wined3d: Pass a struct wined3d_shader_register to shader_is_scalar().
[wine/hacks.git] / dlls / wined3d / directx.c
blob61927fcaea3e4fef727047c6f27b3b69e31aafac
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 #define GLINFO_LOCATION (*gl_info)
41 /* The d3d device ID */
42 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
44 /* Extension detection */
45 static const struct {
46 const char *extension_string;
47 GL_SupportedExt extension;
48 DWORD version;
49 } EXTENSION_MAP[] = {
50 /* APPLE */
51 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
52 {"GL_APPLE_fence", APPLE_FENCE, 0 },
53 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
54 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
55 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
57 /* ATI */
58 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
59 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
60 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
62 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
64 /* ARB */
65 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
66 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
67 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
68 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
69 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
70 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
71 {"GL_ARB_imaging", ARB_IMAGING, 0 },
72 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
73 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
74 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
75 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
76 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
77 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
90 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
91 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
92 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
93 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
94 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
95 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
97 /* EXT */
98 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
99 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
100 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
101 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
102 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
103 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
104 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
105 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
106 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
107 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
108 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
109 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
110 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
111 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
112 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
113 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
114 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
115 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
116 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
117 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
118 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
119 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
120 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
121 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
122 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
123 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
124 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
126 /* NV */
127 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
128 {"GL_NV_fence", NV_FENCE, 0 },
129 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
130 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
131 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
132 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
133 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
134 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
135 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
136 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
137 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
138 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
139 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
140 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
141 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
142 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
143 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
144 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
145 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
147 /* SGI */
148 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
151 /**********************************************************
152 * Utility functions follow
153 **********************************************************/
155 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
156 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
157 WINED3DDEVTYPE DeviceType);
158 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
159 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
161 /* lookup tables */
162 const int minLookup[MAX_LOOKUPS] =
164 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
167 const int maxLookup[MAX_LOOKUPS] =
169 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
172 DWORD *stateLookup[MAX_LOOKUPS];
174 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
175 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
179 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
180 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
183 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
184 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
186 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
189 /* drawStridedSlow attributes */
190 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
191 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
192 glAttribFunc specular_func_3ubv;
193 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
194 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
195 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
198 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
199 * i.e., there is no GL Context - Get a default rendering context to enable the
200 * function query some info from GL.
203 static int wined3d_fake_gl_context_ref = 0;
204 static BOOL wined3d_fake_gl_context_foreign;
205 static BOOL wined3d_fake_gl_context_available = FALSE;
206 static HDC wined3d_fake_gl_context_hdc = NULL;
207 static HWND wined3d_fake_gl_context_hwnd = NULL;
209 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
210 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
212 0, 0, &wined3d_fake_gl_context_cs,
213 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
214 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
215 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
217 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
219 static void WineD3D_ReleaseFakeGLContext(void) {
220 HGLRC glCtx;
222 EnterCriticalSection(&wined3d_fake_gl_context_cs);
224 if(!wined3d_fake_gl_context_available) {
225 TRACE_(d3d_caps)("context not available\n");
226 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
227 return;
230 glCtx = pwglGetCurrentContext();
232 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
233 if (0 == (--wined3d_fake_gl_context_ref) ) {
234 if(!wined3d_fake_gl_context_foreign && glCtx) {
235 TRACE_(d3d_caps)("destroying fake GL context\n");
236 pwglMakeCurrent(NULL, NULL);
237 pwglDeleteContext(glCtx);
239 if(wined3d_fake_gl_context_hdc)
240 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
241 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
242 if(wined3d_fake_gl_context_hwnd)
243 DestroyWindow(wined3d_fake_gl_context_hwnd);
244 wined3d_fake_gl_context_hwnd = NULL;
245 wined3d_fake_gl_context_available = FALSE;
247 assert(wined3d_fake_gl_context_ref >= 0);
249 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
252 static BOOL WineD3D_CreateFakeGLContext(void) {
253 HGLRC glCtx = NULL;
255 EnterCriticalSection(&wined3d_fake_gl_context_cs);
257 TRACE("getting context...\n");
258 if(wined3d_fake_gl_context_ref > 0) goto ret;
259 assert(0 == wined3d_fake_gl_context_ref);
261 wined3d_fake_gl_context_foreign = TRUE;
263 glCtx = pwglGetCurrentContext();
264 if (!glCtx) {
265 PIXELFORMATDESCRIPTOR pfd;
266 int iPixelFormat;
268 wined3d_fake_gl_context_foreign = FALSE;
270 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
271 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
272 if(!wined3d_fake_gl_context_hwnd) {
273 ERR("HWND creation failed!\n");
274 goto fail;
276 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
277 if(!wined3d_fake_gl_context_hdc) {
278 ERR("GetDC failed!\n");
279 goto fail;
282 /* PixelFormat selection */
283 ZeroMemory(&pfd, sizeof(pfd));
284 pfd.nSize = sizeof(pfd);
285 pfd.nVersion = 1;
286 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
287 pfd.iPixelType = PFD_TYPE_RGBA;
288 pfd.cColorBits = 32;
289 pfd.iLayerType = PFD_MAIN_PLANE;
291 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
292 if(!iPixelFormat) {
293 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
294 ERR("Can't find a suitable iPixelFormat\n");
295 goto fail;
297 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
298 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
300 /* Create a GL context */
301 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
302 if (!glCtx) {
303 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
304 goto fail;
307 /* Make it the current GL context */
308 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
309 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
310 goto fail;
314 ret:
315 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
316 wined3d_fake_gl_context_ref++;
317 wined3d_fake_gl_context_available = TRUE;
318 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
319 return TRUE;
320 fail:
321 if(wined3d_fake_gl_context_hdc)
322 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
323 wined3d_fake_gl_context_hdc = NULL;
324 if(wined3d_fake_gl_context_hwnd)
325 DestroyWindow(wined3d_fake_gl_context_hwnd);
326 wined3d_fake_gl_context_hwnd = NULL;
327 if(glCtx) pwglDeleteContext(glCtx);
328 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
329 return FALSE;
332 /* Adjust the amount of used texture memory */
333 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
334 struct WineD3DAdapter *adapter = D3DDevice->adapter;
336 adapter->UsedTextureRam += glram;
337 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
338 return adapter->UsedTextureRam;
341 /**********************************************************
342 * IUnknown parts follows
343 **********************************************************/
345 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
347 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
349 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
350 if (IsEqualGUID(riid, &IID_IUnknown)
351 || IsEqualGUID(riid, &IID_IWineD3DBase)
352 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
353 IUnknown_AddRef(iface);
354 *ppobj = This;
355 return S_OK;
357 *ppobj = NULL;
358 return E_NOINTERFACE;
361 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
362 IWineD3DImpl *This = (IWineD3DImpl *)iface;
363 ULONG refCount = InterlockedIncrement(&This->ref);
365 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
366 return refCount;
369 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
370 IWineD3DImpl *This = (IWineD3DImpl *)iface;
371 ULONG ref;
372 TRACE("(%p) : Releasing from %d\n", This, This->ref);
373 ref = InterlockedDecrement(&This->ref);
374 if (ref == 0) {
375 unsigned int i;
377 for (i = 0; i < This->adapter_count; ++i)
379 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
381 HeapFree(GetProcessHeap(), 0, This);
384 return ref;
387 /* Set the shader type for this device, depending on the given capabilities,
388 * the device type, and the user preferences in wined3d_settings */
390 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
392 if (wined3d_settings.vs_mode == VS_NONE) {
393 *vs_selected = SHADER_NONE;
394 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
395 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
396 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
397 * shaders only on this card. */
398 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
399 *vs_selected = SHADER_ARB;
400 else
401 *vs_selected = SHADER_GLSL;
402 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
403 *vs_selected = SHADER_ARB;
404 } else {
405 *vs_selected = SHADER_NONE;
408 if (wined3d_settings.ps_mode == PS_NONE) {
409 *ps_selected = SHADER_NONE;
410 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
411 *ps_selected = SHADER_GLSL;
412 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
413 *ps_selected = SHADER_ARB;
414 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
415 *ps_selected = SHADER_ATI;
416 } else {
417 *ps_selected = SHADER_NONE;
421 /** Select the number of report maximum shader constants based on the selected shader modes */
422 static void select_shader_max_constants(
423 int ps_selected_mode,
424 int vs_selected_mode,
425 WineD3D_GL_Info *gl_info) {
427 switch (vs_selected_mode) {
428 case SHADER_GLSL:
429 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
430 break;
431 case SHADER_ARB:
432 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
433 break;
434 default:
435 gl_info->max_vshader_constantsF = 0;
436 break;
439 switch (ps_selected_mode) {
440 case SHADER_GLSL:
441 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
442 break;
443 case SHADER_ARB:
444 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
445 break;
446 default:
447 gl_info->max_pshader_constantsF = 0;
448 break;
452 /**********************************************************
453 * IWineD3D parts follows
454 **********************************************************/
456 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
458 GLuint prog;
459 BOOL ret = FALSE;
460 const char *testcode =
461 "!!ARBvp1.0\n"
462 "PARAM C[66] = { program.env[0..65] };\n"
463 "ADDRESS A0;"
464 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
465 "ARL A0.x, zero.x;\n"
466 "MOV result.position, C[A0.x + 65];\n"
467 "END\n";
469 while(glGetError());
470 GL_EXTCALL(glGenProgramsARB(1, &prog));
471 if(!prog) {
472 ERR("Failed to create an ARB offset limit test program\n");
474 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
475 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
476 strlen(testcode), testcode));
477 if(glGetError() != 0) {
478 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
479 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
480 ret = TRUE;
481 } else TRACE("OpenGL implementation allows offsets > 63\n");
483 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
484 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
485 checkGLcall("ARB vp offset limit test cleanup\n");
487 return ret;
490 static DWORD ver_for_ext(GL_SupportedExt ext)
492 unsigned int i;
493 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
494 if(EXTENSION_MAP[i].extension == ext) {
495 return EXTENSION_MAP[i].version;
498 return 0;
501 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
502 const char *GL_Extensions = NULL;
503 const char *WGL_Extensions = NULL;
504 const char *gl_string = NULL;
505 const char *gl_string_cursor = NULL;
506 GLint gl_max;
507 GLfloat gl_floatv[2];
508 int major = 1, minor = 0;
509 BOOL return_value = TRUE;
510 unsigned i;
511 HDC hdc;
512 unsigned int vidmem=0;
514 TRACE_(d3d_caps)("(%p)\n", gl_info);
516 ENTER_GL();
518 gl_string = (const char *) glGetString(GL_RENDERER);
519 if (!gl_string) gl_string = "None";
520 strcpy(gl_info->gl_renderer, gl_string);
522 gl_string = (const char *) glGetString(GL_VENDOR);
523 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
524 if (gl_string != NULL) {
525 /* Fill in the GL vendor */
526 if (strstr(gl_string, "NVIDIA")) {
527 gl_info->gl_vendor = VENDOR_NVIDIA;
528 } else if (strstr(gl_string, "ATI")) {
529 gl_info->gl_vendor = VENDOR_ATI;
530 } else if (strstr(gl_string, "Intel(R)") ||
531 strstr(gl_info->gl_renderer, "Intel(R)") ||
532 strstr(gl_string, "Intel Inc.")) {
533 gl_info->gl_vendor = VENDOR_INTEL;
534 } else if (strstr(gl_string, "Mesa")) {
535 gl_info->gl_vendor = VENDOR_MESA;
536 } else {
537 gl_info->gl_vendor = VENDOR_WINE;
539 } else {
540 gl_info->gl_vendor = VENDOR_WINE;
544 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
546 /* Parse the GL_VERSION field into major and minor information */
547 gl_string = (const char *) glGetString(GL_VERSION);
548 if (gl_string != NULL) {
550 /* First, parse the generic opengl version. This is supposed not to be convoluted with
551 * driver specific information
553 gl_string_cursor = gl_string;
554 major = atoi(gl_string_cursor);
555 if(major <= 0) {
556 ERR("Invalid opengl major version: %d\n", major);
558 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
559 ++gl_string_cursor;
561 if (*gl_string_cursor++ != '.') {
562 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
564 minor = atoi(gl_string_cursor);
565 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
566 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
568 /* Now parse the driver specific string which we'll report to the app */
569 switch (gl_info->gl_vendor) {
570 case VENDOR_NVIDIA:
571 gl_string_cursor = strstr(gl_string, "NVIDIA");
572 if (!gl_string_cursor) {
573 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
574 break;
577 gl_string_cursor = strstr(gl_string_cursor, " ");
578 if (!gl_string_cursor) {
579 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
580 break;
583 while (*gl_string_cursor == ' ') {
584 ++gl_string_cursor;
587 if (!*gl_string_cursor) {
588 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
589 break;
592 major = atoi(gl_string_cursor);
593 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
594 ++gl_string_cursor;
597 if (*gl_string_cursor++ != '.') {
598 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
599 break;
602 minor = atoi(gl_string_cursor);
603 minor = major*100+minor;
604 major = 10;
606 break;
608 case VENDOR_ATI:
609 major = minor = 0;
610 gl_string_cursor = strchr(gl_string, '-');
611 if (gl_string_cursor) {
612 int error = 0;
613 gl_string_cursor++;
615 /* Check if version number is of the form x.y.z */
616 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
617 error = 1;
618 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
619 error = 1;
620 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
621 error = 1;
622 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
623 error = 1;
625 /* Mark version number as malformed */
626 if (error)
627 gl_string_cursor = 0;
630 if (!gl_string_cursor)
631 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
632 else {
633 major = *gl_string_cursor - '0';
634 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
636 break;
638 case VENDOR_INTEL:
639 /* Apple and Mesa version strings look differently, but both provide intel drivers */
640 if(strstr(gl_string, "APPLE")) {
641 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
642 * We only need the first part, and use the APPLE as identification
643 * "1.2 APPLE-1.4.56"
645 gl_string_cursor = gl_string;
646 major = atoi(gl_string_cursor);
647 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
648 ++gl_string_cursor;
651 if (*gl_string_cursor++ != '.') {
652 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
653 break;
656 minor = atoi(gl_string_cursor);
657 break;
660 case VENDOR_MESA:
661 gl_string_cursor = strstr(gl_string, "Mesa");
662 gl_string_cursor = strstr(gl_string_cursor, " ");
663 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
664 if (*gl_string_cursor) {
665 char tmp[16];
666 int cursor = 0;
668 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
669 tmp[cursor++] = *gl_string_cursor;
670 ++gl_string_cursor;
672 tmp[cursor] = 0;
673 major = atoi(tmp);
675 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
676 ++gl_string_cursor;
678 cursor = 0;
679 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
680 tmp[cursor++] = *gl_string_cursor;
681 ++gl_string_cursor;
683 tmp[cursor] = 0;
684 minor = atoi(tmp);
686 break;
688 default:
689 major = 0;
690 minor = 9;
692 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
693 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
694 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
695 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
696 } else {
697 FIXME("OpenGL driver did not return version information\n");
698 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
699 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
702 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
705 * Initialize openGL extension related variables
706 * with Default values
708 memset(gl_info->supported, 0, sizeof(gl_info->supported));
709 gl_info->max_buffers = 1;
710 gl_info->max_textures = 1;
711 gl_info->max_texture_stages = 1;
712 gl_info->max_fragment_samplers = 1;
713 gl_info->max_vertex_samplers = 0;
714 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
715 gl_info->max_sampler_stages = 1;
716 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
717 gl_info->ps_arb_max_temps = 0;
718 gl_info->ps_arb_max_instructions = 0;
719 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
720 gl_info->vs_arb_max_temps = 0;
721 gl_info->vs_arb_max_instructions = 0;
722 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
723 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
724 gl_info->vs_glsl_constantsF = 0;
725 gl_info->ps_glsl_constantsF = 0;
726 gl_info->vs_arb_constantsF = 0;
727 gl_info->ps_arb_constantsF = 0;
729 /* Retrieve opengl defaults */
730 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
731 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
732 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
734 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
735 gl_info->max_lights = gl_max;
736 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
738 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
739 gl_info->max_texture_size = gl_max;
740 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
742 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
743 gl_info->max_pointsizemin = gl_floatv[0];
744 gl_info->max_pointsize = gl_floatv[1];
745 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
747 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
748 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
749 TRACE_(d3d_caps)("GL_Extensions reported:\n");
751 if (NULL == GL_Extensions) {
752 ERR(" GL_Extensions returns NULL\n");
753 } else {
754 while (*GL_Extensions != 0x00) {
755 const char *Start;
756 char ThisExtn[256];
757 size_t len;
759 while (isspace(*GL_Extensions)) GL_Extensions++;
760 Start = GL_Extensions;
761 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
762 GL_Extensions++;
765 len = GL_Extensions - Start;
766 if (len == 0 || len >= sizeof(ThisExtn))
767 continue;
769 memcpy(ThisExtn, Start, len);
770 ThisExtn[len] = '\0';
771 TRACE_(d3d_caps)("- %s\n", ThisExtn);
773 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
774 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
775 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
776 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
777 break;
782 LEAVE_GL();
784 /* Now work out what GL support this card really has */
785 #define USE_GL_FUNC(type, pfn, ext, replace) { \
786 DWORD ver = ver_for_ext(ext); \
787 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
788 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
789 else gl_info->pfn = NULL; \
791 GL_EXT_FUNCS_GEN;
792 #undef USE_GL_FUNC
794 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
795 WGL_EXT_FUNCS_GEN;
796 #undef USE_GL_FUNC
798 ENTER_GL();
799 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
800 * loading the functions, otherwise the code above will load the extension entry points instead of the
801 * core functions, which may not work
803 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
804 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
805 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
806 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
807 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
811 if (gl_info->supported[APPLE_FENCE]) {
812 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
813 * The apple extension interacts with some other apple exts. Disable the NV
814 * extension if the apple one is support to prevent confusion in other parts
815 * of the code
817 gl_info->supported[NV_FENCE] = FALSE;
819 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
820 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
822 * The enums are the same:
823 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
824 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
825 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
826 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
827 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
829 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
830 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
831 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
833 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
834 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
835 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
838 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
839 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
840 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
842 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
843 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
844 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
845 * are supported. The nv extensions provide the same functionality as the
846 * ATI one, and a bit more(signed pixelformats)
848 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
851 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
852 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
853 gl_info->max_buffers = gl_max;
854 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
856 if (gl_info->supported[ARB_MULTITEXTURE]) {
857 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
858 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
859 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
861 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
862 GLint tmp;
863 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
864 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
865 } else {
866 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
868 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
870 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
871 GLint tmp;
872 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
873 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
874 } else {
875 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
877 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
879 if (gl_info->supported[ARB_VERTEX_SHADER]) {
880 GLint tmp;
881 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
882 gl_info->max_vertex_samplers = tmp;
883 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
884 gl_info->max_combined_samplers = tmp;
886 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
887 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
888 * an issue because then the sampler setup only depends on the two shaders. If a pixel
889 * shader is used with fixed function vertex processing we're fine too because fixed function
890 * vertex processing doesn't use any samplers. If fixed function fragment processing is
891 * used we have to make sure that all vertex sampler setups are valid together with all
892 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
893 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
894 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
895 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
896 * a fixed function pipeline anymore.
898 * So this is just a check to check that our assumption holds true. If not, write a warning
899 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
901 if(gl_info->max_vertex_samplers &&
902 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
903 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
904 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
905 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
906 if( gl_info->max_combined_samplers > MAX_TEXTURES )
907 gl_info->max_vertex_samplers =
908 gl_info->max_combined_samplers - MAX_TEXTURES;
909 else
910 gl_info->max_vertex_samplers = 0;
912 } else {
913 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
915 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
916 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
918 if (gl_info->supported[ARB_VERTEX_BLEND]) {
919 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
920 gl_info->max_blends = gl_max;
921 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
923 if (gl_info->supported[EXT_TEXTURE3D]) {
924 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
925 gl_info->max_texture3d_size = gl_max;
926 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
928 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
929 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
930 gl_info->max_anisotropy = gl_max;
931 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
933 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
934 gl_info->ps_arb_version = PS_VERSION_11;
935 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
936 gl_info->ps_arb_constantsF = gl_max;
937 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
938 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
939 gl_info->ps_arb_max_temps = gl_max;
940 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
941 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
942 gl_info->ps_arb_max_instructions = gl_max;
943 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
945 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
946 gl_info->vs_arb_version = VS_VERSION_11;
947 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
948 gl_info->vs_arb_constantsF = gl_max;
949 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
950 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
951 gl_info->vs_arb_max_temps = gl_max;
952 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
953 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
954 gl_info->vs_arb_max_instructions = gl_max;
955 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
957 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
959 if (gl_info->supported[ARB_VERTEX_SHADER]) {
960 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
961 gl_info->vs_glsl_constantsF = gl_max / 4;
962 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
964 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
965 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
966 gl_info->ps_glsl_constantsF = gl_max / 4;
967 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
968 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
969 gl_info->max_glsl_varyings = gl_max;
970 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
972 if (gl_info->supported[EXT_VERTEX_SHADER]) {
973 gl_info->vs_ati_version = VS_VERSION_11;
975 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
976 gl_info->vs_nv_version = VS_VERSION_30;
977 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
978 gl_info->vs_nv_version = VS_VERSION_20;
979 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
980 gl_info->vs_nv_version = VS_VERSION_11;
981 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
982 gl_info->vs_nv_version = VS_VERSION_10;
984 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
985 gl_info->ps_nv_version = PS_VERSION_30;
986 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
987 gl_info->ps_nv_version = PS_VERSION_20;
989 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
990 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
991 } else {
992 gl_info->max_shininess = 128.0;
994 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
995 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
996 * This saves a few redundant glDisable calls
998 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1000 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1001 /* Disable NV_register_combiners and fragment shader if this is supported.
1002 * generally the NV extensions are preferred over the ATI ones, and this
1003 * extension is disabled if register_combiners and texture_shader2 are both
1004 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1005 * fragment processing support
1007 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1008 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1009 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1010 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1011 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1013 if(gl_info->supported[NV_HALF_FLOAT]) {
1014 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float */
1015 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1019 checkGLcall("extension detection\n");
1021 /* In some cases the number of texture stages can be larger than the number
1022 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1023 * shaders), but 8 texture stages (register combiners). */
1024 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1026 /* We can only use ORM_FBO when the hardware supports it. */
1027 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1028 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1029 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1032 /* MRTs are currently only supported when FBOs are used. */
1033 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1034 gl_info->max_buffers = 1;
1037 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1038 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1039 * in case of the latest videocards in the number of pixel/vertex pipelines.
1041 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1042 * rendering. Various games use this information to get a rough estimation of the features of the card
1043 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1044 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1045 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1046 * not the PCI id.
1048 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1049 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1050 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1051 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1052 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1053 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1054 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1055 * is limited.
1057 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1058 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1059 * similar 3d features.
1061 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1062 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1063 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1064 * won't pass we return a default card. This way is better than maintaining a full card database as even
1065 * without a full database we can return a card with similar features. Second the size of the database
1066 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1067 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1068 * to distinguishes between different models from that family.
1070 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1071 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1072 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1073 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1074 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1075 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1076 * memory behind our backs if really needed.
1077 * Note that the amount of video memory can be overruled using a registry setting.
1079 switch (gl_info->gl_vendor) {
1080 case VENDOR_NVIDIA:
1081 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1082 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1084 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1085 /* Geforce 200 - highend */
1086 if(strstr(gl_info->gl_renderer, "GTX 280") ||
1087 strstr(gl_info->gl_renderer, "GTX 285") ||
1088 strstr(gl_info->gl_renderer, "GTX 295"))
1090 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1091 vidmem = 1024;
1093 /* Geforce 200 - midend high */
1094 if(strstr(gl_info->gl_renderer, "GTX 275")) {
1095 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1096 vidmem = 896;
1098 /* Geforce 200 - midend */
1099 if(strstr(gl_info->gl_renderer, "GTX 260")) {
1100 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1101 vidmem = 1024;
1103 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1104 else if(strstr(gl_info->gl_renderer, "9800") ||
1105 strstr(gl_info->gl_renderer, "GTS 150") ||
1106 strstr(gl_info->gl_renderer, "GTS 250"))
1108 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1109 vidmem = 512;
1111 /* Geforce9 - midend */
1112 else if(strstr(gl_info->gl_renderer, "9600")) {
1113 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1114 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1116 /* Geforce9 - midend low / Geforce 200 - low*/
1117 else if(strstr(gl_info->gl_renderer, "9500") ||
1118 strstr(gl_info->gl_renderer, "GT 120") ||
1119 strstr(gl_info->gl_renderer, "GT 130"))
1121 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1122 vidmem = 256; /* The 9500GT has 256-1024MB */
1124 /* Geforce9 - lowend */
1125 else if(strstr(gl_info->gl_renderer, "9400")) {
1126 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1127 vidmem = 256; /* The 9400GT has 256-1024MB */
1129 /* Geforce9 - lowend low */
1130 else if(strstr(gl_info->gl_renderer, "9100") ||
1131 strstr(gl_info->gl_renderer, "9200") ||
1132 strstr(gl_info->gl_renderer, "9300") ||
1133 strstr(gl_info->gl_renderer, "G 100"))
1135 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1136 vidmem = 256; /* The 9100-9300 cards have 256MB */
1138 /* Geforce8 - highend */
1139 else if (strstr(gl_info->gl_renderer, "8800")) {
1140 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1141 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1143 /* Geforce8 - midend mobile */
1144 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1145 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1146 vidmem = 512;
1148 /* Geforce8 - midend */
1149 else if(strstr(gl_info->gl_renderer, "8600") ||
1150 strstr(gl_info->gl_renderer, "8700"))
1152 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1153 vidmem = 256;
1155 /* Geforce8 - lowend */
1156 else if(strstr(gl_info->gl_renderer, "8300") ||
1157 strstr(gl_info->gl_renderer, "8400") ||
1158 strstr(gl_info->gl_renderer, "8500"))
1160 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1161 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1163 /* Geforce7 - highend */
1164 else if(strstr(gl_info->gl_renderer, "7800") ||
1165 strstr(gl_info->gl_renderer, "7900") ||
1166 strstr(gl_info->gl_renderer, "7950") ||
1167 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1168 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1170 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1171 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1173 /* Geforce7 midend */
1174 else if(strstr(gl_info->gl_renderer, "7600") ||
1175 strstr(gl_info->gl_renderer, "7700")) {
1176 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1177 vidmem = 256; /* The 7600 uses 256-512MB */
1178 /* Geforce7 lower medium */
1179 } else if(strstr(gl_info->gl_renderer, "7400")) {
1180 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1181 vidmem = 256; /* The 7400 uses 256-512MB */
1183 /* Geforce7 lowend */
1184 else if(strstr(gl_info->gl_renderer, "7300")) {
1185 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1186 vidmem = 256; /* Mac Pros with this card have 256 MB */
1188 /* Geforce6 highend */
1189 else if(strstr(gl_info->gl_renderer, "6800"))
1191 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1192 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1194 /* Geforce6 - midend */
1195 else if(strstr(gl_info->gl_renderer, "6600") ||
1196 strstr(gl_info->gl_renderer, "6610") ||
1197 strstr(gl_info->gl_renderer, "6700"))
1199 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1200 vidmem = 128; /* A 6600GT has 128-256MB */
1202 /* Geforce6/7 lowend */
1203 else {
1204 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1205 vidmem = 64; /* */
1207 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1208 /* GeforceFX - highend */
1209 if (strstr(gl_info->gl_renderer, "5800") ||
1210 strstr(gl_info->gl_renderer, "5900") ||
1211 strstr(gl_info->gl_renderer, "5950") ||
1212 strstr(gl_info->gl_renderer, "Quadro FX"))
1214 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1215 vidmem = 256; /* 5800-5900 cards use 256MB */
1217 /* GeforceFX - midend */
1218 else if(strstr(gl_info->gl_renderer, "5600") ||
1219 strstr(gl_info->gl_renderer, "5650") ||
1220 strstr(gl_info->gl_renderer, "5700") ||
1221 strstr(gl_info->gl_renderer, "5750"))
1223 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1224 vidmem = 128; /* A 5600 uses 128-256MB */
1226 /* GeforceFX - lowend */
1227 else {
1228 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1229 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1231 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1232 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1233 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1234 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1236 else {
1237 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1238 vidmem = 64; /* Geforce3 cards have 64-128MB */
1240 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1241 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1242 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1243 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1245 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1246 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1247 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1249 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1250 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1251 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1253 else {
1254 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1255 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1257 } else {
1258 if (strstr(gl_info->gl_renderer, "TNT2")) {
1259 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1260 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1262 else {
1263 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1264 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1267 break;
1268 case VENDOR_ATI:
1269 if(WINE_D3D9_CAPABLE(gl_info)) {
1270 /* Radeon R6xx HD2900/HD3800 - highend */
1271 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1272 strstr(gl_info->gl_renderer, "HD 3870") ||
1273 strstr(gl_info->gl_renderer, "HD 3850"))
1275 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1276 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1278 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1279 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1280 strstr(gl_info->gl_renderer, "HD 3830") ||
1281 strstr(gl_info->gl_renderer, "HD 3690") ||
1282 strstr(gl_info->gl_renderer, "HD 3650"))
1284 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1285 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1287 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1288 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1289 strstr(gl_info->gl_renderer, "HD 2400") ||
1290 strstr(gl_info->gl_renderer, "HD 3470") ||
1291 strstr(gl_info->gl_renderer, "HD 3450") ||
1292 strstr(gl_info->gl_renderer, "HD 3430"))
1294 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1295 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1297 /* Radeon R6xx/R7xx integrated */
1298 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1299 strstr(gl_info->gl_renderer, "HD 3200") ||
1300 strstr(gl_info->gl_renderer, "HD 3300"))
1302 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1303 vidmem = 128; /* 128MB */
1305 /* Radeon R5xx */
1306 else if (strstr(gl_info->gl_renderer, "X1600") ||
1307 strstr(gl_info->gl_renderer, "X1650") ||
1308 strstr(gl_info->gl_renderer, "X1800") ||
1309 strstr(gl_info->gl_renderer, "X1900") ||
1310 strstr(gl_info->gl_renderer, "X1950"))
1312 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1313 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1315 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1316 else if(strstr(gl_info->gl_renderer, "X700") ||
1317 strstr(gl_info->gl_renderer, "X800") ||
1318 strstr(gl_info->gl_renderer, "X850") ||
1319 strstr(gl_info->gl_renderer, "X1300") ||
1320 strstr(gl_info->gl_renderer, "X1400") ||
1321 strstr(gl_info->gl_renderer, "X1450") ||
1322 strstr(gl_info->gl_renderer, "X1550"))
1324 gl_info->gl_card = CARD_ATI_RADEON_X700;
1325 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1327 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1328 else if(strstr(gl_info->gl_renderer, "Radeon Xpress"))
1330 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1331 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1333 /* Radeon R3xx */
1334 else {
1335 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1336 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1338 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1339 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1340 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1341 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1342 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1343 vidmem = 32; /* There are models with up to 64MB */
1344 } else {
1345 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1346 vidmem = 16; /* There are 16-32MB models */
1348 break;
1349 case VENDOR_INTEL:
1350 if (strstr(gl_info->gl_renderer, "GMA 950") ||
1351 strstr(gl_info->gl_renderer, "945GM")) {
1352 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1353 gl_info->gl_card = CARD_INTEL_I945GM;
1354 vidmem = 64;
1355 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1356 gl_info->gl_card = CARD_INTEL_I915GM;
1357 } else if (strstr(gl_info->gl_renderer, "915G")) {
1358 gl_info->gl_card = CARD_INTEL_I915G;
1359 } else if (strstr(gl_info->gl_renderer, "865G")) {
1360 gl_info->gl_card = CARD_INTEL_I865G;
1361 } else if (strstr(gl_info->gl_renderer, "855G")) {
1362 gl_info->gl_card = CARD_INTEL_I855G;
1363 } else if (strstr(gl_info->gl_renderer, "830G")) {
1364 gl_info->gl_card = CARD_INTEL_I830G;
1365 } else {
1366 gl_info->gl_card = CARD_INTEL_I915G;
1368 break;
1369 case VENDOR_MESA:
1370 case VENDOR_WINE:
1371 default:
1372 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1373 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1374 * them a good generic choice.
1376 gl_info->gl_vendor = VENDOR_NVIDIA;
1377 if(WINE_D3D9_CAPABLE(gl_info))
1378 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1379 else if(WINE_D3D8_CAPABLE(gl_info))
1380 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1381 else if(WINE_D3D7_CAPABLE(gl_info))
1382 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1383 else if(WINE_D3D6_CAPABLE(gl_info))
1384 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1385 else
1386 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1388 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1390 /* If we have an estimate use it, else default to 64MB; */
1391 if(vidmem)
1392 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1393 else
1394 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1396 /* Load all the lookup tables */
1397 for (i = 0; i < MAX_LOOKUPS; i++) {
1398 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1401 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1402 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1403 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1404 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1405 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1406 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1407 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1408 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1409 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1410 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1412 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1413 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1414 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1415 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1416 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1419 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1420 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1421 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1422 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1423 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1424 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1425 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1426 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1427 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1428 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1429 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1430 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1431 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1432 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1433 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1435 /* TODO: config lookups */
1437 /* Make sure there's an active HDC else the WGL extensions will fail */
1438 hdc = pwglGetCurrentDC();
1439 if (hdc) {
1440 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1441 if(GL_EXTCALL(wglGetExtensionsStringARB))
1442 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1444 if (NULL == WGL_Extensions) {
1445 ERR(" WGL_Extensions returns NULL\n");
1446 } else {
1447 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1448 while (*WGL_Extensions != 0x00) {
1449 const char *Start;
1450 char ThisExtn[256];
1451 size_t len;
1453 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1454 Start = WGL_Extensions;
1455 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1456 WGL_Extensions++;
1459 len = WGL_Extensions - Start;
1460 if (len == 0 || len >= sizeof(ThisExtn))
1461 continue;
1463 memcpy(ThisExtn, Start, len);
1464 ThisExtn[len] = '\0';
1465 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1467 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1468 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1469 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1471 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1472 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1473 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
1475 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1476 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1477 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1482 LEAVE_GL();
1484 return return_value;
1487 /**********************************************************
1488 * IWineD3D implementation follows
1489 **********************************************************/
1491 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1492 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1494 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
1496 return This->adapter_count;
1499 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1500 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1501 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1502 return WINED3D_OK;
1505 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1506 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1508 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1510 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1511 return NULL;
1514 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1517 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1518 of the same bpp but different resolutions */
1520 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1521 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1522 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1523 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1525 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1526 return 0;
1529 /* TODO: Store modes per adapter and read it from the adapter structure */
1530 if (Adapter == 0) { /* Display */
1531 int i = 0;
1532 int j = 0;
1534 if (!DEBUG_SINGLE_MODE) {
1535 DEVMODEW DevModeW;
1537 ZeroMemory(&DevModeW, sizeof(DevModeW));
1538 DevModeW.dmSize = sizeof(DevModeW);
1539 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1540 j++;
1541 switch (Format)
1543 case WINED3DFMT_UNKNOWN:
1544 /* This is for D3D8, do not enumerate P8 here */
1545 if (DevModeW.dmBitsPerPel == 32 ||
1546 DevModeW.dmBitsPerPel == 16) i++;
1547 break;
1548 case WINED3DFMT_X8R8G8B8:
1549 if (DevModeW.dmBitsPerPel == 32) i++;
1550 break;
1551 case WINED3DFMT_R5G6B5:
1552 if (DevModeW.dmBitsPerPel == 16) i++;
1553 break;
1554 case WINED3DFMT_P8:
1555 if (DevModeW.dmBitsPerPel == 8) i++;
1556 break;
1557 default:
1558 /* Skip other modes as they do not match the requested format */
1559 break;
1562 } else {
1563 i = 1;
1564 j = 1;
1567 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1568 return i;
1569 } else {
1570 FIXME_(d3d_caps)("Adapter not primary display\n");
1572 return 0;
1575 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1576 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1577 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1578 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1580 /* Validate the parameters as much as possible */
1581 if (NULL == pMode ||
1582 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1583 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1584 return WINED3DERR_INVALIDCALL;
1587 /* TODO: Store modes per adapter and read it from the adapter structure */
1588 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1589 DEVMODEW DevModeW;
1590 int ModeIdx = 0;
1591 UINT i = 0;
1592 int j = 0;
1594 ZeroMemory(&DevModeW, sizeof(DevModeW));
1595 DevModeW.dmSize = sizeof(DevModeW);
1597 /* If we are filtering to a specific format (D3D9), then need to skip
1598 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1599 just count through the ones with valid bit depths */
1600 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1601 switch (Format)
1603 case WINED3DFMT_UNKNOWN:
1604 /* This is D3D8. Do not enumerate P8 here */
1605 if (DevModeW.dmBitsPerPel == 32 ||
1606 DevModeW.dmBitsPerPel == 16) i++;
1607 break;
1608 case WINED3DFMT_X8R8G8B8:
1609 if (DevModeW.dmBitsPerPel == 32) i++;
1610 break;
1611 case WINED3DFMT_R5G6B5:
1612 if (DevModeW.dmBitsPerPel == 16) i++;
1613 break;
1614 case WINED3DFMT_P8:
1615 if (DevModeW.dmBitsPerPel == 8) i++;
1616 break;
1617 default:
1618 /* Modes that don't match what we support can get an early-out */
1619 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1620 return WINED3DERR_INVALIDCALL;
1624 if (i == 0) {
1625 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1626 return WINED3DERR_INVALIDCALL;
1628 ModeIdx = j - 1;
1630 /* Now get the display mode via the calculated index */
1631 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1632 pMode->Width = DevModeW.dmPelsWidth;
1633 pMode->Height = DevModeW.dmPelsHeight;
1634 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1635 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1636 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1638 if (Format == WINED3DFMT_UNKNOWN) {
1639 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1640 } else {
1641 pMode->Format = Format;
1643 } else {
1644 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1645 return WINED3DERR_INVALIDCALL;
1648 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1649 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1650 DevModeW.dmBitsPerPel);
1652 } else if (DEBUG_SINGLE_MODE) {
1653 /* Return one setting of the format requested */
1654 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1655 pMode->Width = 800;
1656 pMode->Height = 600;
1657 pMode->RefreshRate = 60;
1658 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1659 } else {
1660 FIXME_(d3d_caps)("Adapter not primary display\n");
1663 return WINED3D_OK;
1666 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1667 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1668 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1670 if (NULL == pMode ||
1671 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1672 return WINED3DERR_INVALIDCALL;
1675 if (Adapter == 0) { /* Display */
1676 int bpp = 0;
1677 DEVMODEW DevModeW;
1679 ZeroMemory(&DevModeW, sizeof(DevModeW));
1680 DevModeW.dmSize = sizeof(DevModeW);
1682 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1683 pMode->Width = DevModeW.dmPelsWidth;
1684 pMode->Height = DevModeW.dmPelsHeight;
1685 bpp = DevModeW.dmBitsPerPel;
1686 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1687 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1689 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1692 pMode->Format = pixelformat_for_depth(bpp);
1693 } else {
1694 FIXME_(d3d_caps)("Adapter not primary display\n");
1697 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1698 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1699 return WINED3D_OK;
1702 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1703 and fields being inserted in the middle, a new structure is used in place */
1704 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1705 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1706 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1708 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1710 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1711 return WINED3DERR_INVALIDCALL;
1714 /* Return the information requested */
1715 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1716 strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
1717 if(This->adapters[Adapter].gl_info.driver_description)
1718 strcpy(pIdentifier->Description, This->adapters[Adapter].gl_info.driver_description);
1719 else /* Copy default description "Direct3D HAL" */
1720 strcpy(pIdentifier->Description, This->adapters[Adapter].description);
1722 /* Note dx8 doesn't supply a DeviceName */
1723 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1724 pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
1725 pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
1726 *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
1727 *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
1728 *(pIdentifier->SubSysId) = 0;
1729 *(pIdentifier->Revision) = 0;
1730 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1732 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1734 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1735 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1738 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1740 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1741 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1744 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1745 *(pIdentifier->WHQLLevel) = 0;
1746 } else {
1747 *(pIdentifier->WHQLLevel) = 1;
1750 return WINED3D_OK;
1753 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
1754 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1756 short redSize, greenSize, blueSize, alphaSize, colorBits;
1758 if(!cfg)
1759 return FALSE;
1761 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1762 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1764 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1765 return FALSE;
1768 if(cfg->redSize < redSize)
1769 return FALSE;
1771 if(cfg->greenSize < greenSize)
1772 return FALSE;
1774 if(cfg->blueSize < blueSize)
1775 return FALSE;
1777 if(cfg->alphaSize < alphaSize)
1778 return FALSE;
1780 return TRUE;
1781 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1782 if (format_desc->format == WINED3DFMT_R16_FLOAT)
1783 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1784 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
1785 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1786 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
1787 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1788 if (format_desc->format == WINED3DFMT_R32_FLOAT)
1789 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1790 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
1791 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1792 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
1793 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1794 } else {
1795 /* Probably a color index mode */
1796 return FALSE;
1799 return FALSE;
1802 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
1803 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1805 short depthSize, stencilSize;
1806 BOOL lockable = FALSE;
1808 if(!cfg)
1809 return FALSE;
1811 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
1813 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1814 return FALSE;
1817 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
1818 lockable = TRUE;
1820 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1821 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1822 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1823 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1824 return FALSE;
1826 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1827 * allow more stencil bits than requested. */
1828 if(cfg->stencilSize < stencilSize)
1829 return FALSE;
1831 return TRUE;
1834 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1835 WINED3DFORMAT AdapterFormat,
1836 WINED3DFORMAT RenderTargetFormat,
1837 WINED3DFORMAT DepthStencilFormat) {
1838 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1839 int nCfgs;
1840 const WineD3D_PixelFormat *cfgs;
1841 const struct WineD3DAdapter *adapter;
1842 const struct GlPixelFormatDesc *rt_format_desc;
1843 const struct GlPixelFormatDesc *ds_format_desc;
1844 int it;
1846 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1847 This, Adapter,
1848 DeviceType, debug_d3ddevicetype(DeviceType),
1849 AdapterFormat, debug_d3dformat(AdapterFormat),
1850 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1851 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1853 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1854 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1855 return WINED3DERR_INVALIDCALL;
1858 adapter = &This->adapters[Adapter];
1859 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
1860 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
1861 cfgs = adapter->cfgs;
1862 nCfgs = adapter->nCfgs;
1863 for (it = 0; it < nCfgs; ++it) {
1864 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
1866 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
1868 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1869 return WINED3D_OK;
1873 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1875 return WINED3DERR_NOTAVAILABLE;
1878 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1879 WINED3DFORMAT SurfaceFormat,
1880 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1882 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1883 const struct GlPixelFormatDesc *glDesc;
1884 const struct WineD3DAdapter *adapter;
1886 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1887 This,
1888 Adapter,
1889 DeviceType, debug_d3ddevicetype(DeviceType),
1890 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1891 Windowed,
1892 MultiSampleType,
1893 pQualityLevels);
1895 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1896 return WINED3DERR_INVALIDCALL;
1899 /* TODO: handle Windowed, add more quality levels */
1901 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1903 /* By default multisampling is disabled right now as it causes issues
1904 * on some Nvidia driver versions and it doesn't work well in combination
1905 * with FBOs yet. */
1906 if(!wined3d_settings.allow_multisampling)
1907 return WINED3DERR_NOTAVAILABLE;
1909 adapter = &This->adapters[Adapter];
1910 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
1911 if (!glDesc) return WINED3DERR_INVALIDCALL;
1913 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1914 int i, nCfgs;
1915 const WineD3D_PixelFormat *cfgs;
1917 cfgs = adapter->cfgs;
1918 nCfgs = adapter->nCfgs;
1919 for(i=0; i<nCfgs; i++) {
1920 if(cfgs[i].numSamples != MultiSampleType)
1921 continue;
1923 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
1924 continue;
1926 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1928 if(pQualityLevels)
1929 *pQualityLevels = 1; /* Guess at a value! */
1930 return WINED3D_OK;
1933 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1934 short redSize, greenSize, blueSize, alphaSize, colorBits;
1935 int i, nCfgs;
1936 const WineD3D_PixelFormat *cfgs;
1938 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1940 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1941 return WINED3DERR_NOTAVAILABLE;
1944 cfgs = adapter->cfgs;
1945 nCfgs = adapter->nCfgs;
1946 for(i=0; i<nCfgs; i++) {
1947 if(cfgs[i].numSamples != MultiSampleType)
1948 continue;
1949 if(cfgs[i].redSize != redSize)
1950 continue;
1951 if(cfgs[i].greenSize != greenSize)
1952 continue;
1953 if(cfgs[i].blueSize != blueSize)
1954 continue;
1955 if(cfgs[i].alphaSize != alphaSize)
1956 continue;
1958 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1960 if(pQualityLevels)
1961 *pQualityLevels = 1; /* Guess at a value! */
1962 return WINED3D_OK;
1965 return WINED3DERR_NOTAVAILABLE;
1968 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1969 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1971 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1972 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1973 UINT nmodes;
1975 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1976 This,
1977 Adapter,
1978 DeviceType, debug_d3ddevicetype(DeviceType),
1979 DisplayFormat, debug_d3dformat(DisplayFormat),
1980 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1981 Windowed);
1983 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1984 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1985 return WINED3DERR_INVALIDCALL;
1988 /* The task of this function is to check whether a certain display / backbuffer format
1989 * combination is available on the given adapter. In fullscreen mode microsoft specified
1990 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1991 * and display format should match exactly.
1992 * In windowed mode format conversion can occur and this depends on the driver. When format
1993 * conversion is done, this function should nevertheless fail and applications need to use
1994 * CheckDeviceFormatConversion.
1995 * At the moment we assume that fullscreen and windowed have the same capabilities */
1997 /* There are only 4 display formats */
1998 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1999 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2000 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2001 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2003 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2004 return WINED3DERR_NOTAVAILABLE;
2007 /* If the requested DisplayFormat is not available, don't continue */
2008 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2009 if(!nmodes) {
2010 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2011 return WINED3DERR_NOTAVAILABLE;
2014 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2015 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2016 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2017 return WINED3DERR_NOTAVAILABLE;
2020 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2021 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2022 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2023 return WINED3DERR_NOTAVAILABLE;
2026 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2027 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2028 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2029 return WINED3DERR_NOTAVAILABLE;
2032 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2033 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2034 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2035 return WINED3DERR_NOTAVAILABLE;
2038 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2039 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2040 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2041 return WINED3DERR_NOTAVAILABLE;
2044 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2045 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2046 if(FAILED(hr))
2047 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2049 return hr;
2053 /* Check if we support bumpmapping for a format */
2054 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2055 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2057 const struct fragment_pipeline *fp;
2059 switch(format_desc->format)
2061 case WINED3DFMT_R8G8_SNORM:
2062 case WINED3DFMT_R16G16_SNORM:
2063 case WINED3DFMT_L6V5U5:
2064 case WINED3DFMT_X8L8V8U8:
2065 case WINED3DFMT_R8G8B8A8_SNORM:
2066 /* Ask the fixed function pipeline implementation if it can deal
2067 * with the conversion. If we've got a GL extension giving native
2068 * support this will be an identity conversion. */
2069 fp = select_fragment_implementation(adapter, DeviceType);
2070 if (fp->color_fixup_supported(format_desc->color_fixup))
2072 TRACE_(d3d_caps)("[OK]\n");
2073 return TRUE;
2075 TRACE_(d3d_caps)("[FAILED]\n");
2076 return FALSE;
2078 default:
2079 TRACE_(d3d_caps)("[FAILED]\n");
2080 return FALSE;
2084 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2085 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2086 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2088 int it=0;
2090 /* Only allow depth/stencil formats */
2091 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2093 /* Walk through all WGL pixel formats to find a match */
2094 for (it = 0; it < adapter->nCfgs; ++it)
2096 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2097 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2099 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2101 return TRUE;
2106 return FALSE;
2109 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2111 /* The flags entry of a format contains the filtering capability */
2112 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2114 return FALSE;
2117 /* Check the render target capabilities of a format */
2118 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2119 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2121 /* Filter out non-RT formats */
2122 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2124 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2125 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2126 int it;
2127 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2128 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2130 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2131 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2133 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2134 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2135 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2136 TRACE_(d3d_caps)("[FAILED]\n");
2137 return FALSE;
2140 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2141 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2142 for (it = 0; it < adapter->nCfgs; ++it)
2144 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2145 &cfgs[it], check_format_desc))
2147 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2148 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2149 return TRUE;
2152 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2153 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2154 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2155 int it;
2157 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2158 for (it = 0; it < adapter->nCfgs; ++it)
2160 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2161 &cfgs[it], check_format_desc))
2163 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2164 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2165 return TRUE;
2168 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2169 /* For now return TRUE for FBOs until we have some proper checks.
2170 * Note that this function will only be called when the format is around for texturing. */
2171 return TRUE;
2173 return FALSE;
2176 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2178 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2180 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2181 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2182 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2183 return FALSE;
2186 switch (format_desc->format)
2188 case WINED3DFMT_A8R8G8B8:
2189 case WINED3DFMT_X8R8G8B8:
2190 case WINED3DFMT_A4R4G4B4:
2191 case WINED3DFMT_L8:
2192 case WINED3DFMT_A8L8:
2193 case WINED3DFMT_DXT1:
2194 case WINED3DFMT_DXT2:
2195 case WINED3DFMT_DXT3:
2196 case WINED3DFMT_DXT4:
2197 case WINED3DFMT_DXT5:
2198 TRACE_(d3d_caps)("[OK]\n");
2199 return TRUE;
2201 default:
2202 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2203 return FALSE;
2205 return FALSE;
2208 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2209 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2211 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2212 * doing the color fixup in shaders.
2213 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2214 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2216 int vs_selected_mode;
2217 int ps_selected_mode;
2218 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2220 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2221 TRACE_(d3d_caps)("[OK]\n");
2222 return TRUE;
2226 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2227 return FALSE;
2230 /* Check if a format support blending in combination with pixel shaders */
2231 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2232 const struct GlPixelFormatDesc *format_desc)
2234 /* The flags entry of a format contains the post pixel shader blending capability */
2235 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2237 return FALSE;
2240 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2242 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2243 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2244 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2245 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2246 * capability anyway.
2248 * For now lets report this on all formats, but in the future we may want to
2249 * restrict it to some should games need that
2251 return TRUE;
2254 /* Check if a texture format is supported on the given adapter */
2255 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2256 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2258 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2259 const shader_backend_t *shader_backend;
2260 const struct fragment_pipeline *fp;
2262 switch (format_desc->format)
2264 /*****
2265 * supported: RGB(A) formats
2267 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2268 case WINED3DFMT_A8R8G8B8:
2269 case WINED3DFMT_X8R8G8B8:
2270 case WINED3DFMT_R5G6B5:
2271 case WINED3DFMT_X1R5G5B5:
2272 case WINED3DFMT_A1R5G5B5:
2273 case WINED3DFMT_A4R4G4B4:
2274 case WINED3DFMT_A8_UNORM:
2275 case WINED3DFMT_X4R4G4B4:
2276 case WINED3DFMT_R8G8B8A8_UNORM:
2277 case WINED3DFMT_X8B8G8R8:
2278 case WINED3DFMT_A2R10G10B10:
2279 case WINED3DFMT_R10G10B10A2_UNORM:
2280 case WINED3DFMT_R16G16_UNORM:
2281 TRACE_(d3d_caps)("[OK]\n");
2282 return TRUE;
2284 case WINED3DFMT_R3G3B2:
2285 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2286 return FALSE;
2288 /*****
2289 * supported: Palettized
2291 case WINED3DFMT_P8:
2292 TRACE_(d3d_caps)("[OK]\n");
2293 return TRUE;
2294 /* No Windows driver offers A8P8, so don't offer it either */
2295 case WINED3DFMT_A8P8:
2296 return FALSE;
2298 /*****
2299 * Supported: (Alpha)-Luminance
2301 case WINED3DFMT_L8:
2302 case WINED3DFMT_A8L8:
2303 case WINED3DFMT_L16:
2304 TRACE_(d3d_caps)("[OK]\n");
2305 return TRUE;
2307 /* Not supported on Windows, thus disabled */
2308 case WINED3DFMT_A4L4:
2309 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2310 return FALSE;
2312 /*****
2313 * Supported: Depth/Stencil formats
2315 case WINED3DFMT_D16_LOCKABLE:
2316 case WINED3DFMT_D16_UNORM:
2317 case WINED3DFMT_D15S1:
2318 case WINED3DFMT_D24X8:
2319 case WINED3DFMT_D24X4S4:
2320 case WINED3DFMT_D24S8:
2321 case WINED3DFMT_D24FS8:
2322 case WINED3DFMT_D32:
2323 case WINED3DFMT_D32F_LOCKABLE:
2324 return TRUE;
2326 /*****
2327 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2328 * GL_NV_texture_shader). Emulated by shaders
2330 case WINED3DFMT_R8G8_SNORM:
2331 case WINED3DFMT_X8L8V8U8:
2332 case WINED3DFMT_L6V5U5:
2333 case WINED3DFMT_R8G8B8A8_SNORM:
2334 case WINED3DFMT_R16G16_SNORM:
2335 /* Ask the shader backend if it can deal with the conversion. If
2336 * we've got a GL extension giving native support this will be an
2337 * identity conversion. */
2338 shader_backend = select_shader_backend(adapter, DeviceType);
2339 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2341 TRACE_(d3d_caps)("[OK]\n");
2342 return TRUE;
2344 TRACE_(d3d_caps)("[FAILED]\n");
2345 return FALSE;
2347 case WINED3DFMT_DXT1:
2348 case WINED3DFMT_DXT2:
2349 case WINED3DFMT_DXT3:
2350 case WINED3DFMT_DXT4:
2351 case WINED3DFMT_DXT5:
2352 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2353 TRACE_(d3d_caps)("[OK]\n");
2354 return TRUE;
2356 TRACE_(d3d_caps)("[FAILED]\n");
2357 return FALSE;
2360 /*****
2361 * Odd formats - not supported
2363 case WINED3DFMT_VERTEXDATA:
2364 case WINED3DFMT_R16_UINT:
2365 case WINED3DFMT_R32_UINT:
2366 case WINED3DFMT_R16G16B16A16_SNORM:
2367 case WINED3DFMT_A2W10V10U10:
2368 case WINED3DFMT_W11V11U10:
2369 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2370 return FALSE;
2372 /*****
2373 * WINED3DFMT_CxV8U8: Not supported right now
2375 case WINED3DFMT_CxV8U8:
2376 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2377 return FALSE;
2379 /* YUV formats */
2380 case WINED3DFMT_UYVY:
2381 case WINED3DFMT_YUY2:
2382 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2383 TRACE_(d3d_caps)("[OK]\n");
2384 return TRUE;
2386 TRACE_(d3d_caps)("[FAILED]\n");
2387 return FALSE;
2388 case WINED3DFMT_YV12:
2389 TRACE_(d3d_caps)("[FAILED]\n");
2390 return FALSE;
2392 /* Not supported */
2393 case WINED3DFMT_R16G16B16A16_UNORM:
2394 case WINED3DFMT_A8R3G3B2:
2395 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2396 return FALSE;
2398 /* Floating point formats */
2399 case WINED3DFMT_R16_FLOAT:
2400 case WINED3DFMT_R16G16_FLOAT:
2401 case WINED3DFMT_R16G16B16A16_FLOAT:
2402 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2403 TRACE_(d3d_caps)("[OK]\n");
2404 return TRUE;
2406 TRACE_(d3d_caps)("[FAILED]\n");
2407 return FALSE;
2409 case WINED3DFMT_R32_FLOAT:
2410 case WINED3DFMT_R32G32_FLOAT:
2411 case WINED3DFMT_R32G32B32A32_FLOAT:
2412 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2413 TRACE_(d3d_caps)("[OK]\n");
2414 return TRUE;
2416 TRACE_(d3d_caps)("[FAILED]\n");
2417 return FALSE;
2419 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2420 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2421 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2422 * We can do instancing with all shader versions, but we need vertex shaders.
2424 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2425 * to enable instancing. WineD3D doesn't need that and just ignores it.
2427 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2429 case WINEMAKEFOURCC('I','N','S','T'):
2430 TRACE("ATI Instancing check hack\n");
2431 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2432 TRACE_(d3d_caps)("[OK]\n");
2433 return TRUE;
2435 TRACE_(d3d_caps)("[FAILED]\n");
2436 return FALSE;
2438 /* Some weird FOURCC formats */
2439 case WINED3DFMT_R8G8_B8G8:
2440 case WINED3DFMT_G8R8_G8B8:
2441 case WINED3DFMT_MULTI2_ARGB8:
2442 TRACE_(d3d_caps)("[FAILED]\n");
2443 return FALSE;
2445 /* Vendor specific formats */
2446 case WINED3DFMT_ATI2N:
2447 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2448 shader_backend = select_shader_backend(adapter, DeviceType);
2449 fp = select_fragment_implementation(adapter, DeviceType);
2450 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
2451 && fp->color_fixup_supported(format_desc->color_fixup))
2453 TRACE_(d3d_caps)("[OK]\n");
2454 return TRUE;
2457 TRACE_(d3d_caps)("[OK]\n");
2458 return TRUE;
2460 TRACE_(d3d_caps)("[FAILED]\n");
2461 return FALSE;
2463 case WINED3DFMT_NVHU:
2464 case WINED3DFMT_NVHS:
2465 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2466 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2467 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2468 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2469 * Applications have to deal with not having NVHS and NVHU.
2471 TRACE_(d3d_caps)("[FAILED]\n");
2472 return FALSE;
2474 case WINED3DFMT_UNKNOWN:
2475 return FALSE;
2477 default:
2478 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
2479 break;
2481 return FALSE;
2484 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
2485 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
2487 const struct blit_shader *blitter;
2489 if(SurfaceType == SURFACE_GDI) {
2490 switch(check_format_desc->format)
2492 case WINED3DFMT_R8G8B8:
2493 case WINED3DFMT_A8R8G8B8:
2494 case WINED3DFMT_X8R8G8B8:
2495 case WINED3DFMT_R5G6B5:
2496 case WINED3DFMT_X1R5G5B5:
2497 case WINED3DFMT_A1R5G5B5:
2498 case WINED3DFMT_A4R4G4B4:
2499 case WINED3DFMT_R3G3B2:
2500 case WINED3DFMT_A8_UNORM:
2501 case WINED3DFMT_A8R3G3B2:
2502 case WINED3DFMT_X4R4G4B4:
2503 case WINED3DFMT_R10G10B10A2_UNORM:
2504 case WINED3DFMT_R8G8B8A8_UNORM:
2505 case WINED3DFMT_X8B8G8R8:
2506 case WINED3DFMT_R16G16_UNORM:
2507 case WINED3DFMT_A2R10G10B10:
2508 case WINED3DFMT_R16G16B16A16_UNORM:
2509 case WINED3DFMT_P8:
2510 TRACE_(d3d_caps)("[OK]\n");
2511 return TRUE;
2512 default:
2513 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2514 return FALSE;
2518 /* All format that are supported for textures are supported for surfaces as well */
2519 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
2520 /* All depth stencil formats are supported on surfaces */
2521 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
2523 /* If opengl can't process the format natively, the blitter may be able to convert it */
2524 blitter = select_blit_implementation(adapter, DeviceType);
2525 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
2527 TRACE_(d3d_caps)("[OK]\n");
2528 return TRUE;
2531 /* Reject other formats */
2532 TRACE_(d3d_caps)("[FAILED]\n");
2533 return FALSE;
2536 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2538 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2540 if (!GL_LIMITS(vertex_samplers)) {
2541 TRACE_(d3d_caps)("[FAILED]\n");
2542 return FALSE;
2545 switch (format_desc->format)
2547 case WINED3DFMT_R32G32B32A32_FLOAT:
2548 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2549 TRACE_(d3d_caps)("[FAILED]\n");
2550 return FALSE;
2552 TRACE_(d3d_caps)("[OK]\n");
2553 return TRUE;
2555 default:
2556 TRACE_(d3d_caps)("[FAILED]\n");
2557 return FALSE;
2559 return FALSE;
2562 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2563 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2564 WINED3DSURFTYPE SurfaceType) {
2565 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2566 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
2567 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2568 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
2569 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
2570 DWORD UsageCaps = 0;
2572 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2573 This,
2574 Adapter,
2575 DeviceType, debug_d3ddevicetype(DeviceType),
2576 AdapterFormat, debug_d3dformat(AdapterFormat),
2577 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2578 RType, debug_d3dresourcetype(RType),
2579 CheckFormat, debug_d3dformat(CheckFormat));
2581 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2582 return WINED3DERR_INVALIDCALL;
2585 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2587 if(SurfaceType != SURFACE_OPENGL) {
2588 TRACE("[FAILED]\n");
2589 return WINED3DERR_NOTAVAILABLE;
2592 /* Cubetexture allows:
2593 * - D3DUSAGE_AUTOGENMIPMAP
2594 * - D3DUSAGE_DEPTHSTENCIL
2595 * - D3DUSAGE_DYNAMIC
2596 * - D3DUSAGE_NONSECURE (d3d9ex)
2597 * - D3DUSAGE_RENDERTARGET
2598 * - D3DUSAGE_SOFTWAREPROCESSING
2599 * - D3DUSAGE_QUERY_WRAPANDMIP
2601 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2602 /* Check if the texture format is around */
2603 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2605 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2606 /* Check for automatic mipmap generation support */
2607 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2608 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2609 } else {
2610 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2611 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2615 /* Always report dynamic locking */
2616 if(Usage & WINED3DUSAGE_DYNAMIC)
2617 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2619 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2620 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2622 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2623 } else {
2624 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2625 return WINED3DERR_NOTAVAILABLE;
2629 /* Always report software processing */
2630 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2631 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2633 /* Check QUERY_FILTER support */
2634 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2635 if (CheckFilterCapability(adapter, format_desc))
2637 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2638 } else {
2639 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2640 return WINED3DERR_NOTAVAILABLE;
2644 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2645 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2646 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2648 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2649 } else {
2650 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2651 return WINED3DERR_NOTAVAILABLE;
2655 /* Check QUERY_SRGBREAD support */
2656 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2657 if (CheckSrgbReadCapability(adapter, format_desc))
2659 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2660 } else {
2661 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2662 return WINED3DERR_NOTAVAILABLE;
2666 /* Check QUERY_SRGBWRITE support */
2667 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2668 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2670 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2671 } else {
2672 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2673 return WINED3DERR_NOTAVAILABLE;
2677 /* Check QUERY_VERTEXTEXTURE support */
2678 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2679 if (CheckVertexTextureCapability(adapter, format_desc))
2681 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2682 } else {
2683 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2684 return WINED3DERR_NOTAVAILABLE;
2688 /* Check QUERY_WRAPANDMIP support */
2689 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2690 if (CheckWrapAndMipCapability(adapter, format_desc))
2692 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2693 } else {
2694 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2695 return WINED3DERR_NOTAVAILABLE;
2698 } else {
2699 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2700 return WINED3DERR_NOTAVAILABLE;
2702 } else {
2703 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2704 return WINED3DERR_NOTAVAILABLE;
2706 } else if(RType == WINED3DRTYPE_SURFACE) {
2707 /* Surface allows:
2708 * - D3DUSAGE_DEPTHSTENCIL
2709 * - D3DUSAGE_NONSECURE (d3d9ex)
2710 * - D3DUSAGE_RENDERTARGET
2713 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
2715 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2716 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2718 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2719 } else {
2720 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2721 return WINED3DERR_NOTAVAILABLE;
2725 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2726 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2728 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2729 } else {
2730 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2731 return WINED3DERR_NOTAVAILABLE;
2735 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2736 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2737 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2739 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2740 } else {
2741 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2742 return WINED3DERR_NOTAVAILABLE;
2745 } else {
2746 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2747 return WINED3DERR_NOTAVAILABLE;
2750 } else if(RType == WINED3DRTYPE_TEXTURE) {
2751 /* Texture allows:
2752 * - D3DUSAGE_AUTOGENMIPMAP
2753 * - D3DUSAGE_DEPTHSTENCIL
2754 * - D3DUSAGE_DMAP
2755 * - D3DUSAGE_DYNAMIC
2756 * - D3DUSAGE_NONSECURE (d3d9ex)
2757 * - D3DUSAGE_RENDERTARGET
2758 * - D3DUSAGE_SOFTWAREPROCESSING
2759 * - D3DUSAGE_TEXTAPI (d3d9ex)
2760 * - D3DUSAGE_QUERY_WRAPANDMIP
2763 if(SurfaceType != SURFACE_OPENGL) {
2764 TRACE("[FAILED]\n");
2765 return WINED3DERR_NOTAVAILABLE;
2768 /* Check if the texture format is around */
2769 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2771 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2772 /* Check for automatic mipmap generation support */
2773 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2774 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2775 } else {
2776 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2777 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2781 /* Always report dynamic locking */
2782 if(Usage & WINED3DUSAGE_DYNAMIC)
2783 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2785 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2786 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2788 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2789 } else {
2790 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2791 return WINED3DERR_NOTAVAILABLE;
2795 /* Always report software processing */
2796 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2797 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2799 /* Check QUERY_FILTER support */
2800 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2801 if (CheckFilterCapability(adapter, format_desc))
2803 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2804 } else {
2805 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2806 return WINED3DERR_NOTAVAILABLE;
2810 /* Check QUERY_LEGACYBUMPMAP support */
2811 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2812 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
2814 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2815 } else {
2816 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2817 return WINED3DERR_NOTAVAILABLE;
2821 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2822 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2823 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2825 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2826 } else {
2827 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2828 return WINED3DERR_NOTAVAILABLE;
2832 /* Check QUERY_SRGBREAD support */
2833 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2834 if (CheckSrgbReadCapability(adapter, format_desc))
2836 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2837 } else {
2838 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2839 return WINED3DERR_NOTAVAILABLE;
2843 /* Check QUERY_SRGBWRITE support */
2844 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2845 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2847 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2848 } else {
2849 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2850 return WINED3DERR_NOTAVAILABLE;
2854 /* Check QUERY_VERTEXTEXTURE support */
2855 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2856 if (CheckVertexTextureCapability(adapter, format_desc))
2858 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2859 } else {
2860 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2861 return WINED3DERR_NOTAVAILABLE;
2865 /* Check QUERY_WRAPANDMIP support */
2866 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2867 if (CheckWrapAndMipCapability(adapter, format_desc))
2869 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2870 } else {
2871 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2872 return WINED3DERR_NOTAVAILABLE;
2876 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2877 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2879 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2880 } else {
2881 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2882 return WINED3DERR_NOTAVAILABLE;
2885 } else {
2886 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2887 return WINED3DERR_NOTAVAILABLE;
2889 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2890 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2891 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2893 * Volumetexture allows:
2894 * - D3DUSAGE_DYNAMIC
2895 * - D3DUSAGE_NONSECURE (d3d9ex)
2896 * - D3DUSAGE_SOFTWAREPROCESSING
2897 * - D3DUSAGE_QUERY_WRAPANDMIP
2900 if(SurfaceType != SURFACE_OPENGL) {
2901 TRACE("[FAILED]\n");
2902 return WINED3DERR_NOTAVAILABLE;
2905 /* Check volume texture and volume usage caps */
2906 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2907 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
2909 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2910 return WINED3DERR_NOTAVAILABLE;
2913 /* Always report dynamic locking */
2914 if(Usage & WINED3DUSAGE_DYNAMIC)
2915 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2917 /* Always report software processing */
2918 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2919 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2921 /* Check QUERY_FILTER support */
2922 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2923 if (CheckFilterCapability(adapter, format_desc))
2925 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2926 } else {
2927 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2928 return WINED3DERR_NOTAVAILABLE;
2932 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2933 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2934 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2936 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2937 } else {
2938 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2939 return WINED3DERR_NOTAVAILABLE;
2943 /* Check QUERY_SRGBREAD support */
2944 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2945 if (CheckSrgbReadCapability(adapter, format_desc))
2947 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2948 } else {
2949 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2950 return WINED3DERR_NOTAVAILABLE;
2954 /* Check QUERY_SRGBWRITE support */
2955 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2956 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2958 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2959 } else {
2960 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2961 return WINED3DERR_NOTAVAILABLE;
2965 /* Check QUERY_VERTEXTEXTURE support */
2966 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2967 if (CheckVertexTextureCapability(adapter, format_desc))
2969 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2970 } else {
2971 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2972 return WINED3DERR_NOTAVAILABLE;
2976 /* Check QUERY_WRAPANDMIP support */
2977 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2978 if (CheckWrapAndMipCapability(adapter, format_desc))
2980 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2981 } else {
2982 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2983 return WINED3DERR_NOTAVAILABLE;
2986 } else {
2987 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2988 return WINED3DERR_NOTAVAILABLE;
2991 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2992 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2993 * app needing one of those formats, don't advertize them to avoid leading apps into
2994 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2995 * except of R32F.
2997 switch(CheckFormat) {
2998 case WINED3DFMT_P8:
2999 case WINED3DFMT_A4L4:
3000 case WINED3DFMT_R32_FLOAT:
3001 case WINED3DFMT_R16_FLOAT:
3002 case WINED3DFMT_X8L8V8U8:
3003 case WINED3DFMT_L6V5U5:
3004 case WINED3DFMT_R16G16_UNORM:
3005 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3006 return WINED3DERR_NOTAVAILABLE;
3008 case WINED3DFMT_R8G8B8A8_SNORM:
3009 case WINED3DFMT_R16G16_SNORM:
3010 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3011 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3012 return WINED3DERR_NOTAVAILABLE;
3014 break;
3016 case WINED3DFMT_R8G8_SNORM:
3017 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3018 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3019 return WINED3DERR_NOTAVAILABLE;
3021 break;
3023 case WINED3DFMT_DXT1:
3024 case WINED3DFMT_DXT2:
3025 case WINED3DFMT_DXT3:
3026 case WINED3DFMT_DXT4:
3027 case WINED3DFMT_DXT5:
3028 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3029 * compressed texture results in an error. While the D3D refrast does
3030 * support s3tc volumes, at least the nvidia windows driver does not, so
3031 * we're free not to support this format.
3033 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3034 return WINED3DERR_NOTAVAILABLE;
3036 default:
3037 /* Do nothing, continue with checking the format below */
3038 break;
3040 } else if(RType == WINED3DRTYPE_BUFFER){
3041 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3042 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3043 return WINED3DERR_NOTAVAILABLE;
3046 /* This format is nothing special and it is supported perfectly.
3047 * However, ati and nvidia driver on windows do not mark this format as
3048 * supported (tested with the dxCapsViewer) and pretending to
3049 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3050 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3051 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3053 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3054 TRACE_(d3d_caps)("[FAILED]\n");
3055 return WINED3DERR_NOTAVAILABLE;
3058 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3059 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3060 * usage flags match. */
3061 if(UsageCaps == Usage) {
3062 return WINED3D_OK;
3063 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3064 return WINED3DOK_NOAUTOGEN;
3065 } else {
3066 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);
3067 return WINED3DERR_NOTAVAILABLE;
3071 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3072 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3073 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3075 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3076 This,
3077 Adapter,
3078 DeviceType, debug_d3ddevicetype(DeviceType),
3079 SourceFormat, debug_d3dformat(SourceFormat),
3080 TargetFormat, debug_d3dformat(TargetFormat));
3081 return WINED3D_OK;
3084 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3086 const shader_backend_t *ret;
3087 int vs_selected_mode;
3088 int ps_selected_mode;
3090 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3091 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3092 ret = &glsl_shader_backend;
3093 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3094 ret = &arb_program_shader_backend;
3095 } else {
3096 ret = &none_shader_backend;
3098 return ret;
3101 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3102 WINED3DDEVTYPE DeviceType)
3104 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3105 int vs_selected_mode;
3106 int ps_selected_mode;
3108 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3109 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3110 return &arbfp_fragment_pipeline;
3111 } else if(ps_selected_mode == SHADER_ATI) {
3112 return &atifs_fragment_pipeline;
3113 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3114 return &nvts_fragment_pipeline;
3115 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3116 return &nvrc_fragment_pipeline;
3117 } else {
3118 return &ffp_fragment_pipeline;
3122 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3124 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3125 int vs_selected_mode;
3126 int ps_selected_mode;
3128 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3129 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3130 return &arbfp_blit;
3131 } else {
3132 return &ffp_blit;
3136 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3137 subset of a D3DCAPS9 structure. However, it has to come via a void *
3138 as the d3d8 interface cannot import the d3d9 header */
3139 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3141 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3142 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3143 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3144 int vs_selected_mode;
3145 int ps_selected_mode;
3146 struct shader_caps shader_caps;
3147 struct fragment_caps fragment_caps;
3148 const shader_backend_t *shader_backend;
3149 const struct fragment_pipeline *frag_pipeline = NULL;
3150 DWORD ckey_caps, blit_caps, fx_caps;
3152 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3154 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3155 return WINED3DERR_INVALIDCALL;
3158 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3160 /* This function should *not* be modifying GL caps
3161 * TODO: move the functionality where it belongs */
3162 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3164 /* ------------------------------------------------
3165 The following fields apply to both d3d8 and d3d9
3166 ------------------------------------------------ */
3167 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3168 pCaps->AdapterOrdinal = Adapter;
3170 pCaps->Caps = 0;
3171 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3172 WINED3DCAPS2_FULLSCREENGAMMA |
3173 WINED3DCAPS2_DYNAMICTEXTURES;
3174 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3175 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3178 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3179 WINED3DCAPS3_COPY_TO_VIDMEM |
3180 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3182 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3183 WINED3DPRESENT_INTERVAL_ONE;
3185 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3186 WINED3DCURSORCAPS_LOWRES;
3188 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3189 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3190 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3191 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3192 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3193 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3194 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3195 WINED3DDEVCAPS_PUREDEVICE |
3196 WINED3DDEVCAPS_HWRASTERIZATION |
3197 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3198 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3199 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3200 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3201 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3202 WINED3DDEVCAPS_RTPATCHES;
3204 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3205 WINED3DPMISCCAPS_CULLCCW |
3206 WINED3DPMISCCAPS_CULLCW |
3207 WINED3DPMISCCAPS_COLORWRITEENABLE |
3208 WINED3DPMISCCAPS_CLIPTLVERTS |
3209 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3210 WINED3DPMISCCAPS_MASKZ |
3211 WINED3DPMISCCAPS_BLENDOP |
3212 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3213 /* TODO:
3214 WINED3DPMISCCAPS_NULLREFERENCE
3215 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3216 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3217 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3218 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3220 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3221 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3223 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3224 WINED3DPRASTERCAPS_PAT |
3225 WINED3DPRASTERCAPS_WFOG |
3226 WINED3DPRASTERCAPS_ZFOG |
3227 WINED3DPRASTERCAPS_FOGVERTEX |
3228 WINED3DPRASTERCAPS_FOGTABLE |
3229 WINED3DPRASTERCAPS_STIPPLE |
3230 WINED3DPRASTERCAPS_SUBPIXEL |
3231 WINED3DPRASTERCAPS_ZTEST |
3232 WINED3DPRASTERCAPS_SCISSORTEST |
3233 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3234 WINED3DPRASTERCAPS_DEPTHBIAS;
3236 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3237 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3238 WINED3DPRASTERCAPS_ZBIAS |
3239 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3241 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3242 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3244 /* FIXME Add:
3245 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3246 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3247 WINED3DPRASTERCAPS_ANTIALIASEDGES
3248 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3249 WINED3DPRASTERCAPS_WBUFFER */
3251 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3252 WINED3DPCMPCAPS_EQUAL |
3253 WINED3DPCMPCAPS_GREATER |
3254 WINED3DPCMPCAPS_GREATEREQUAL |
3255 WINED3DPCMPCAPS_LESS |
3256 WINED3DPCMPCAPS_LESSEQUAL |
3257 WINED3DPCMPCAPS_NEVER |
3258 WINED3DPCMPCAPS_NOTEQUAL;
3260 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3261 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3262 WINED3DPBLENDCAPS_DESTALPHA |
3263 WINED3DPBLENDCAPS_DESTCOLOR |
3264 WINED3DPBLENDCAPS_INVDESTALPHA |
3265 WINED3DPBLENDCAPS_INVDESTCOLOR |
3266 WINED3DPBLENDCAPS_INVSRCALPHA |
3267 WINED3DPBLENDCAPS_INVSRCCOLOR |
3268 WINED3DPBLENDCAPS_ONE |
3269 WINED3DPBLENDCAPS_SRCALPHA |
3270 WINED3DPBLENDCAPS_SRCALPHASAT |
3271 WINED3DPBLENDCAPS_SRCCOLOR |
3272 WINED3DPBLENDCAPS_ZERO;
3274 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3275 WINED3DPBLENDCAPS_DESTCOLOR |
3276 WINED3DPBLENDCAPS_INVDESTALPHA |
3277 WINED3DPBLENDCAPS_INVDESTCOLOR |
3278 WINED3DPBLENDCAPS_INVSRCALPHA |
3279 WINED3DPBLENDCAPS_INVSRCCOLOR |
3280 WINED3DPBLENDCAPS_ONE |
3281 WINED3DPBLENDCAPS_SRCALPHA |
3282 WINED3DPBLENDCAPS_SRCCOLOR |
3283 WINED3DPBLENDCAPS_ZERO;
3284 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3285 * according to the glBlendFunc manpage
3287 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3288 * legacy settings for srcblend only
3291 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3292 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3293 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3297 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3298 WINED3DPCMPCAPS_EQUAL |
3299 WINED3DPCMPCAPS_GREATER |
3300 WINED3DPCMPCAPS_GREATEREQUAL |
3301 WINED3DPCMPCAPS_LESS |
3302 WINED3DPCMPCAPS_LESSEQUAL |
3303 WINED3DPCMPCAPS_NEVER |
3304 WINED3DPCMPCAPS_NOTEQUAL;
3306 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3307 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3308 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3309 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3310 WINED3DPSHADECAPS_COLORFLATRGB |
3311 WINED3DPSHADECAPS_FOGFLAT |
3312 WINED3DPSHADECAPS_FOGGOURAUD |
3313 WINED3DPSHADECAPS_SPECULARFLATRGB;
3315 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3316 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3317 WINED3DPTEXTURECAPS_TRANSPARENCY |
3318 WINED3DPTEXTURECAPS_BORDER |
3319 WINED3DPTEXTURECAPS_MIPMAP |
3320 WINED3DPTEXTURECAPS_PROJECTED |
3321 WINED3DPTEXTURECAPS_PERSPECTIVE;
3323 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3324 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3325 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3328 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3329 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3330 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3331 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3334 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3335 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3336 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3337 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3341 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3342 WINED3DPTFILTERCAPS_MAGFPOINT |
3343 WINED3DPTFILTERCAPS_MINFLINEAR |
3344 WINED3DPTFILTERCAPS_MINFPOINT |
3345 WINED3DPTFILTERCAPS_MIPFLINEAR |
3346 WINED3DPTFILTERCAPS_MIPFPOINT |
3347 WINED3DPTFILTERCAPS_LINEAR |
3348 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3349 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3350 WINED3DPTFILTERCAPS_MIPLINEAR |
3351 WINED3DPTFILTERCAPS_MIPNEAREST |
3352 WINED3DPTFILTERCAPS_NEAREST;
3354 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3355 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3356 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3359 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3360 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3361 WINED3DPTFILTERCAPS_MAGFPOINT |
3362 WINED3DPTFILTERCAPS_MINFLINEAR |
3363 WINED3DPTFILTERCAPS_MINFPOINT |
3364 WINED3DPTFILTERCAPS_MIPFLINEAR |
3365 WINED3DPTFILTERCAPS_MIPFPOINT |
3366 WINED3DPTFILTERCAPS_LINEAR |
3367 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3368 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3369 WINED3DPTFILTERCAPS_MIPLINEAR |
3370 WINED3DPTFILTERCAPS_MIPNEAREST |
3371 WINED3DPTFILTERCAPS_NEAREST;
3373 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3374 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3375 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3377 } else
3378 pCaps->CubeTextureFilterCaps = 0;
3380 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3381 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3382 WINED3DPTFILTERCAPS_MAGFPOINT |
3383 WINED3DPTFILTERCAPS_MINFLINEAR |
3384 WINED3DPTFILTERCAPS_MINFPOINT |
3385 WINED3DPTFILTERCAPS_MIPFLINEAR |
3386 WINED3DPTFILTERCAPS_MIPFPOINT |
3387 WINED3DPTFILTERCAPS_LINEAR |
3388 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3389 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3390 WINED3DPTFILTERCAPS_MIPLINEAR |
3391 WINED3DPTFILTERCAPS_MIPNEAREST |
3392 WINED3DPTFILTERCAPS_NEAREST;
3393 } else
3394 pCaps->VolumeTextureFilterCaps = 0;
3396 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3397 WINED3DPTADDRESSCAPS_CLAMP |
3398 WINED3DPTADDRESSCAPS_WRAP;
3400 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3401 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3403 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3404 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3406 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3407 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3410 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3411 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3412 WINED3DPTADDRESSCAPS_CLAMP |
3413 WINED3DPTADDRESSCAPS_WRAP;
3414 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3415 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3417 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3418 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3420 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3421 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3423 } else
3424 pCaps->VolumeTextureAddressCaps = 0;
3426 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3427 WINED3DLINECAPS_ZTEST |
3428 WINED3DLINECAPS_BLEND |
3429 WINED3DLINECAPS_ALPHACMP |
3430 WINED3DLINECAPS_FOG;
3431 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3432 * idea how generating the smoothing alpha values works; the result is different
3435 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3436 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3438 if(GL_SUPPORT(EXT_TEXTURE3D))
3439 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3440 else
3441 pCaps->MaxVolumeExtent = 0;
3443 pCaps->MaxTextureRepeat = 32768;
3444 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3445 pCaps->MaxVertexW = 1.0;
3447 pCaps->GuardBandLeft = 0;
3448 pCaps->GuardBandTop = 0;
3449 pCaps->GuardBandRight = 0;
3450 pCaps->GuardBandBottom = 0;
3452 pCaps->ExtentsAdjust = 0;
3454 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3455 WINED3DSTENCILCAPS_INCRSAT |
3456 WINED3DSTENCILCAPS_INVERT |
3457 WINED3DSTENCILCAPS_KEEP |
3458 WINED3DSTENCILCAPS_REPLACE |
3459 WINED3DSTENCILCAPS_ZERO;
3460 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3461 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3462 WINED3DSTENCILCAPS_INCR;
3464 if ( This->dxVersion > 8 &&
3465 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3466 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3467 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3470 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3472 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3473 pCaps->MaxActiveLights = GL_LIMITS(lights);
3475 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3476 pCaps->MaxVertexBlendMatrixIndex = 0;
3478 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3479 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3482 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3483 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3484 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3485 WINED3DVTXPCAPS_LOCALVIEWER |
3486 WINED3DVTXPCAPS_VERTEXFOG |
3487 WINED3DVTXPCAPS_TEXGEN;
3488 /* FIXME: Add
3489 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3491 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3492 pCaps->MaxVertexIndex = 0xFFFFF;
3493 pCaps->MaxStreams = MAX_STREAMS;
3494 pCaps->MaxStreamStride = 1024;
3496 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3497 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3498 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3499 pCaps->MaxNpatchTessellationLevel = 0;
3500 pCaps->MasterAdapterOrdinal = 0;
3501 pCaps->AdapterOrdinalInGroup = 0;
3502 pCaps->NumberOfAdaptersInGroup = 1;
3504 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3506 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3507 WINED3DPTFILTERCAPS_MAGFPOINT |
3508 WINED3DPTFILTERCAPS_MINFLINEAR |
3509 WINED3DPTFILTERCAPS_MAGFLINEAR;
3510 pCaps->VertexTextureFilterCaps = 0;
3512 memset(&shader_caps, 0, sizeof(shader_caps));
3513 shader_backend = select_shader_backend(adapter, DeviceType);
3514 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3516 memset(&fragment_caps, 0, sizeof(fragment_caps));
3517 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3518 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
3520 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3521 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3523 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3524 * Ignore shader model capabilities if disabled in config
3526 if(vs_selected_mode == SHADER_NONE) {
3527 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3528 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3529 pCaps->MaxVertexShaderConst = 0;
3530 } else {
3531 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3532 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3535 if(ps_selected_mode == SHADER_NONE) {
3536 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3537 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3538 pCaps->PixelShader1xMaxValue = 0.0;
3539 } else {
3540 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3541 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3544 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3545 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3546 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3548 pCaps->VS20Caps = shader_caps.VS20Caps;
3549 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3550 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3551 pCaps->PS20Caps = shader_caps.PS20Caps;
3552 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3553 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3555 /* The following caps are shader specific, but they are things we cannot detect, or which
3556 * are the same among all shader models. So to avoid code duplication set the shader version
3557 * specific, but otherwise constant caps here
3559 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3560 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3561 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3562 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3563 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3564 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
3565 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3567 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3568 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
3569 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3570 pCaps->VS20Caps.Caps = 0;
3571 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3572 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
3573 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3575 pCaps->MaxVShaderInstructionsExecuted = 65535;
3576 pCaps->MaxVertexShader30InstructionSlots = 0;
3577 } else { /* VS 1.x */
3578 pCaps->VS20Caps.Caps = 0;
3579 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3580 pCaps->VS20Caps.NumTemps = 0;
3581 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3583 pCaps->MaxVShaderInstructionsExecuted = 0;
3584 pCaps->MaxVertexShader30InstructionSlots = 0;
3587 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3588 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3589 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3591 /* 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 */
3592 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3593 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3594 WINED3DPS20CAPS_PREDICATION |
3595 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3596 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3597 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3598 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
3599 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3600 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3602 pCaps->MaxPShaderInstructionsExecuted = 65535;
3603 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
3604 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3605 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3606 pCaps->PS20Caps.Caps = 0;
3607 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3608 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
3609 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3610 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3612 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3613 pCaps->MaxPixelShader30InstructionSlots = 0;
3614 } else { /* PS 1.x */
3615 pCaps->PS20Caps.Caps = 0;
3616 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3617 pCaps->PS20Caps.NumTemps = 0;
3618 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3619 pCaps->PS20Caps.NumInstructionSlots = 0;
3621 pCaps->MaxPShaderInstructionsExecuted = 0;
3622 pCaps->MaxPixelShader30InstructionSlots = 0;
3625 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3626 /* OpenGL supports all the formats below, perhaps not always
3627 * without conversion, but it supports them.
3628 * Further GLSL doesn't seem to have an official unsigned type so
3629 * don't advertise it yet as I'm not sure how we handle it.
3630 * We might need to add some clamping in the shader engine to
3631 * support it.
3632 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3633 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3634 WINED3DDTCAPS_UBYTE4N |
3635 WINED3DDTCAPS_SHORT2N |
3636 WINED3DDTCAPS_SHORT4N;
3637 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
3638 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3639 WINED3DDTCAPS_FLOAT16_4;
3641 } else
3642 pCaps->DeclTypes = 0;
3644 /* Set DirectDraw helper Caps */
3645 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3646 WINEDDCKEYCAPS_SRCBLT;
3647 fx_caps = WINEDDFXCAPS_BLTALPHA |
3648 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3649 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3650 WINEDDFXCAPS_BLTROTATION90 |
3651 WINEDDFXCAPS_BLTSHRINKX |
3652 WINEDDFXCAPS_BLTSHRINKXN |
3653 WINEDDFXCAPS_BLTSHRINKY |
3654 WINEDDFXCAPS_BLTSHRINKXN |
3655 WINEDDFXCAPS_BLTSTRETCHX |
3656 WINEDDFXCAPS_BLTSTRETCHXN |
3657 WINEDDFXCAPS_BLTSTRETCHY |
3658 WINEDDFXCAPS_BLTSTRETCHYN;
3659 blit_caps = WINEDDCAPS_BLT |
3660 WINEDDCAPS_BLTCOLORFILL |
3661 WINEDDCAPS_BLTDEPTHFILL |
3662 WINEDDCAPS_BLTSTRETCH |
3663 WINEDDCAPS_CANBLTSYSMEM |
3664 WINEDDCAPS_CANCLIP |
3665 WINEDDCAPS_CANCLIPSTRETCHED |
3666 WINEDDCAPS_COLORKEY |
3667 WINEDDCAPS_COLORKEYHWASSIST |
3668 WINEDDCAPS_ALIGNBOUNDARYSRC;
3670 /* Fill the ddraw caps structure */
3671 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3672 WINEDDCAPS_PALETTE |
3673 blit_caps;
3674 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3675 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3676 WINEDDCAPS2_PRIMARYGAMMA |
3677 WINEDDCAPS2_WIDESURFACES |
3678 WINEDDCAPS2_CANRENDERWINDOWED;
3679 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3680 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3681 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3682 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3683 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3684 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3685 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3686 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3687 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3689 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3690 WINEDDSCAPS_BACKBUFFER |
3691 WINEDDSCAPS_FLIP |
3692 WINEDDSCAPS_FRONTBUFFER |
3693 WINEDDSCAPS_OFFSCREENPLAIN |
3694 WINEDDSCAPS_PALETTE |
3695 WINEDDSCAPS_PRIMARYSURFACE |
3696 WINEDDSCAPS_SYSTEMMEMORY |
3697 WINEDDSCAPS_VIDEOMEMORY |
3698 WINEDDSCAPS_VISIBLE;
3699 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3701 /* Set D3D caps if OpenGL is available. */
3702 if (adapter->opengl)
3704 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3705 WINEDDSCAPS_MIPMAP |
3706 WINEDDSCAPS_TEXTURE |
3707 WINEDDSCAPS_ZBUFFER;
3708 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3711 return WINED3D_OK;
3714 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3715 and fields being inserted in the middle, a new structure is used in place */
3716 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
3717 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
3718 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
3720 IWineD3DDeviceImpl *object = NULL;
3721 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3722 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3723 WINED3DDISPLAYMODE mode;
3724 const struct fragment_pipeline *frag_pipeline = NULL;
3725 int i;
3726 struct fragment_caps ffp_caps;
3727 struct shader_caps shader_caps;
3728 HRESULT hr;
3730 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3731 * number and create a device without a 3D adapter for 2D only operation.
3733 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3734 return WINED3DERR_INVALIDCALL;
3737 /* Create a WineD3DDevice object */
3738 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3739 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3740 TRACE("Created WineD3DDevice object @ %p\n", object);
3741 if (NULL == object) {
3742 return WINED3DERR_OUTOFVIDEOMEMORY;
3745 /* Set up initial COM information */
3746 object->lpVtbl = &IWineD3DDevice_Vtbl;
3747 object->ref = 1;
3748 object->wineD3D = iface;
3749 object->adapter = This->adapter_count ? adapter : NULL;
3750 IWineD3D_AddRef(object->wineD3D);
3751 object->parent = parent;
3752 object->device_parent = device_parent;
3753 list_init(&object->resources);
3754 list_init(&object->shaders);
3756 if(This->dxVersion == 7) {
3757 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3758 } else {
3759 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3761 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3763 /* Set the state up as invalid until the device is fully created */
3764 object->state = WINED3DERR_DRIVERINTERNALERROR;
3766 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3767 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3769 /* Save the creation parameters */
3770 object->createParms.AdapterOrdinal = Adapter;
3771 object->createParms.DeviceType = DeviceType;
3772 object->createParms.hFocusWindow = hFocusWindow;
3773 object->createParms.BehaviorFlags = BehaviourFlags;
3775 /* Initialize other useful values */
3776 object->adapterNo = Adapter;
3777 object->devType = DeviceType;
3779 select_shader_mode(&adapter->gl_info, DeviceType,
3780 &object->ps_selected_mode, &object->vs_selected_mode);
3781 object->shader_backend = select_shader_backend(adapter, DeviceType);
3783 memset(&shader_caps, 0, sizeof(shader_caps));
3784 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3785 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
3786 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
3788 memset(&ffp_caps, 0, sizeof(ffp_caps));
3789 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3790 object->frag_pipe = frag_pipeline;
3791 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
3792 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3793 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3794 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
3795 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3797 if (FAILED(hr)) {
3798 IWineD3D_Release(object->wineD3D);
3799 HeapFree(GetProcessHeap(), 0, object);
3801 return hr;
3804 object->blitter = select_blit_implementation(adapter, DeviceType);
3806 /* set the state of the device to valid */
3807 object->state = WINED3D_OK;
3809 /* Get the initial screen setup for ddraw */
3810 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3812 object->ddraw_width = mode.Width;
3813 object->ddraw_height = mode.Height;
3814 object->ddraw_format = mode.Format;
3816 for(i = 0; i < PATCHMAP_SIZE; i++) {
3817 list_init(&object->patches[i]);
3820 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
3822 return WINED3D_OK;
3825 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3826 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3827 IUnknown_AddRef(This->parent);
3828 *pParent = This->parent;
3829 return WINED3D_OK;
3832 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3833 IUnknown* surfaceParent;
3834 TRACE("(%p) call back\n", pSurface);
3836 /* Now, release the parent, which will take care of cleaning up the surface for us */
3837 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3838 IUnknown_Release(surfaceParent);
3839 return IUnknown_Release(surfaceParent);
3842 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3843 IUnknown* volumeParent;
3844 TRACE("(%p) call back\n", pVolume);
3846 /* Now, release the parent, which will take care of cleaning up the volume for us */
3847 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3848 IUnknown_Release(volumeParent);
3849 return IUnknown_Release(volumeParent);
3852 static BOOL match_apple(const WineD3D_GL_Info *gl_info)
3854 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3855 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3856 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3858 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3859 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3860 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3861 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3862 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3863 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3864 * DirectDraw, not OpenGL.
3866 if(gl_info->supported[APPLE_FENCE] &&
3867 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3868 gl_info->supported[APPLE_FLUSH_RENDER] &&
3869 gl_info->supported[APPLE_YCBCR_422]) {
3870 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3871 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3872 return TRUE;
3873 } else {
3874 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3875 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3876 return FALSE;
3880 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3881 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3882 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3883 * all the texture. This function detects this bug by its symptom and disables PBOs
3884 * if the test fails.
3886 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3887 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3888 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3889 * read back is compared to the original. If they are equal PBOs are assumed to work,
3890 * otherwise the PBO extension is disabled.
3892 GLuint texture, pbo;
3893 static const unsigned int pattern[] = {
3894 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3895 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3896 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3897 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3899 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3901 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3902 /* No PBO -> No point in testing them */
3903 return;
3906 while(glGetError());
3907 glGenTextures(1, &texture);
3908 glBindTexture(GL_TEXTURE_2D, texture);
3910 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3911 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3912 checkGLcall("Specifying the PBO test texture\n");
3914 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3915 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3916 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3917 checkGLcall("Specifying the PBO test pbo\n");
3919 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3920 checkGLcall("Loading the PBO test texture\n");
3922 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3923 glFinish(); /* just to be sure */
3925 memset(check, 0, sizeof(check));
3926 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3927 checkGLcall("Reading back the PBO test texture\n");
3929 glDeleteTextures(1, &texture);
3930 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3931 checkGLcall("PBO test cleanup\n");
3933 if(memcmp(check, pattern, sizeof(check)) != 0) {
3934 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3935 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3936 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3937 } else {
3938 TRACE_(d3d_caps)("PBO test successful\n");
3942 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3943 * reporting a driver version is moot because we are not the Windows driver, and we have different
3944 * bugs, features, etc.
3946 * If a card is not found in this table, the gl driver version is reported
3948 struct driver_version_information {
3949 WORD vendor; /* reported PCI card vendor ID */
3950 WORD card; /* reported PCI card device ID */
3951 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
3952 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3953 WORD lopart_hi, lopart_lo; /* driver loword to report */
3956 static const struct driver_version_information driver_version_table[] = {
3957 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
3958 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
3959 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
3960 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
3962 * All version numbers used below are from the Linux nvidia drivers.
3964 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
3965 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
3966 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
3967 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
3968 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
3969 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 4, 3 },
3970 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 4, 3 },
3971 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 4, 3 },
3972 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7341 },
3973 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7341 },
3974 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7341 },
3975 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8044 },
3976 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8044 },
3977 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8044 },
3978 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8044 },
3979 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8044 },
3980 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8044 },
3981 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8044 },
3982 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8044 },
3983 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8044 },
3984 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8044 },
3985 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8044 },
3986 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8044 },
3987 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8044 },
3988 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8044 },
3989 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8044 },
3990 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8044 },
3991 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8044 },
3992 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8044 },
3993 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8044 },
3995 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3996 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
3997 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
3998 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
3999 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
4000 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
4001 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
4003 /* TODO: Add information about legacy ATI hardware, Intel and other cards */
4006 static BOOL match_ati_r300_to_500(const WineD3D_GL_Info *gl_info) {
4007 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4008 if(gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
4009 if(gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
4010 if(gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
4011 return FALSE;
4014 static BOOL match_geforce5(const WineD3D_GL_Info *gl_info) {
4015 if(gl_info->gl_vendor == VENDOR_NVIDIA) {
4016 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
4017 return TRUE;
4020 return FALSE;
4023 static BOOL match_apple_intel(const WineD3D_GL_Info *gl_info) {
4024 return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info);
4027 static BOOL match_apple_nonr500ati(const WineD3D_GL_Info *gl_info) {
4028 if(!match_apple(gl_info)) return FALSE;
4029 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4030 if(gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
4031 return TRUE;
4034 static void quirk_arb_constants(WineD3D_GL_Info *gl_info) {
4035 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL\n", gl_info->vs_arb_constantsF);
4036 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
4037 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL\n", gl_info->ps_arb_constantsF);
4038 gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
4041 static void quirk_apple_glsl_constants(WineD3D_GL_Info *gl_info) {
4042 quirk_arb_constants(gl_info);
4043 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
4044 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
4045 * allow 48 different offsets or other helper immediate values
4047 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use\n");
4048 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
4051 static void quirk_ati_dx9(WineD3D_GL_Info *gl_info) {
4052 quirk_arb_constants(gl_info);
4054 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
4055 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
4056 * If real NP2 textures are used, the driver falls back to software. We could just remove the
4057 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
4058 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
4059 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
4060 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
4062 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
4063 * has this extension promoted to core. The extension loading code sets this extension supported
4064 * due to that, so this code works on fglrx as well.
4066 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
4067 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4068 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
4070 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
4071 * it is generally more efficient. Reserve just 8 constants
4073 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use\n");
4074 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
4077 static void quirk_no_np2(WineD3D_GL_Info *gl_info) {
4078 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
4079 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
4080 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
4081 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
4082 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
4083 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
4085 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
4086 * triggering the software fallback. There is not much we can do here apart from disabling the
4087 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
4088 * in IWineD3DImpl_FillGLCaps).
4089 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
4090 * post-processing effects in the game "Max Payne 2").
4091 * The behaviour can be verified through a simple test app attached in bugreport #14724.
4093 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
4094 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4095 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
4098 static void quirk_texcoord_w(WineD3D_GL_Info *gl_info) {
4099 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
4100 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
4101 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
4102 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
4103 * according to the spec.
4105 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
4106 * makes the shader slower and eats instruction slots which should be available to the d3d app.
4108 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
4109 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
4110 * this workaround is activated on cards that do not need it, it won't break things, just affect
4111 * performance negatively.
4113 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
4114 gl_info->set_texcoord_w = TRUE;
4117 struct driver_quirk quirk_table[] = {
4119 match_ati_r300_to_500,
4120 quirk_ati_dx9,
4121 "ATI GLSL constant and normalized texrect quirk"
4123 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
4124 * used it falls back to software. While the compiler can detect if the shader uses all declared
4125 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
4126 * using relative addressing falls back to software.
4128 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
4131 match_apple,
4132 quirk_apple_glsl_constants,
4133 "Apple GLSL uniform override"
4136 match_geforce5,
4137 quirk_no_np2,
4138 "Geforce 5 NP2 disable"
4141 match_apple_intel,
4142 quirk_texcoord_w,
4143 "Init texcoord .w for Apple Intel GPU driver"
4146 match_apple_nonr500ati,
4147 quirk_texcoord_w,
4148 "Init texcoord .w for Apple ATI >= r600 GPU driver"
4152 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
4153 unsigned int i;
4155 for(i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); i++) {
4156 if(!quirk_table[i].match(gl_info)) continue;
4157 TRACE_(d3d_caps)("Applying driver quirk \"%s\"\n", quirk_table[i].description);
4158 quirk_table[i].apply(gl_info);
4161 /* Find out if PBOs work as they are supposed to */
4162 test_pbo_functionality(gl_info);
4164 /* Fixup the driver version */
4165 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
4166 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
4167 gl_info->gl_card == driver_version_table[i].card) {
4168 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
4170 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
4171 driver_version_table[i].lopart_lo);
4172 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
4173 driver_version_table[i].hipart_lo);
4174 strcpy(gl_info->driver_description, driver_version_table[i].description);
4175 break;
4180 static void WINE_GLAPI invalid_func(const void *data)
4182 ERR("Invalid vertex attribute function called\n");
4183 DebugBreak();
4186 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4188 ERR("Invalid texcoord function called\n");
4189 DebugBreak();
4192 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4193 * the extension detection and are used in drawStridedSlow
4195 static void WINE_GLAPI position_d3dcolor(const void *data)
4197 DWORD pos = *((const DWORD *)data);
4199 FIXME("Add a test for fixed function position from d3dcolor type\n");
4200 glVertex4s(D3DCOLOR_B_R(pos),
4201 D3DCOLOR_B_G(pos),
4202 D3DCOLOR_B_B(pos),
4203 D3DCOLOR_B_A(pos));
4206 static void WINE_GLAPI position_float4(const void *data)
4208 const GLfloat *pos = data;
4210 if (pos[3] < eps && pos[3] > -eps)
4211 glVertex3fv(pos);
4212 else {
4213 float w = 1.0 / pos[3];
4215 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4219 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4221 DWORD diffuseColor = *((const DWORD *)data);
4223 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4224 D3DCOLOR_B_G(diffuseColor),
4225 D3DCOLOR_B_B(diffuseColor),
4226 D3DCOLOR_B_A(diffuseColor));
4229 static void WINE_GLAPI specular_d3dcolor(const void *data)
4231 DWORD specularColor = *((const DWORD *)data);
4232 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4233 D3DCOLOR_B_G(specularColor),
4234 D3DCOLOR_B_B(specularColor)};
4236 specular_func_3ubv(d);
4239 static void WINE_GLAPI warn_no_specular_func(const void *data)
4241 WARN("GL_EXT_secondary_color not supported\n");
4244 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4246 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4247 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4248 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4249 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4250 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4251 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4252 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4253 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4254 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4255 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4256 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4257 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4258 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4259 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4260 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4261 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4262 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4264 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4265 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4266 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4267 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4268 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4269 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4270 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4271 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4272 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4273 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4274 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4275 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4276 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4277 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4278 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4279 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4280 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4282 /* No 4 component entry points here */
4283 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4284 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4285 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4286 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4287 } else {
4288 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4290 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4291 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4292 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4293 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4294 } else {
4295 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4297 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4298 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4299 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4300 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4301 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4302 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4303 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4304 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4305 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4306 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4307 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4308 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4310 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4311 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4313 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4314 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4315 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4316 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4317 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4318 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4319 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4320 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4321 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4322 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4323 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4324 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4325 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4326 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4327 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4328 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4329 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4331 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4332 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4333 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4334 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4335 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4336 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4337 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4338 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4339 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4340 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4341 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4342 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4343 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4344 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4345 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4346 if (GL_SUPPORT(NV_HALF_FLOAT))
4348 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4349 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4350 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4351 } else {
4352 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4353 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4357 BOOL InitAdapters(IWineD3DImpl *This)
4359 static HMODULE mod_gl;
4360 BOOL ret;
4361 int ps_selected_mode, vs_selected_mode;
4363 /* No need to hold any lock. The calling library makes sure only one thread calls
4364 * wined3d simultaneously
4367 TRACE("Initializing adapters\n");
4369 if(!mod_gl) {
4370 #ifdef USE_WIN32_OPENGL
4371 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4372 mod_gl = LoadLibraryA("opengl32.dll");
4373 if(!mod_gl) {
4374 ERR("Can't load opengl32.dll!\n");
4375 goto nogl_adapter;
4377 #else
4378 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4379 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4380 mod_gl = GetModuleHandleA("gdi32.dll");
4381 #endif
4384 /* Load WGL core functions from opengl32.dll */
4385 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4386 WGL_FUNCS_GEN;
4387 #undef USE_WGL_FUNC
4389 if(!pwglGetProcAddress) {
4390 ERR("Unable to load wglGetProcAddress!\n");
4391 goto nogl_adapter;
4394 /* Dynamically load all GL core functions */
4395 GL_FUNCS_GEN;
4396 #undef USE_GL_FUNC
4398 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4399 * otherwise because we have to use winex11.drv's override
4401 #ifdef USE_WIN32_OPENGL
4402 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4403 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4404 #else
4405 glFinish = (void*)pwglGetProcAddress("wglFinish");
4406 glFlush = (void*)pwglGetProcAddress("wglFlush");
4407 #endif
4409 glEnableWINE = glEnable;
4410 glDisableWINE = glDisable;
4412 /* For now only one default adapter */
4414 struct WineD3DAdapter *adapter = &This->adapters[0];
4415 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4416 int iPixelFormat;
4417 int res;
4418 int i;
4419 WineD3D_PixelFormat *cfgs;
4420 DISPLAY_DEVICEW DisplayDevice;
4421 HDC hdc;
4423 TRACE("Initializing default adapter\n");
4424 adapter->num = 0;
4425 adapter->monitorPoint.x = -1;
4426 adapter->monitorPoint.y = -1;
4428 if (!WineD3D_CreateFakeGLContext()) {
4429 ERR("Failed to get a gl context for default adapter\n");
4430 WineD3D_ReleaseFakeGLContext();
4431 goto nogl_adapter;
4434 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4435 if(!ret) {
4436 ERR("Failed to initialize gl caps for default adapter\n");
4437 WineD3D_ReleaseFakeGLContext();
4438 goto nogl_adapter;
4440 ret = initPixelFormats(&adapter->gl_info);
4441 if(!ret) {
4442 ERR("Failed to init gl formats\n");
4443 WineD3D_ReleaseFakeGLContext();
4444 goto nogl_adapter;
4447 hdc = pwglGetCurrentDC();
4448 if(!hdc) {
4449 ERR("Failed to get gl HDC\n");
4450 WineD3D_ReleaseFakeGLContext();
4451 goto nogl_adapter;
4454 adapter->driver = "Display";
4455 adapter->description = "Direct3D HAL";
4457 /* Use the VideoRamSize registry setting when set */
4458 if(wined3d_settings.emulated_textureram)
4459 adapter->TextureRam = wined3d_settings.emulated_textureram;
4460 else
4461 adapter->TextureRam = adapter->gl_info.vidmem;
4462 adapter->UsedTextureRam = 0;
4463 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4465 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4466 DisplayDevice.cb = sizeof(DisplayDevice);
4467 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4468 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4469 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4471 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4473 int attribute;
4474 int attribs[10];
4475 int values[10];
4476 int nAttribs = 0;
4478 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4479 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4481 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4482 cfgs = adapter->cfgs;
4483 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4484 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4485 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4486 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4487 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4488 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4489 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4490 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4491 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4492 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4494 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4496 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4498 if(!res)
4499 continue;
4501 /* Cache the pixel format */
4502 cfgs->iPixelFormat = iPixelFormat;
4503 cfgs->redSize = values[0];
4504 cfgs->greenSize = values[1];
4505 cfgs->blueSize = values[2];
4506 cfgs->alphaSize = values[3];
4507 cfgs->depthSize = values[4];
4508 cfgs->stencilSize = values[5];
4509 cfgs->windowDrawable = values[6];
4510 cfgs->iPixelType = values[7];
4511 cfgs->doubleBuffer = values[8];
4512 cfgs->auxBuffers = values[9];
4514 cfgs->pbufferDrawable = FALSE;
4515 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4516 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4517 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4518 int value;
4519 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4520 cfgs->pbufferDrawable = value;
4523 cfgs->numSamples = 0;
4524 /* Check multisample support */
4525 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4526 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4527 int value[2];
4528 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4529 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4530 * value[1] = number of multi sample buffers*/
4531 if(value[0])
4532 cfgs->numSamples = value[1];
4536 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);
4537 cfgs++;
4540 else
4542 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4543 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4544 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4546 cfgs = adapter->cfgs;
4547 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4549 PIXELFORMATDESCRIPTOR ppfd;
4551 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4552 if(!res)
4553 continue;
4555 /* We only want HW acceleration using an OpenGL ICD driver.
4556 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4557 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4559 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4561 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4562 continue;
4565 cfgs->iPixelFormat = iPixelFormat;
4566 cfgs->redSize = ppfd.cRedBits;
4567 cfgs->greenSize = ppfd.cGreenBits;
4568 cfgs->blueSize = ppfd.cBlueBits;
4569 cfgs->alphaSize = ppfd.cAlphaBits;
4570 cfgs->depthSize = ppfd.cDepthBits;
4571 cfgs->stencilSize = ppfd.cStencilBits;
4572 cfgs->pbufferDrawable = 0;
4573 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4574 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4575 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4576 cfgs->auxBuffers = ppfd.cAuxBuffers;
4577 cfgs->numSamples = 0;
4579 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);
4580 cfgs++;
4581 adapter->nCfgs++;
4584 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
4585 if(!adapter->nCfgs)
4587 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4589 WineD3D_ReleaseFakeGLContext();
4590 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4591 goto nogl_adapter;
4595 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4596 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4597 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4598 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4599 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4600 * driver is allowed to consume more bits EXCEPT for stencil bits.
4602 * Mark an adapter with this broken stencil behavior.
4604 adapter->brokenStencil = TRUE;
4605 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4607 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4608 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4609 adapter->brokenStencil = FALSE;
4610 break;
4614 fixup_extensions(&adapter->gl_info);
4615 add_gl_compat_wrappers(&adapter->gl_info);
4617 WineD3D_ReleaseFakeGLContext();
4619 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4620 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4621 fillGLAttribFuncs(&adapter->gl_info);
4622 adapter->opengl = TRUE;
4624 This->adapter_count = 1;
4625 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4627 return TRUE;
4629 nogl_adapter:
4630 /* Initialize an adapter for ddraw-only memory counting */
4631 memset(This->adapters, 0, sizeof(This->adapters));
4632 This->adapters[0].num = 0;
4633 This->adapters[0].opengl = FALSE;
4634 This->adapters[0].monitorPoint.x = -1;
4635 This->adapters[0].monitorPoint.y = -1;
4637 This->adapters[0].driver = "Display";
4638 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4639 if(wined3d_settings.emulated_textureram) {
4640 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4641 } else {
4642 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4645 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4647 This->adapter_count = 1;
4648 return FALSE;
4651 /**********************************************************
4652 * IWineD3D VTbl follows
4653 **********************************************************/
4655 const IWineD3DVtbl IWineD3D_Vtbl =
4657 /* IUnknown */
4658 IWineD3DImpl_QueryInterface,
4659 IWineD3DImpl_AddRef,
4660 IWineD3DImpl_Release,
4661 /* IWineD3D */
4662 IWineD3DImpl_GetParent,
4663 IWineD3DImpl_GetAdapterCount,
4664 IWineD3DImpl_RegisterSoftwareDevice,
4665 IWineD3DImpl_GetAdapterMonitor,
4666 IWineD3DImpl_GetAdapterModeCount,
4667 IWineD3DImpl_EnumAdapterModes,
4668 IWineD3DImpl_GetAdapterDisplayMode,
4669 IWineD3DImpl_GetAdapterIdentifier,
4670 IWineD3DImpl_CheckDeviceMultiSampleType,
4671 IWineD3DImpl_CheckDepthStencilMatch,
4672 IWineD3DImpl_CheckDeviceType,
4673 IWineD3DImpl_CheckDeviceFormat,
4674 IWineD3DImpl_CheckDeviceFormatConversion,
4675 IWineD3DImpl_GetDeviceCaps,
4676 IWineD3DImpl_CreateDevice