float *) data;
3774 if (pos[3] < eps && pos[3] > -eps)
3775 glVertex3fv(pos);
3776 else {
3777 float w = 1.0 / pos[3];
3779 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3783 static void diffuse_d3dcolor(void *data) {
3784 DWORD diffuseColor = *((DWORD *) data);
3786 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3787 D3DCOLOR_B_G(diffuseColor),
3788 D3DCOLOR_B_B(diffuseColor),
3789 D3DCOLOR_B_A(diffuseColor));
3792 static void specular_d3dcolor(void *data) {
3793 DWORD specularColor = *((DWORD *) data);
3795 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3796 D3DCOLOR_B_G(specularColor),
3797 D3DCOLOR_B_B(specularColor));
3799 static void warn_no_specular_func(void *data) {
3800 WARN("GL_EXT_secondary_color not supported\n");
3803 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3804 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3805 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3806 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3807 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3808 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3809 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3810 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3811 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3812 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3813 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3814 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3815 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3816 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3817 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3818 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3819 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3820 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3822 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3823 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3824 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3825 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3826 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3827 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3828 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3829 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3830 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3831 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3832 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3833 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3834 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3835 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3836 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3837 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3838 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3840 /* No 4 component entry points here */
3841 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3842 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3843 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3844 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3845 } else {
3846 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3848 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3849 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3850 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3851 } else {
3852 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3854 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3855 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3856 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3857 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3858 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3859 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3860 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3861 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3862 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3863 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3864 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3865 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3867 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3868 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3870 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3871 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3872 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3873 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3874 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3875 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3876 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3877 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3878 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3879 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3880 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3881 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3882 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3883 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3884 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3885 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3886 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3889 #define PUSH1(att) attribs[nAttribs++] = (att);
3890 BOOL InitAdapters(void) {
3891 static HMODULE mod_gl;
3892 BOOL ret;
3893 int ps_selected_mode, vs_selected_mode;
3895 /* No need to hold any lock. The calling library makes sure only one thread calls
3896 * wined3d simultaneously
3898 if(numAdapters > 0) return Adapters[0].opengl;
3900 TRACE("Initializing adapters\n");
3902 if(!mod_gl) {
3903 #ifdef USE_WIN32_OPENGL
3904 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3905 mod_gl = LoadLibraryA("opengl32.dll");
3906 if(!mod_gl) {
3907 ERR("Can't load opengl32.dll!\n");
3908 goto nogl_adapter;
3910 #else
3911 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3912 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3913 mod_gl = GetModuleHandleA("gdi32.dll");
3914 #endif
3917 /* Load WGL core functions from opengl32.dll */
3918 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3919 WGL_FUNCS_GEN;
3920 #undef USE_WGL_FUNC
3922 if(!pwglGetProcAddress) {
3923 ERR("Unable to load wglGetProcAddress!\n");
3924 goto nogl_adapter;
3927 /* Dynamically load all GL core functions */
3928 GL_FUNCS_GEN;
3929 #undef USE_GL_FUNC
3931 /* For now only one default adapter */
3933 int iPixelFormat;
3934 int attribs[10];
3935 int values[10];
3936 int nAttribs = 0;
3937 int res;
3938 int i;
3939 WineD3D_PixelFormat *cfgs;
3940 int attribute;
3941 DISPLAY_DEVICEW DisplayDevice;
3942 HDC hdc;
3944 TRACE("Initializing default adapter\n");
3945 Adapters[0].num = 0;
3946 Adapters[0].monitorPoint.x = -1;
3947 Adapters[0].monitorPoint.y = -1;
3949 if (!WineD3D_CreateFakeGLContext()) {
3950 ERR("Failed to get a gl context for default adapter\n");
3951 WineD3D_ReleaseFakeGLContext();
3952 goto nogl_adapter;
3955 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3956 if(!ret) {
3957 ERR("Failed to initialize gl caps for default adapter\n");
3958 WineD3D_ReleaseFakeGLContext();
3959 goto nogl_adapter;
3961 ret = initPixelFormats(&Adapters[0].gl_info);
3962 if(!ret) {
3963 ERR("Failed to init gl formats\n");
3964 WineD3D_ReleaseFakeGLContext();
3965 goto nogl_adapter;
3968 hdc = pwglGetCurrentDC();
3969 if(!hdc) {
3970 ERR("Failed to get gl HDC\n");
3971 WineD3D_ReleaseFakeGLContext();
3972 goto nogl_adapter;
3975 Adapters[0].driver = "Display";
3976 Adapters[0].description = "Direct3D HAL";
3978 /* Use the VideoRamSize registry setting when set */
3979 if(wined3d_settings.emulated_textureram)
3980 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3981 else
3982 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3983 Adapters[0].UsedTextureRam = 0;
3984 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3986 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3987 DisplayDevice.cb = sizeof(DisplayDevice);
3988 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3989 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3990 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3992 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3993 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3995 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3996 cfgs = Adapters[0].cfgs;
3997 PUSH1(WGL_RED_BITS_ARB)
3998 PUSH1(WGL_GREEN_BITS_ARB)
3999 PUSH1(WGL_BLUE_BITS_ARB)
4000 PUSH1(WGL_ALPHA_BITS_ARB)
4001 PUSH1(WGL_DEPTH_BITS_ARB)
4002 PUSH1(WGL_STENCIL_BITS_ARB)
4003 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4004 PUSH1(WGL_PIXEL_TYPE_ARB)
4005 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4006 PUSH1(WGL_AUX_BUFFERS_ARB)
4008 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4009 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4011 if(!res)
4012 continue;
4014 /* Cache the pixel format */
4015 cfgs->iPixelFormat = iPixelFormat;
4016 cfgs->redSize = values[0];
4017 cfgs->greenSize = values[1];
4018 cfgs->blueSize = values[2];
4019 cfgs->alphaSize = values[3];
4020 cfgs->depthSize = values[4];
4021 cfgs->stencilSize = values[5];
4022 cfgs->windowDrawable = values[6];
4023 cfgs->iPixelType = values[7];
4024 cfgs->doubleBuffer = values[8];
4025 cfgs->auxBuffers = values[9];
4027 cfgs->pbufferDrawable = FALSE;
4028 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4029 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4030 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4031 int value;
4032 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4033 cfgs->pbufferDrawable = value;
4036 cfgs->numSamples = 0;
4037 /* Check multisample support */
4038 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4039 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4040 int value[2];
4041 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4042 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4043 * value[1] = number of multi sample buffers*/
4044 if(value[0])
4045 cfgs->numSamples = value[1];
4049 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);
4050 cfgs++;
4053 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4054 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4055 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4056 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4057 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4058 * driver is allowed to consume more bits EXCEPT for stencil bits.
4060 * Mark an adapter with this broken stencil behavior.
4062 Adapters[0].brokenStencil = TRUE;
4063 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4064 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4065 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4066 Adapters[0].brokenStencil = FALSE;
4067 break;
4071 fixup_extensions(&Adapters[0].gl_info);
4073 WineD3D_ReleaseFakeGLContext();
4075 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4076 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4077 fillGLAttribFuncs(&Adapters[0].gl_info);
4078 init_type_lookup(&Adapters[0].gl_info);
4079 Adapters[0].opengl = TRUE;
4081 numAdapters = 1;
4082 TRACE("%d adapters successfully initialized\n", numAdapters);
4084 return TRUE;
4086 nogl_adapter:
4087 /* Initialize an adapter for ddraw-only memory counting */
4088 memset(Adapters, 0, sizeof(Adapters));
4089 Adapters[0].num = 0;
4090 Adapters[0].opengl = FALSE;
4091 Adapters[0].monitorPoint.x = -1;
4092 Adapters[0].monitorPoint.y = -1;
4094 Adapters[0].driver = "Display";
4095 Adapters[0].description = "WineD3D DirectDraw Emulation";
4096 if(wined3d_settings.emulated_textureram) {
4097 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4098 } else {
4099 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4102 numAdapters = 1;
4103 return FALSE;
4105 #undef PUSH1
4106 #undef GLINFO_LOCATION
4108 /**********************************************************
4109 * IWineD3D VTbl follows
4110 **********************************************************/
4112 const IWineD3DVtbl IWineD3D_Vtbl =
4114 /* IUnknown */
4115 IWineD3DImpl_QueryInterface,
4116 IWineD3DImpl_AddRef,
4117 IWineD3DImpl_Release,
4118 /* IWineD3D */
4119 IWineD3DImpl_GetParent,
4120 IWineD3DImpl_GetAdapterCount,
4121 IWineD3DImpl_RegisterSoftwareDevice,
4122 IWineD3DImpl_GetAdapterMonitor,
4123 IWineD3DImpl_GetAdapterModeCount,
4124 IWineD3DImpl_EnumAdapterModes,
4125 IWineD3DImpl_GetAdapterDisplayMode,
4126 IWineD3DImpl_GetAdapterIdentifier,
4127 IWineD3DImpl_CheckDeviceMultiSampleType,
4128 IWineD3DImpl_CheckDepthStencilMatch,
4129 IWineD3DImpl_CheckDeviceType,
4130 IWineD3DImpl_CheckDeviceFormat,
4131 IWineD3DImpl_CheckDeviceFormatConversion,
4132 IWineD3DImpl_GetDeviceCaps,
4133 IWineD3DImpl_CreateDevice