push 915ca0aa9d2991375796d4b573b1be50b5f1fb2c
[wine/hacks.git] / dlls / wined3d / directx.c
blobcb66128fa7a6ed6899fe3b66e0b6e8ec159f93f4
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
42 /* Extension detection */
43 static const struct {
44 const char *extension_string;
45 GL_SupportedExt extension;
46 DWORD version;
47 } EXTENSION_MAP[] = {
48 /* APPLE */
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
55 /* ATI */
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
59 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
60 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
62 /* ARB */
63 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
64 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
65 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
66 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
67 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
68 {"GL_ARB_imaging", ARB_IMAGING, 0 },
69 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
70 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
71 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
72 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
73 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
74 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
75 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
76 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
77 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
78 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
79 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
80 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
81 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
82 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
83 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
84 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
85 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
86 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
87 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
88 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
89 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
91 /* EXT */
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
98 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
101 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
102 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
103 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
104 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
105 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
106 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
107 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
108 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
109 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
110 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
111 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
112 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
113 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
114 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
115 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
116 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
118 /* NV */
119 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
120 {"GL_NV_fence", NV_FENCE, 0 },
121 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
122 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
123 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
124 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
125 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
126 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
127 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
128 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
129 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
130 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
131 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
132 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
133 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
134 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
135 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
136 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
137 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
139 /* SGI */
140 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
143 /**********************************************************
144 * Utility functions follow
145 **********************************************************/
147 /* Adapters */
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
152 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
153 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
154 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
156 /* lookup tables */
157 const int minLookup[MAX_LOOKUPS] =
159 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
162 const int maxLookup[MAX_LOOKUPS] =
164 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
167 DWORD *stateLookup[MAX_LOOKUPS];
169 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
170 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
172 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
173 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
178 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
179 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
181 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
184 /* drawStridedSlow attributes */
185 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
186 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
187 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
188 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
189 glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
190 glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
193 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
194 * i.e., there is no GL Context - Get a default rendering context to enable the
195 * function query some info from GL.
198 static int wined3d_fake_gl_context_ref = 0;
199 static BOOL wined3d_fake_gl_context_foreign;
200 static BOOL wined3d_fake_gl_context_available = FALSE;
201 static HDC wined3d_fake_gl_context_hdc = NULL;
202 static HWND wined3d_fake_gl_context_hwnd = NULL;
204 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
205 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
207 0, 0, &wined3d_fake_gl_context_cs,
208 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
209 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
210 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
212 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
214 static void WineD3D_ReleaseFakeGLContext(void) {
215 HGLRC glCtx;
217 EnterCriticalSection(&wined3d_fake_gl_context_cs);
219 if(!wined3d_fake_gl_context_available) {
220 TRACE_(d3d_caps)("context not available\n");
221 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
222 return;
225 glCtx = pwglGetCurrentContext();
227 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
228 if (0 == (--wined3d_fake_gl_context_ref) ) {
229 if(!wined3d_fake_gl_context_foreign && glCtx) {
230 TRACE_(d3d_caps)("destroying fake GL context\n");
231 pwglMakeCurrent(NULL, NULL);
232 pwglDeleteContext(glCtx);
234 if(wined3d_fake_gl_context_hdc)
235 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
236 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
237 if(wined3d_fake_gl_context_hwnd)
238 DestroyWindow(wined3d_fake_gl_context_hwnd);
239 wined3d_fake_gl_context_hwnd = NULL;
240 wined3d_fake_gl_context_available = FALSE;
242 assert(wined3d_fake_gl_context_ref >= 0);
244 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
247 static BOOL WineD3D_CreateFakeGLContext(void) {
248 HGLRC glCtx = NULL;
250 EnterCriticalSection(&wined3d_fake_gl_context_cs);
252 TRACE("getting context...\n");
253 if(wined3d_fake_gl_context_ref > 0) goto ret;
254 assert(0 == wined3d_fake_gl_context_ref);
256 wined3d_fake_gl_context_foreign = TRUE;
258 glCtx = pwglGetCurrentContext();
259 if (!glCtx) {
260 PIXELFORMATDESCRIPTOR pfd;
261 int iPixelFormat;
263 wined3d_fake_gl_context_foreign = FALSE;
265 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
266 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
267 if(!wined3d_fake_gl_context_hwnd) {
268 ERR("HWND creation failed!\n");
269 goto fail;
271 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
272 if(!wined3d_fake_gl_context_hdc) {
273 ERR("GetDC failed!\n");
274 goto fail;
277 /* PixelFormat selection */
278 ZeroMemory(&pfd, sizeof(pfd));
279 pfd.nSize = sizeof(pfd);
280 pfd.nVersion = 1;
281 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
282 pfd.iPixelType = PFD_TYPE_RGBA;
283 pfd.cColorBits = 32;
284 pfd.iLayerType = PFD_MAIN_PLANE;
286 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
287 if(!iPixelFormat) {
288 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
289 ERR("Can't find a suitable iPixelFormat\n");
290 goto fail;
292 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
293 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
295 /* Create a GL context */
296 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
297 if (!glCtx) {
298 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
299 goto fail;
302 /* Make it the current GL context */
303 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
304 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
305 goto fail;
309 ret:
310 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
311 wined3d_fake_gl_context_ref++;
312 wined3d_fake_gl_context_available = TRUE;
313 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
314 return TRUE;
315 fail:
316 if(wined3d_fake_gl_context_hdc)
317 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
318 wined3d_fake_gl_context_hdc = NULL;
319 if(wined3d_fake_gl_context_hwnd)
320 DestroyWindow(wined3d_fake_gl_context_hwnd);
321 wined3d_fake_gl_context_hwnd = NULL;
322 if(glCtx) pwglDeleteContext(glCtx);
323 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
324 return FALSE;
327 /* Adjust the amount of used texture memory */
328 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
329 UINT Adapter = D3DDevice->adapterNo;
331 Adapters[Adapter].UsedTextureRam += glram;
332 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
333 return Adapters[Adapter].UsedTextureRam;
336 /**********************************************************
337 * IUnknown parts follows
338 **********************************************************/
340 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
342 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
344 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
345 if (IsEqualGUID(riid, &IID_IUnknown)
346 || IsEqualGUID(riid, &IID_IWineD3DBase)
347 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
348 IUnknown_AddRef(iface);
349 *ppobj = This;
350 return S_OK;
352 *ppobj = NULL;
353 return E_NOINTERFACE;
356 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
357 IWineD3DImpl *This = (IWineD3DImpl *)iface;
358 ULONG refCount = InterlockedIncrement(&This->ref);
360 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
361 return refCount;
364 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
365 IWineD3DImpl *This = (IWineD3DImpl *)iface;
366 ULONG ref;
367 TRACE("(%p) : Releasing from %d\n", This, This->ref);
368 ref = InterlockedDecrement(&This->ref);
369 if (ref == 0) {
370 HeapFree(GetProcessHeap(), 0, This);
373 return ref;
376 /* Set the shader type for this device, depending on the given capabilities,
377 * the device type, and the user preferences in wined3d_settings */
379 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
381 if (wined3d_settings.vs_mode == VS_NONE) {
382 *vs_selected = SHADER_NONE;
383 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
384 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
385 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
386 * shaders only on this card. */
387 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
388 *vs_selected = SHADER_ARB;
389 else
390 *vs_selected = SHADER_GLSL;
391 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
392 *vs_selected = SHADER_ARB;
393 } else {
394 *vs_selected = SHADER_NONE;
397 if (wined3d_settings.ps_mode == PS_NONE) {
398 *ps_selected = SHADER_NONE;
399 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
400 *ps_selected = SHADER_GLSL;
401 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
402 *ps_selected = SHADER_ARB;
403 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
404 *ps_selected = SHADER_ATI;
405 } else {
406 *ps_selected = SHADER_NONE;
410 /** Select the number of report maximum shader constants based on the selected shader modes */
411 static void select_shader_max_constants(
412 int ps_selected_mode,
413 int vs_selected_mode,
414 WineD3D_GL_Info *gl_info) {
416 switch (vs_selected_mode) {
417 case SHADER_GLSL:
418 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
419 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
420 break;
421 case SHADER_ARB:
422 /* We have to subtract any other PARAMs that we might use in our shader programs.
423 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
424 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
425 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
426 break;
427 default:
428 gl_info->max_vshader_constantsF = 0;
429 break;
432 switch (ps_selected_mode) {
433 case SHADER_GLSL:
434 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
435 * In theory the texbem instruction may need one more shader constant too. But lets assume
436 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
437 * and lets not take away a uniform needlessly from all other shaders.
439 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
440 break;
441 case SHADER_ARB:
442 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
443 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
445 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
446 break;
447 default:
448 gl_info->max_pshader_constantsF = 0;
449 break;
453 /**********************************************************
454 * IWineD3D parts follows
455 **********************************************************/
457 #define GLINFO_LOCATION (*gl_info)
458 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
460 GLuint prog;
461 BOOL ret = FALSE;
462 const char *testcode =
463 "!!ARBvp1.0\n"
464 "PARAM C[66] = { program.env[0..65] };\n"
465 "ADDRESS A0;"
466 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
467 "ARL A0.x, zero.x;\n"
468 "MOV result.position, C[A0.x + 65];\n"
469 "END\n";
471 while(glGetError());
472 GL_EXTCALL(glGenProgramsARB(1, &prog));
473 if(!prog) {
474 ERR("Failed to create an ARB offset limit test program\n");
476 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
477 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
478 strlen(testcode), testcode));
479 if(glGetError() != 0) {
480 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
481 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
482 ret = TRUE;
483 } else TRACE("OpenGL implementation allows offsets > 63\n");
485 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
486 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
487 checkGLcall("ARB vp offset limit test cleanup\n");
489 return ret;
492 static DWORD ver_for_ext(GL_SupportedExt ext)
494 unsigned int i;
495 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
496 if(EXTENSION_MAP[i].extension == ext) {
497 return EXTENSION_MAP[i].version;
500 return 0;
503 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
504 const char *GL_Extensions = NULL;
505 const char *WGL_Extensions = NULL;
506 const char *gl_string = NULL;
507 const char *gl_string_cursor = NULL;
508 GLint gl_max;
509 GLfloat gl_floatv[2];
510 int major = 1, minor = 0;
511 BOOL return_value = TRUE;
512 unsigned i;
513 HDC hdc;
514 unsigned int vidmem=0;
516 TRACE_(d3d_caps)("(%p)\n", gl_info);
518 ENTER_GL();
520 gl_string = (const char *) glGetString(GL_RENDERER);
521 if (NULL == gl_string)
522 gl_string = "None";
523 strcpy(gl_info->gl_renderer, gl_string);
525 gl_string = (const char *) glGetString(GL_VENDOR);
526 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
527 if (gl_string != NULL) {
528 /* Fill in the GL vendor */
529 if (strstr(gl_string, "NVIDIA")) {
530 gl_info->gl_vendor = VENDOR_NVIDIA;
531 } else if (strstr(gl_string, "ATI")) {
532 gl_info->gl_vendor = VENDOR_ATI;
533 } else if (strstr(gl_string, "Intel(R)") ||
534 strstr(gl_info->gl_renderer, "Intel(R)") ||
535 strstr(gl_string, "Intel Inc.")) {
536 gl_info->gl_vendor = VENDOR_INTEL;
537 } else if (strstr(gl_string, "Mesa")) {
538 gl_info->gl_vendor = VENDOR_MESA;
539 } else {
540 gl_info->gl_vendor = VENDOR_WINE;
542 } else {
543 gl_info->gl_vendor = VENDOR_WINE;
547 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
549 /* Parse the GL_VERSION field into major and minor information */
550 gl_string = (const char *) glGetString(GL_VERSION);
551 if (gl_string != NULL) {
553 /* First, parse the generic opengl version. This is supposed not to be convoluted with
554 * driver specific information
556 gl_string_cursor = gl_string;
557 major = atoi(gl_string_cursor);
558 if(major <= 0) {
559 ERR("Invalid opengl major version: %d\n", major);
561 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
562 ++gl_string_cursor;
564 if (*gl_string_cursor++ != '.') {
565 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
567 minor = atoi(gl_string_cursor);
568 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
569 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
571 /* Now parse the driver specific string which we'll report to the app */
572 switch (gl_info->gl_vendor) {
573 case VENDOR_NVIDIA:
574 gl_string_cursor = strstr(gl_string, "NVIDIA");
575 if (!gl_string_cursor) {
576 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
577 break;
580 gl_string_cursor = strstr(gl_string_cursor, " ");
581 if (!gl_string_cursor) {
582 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
583 break;
586 while (*gl_string_cursor == ' ') {
587 ++gl_string_cursor;
590 if (!*gl_string_cursor) {
591 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
592 break;
595 major = atoi(gl_string_cursor);
596 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
597 ++gl_string_cursor;
600 if (*gl_string_cursor++ != '.') {
601 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
602 break;
605 minor = atoi(gl_string_cursor);
606 minor = major*100+minor;
607 major = 10;
609 break;
611 case VENDOR_ATI:
612 major = minor = 0;
613 gl_string_cursor = strchr(gl_string, '-');
614 if (gl_string_cursor) {
615 int error = 0;
616 gl_string_cursor++;
618 /* Check if version number is of the form x.y.z */
619 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
620 error = 1;
621 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
622 error = 1;
623 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
624 error = 1;
625 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
626 error = 1;
628 /* Mark version number as malformed */
629 if (error)
630 gl_string_cursor = 0;
633 if (!gl_string_cursor)
634 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
635 else {
636 major = *gl_string_cursor - '0';
637 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
639 break;
641 case VENDOR_INTEL:
642 /* Apple and Mesa version strings look differently, but both provide intel drivers */
643 if(strstr(gl_string, "APPLE")) {
644 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
645 * We only need the first part, and use the APPLE as identification
646 * "1.2 APPLE-1.4.56"
648 gl_string_cursor = gl_string;
649 major = atoi(gl_string_cursor);
650 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
651 ++gl_string_cursor;
654 if (*gl_string_cursor++ != '.') {
655 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
656 break;
659 minor = atoi(gl_string_cursor);
660 break;
663 case VENDOR_MESA:
664 gl_string_cursor = strstr(gl_string, "Mesa");
665 gl_string_cursor = strstr(gl_string_cursor, " ");
666 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
667 if (*gl_string_cursor) {
668 char tmp[16];
669 int cursor = 0;
671 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
672 tmp[cursor++] = *gl_string_cursor;
673 ++gl_string_cursor;
675 tmp[cursor] = 0;
676 major = atoi(tmp);
678 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
679 ++gl_string_cursor;
681 cursor = 0;
682 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
683 tmp[cursor++] = *gl_string_cursor;
684 ++gl_string_cursor;
686 tmp[cursor] = 0;
687 minor = atoi(tmp);
689 break;
691 default:
692 major = 0;
693 minor = 9;
695 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
696 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
697 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
698 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
699 } else {
700 FIXME("OpenGL driver did not return version information\n");
701 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
702 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
705 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
708 * Initialize openGL extension related variables
709 * with Default values
711 memset(gl_info->supported, 0, sizeof(gl_info->supported));
712 gl_info->max_buffers = 1;
713 gl_info->max_textures = 1;
714 gl_info->max_texture_stages = 1;
715 gl_info->max_fragment_samplers = 1;
716 gl_info->max_vertex_samplers = 0;
717 gl_info->max_combined_samplers = 0;
718 gl_info->max_sampler_stages = 1;
719 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
720 gl_info->ps_arb_max_temps = 0;
721 gl_info->ps_arb_max_instructions = 0;
722 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
723 gl_info->vs_arb_max_temps = 0;
724 gl_info->vs_arb_max_instructions = 0;
725 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
726 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
727 gl_info->vs_glsl_constantsF = 0;
728 gl_info->ps_glsl_constantsF = 0;
729 gl_info->vs_arb_constantsF = 0;
730 gl_info->ps_arb_constantsF = 0;
732 /* Retrieve opengl defaults */
733 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
734 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
735 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
737 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
738 gl_info->max_lights = gl_max;
739 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
741 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
742 gl_info->max_texture_size = gl_max;
743 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
745 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
746 gl_info->max_pointsizemin = gl_floatv[0];
747 gl_info->max_pointsize = gl_floatv[1];
748 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
750 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
751 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
752 TRACE_(d3d_caps)("GL_Extensions reported:\n");
754 if (NULL == GL_Extensions) {
755 ERR(" GL_Extensions returns NULL\n");
756 } else {
757 while (*GL_Extensions != 0x00) {
758 const char *Start;
759 char ThisExtn[256];
760 size_t len;
762 while (isspace(*GL_Extensions)) GL_Extensions++;
763 Start = GL_Extensions;
764 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
765 GL_Extensions++;
768 len = GL_Extensions - Start;
769 if (len == 0 || len >= sizeof(ThisExtn))
770 continue;
772 memcpy(ThisExtn, Start, len);
773 ThisExtn[len] = '\0';
774 TRACE_(d3d_caps)("- %s\n", ThisExtn);
776 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
777 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
778 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
779 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
780 break;
785 LEAVE_GL();
787 /* Now work out what GL support this card really has */
788 #define USE_GL_FUNC(type, pfn, ext, replace) { \
789 DWORD ver = ver_for_ext(ext); \
790 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
791 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
792 else gl_info->pfn = NULL; \
794 GL_EXT_FUNCS_GEN;
795 #undef USE_GL_FUNC
797 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
798 WGL_EXT_FUNCS_GEN;
799 #undef USE_GL_FUNC
801 ENTER_GL();
802 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
803 * loading the functions, otherwise the code above will load the extension entry points instead of the
804 * core functions, which may not work
806 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
807 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
808 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
809 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
810 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
814 if (gl_info->supported[APPLE_FENCE]) {
815 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
816 * The apple extension interacts with some other apple exts. Disable the NV
817 * extension if the apple one is support to prevent confusion in other parts
818 * of the code
820 gl_info->supported[NV_FENCE] = FALSE;
822 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
823 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
825 * The enums are the same:
826 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
827 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
828 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
829 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
830 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
832 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
833 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
834 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
836 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
837 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
838 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
841 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
842 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
843 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
845 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
846 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
847 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
848 * are supported. The nv extensions provide the same functionality as the
849 * ATI one, and a bit more(signed pixelformats)
851 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
854 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
855 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
856 gl_info->max_buffers = gl_max;
857 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
859 if (gl_info->supported[ARB_MULTITEXTURE]) {
860 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
861 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
862 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
864 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
865 GLint tmp;
866 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
867 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
868 } else {
869 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
871 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
873 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
874 GLint tmp;
875 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
876 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
877 } else {
878 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
880 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
882 if (gl_info->supported[ARB_VERTEX_SHADER]) {
883 GLint tmp;
884 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
885 gl_info->max_vertex_samplers = tmp;
886 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
887 gl_info->max_combined_samplers = tmp;
889 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
890 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
891 * an issue because then the sampler setup only depends on the two shaders. If a pixel
892 * shader is used with fixed function vertex processing we're fine too because fixed function
893 * vertex processing doesn't use any samplers. If fixed function fragment processing is
894 * used we have to make sure that all vertex sampler setups are valid together with all
895 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
896 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
897 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
898 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
899 * a fixed function pipeline anymore.
901 * So this is just a check to check that our assumption holds true. If not, write a warning
902 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
904 if(gl_info->max_vertex_samplers &&
905 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
906 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
907 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
908 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
909 if( gl_info->max_combined_samplers > MAX_TEXTURES )
910 gl_info->max_vertex_samplers =
911 gl_info->max_combined_samplers - MAX_TEXTURES;
912 else
913 gl_info->max_vertex_samplers = 0;
915 } else {
916 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
918 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
919 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
921 if (gl_info->supported[ARB_VERTEX_BLEND]) {
922 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
923 gl_info->max_blends = gl_max;
924 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
926 if (gl_info->supported[EXT_TEXTURE3D]) {
927 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
928 gl_info->max_texture3d_size = gl_max;
929 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
931 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
932 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
933 gl_info->max_anisotropy = gl_max;
934 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
936 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
937 gl_info->ps_arb_version = PS_VERSION_11;
938 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
939 gl_info->ps_arb_constantsF = gl_max;
940 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
941 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
942 gl_info->ps_arb_max_temps = gl_max;
943 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
944 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
945 gl_info->ps_arb_max_instructions = gl_max;
946 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
948 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
949 gl_info->vs_arb_version = VS_VERSION_11;
950 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
951 gl_info->vs_arb_constantsF = gl_max;
952 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
953 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
954 gl_info->vs_arb_max_temps = gl_max;
955 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
956 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
957 gl_info->vs_arb_max_instructions = gl_max;
958 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
960 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
962 if (gl_info->supported[ARB_VERTEX_SHADER]) {
963 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
964 gl_info->vs_glsl_constantsF = gl_max / 4;
965 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
967 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
968 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
969 gl_info->ps_glsl_constantsF = gl_max / 4;
970 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
971 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
972 gl_info->max_glsl_varyings = gl_max;
973 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
975 if (gl_info->supported[EXT_VERTEX_SHADER]) {
976 gl_info->vs_ati_version = VS_VERSION_11;
978 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
979 gl_info->vs_nv_version = VS_VERSION_30;
980 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
981 gl_info->vs_nv_version = VS_VERSION_20;
982 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
983 gl_info->vs_nv_version = VS_VERSION_11;
984 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
985 gl_info->vs_nv_version = VS_VERSION_10;
987 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
988 gl_info->ps_nv_version = PS_VERSION_30;
989 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
990 gl_info->ps_nv_version = PS_VERSION_20;
992 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
993 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
994 } else {
995 gl_info->max_shininess = 128.0;
997 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
998 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
999 * This saves a few redundant glDisable calls
1001 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1003 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1004 /* Disable NV_register_combiners and fragment shader if this is supported.
1005 * generally the NV extensions are preferred over the ATI ones, and this
1006 * extension is disabled if register_combiners and texture_shader2 are both
1007 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1008 * fragment processing support
1010 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1011 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1012 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1013 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1014 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1018 checkGLcall("extension detection\n");
1020 /* In some cases the number of texture stages can be larger than the number
1021 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1022 * shaders), but 8 texture stages (register combiners). */
1023 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1025 /* We can only use ORM_FBO when the hardware supports it. */
1026 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1027 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1028 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1031 /* MRTs are currently only supported when FBOs are used. */
1032 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1033 gl_info->max_buffers = 1;
1036 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1037 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1038 * in case of the latest videocards in the number of pixel/vertex pipelines.
1040 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1041 * rendering. Various games use this information to get a rough estimation of the features of the card
1042 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1043 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1044 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1045 * not the PCI id.
1047 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1048 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1049 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1050 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1051 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1052 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1053 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1054 * is limited.
1056 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1057 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1058 * similar 3d features.
1060 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1061 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1062 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1063 * won't pass we return a default card. This way is better than maintaining a full card database as even
1064 * without a full database we can return a card with similar features. Second the size of the database
1065 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1066 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1067 * to distinguishes between different models from that family.
1069 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1070 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1071 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1072 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1073 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1074 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1075 * memory behind our backs if really needed.
1076 * Note that the amount of video memory can be overruled using a registry setting.
1078 switch (gl_info->gl_vendor) {
1079 case VENDOR_NVIDIA:
1080 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1081 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1083 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1084 /* Geforce GTX - highend */
1085 if(strstr(gl_info->gl_renderer, "GTX 280")) {
1086 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1087 vidmem = 1024;
1089 /* Geforce9 - highend */
1090 else if(strstr(gl_info->gl_renderer, "9800")) {
1091 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1092 vidmem = 512;
1094 /* Geforce9 - midend */
1095 else if(strstr(gl_info->gl_renderer, "9600")) {
1096 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1097 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1099 /* Geforce8 - highend */
1100 else if (strstr(gl_info->gl_renderer, "8800")) {
1101 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1102 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1104 /* Geforce8 - midend mobile */
1105 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1106 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1107 vidmem = 512;
1109 /* Geforce8 - midend */
1110 else if(strstr(gl_info->gl_renderer, "8600") ||
1111 strstr(gl_info->gl_renderer, "8700"))
1113 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1114 vidmem = 256;
1116 /* Geforce8 - lowend */
1117 else if(strstr(gl_info->gl_renderer, "8300") ||
1118 strstr(gl_info->gl_renderer, "8400") ||
1119 strstr(gl_info->gl_renderer, "8500"))
1121 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1122 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1124 /* Geforce7 - highend */
1125 else if(strstr(gl_info->gl_renderer, "7800") ||
1126 strstr(gl_info->gl_renderer, "7900") ||
1127 strstr(gl_info->gl_renderer, "7950") ||
1128 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1129 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1131 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1132 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1134 /* Geforce7 midend */
1135 else if(strstr(gl_info->gl_renderer, "7600") ||
1136 strstr(gl_info->gl_renderer, "7700")) {
1137 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1138 vidmem = 256; /* The 7600 uses 256-512MB */
1139 /* Geforce7 lower medium */
1140 } else if(strstr(gl_info->gl_renderer, "7400")) {
1141 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1142 vidmem = 256; /* The 7400 uses 256-512MB */
1144 /* Geforce7 lowend */
1145 else if(strstr(gl_info->gl_renderer, "7300")) {
1146 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1147 vidmem = 256; /* Mac Pros with this card have 256 MB */
1149 /* Geforce6 highend */
1150 else if(strstr(gl_info->gl_renderer, "6800"))
1152 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1153 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1155 /* Geforce6 - midend */
1156 else if(strstr(gl_info->gl_renderer, "6600") ||
1157 strstr(gl_info->gl_renderer, "6610") ||
1158 strstr(gl_info->gl_renderer, "6700"))
1160 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1161 vidmem = 128; /* A 6600GT has 128-256MB */
1163 /* Geforce6/7 lowend */
1164 else {
1165 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1166 vidmem = 64; /* */
1168 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1169 /* GeforceFX - highend */
1170 if (strstr(gl_info->gl_renderer, "5800") ||
1171 strstr(gl_info->gl_renderer, "5900") ||
1172 strstr(gl_info->gl_renderer, "5950") ||
1173 strstr(gl_info->gl_renderer, "Quadro FX"))
1175 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1176 vidmem = 256; /* 5800-5900 cards use 256MB */
1178 /* GeforceFX - midend */
1179 else if(strstr(gl_info->gl_renderer, "5600") ||
1180 strstr(gl_info->gl_renderer, "5650") ||
1181 strstr(gl_info->gl_renderer, "5700") ||
1182 strstr(gl_info->gl_renderer, "5750"))
1184 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1185 vidmem = 128; /* A 5600 uses 128-256MB */
1187 /* GeforceFX - lowend */
1188 else {
1189 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1190 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1192 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1193 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1194 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1195 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1197 else {
1198 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1199 vidmem = 64; /* Geforce3 cards have 64-128MB */
1201 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1202 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1203 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1204 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1206 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1207 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1208 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1210 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1211 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1212 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1214 else {
1215 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1216 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1218 } else {
1219 if (strstr(gl_info->gl_renderer, "TNT2")) {
1220 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1221 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1223 else {
1224 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1225 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1228 break;
1229 case VENDOR_ATI:
1230 if(WINE_D3D9_CAPABLE(gl_info)) {
1231 /* Radeon R6xx HD2900/HD3800 - highend */
1232 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1233 strstr(gl_info->gl_renderer, "HD 3870") ||
1234 strstr(gl_info->gl_renderer, "HD 3850"))
1236 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1237 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1239 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1240 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1241 strstr(gl_info->gl_renderer, "HD 3830") ||
1242 strstr(gl_info->gl_renderer, "HD 3690") ||
1243 strstr(gl_info->gl_renderer, "HD 3650"))
1245 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1246 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1248 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1249 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1250 strstr(gl_info->gl_renderer, "HD 2400") ||
1251 strstr(gl_info->gl_renderer, "HD 3470") ||
1252 strstr(gl_info->gl_renderer, "HD 3450") ||
1253 strstr(gl_info->gl_renderer, "HD 3430"))
1255 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1256 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1258 /* Radeon R6xx/R7xx integrated */
1259 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1260 strstr(gl_info->gl_renderer, "HD 3200") ||
1261 strstr(gl_info->gl_renderer, "HD 3300"))
1263 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1264 vidmem = 128; /* 128MB */
1266 /* Radeon R5xx */
1267 else if (strstr(gl_info->gl_renderer, "X1600") ||
1268 strstr(gl_info->gl_renderer, "X1650") ||
1269 strstr(gl_info->gl_renderer, "X1800") ||
1270 strstr(gl_info->gl_renderer, "X1900") ||
1271 strstr(gl_info->gl_renderer, "X1950"))
1273 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1274 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1276 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1277 else if(strstr(gl_info->gl_renderer, "X700") ||
1278 strstr(gl_info->gl_renderer, "X800") ||
1279 strstr(gl_info->gl_renderer, "X850") ||
1280 strstr(gl_info->gl_renderer, "X1300") ||
1281 strstr(gl_info->gl_renderer, "X1400") ||
1282 strstr(gl_info->gl_renderer, "X1450") ||
1283 strstr(gl_info->gl_renderer, "X1550"))
1285 gl_info->gl_card = CARD_ATI_RADEON_X700;
1286 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1288 /* Radeon R3xx */
1289 else {
1290 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1291 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1293 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1294 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1295 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1296 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1297 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1298 vidmem = 32; /* There are models with up to 64MB */
1299 } else {
1300 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1301 vidmem = 16; /* There are 16-32MB models */
1303 break;
1304 case VENDOR_INTEL:
1305 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1306 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1307 gl_info->gl_card = CARD_INTEL_I945GM;
1308 vidmem = 64;
1309 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1310 gl_info->gl_card = CARD_INTEL_I915GM;
1311 } else if (strstr(gl_info->gl_renderer, "915G")) {
1312 gl_info->gl_card = CARD_INTEL_I915G;
1313 } else if (strstr(gl_info->gl_renderer, "865G")) {
1314 gl_info->gl_card = CARD_INTEL_I865G;
1315 } else if (strstr(gl_info->gl_renderer, "855G")) {
1316 gl_info->gl_card = CARD_INTEL_I855G;
1317 } else if (strstr(gl_info->gl_renderer, "830G")) {
1318 gl_info->gl_card = CARD_INTEL_I830G;
1319 } else {
1320 gl_info->gl_card = CARD_INTEL_I915G;
1322 break;
1323 case VENDOR_MESA:
1324 case VENDOR_WINE:
1325 default:
1326 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1327 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1328 * them a good generic choice.
1330 gl_info->gl_vendor = VENDOR_NVIDIA;
1331 if(WINE_D3D9_CAPABLE(gl_info))
1332 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1333 else if(WINE_D3D8_CAPABLE(gl_info))
1334 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1335 else if(WINE_D3D7_CAPABLE(gl_info))
1336 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1337 else if(WINE_D3D6_CAPABLE(gl_info))
1338 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1339 else
1340 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1342 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1344 /* If we have an estimate use it, else default to 64MB; */
1345 if(vidmem)
1346 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1347 else
1348 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1350 /* Load all the lookup tables */
1351 for (i = 0; i < MAX_LOOKUPS; i++) {
1352 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1355 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1356 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1357 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1358 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1359 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1360 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1361 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1362 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1363 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1364 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1366 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1367 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1368 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1369 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1370 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1373 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1374 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1375 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1376 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1377 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1378 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1379 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1380 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1381 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1382 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1383 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1384 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1385 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1386 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1387 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1389 /* TODO: config lookups */
1391 /* Make sure there's an active HDC else the WGL extensions will fail */
1392 hdc = pwglGetCurrentDC();
1393 if (hdc) {
1394 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1395 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1397 if (NULL == WGL_Extensions) {
1398 ERR(" WGL_Extensions returns NULL\n");
1399 } else {
1400 while (*WGL_Extensions != 0x00) {
1401 const char *Start;
1402 char ThisExtn[256];
1403 size_t len;
1405 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1406 Start = WGL_Extensions;
1407 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1408 WGL_Extensions++;
1411 len = WGL_Extensions - Start;
1412 if (len == 0 || len >= sizeof(ThisExtn))
1413 continue;
1415 memcpy(ThisExtn, Start, len);
1416 ThisExtn[len] = '\0';
1417 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1419 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1420 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1421 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1423 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1424 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1425 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1430 LEAVE_GL();
1432 return return_value;
1434 #undef GLINFO_LOCATION
1436 /**********************************************************
1437 * IWineD3D implementation follows
1438 **********************************************************/
1440 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1441 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1443 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1444 return numAdapters;
1447 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1448 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1449 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1450 return WINED3D_OK;
1453 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1454 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1456 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1458 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1459 return NULL;
1462 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1465 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1466 of the same bpp but different resolutions */
1468 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1469 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1470 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1471 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1473 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1474 return 0;
1477 /* TODO: Store modes per adapter and read it from the adapter structure */
1478 if (Adapter == 0) { /* Display */
1479 int i = 0;
1480 int j = 0;
1482 if (!DEBUG_SINGLE_MODE) {
1483 DEVMODEW DevModeW;
1485 ZeroMemory(&DevModeW, sizeof(DevModeW));
1486 DevModeW.dmSize = sizeof(DevModeW);
1487 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1488 j++;
1489 switch (Format)
1491 case WINED3DFMT_UNKNOWN:
1492 /* This is for D3D8, do not enumerate P8 here */
1493 if (DevModeW.dmBitsPerPel == 32 ||
1494 DevModeW.dmBitsPerPel == 16) i++;
1495 break;
1496 case WINED3DFMT_X8R8G8B8:
1497 if (DevModeW.dmBitsPerPel == 32) i++;
1498 break;
1499 case WINED3DFMT_R5G6B5:
1500 if (DevModeW.dmBitsPerPel == 16) i++;
1501 break;
1502 case WINED3DFMT_P8:
1503 if (DevModeW.dmBitsPerPel == 8) i++;
1504 break;
1505 default:
1506 /* Skip other modes as they do not match the requested format */
1507 break;
1510 } else {
1511 i = 1;
1512 j = 1;
1515 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1516 return i;
1517 } else {
1518 FIXME_(d3d_caps)("Adapter not primary display\n");
1520 return 0;
1523 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1524 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1525 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1526 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1528 /* Validate the parameters as much as possible */
1529 if (NULL == pMode ||
1530 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1531 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1532 return WINED3DERR_INVALIDCALL;
1535 /* TODO: Store modes per adapter and read it from the adapter structure */
1536 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1537 DEVMODEW DevModeW;
1538 int ModeIdx = 0;
1539 UINT i = 0;
1540 int j = 0;
1542 ZeroMemory(&DevModeW, sizeof(DevModeW));
1543 DevModeW.dmSize = sizeof(DevModeW);
1545 /* If we are filtering to a specific format (D3D9), then need to skip
1546 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1547 just count through the ones with valid bit depths */
1548 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1549 switch (Format)
1551 case WINED3DFMT_UNKNOWN:
1552 /* This is D3D8. Do not enumerate P8 here */
1553 if (DevModeW.dmBitsPerPel == 32 ||
1554 DevModeW.dmBitsPerPel == 16) i++;
1555 break;
1556 case WINED3DFMT_X8R8G8B8:
1557 if (DevModeW.dmBitsPerPel == 32) i++;
1558 break;
1559 case WINED3DFMT_R5G6B5:
1560 if (DevModeW.dmBitsPerPel == 16) i++;
1561 break;
1562 case WINED3DFMT_P8:
1563 if (DevModeW.dmBitsPerPel == 8) i++;
1564 break;
1565 default:
1566 /* Modes that don't match what we support can get an early-out */
1567 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1568 return WINED3DERR_INVALIDCALL;
1572 if (i == 0) {
1573 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1574 return WINED3DERR_INVALIDCALL;
1576 ModeIdx = j - 1;
1578 /* Now get the display mode via the calculated index */
1579 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1580 pMode->Width = DevModeW.dmPelsWidth;
1581 pMode->Height = DevModeW.dmPelsHeight;
1582 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1583 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1584 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1586 if (Format == WINED3DFMT_UNKNOWN) {
1587 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1588 } else {
1589 pMode->Format = Format;
1591 } else {
1592 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1593 return WINED3DERR_INVALIDCALL;
1596 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1597 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1598 DevModeW.dmBitsPerPel);
1600 } else if (DEBUG_SINGLE_MODE) {
1601 /* Return one setting of the format requested */
1602 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1603 pMode->Width = 800;
1604 pMode->Height = 600;
1605 pMode->RefreshRate = 60;
1606 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1607 } else {
1608 FIXME_(d3d_caps)("Adapter not primary display\n");
1611 return WINED3D_OK;
1614 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1615 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1616 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1618 if (NULL == pMode ||
1619 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1620 return WINED3DERR_INVALIDCALL;
1623 if (Adapter == 0) { /* Display */
1624 int bpp = 0;
1625 DEVMODEW DevModeW;
1627 ZeroMemory(&DevModeW, sizeof(DevModeW));
1628 DevModeW.dmSize = sizeof(DevModeW);
1630 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1631 pMode->Width = DevModeW.dmPelsWidth;
1632 pMode->Height = DevModeW.dmPelsHeight;
1633 bpp = DevModeW.dmBitsPerPel;
1634 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1635 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1637 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1640 pMode->Format = pixelformat_for_depth(bpp);
1641 } else {
1642 FIXME_(d3d_caps)("Adapter not primary display\n");
1645 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1646 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1647 return WINED3D_OK;
1650 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1651 and fields being inserted in the middle, a new structure is used in place */
1652 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1653 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1654 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1656 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1658 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1659 return WINED3DERR_INVALIDCALL;
1662 /* Return the information requested */
1663 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1664 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1665 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1667 /* Note dx8 doesn't supply a DeviceName */
1668 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1669 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1670 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1671 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1672 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1673 *(pIdentifier->SubSysId) = 0;
1674 *(pIdentifier->Revision) = 0;
1675 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1677 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1679 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1680 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1683 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1685 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1686 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1689 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1690 *(pIdentifier->WHQLLevel) = 0;
1691 } else {
1692 *(pIdentifier->WHQLLevel) = 1;
1695 return WINED3D_OK;
1698 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1699 short redSize, greenSize, blueSize, alphaSize, colorBits;
1701 if(!cfg)
1702 return FALSE;
1704 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1705 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1706 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1707 return FALSE;
1710 if(cfg->redSize < redSize)
1711 return FALSE;
1713 if(cfg->greenSize < greenSize)
1714 return FALSE;
1716 if(cfg->blueSize < blueSize)
1717 return FALSE;
1719 if(cfg->alphaSize < alphaSize)
1720 return FALSE;
1722 return TRUE;
1723 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1724 if(Format == WINED3DFMT_R16F)
1725 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1726 if(Format == WINED3DFMT_G16R16F)
1727 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1728 if(Format == WINED3DFMT_A16B16G16R16F)
1729 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1730 if(Format == WINED3DFMT_R32F)
1731 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1732 if(Format == WINED3DFMT_G32R32F)
1733 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1734 if(Format == WINED3DFMT_A32B32G32R32F)
1735 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1736 } else {
1737 /* Probably a color index mode */
1738 return FALSE;
1741 return FALSE;
1744 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1745 short depthSize, stencilSize;
1746 BOOL lockable = FALSE;
1748 if(!cfg)
1749 return FALSE;
1751 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1752 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1753 return FALSE;
1756 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1757 lockable = TRUE;
1759 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1760 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1761 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1762 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1763 return FALSE;
1765 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1766 * allow more stencil bits than requested. */
1767 if(cfg->stencilSize < stencilSize)
1768 return FALSE;
1770 return TRUE;
1773 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1774 WINED3DFORMAT AdapterFormat,
1775 WINED3DFORMAT RenderTargetFormat,
1776 WINED3DFORMAT DepthStencilFormat) {
1777 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1778 int nCfgs;
1779 const WineD3D_PixelFormat *cfgs;
1780 int it;
1782 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1783 This, Adapter,
1784 DeviceType, debug_d3ddevicetype(DeviceType),
1785 AdapterFormat, debug_d3dformat(AdapterFormat),
1786 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1787 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1789 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1790 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1791 return WINED3DERR_INVALIDCALL;
1794 cfgs = Adapters[Adapter].cfgs;
1795 nCfgs = Adapters[Adapter].nCfgs;
1796 for (it = 0; it < nCfgs; ++it) {
1797 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1798 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1799 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1800 return WINED3D_OK;
1804 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1806 return WINED3DERR_NOTAVAILABLE;
1809 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1810 WINED3DFORMAT SurfaceFormat,
1811 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1813 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1814 const struct GlPixelFormatDesc *glDesc;
1815 const StaticPixelFormatDesc *desc;
1817 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1818 This,
1819 Adapter,
1820 DeviceType, debug_d3ddevicetype(DeviceType),
1821 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1822 Windowed,
1823 MultiSampleType,
1824 pQualityLevels);
1826 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1827 return WINED3DERR_INVALIDCALL;
1830 /* TODO: handle Windowed, add more quality levels */
1832 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1834 /* By default multisampling is disabled right now as it causes issues
1835 * on some Nvidia driver versions and it doesn't work well in combination
1836 * with FBOs yet. */
1837 if(!wined3d_settings.allow_multisampling)
1838 return WINED3DERR_NOTAVAILABLE;
1840 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1841 if(!desc || !glDesc) {
1842 return WINED3DERR_INVALIDCALL;
1845 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1846 int i, nCfgs;
1847 const WineD3D_PixelFormat *cfgs;
1849 cfgs = Adapters[Adapter].cfgs;
1850 nCfgs = Adapters[Adapter].nCfgs;
1851 for(i=0; i<nCfgs; i++) {
1852 if(cfgs[i].numSamples != MultiSampleType)
1853 continue;
1855 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1856 continue;
1858 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1860 if(pQualityLevels)
1861 *pQualityLevels = 1; /* Guess at a value! */
1862 return WINED3D_OK;
1865 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1866 short redSize, greenSize, blueSize, alphaSize, colorBits;
1867 int i, nCfgs;
1868 const WineD3D_PixelFormat *cfgs;
1870 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1871 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1872 return WINED3DERR_NOTAVAILABLE;
1875 cfgs = Adapters[Adapter].cfgs;
1876 nCfgs = Adapters[Adapter].nCfgs;
1877 for(i=0; i<nCfgs; i++) {
1878 if(cfgs[i].numSamples != MultiSampleType)
1879 continue;
1880 if(cfgs[i].redSize != redSize)
1881 continue;
1882 if(cfgs[i].greenSize != greenSize)
1883 continue;
1884 if(cfgs[i].blueSize != blueSize)
1885 continue;
1886 if(cfgs[i].alphaSize != alphaSize)
1887 continue;
1889 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1891 if(pQualityLevels)
1892 *pQualityLevels = 1; /* Guess at a value! */
1893 return WINED3D_OK;
1896 return WINED3DERR_NOTAVAILABLE;
1899 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1900 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1902 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1903 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1904 UINT nmodes;
1906 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1907 This,
1908 Adapter,
1909 DeviceType, debug_d3ddevicetype(DeviceType),
1910 DisplayFormat, debug_d3dformat(DisplayFormat),
1911 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1912 Windowed);
1914 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1915 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1916 return WINED3DERR_INVALIDCALL;
1919 /* The task of this function is to check whether a certain display / backbuffer format
1920 * combination is available on the given adapter. In fullscreen mode microsoft specified
1921 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1922 * and display format should match exactly.
1923 * In windowed mode format conversion can occur and this depends on the driver. When format
1924 * conversion is done, this function should nevertheless fail and applications need to use
1925 * CheckDeviceFormatConversion.
1926 * At the moment we assume that fullscreen and windowed have the same capabilities */
1928 /* There are only 4 display formats */
1929 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1930 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1931 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1932 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1934 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1935 return WINED3DERR_NOTAVAILABLE;
1938 /* If the requested DisplayFormat is not available, don't continue */
1939 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1940 if(!nmodes) {
1941 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1942 return WINED3DERR_NOTAVAILABLE;
1945 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1946 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1947 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1948 return WINED3DERR_NOTAVAILABLE;
1951 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1952 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1953 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1954 return WINED3DERR_NOTAVAILABLE;
1957 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1958 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1959 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1960 return WINED3DERR_NOTAVAILABLE;
1963 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1964 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1965 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1966 return WINED3DERR_NOTAVAILABLE;
1969 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1970 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1971 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1972 return WINED3DERR_NOTAVAILABLE;
1975 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1976 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
1977 if(FAILED(hr))
1978 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1980 return hr;
1984 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1985 /* Check if we support bumpmapping for a format */
1986 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1988 const struct fragment_pipeline *fp;
1989 const struct GlPixelFormatDesc *glDesc;
1991 switch(CheckFormat) {
1992 case WINED3DFMT_V8U8:
1993 case WINED3DFMT_V16U16:
1994 case WINED3DFMT_L6V5U5:
1995 case WINED3DFMT_X8L8V8U8:
1996 case WINED3DFMT_Q8W8V8U8:
1997 /* Ask the fixed function pipeline implementation if it can deal
1998 * with the conversion. If we've got a GL extension giving native
1999 * support this will be an identity conversion. */
2000 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2001 fp = select_fragment_implementation(Adapter, DeviceType);
2002 if (fp->color_fixup_supported(glDesc->color_fixup))
2004 TRACE_(d3d_caps)("[OK]\n");
2005 return TRUE;
2007 TRACE_(d3d_caps)("[FAILED]\n");
2008 return FALSE;
2010 default:
2011 TRACE_(d3d_caps)("[FAILED]\n");
2012 return FALSE;
2016 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2017 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2019 int it=0;
2020 const struct GlPixelFormatDesc *glDesc;
2021 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2023 /* Fail if we weren't able to get a description of the format */
2024 if(!desc || !glDesc)
2025 return FALSE;
2027 /* Only allow depth/stencil formats */
2028 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2029 return FALSE;
2031 /* Walk through all WGL pixel formats to find a match */
2032 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2033 WineD3D_PixelFormat *cfg = &Adapters[Adapter].cfgs[it];
2034 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(cfg, DisplayFormat)) {
2035 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(cfg, DepthStencilFormat)) {
2036 return TRUE;
2041 return FALSE;
2044 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2046 const struct GlPixelFormatDesc *glDesc;
2047 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2049 /* Fail if we weren't able to get a description of the format */
2050 if(!desc || !glDesc)
2051 return FALSE;
2053 /* The flags entry of a format contains the filtering capability */
2054 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2055 return TRUE;
2057 return FALSE;
2060 /* Check the render target capabilities of a format */
2061 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2063 UINT Adapter = 0;
2064 const struct GlPixelFormatDesc *glDesc;
2065 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2067 /* Fail if we weren't able to get a description of the format */
2068 if(!desc || !glDesc)
2069 return FALSE;
2071 /* Filter out non-RT formats */
2072 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2073 return FALSE;
2075 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2076 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2077 int it;
2078 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2079 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2081 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2082 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2084 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2085 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2086 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2087 TRACE_(d3d_caps)("[FAILED]\n");
2088 return FALSE;
2091 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2092 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2093 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2094 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2095 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2096 return TRUE;
2099 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2100 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2101 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2102 int it;
2104 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2105 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2106 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2107 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2108 return TRUE;
2111 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2112 /* For now return TRUE for FBOs until we have some proper checks.
2113 * Note that this function will only be called when the format is around for texturing. */
2114 return TRUE;
2116 return FALSE;
2119 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2121 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2122 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2123 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2124 return FALSE;
2127 switch (CheckFormat) {
2128 case WINED3DFMT_A8R8G8B8:
2129 case WINED3DFMT_X8R8G8B8:
2130 case WINED3DFMT_A4R4G4B4:
2131 case WINED3DFMT_L8:
2132 case WINED3DFMT_A8L8:
2133 case WINED3DFMT_DXT1:
2134 case WINED3DFMT_DXT2:
2135 case WINED3DFMT_DXT3:
2136 case WINED3DFMT_DXT4:
2137 case WINED3DFMT_DXT5:
2138 TRACE_(d3d_caps)("[OK]\n");
2139 return TRUE;
2141 default:
2142 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2143 return FALSE;
2145 return FALSE;
2148 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2150 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2151 * doing the color fixup in shaders.
2152 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2153 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2154 int vs_selected_mode;
2155 int ps_selected_mode;
2156 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2158 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2159 TRACE_(d3d_caps)("[OK]\n");
2160 return TRUE;
2164 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2165 return FALSE;
2168 /* Check if a format support blending in combination with pixel shaders */
2169 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2171 const struct GlPixelFormatDesc *glDesc;
2172 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2174 /* Fail if we weren't able to get a description of the format */
2175 if(!desc || !glDesc)
2176 return FALSE;
2178 /* The flags entry of a format contains the post pixel shader blending capability */
2179 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2180 return TRUE;
2182 return FALSE;
2185 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2186 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2187 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2188 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2189 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2190 * capability anyway.
2192 * For now lets report this on all formats, but in the future we may want to
2193 * restrict it to some should games need that
2195 return TRUE;
2198 /* Check if a texture format is supported on the given adapter */
2199 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2201 const shader_backend_t *shader_backend;
2202 const struct fragment_pipeline *fp;
2203 const struct GlPixelFormatDesc *glDesc;
2205 switch (CheckFormat) {
2207 /*****
2208 * supported: RGB(A) formats
2210 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2211 case WINED3DFMT_A8R8G8B8:
2212 case WINED3DFMT_X8R8G8B8:
2213 case WINED3DFMT_R5G6B5:
2214 case WINED3DFMT_X1R5G5B5:
2215 case WINED3DFMT_A1R5G5B5:
2216 case WINED3DFMT_A4R4G4B4:
2217 case WINED3DFMT_A8:
2218 case WINED3DFMT_X4R4G4B4:
2219 case WINED3DFMT_A8B8G8R8:
2220 case WINED3DFMT_X8B8G8R8:
2221 case WINED3DFMT_A2R10G10B10:
2222 case WINED3DFMT_A2B10G10R10:
2223 case WINED3DFMT_G16R16:
2224 TRACE_(d3d_caps)("[OK]\n");
2225 return TRUE;
2227 case WINED3DFMT_R3G3B2:
2228 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2229 return FALSE;
2231 /*****
2232 * supported: Palettized
2234 case WINED3DFMT_P8:
2235 TRACE_(d3d_caps)("[OK]\n");
2236 return TRUE;
2237 /* No Windows driver offers A8P8, so don't offer it either */
2238 case WINED3DFMT_A8P8:
2239 return FALSE;
2241 /*****
2242 * Supported: (Alpha)-Luminance
2244 case WINED3DFMT_L8:
2245 case WINED3DFMT_A8L8:
2246 case WINED3DFMT_L16:
2247 TRACE_(d3d_caps)("[OK]\n");
2248 return TRUE;
2250 /* Not supported on Windows, thus disabled */
2251 case WINED3DFMT_A4L4:
2252 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2253 return FALSE;
2255 /*****
2256 * Supported: Depth/Stencil formats
2258 case WINED3DFMT_D16_LOCKABLE:
2259 case WINED3DFMT_D16:
2260 case WINED3DFMT_D15S1:
2261 case WINED3DFMT_D24X8:
2262 case WINED3DFMT_D24X4S4:
2263 case WINED3DFMT_D24S8:
2264 case WINED3DFMT_D24FS8:
2265 case WINED3DFMT_D32:
2266 case WINED3DFMT_D32F_LOCKABLE:
2267 return TRUE;
2269 /*****
2270 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2271 * GL_NV_texture_shader). Emulated by shaders
2273 case WINED3DFMT_V8U8:
2274 case WINED3DFMT_X8L8V8U8:
2275 case WINED3DFMT_L6V5U5:
2276 case WINED3DFMT_Q8W8V8U8:
2277 case WINED3DFMT_V16U16:
2278 /* Ask the shader backend if it can deal with the conversion. If
2279 * we've got a GL extension giving native support this will be an
2280 * identity conversion. */
2281 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2282 shader_backend = select_shader_backend(Adapter, DeviceType);
2283 if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup))
2285 TRACE_(d3d_caps)("[OK]\n");
2286 return TRUE;
2288 TRACE_(d3d_caps)("[FAILED]\n");
2289 return FALSE;
2291 case WINED3DFMT_DXT1:
2292 case WINED3DFMT_DXT2:
2293 case WINED3DFMT_DXT3:
2294 case WINED3DFMT_DXT4:
2295 case WINED3DFMT_DXT5:
2296 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2297 TRACE_(d3d_caps)("[OK]\n");
2298 return TRUE;
2300 TRACE_(d3d_caps)("[FAILED]\n");
2301 return FALSE;
2304 /*****
2305 * Odd formats - not supported
2307 case WINED3DFMT_VERTEXDATA:
2308 case WINED3DFMT_INDEX16:
2309 case WINED3DFMT_INDEX32:
2310 case WINED3DFMT_Q16W16V16U16:
2311 case WINED3DFMT_A2W10V10U10:
2312 case WINED3DFMT_W11V11U10:
2313 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2314 return FALSE;
2316 /*****
2317 * WINED3DFMT_CxV8U8: Not supported right now
2319 case WINED3DFMT_CxV8U8:
2320 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2321 return FALSE;
2323 /* YUV formats */
2324 case WINED3DFMT_UYVY:
2325 case WINED3DFMT_YUY2:
2326 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2327 TRACE_(d3d_caps)("[OK]\n");
2328 return TRUE;
2330 TRACE_(d3d_caps)("[FAILED]\n");
2331 return FALSE;
2332 case WINED3DFMT_YV12:
2333 TRACE_(d3d_caps)("[FAILED]\n");
2334 return FALSE;
2336 /* Not supported */
2337 case WINED3DFMT_A16B16G16R16:
2338 case WINED3DFMT_A8R3G3B2:
2339 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2340 return FALSE;
2342 /* Floating point formats */
2343 case WINED3DFMT_R16F:
2344 case WINED3DFMT_A16B16G16R16F:
2345 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2346 TRACE_(d3d_caps)("[OK]\n");
2347 return TRUE;
2349 TRACE_(d3d_caps)("[FAILED]\n");
2350 return FALSE;
2352 case WINED3DFMT_R32F:
2353 case WINED3DFMT_A32B32G32R32F:
2354 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2355 TRACE_(d3d_caps)("[OK]\n");
2356 return TRUE;
2358 TRACE_(d3d_caps)("[FAILED]\n");
2359 return FALSE;
2361 case WINED3DFMT_G16R16F:
2362 case WINED3DFMT_G32R32F:
2363 TRACE_(d3d_caps)("[FAILED]\n");
2364 return FALSE;
2366 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2367 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2368 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2369 * We can do instancing with all shader versions, but we need vertex shaders.
2371 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2372 * to enable instancing. WineD3D doesn't need that and just ignores it.
2374 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2376 case WINEMAKEFOURCC('I','N','S','T'):
2377 TRACE("ATI Instancing check hack\n");
2378 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2379 TRACE_(d3d_caps)("[OK]\n");
2380 return TRUE;
2382 TRACE_(d3d_caps)("[FAILED]\n");
2383 return FALSE;
2385 /* Some weird FOURCC formats */
2386 case WINED3DFMT_R8G8_B8G8:
2387 case WINED3DFMT_G8R8_G8B8:
2388 case WINED3DFMT_MULTI2_ARGB8:
2389 TRACE_(d3d_caps)("[FAILED]\n");
2390 return FALSE;
2392 /* Vendor specific formats */
2393 case WINED3DFMT_ATI2N:
2394 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2395 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2396 shader_backend = select_shader_backend(Adapter, DeviceType);
2397 fp = select_fragment_implementation(Adapter, DeviceType);
2398 if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup)
2399 && fp->color_fixup_supported(glDesc->color_fixup))
2401 TRACE_(d3d_caps)("[OK]\n");
2402 return TRUE;
2405 TRACE_(d3d_caps)("[OK]\n");
2406 return TRUE;
2408 TRACE_(d3d_caps)("[FAILED]\n");
2409 return FALSE;
2411 case WINED3DFMT_NVHU:
2412 case WINED3DFMT_NVHS:
2413 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2414 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2415 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2416 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2417 * Applications have to deal with not having NVHS and NVHU.
2419 TRACE_(d3d_caps)("[FAILED]\n");
2420 return FALSE;
2422 case WINED3DFMT_UNKNOWN:
2423 return FALSE;
2425 default:
2426 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2427 break;
2429 return FALSE;
2432 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType) {
2433 const struct GlPixelFormatDesc *format_desc;
2434 const struct blit_shader *blitter;
2436 if(SurfaceType == SURFACE_GDI) {
2437 switch(CheckFormat) {
2438 case WINED3DFMT_R8G8B8:
2439 case WINED3DFMT_A8R8G8B8:
2440 case WINED3DFMT_X8R8G8B8:
2441 case WINED3DFMT_R5G6B5:
2442 case WINED3DFMT_X1R5G5B5:
2443 case WINED3DFMT_A1R5G5B5:
2444 case WINED3DFMT_A4R4G4B4:
2445 case WINED3DFMT_R3G3B2:
2446 case WINED3DFMT_A8:
2447 case WINED3DFMT_A8R3G3B2:
2448 case WINED3DFMT_X4R4G4B4:
2449 case WINED3DFMT_A2B10G10R10:
2450 case WINED3DFMT_A8B8G8R8:
2451 case WINED3DFMT_X8B8G8R8:
2452 case WINED3DFMT_G16R16:
2453 case WINED3DFMT_A2R10G10B10:
2454 case WINED3DFMT_A16B16G16R16:
2455 case WINED3DFMT_P8:
2456 TRACE_(d3d_caps)("[OK]\n");
2457 return TRUE;
2458 default:
2459 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2460 return FALSE;
2464 /* All format that are supported for textures are supported for surfaces as well */
2465 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2466 /* All depth stencil formats are supported on surfaces */
2467 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2469 /* If opengl can't process the format natively, the blitter may be able to convert it */
2470 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &format_desc);
2471 blitter = select_blit_implementation(Adapter, DeviceType);
2472 if (blitter->color_fixup_supported(format_desc->color_fixup))
2474 TRACE_(d3d_caps)("[OK]\n");
2475 return TRUE;
2478 /* Reject other formats */
2479 TRACE_(d3d_caps)("[FAILED]\n");
2480 return FALSE;
2483 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2485 if (!GL_LIMITS(vertex_samplers)) {
2486 TRACE_(d3d_caps)("[FAILED]\n");
2487 return FALSE;
2490 switch (CheckFormat) {
2491 case WINED3DFMT_A32B32G32R32F:
2492 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2493 TRACE_(d3d_caps)("[FAILED]\n");
2494 return FALSE;
2496 TRACE_(d3d_caps)("[OK]\n");
2497 return TRUE;
2499 default:
2500 TRACE_(d3d_caps)("[FAILED]\n");
2501 return FALSE;
2503 return FALSE;
2506 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2507 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2508 WINED3DSURFTYPE SurfaceType) {
2509 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2510 DWORD UsageCaps = 0;
2512 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2513 This,
2514 Adapter,
2515 DeviceType, debug_d3ddevicetype(DeviceType),
2516 AdapterFormat, debug_d3dformat(AdapterFormat),
2517 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2518 RType, debug_d3dresourcetype(RType),
2519 CheckFormat, debug_d3dformat(CheckFormat));
2521 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2522 return WINED3DERR_INVALIDCALL;
2525 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2527 if(SurfaceType != SURFACE_OPENGL) {
2528 TRACE("[FAILED]\n");
2529 return WINED3DERR_NOTAVAILABLE;
2532 /* Cubetexture allows:
2533 * - D3DUSAGE_AUTOGENMIPMAP
2534 * - D3DUSAGE_DEPTHSTENCIL
2535 * - D3DUSAGE_DYNAMIC
2536 * - D3DUSAGE_NONSECURE (d3d9ex)
2537 * - D3DUSAGE_RENDERTARGET
2538 * - D3DUSAGE_SOFTWAREPROCESSING
2539 * - D3DUSAGE_QUERY_WRAPANDMIP
2541 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2542 /* Check if the texture format is around */
2543 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2544 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2545 /* Check for automatic mipmap generation support */
2546 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2547 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2548 } else {
2549 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2550 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2554 /* Always report dynamic locking */
2555 if(Usage & WINED3DUSAGE_DYNAMIC)
2556 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2558 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2559 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2560 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2561 } else {
2562 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2563 return WINED3DERR_NOTAVAILABLE;
2567 /* Always report software processing */
2568 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2569 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2571 /* Check QUERY_FILTER support */
2572 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2573 if(CheckFilterCapability(Adapter, CheckFormat)) {
2574 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2575 } else {
2576 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2577 return WINED3DERR_NOTAVAILABLE;
2581 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2582 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2583 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2584 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2585 } else {
2586 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2587 return WINED3DERR_NOTAVAILABLE;
2591 /* Check QUERY_SRGBREAD support */
2592 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2593 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2594 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2595 } else {
2596 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2597 return WINED3DERR_NOTAVAILABLE;
2601 /* Check QUERY_SRGBWRITE support */
2602 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2603 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2604 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2605 } else {
2606 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2607 return WINED3DERR_NOTAVAILABLE;
2611 /* Check QUERY_VERTEXTEXTURE support */
2612 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2613 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2614 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2615 } else {
2616 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2617 return WINED3DERR_NOTAVAILABLE;
2621 /* Check QUERY_WRAPANDMIP support */
2622 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2623 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2624 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2625 } else {
2626 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2627 return WINED3DERR_NOTAVAILABLE;
2630 } else {
2631 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2632 return WINED3DERR_NOTAVAILABLE;
2634 } else {
2635 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2636 return WINED3DERR_NOTAVAILABLE;
2638 } else if(RType == WINED3DRTYPE_SURFACE) {
2639 /* Surface allows:
2640 * - D3DUSAGE_DEPTHSTENCIL
2641 * - D3DUSAGE_NONSECURE (d3d9ex)
2642 * - D3DUSAGE_RENDERTARGET
2645 if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat, SurfaceType)) {
2646 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2647 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2648 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2649 } else {
2650 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2651 return WINED3DERR_NOTAVAILABLE;
2655 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2656 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2657 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2658 } else {
2659 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2660 return WINED3DERR_NOTAVAILABLE;
2664 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2665 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2666 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2667 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2668 } else {
2669 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2670 return WINED3DERR_NOTAVAILABLE;
2673 } else {
2674 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2675 return WINED3DERR_NOTAVAILABLE;
2678 } else if(RType == WINED3DRTYPE_TEXTURE) {
2679 /* Texture allows:
2680 * - D3DUSAGE_AUTOGENMIPMAP
2681 * - D3DUSAGE_DEPTHSTENCIL
2682 * - D3DUSAGE_DMAP
2683 * - D3DUSAGE_DYNAMIC
2684 * - D3DUSAGE_NONSECURE (d3d9ex)
2685 * - D3DUSAGE_RENDERTARGET
2686 * - D3DUSAGE_SOFTWAREPROCESSING
2687 * - D3DUSAGE_TEXTAPI (d3d9ex)
2688 * - D3DUSAGE_QUERY_WRAPANDMIP
2691 if(SurfaceType != SURFACE_OPENGL) {
2692 TRACE("[FAILED]\n");
2693 return WINED3DERR_NOTAVAILABLE;
2696 /* Check if the texture format is around */
2697 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2698 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2699 /* Check for automatic mipmap generation support */
2700 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2701 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2702 } else {
2703 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2704 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2708 /* Always report dynamic locking */
2709 if(Usage & WINED3DUSAGE_DYNAMIC)
2710 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2712 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2713 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2714 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2715 } else {
2716 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2717 return WINED3DERR_NOTAVAILABLE;
2721 /* Always report software processing */
2722 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2723 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2725 /* Check QUERY_FILTER support */
2726 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2727 if(CheckFilterCapability(Adapter, CheckFormat)) {
2728 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2729 } else {
2730 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2731 return WINED3DERR_NOTAVAILABLE;
2735 /* Check QUERY_LEGACYBUMPMAP support */
2736 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2737 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2738 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2739 } else {
2740 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2741 return WINED3DERR_NOTAVAILABLE;
2745 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2746 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2747 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2748 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2749 } else {
2750 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2751 return WINED3DERR_NOTAVAILABLE;
2755 /* Check QUERY_SRGBREAD support */
2756 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2757 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2758 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2759 } else {
2760 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2761 return WINED3DERR_NOTAVAILABLE;
2765 /* Check QUERY_SRGBWRITE support */
2766 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2767 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2768 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2769 } else {
2770 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2771 return WINED3DERR_NOTAVAILABLE;
2775 /* Check QUERY_VERTEXTEXTURE support */
2776 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2777 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2778 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2779 } else {
2780 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2781 return WINED3DERR_NOTAVAILABLE;
2785 /* Check QUERY_WRAPANDMIP support */
2786 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2787 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2788 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2789 } else {
2790 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2791 return WINED3DERR_NOTAVAILABLE;
2795 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2796 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2797 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2798 } else {
2799 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2800 return WINED3DERR_NOTAVAILABLE;
2803 } else {
2804 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2805 return WINED3DERR_NOTAVAILABLE;
2807 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2808 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2809 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2811 * Volumetexture allows:
2812 * - D3DUSAGE_DYNAMIC
2813 * - D3DUSAGE_NONSECURE (d3d9ex)
2814 * - D3DUSAGE_SOFTWAREPROCESSING
2815 * - D3DUSAGE_QUERY_WRAPANDMIP
2818 if(SurfaceType != SURFACE_OPENGL) {
2819 TRACE("[FAILED]\n");
2820 return WINED3DERR_NOTAVAILABLE;
2823 /* Check volume texture and volume usage caps */
2824 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2825 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2826 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2827 return WINED3DERR_NOTAVAILABLE;
2830 /* Always report dynamic locking */
2831 if(Usage & WINED3DUSAGE_DYNAMIC)
2832 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2834 /* Always report software processing */
2835 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2836 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2838 /* Check QUERY_FILTER support */
2839 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2840 if(CheckFilterCapability(Adapter, CheckFormat)) {
2841 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2842 } else {
2843 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2844 return WINED3DERR_NOTAVAILABLE;
2848 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2849 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2850 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2851 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2852 } else {
2853 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2854 return WINED3DERR_NOTAVAILABLE;
2858 /* Check QUERY_SRGBREAD support */
2859 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2860 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2861 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2862 } else {
2863 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2864 return WINED3DERR_NOTAVAILABLE;
2868 /* Check QUERY_SRGBWRITE support */
2869 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2870 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2871 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2872 } else {
2873 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2874 return WINED3DERR_NOTAVAILABLE;
2878 /* Check QUERY_VERTEXTEXTURE support */
2879 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2880 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2881 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2882 } else {
2883 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2884 return WINED3DERR_NOTAVAILABLE;
2888 /* Check QUERY_WRAPANDMIP support */
2889 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2890 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2891 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2892 } else {
2893 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2894 return WINED3DERR_NOTAVAILABLE;
2897 } else {
2898 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2899 return WINED3DERR_NOTAVAILABLE;
2902 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2903 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2904 * app needing one of those formats, don't advertize them to avoid leading apps into
2905 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2906 * except of R32F.
2908 switch(CheckFormat) {
2909 case WINED3DFMT_P8:
2910 case WINED3DFMT_A4L4:
2911 case WINED3DFMT_R32F:
2912 case WINED3DFMT_R16F:
2913 case WINED3DFMT_X8L8V8U8:
2914 case WINED3DFMT_L6V5U5:
2915 case WINED3DFMT_G16R16:
2916 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2917 return WINED3DERR_NOTAVAILABLE;
2919 case WINED3DFMT_Q8W8V8U8:
2920 case WINED3DFMT_V16U16:
2921 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2922 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2923 return WINED3DERR_NOTAVAILABLE;
2925 break;
2927 case WINED3DFMT_V8U8:
2928 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2929 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2930 return WINED3DERR_NOTAVAILABLE;
2932 break;
2934 case WINED3DFMT_DXT1:
2935 case WINED3DFMT_DXT2:
2936 case WINED3DFMT_DXT3:
2937 case WINED3DFMT_DXT4:
2938 case WINED3DFMT_DXT5:
2939 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2940 * compressed texture results in an error. While the D3D refrast does
2941 * support s3tc volumes, at least the nvidia windows driver does not, so
2942 * we're free not to support this format.
2944 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2945 return WINED3DERR_NOTAVAILABLE;
2947 default:
2948 /* Do nothing, continue with checking the format below */
2949 break;
2951 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2952 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2953 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2954 return WINED3DERR_NOTAVAILABLE;
2957 /* This format is nothing special and it is supported perfectly.
2958 * However, ati and nvidia driver on windows do not mark this format as
2959 * supported (tested with the dxCapsViewer) and pretending to
2960 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2961 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2962 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2964 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2965 TRACE_(d3d_caps)("[FAILED]\n");
2966 return WINED3DERR_NOTAVAILABLE;
2969 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2970 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2971 * usage flags match. */
2972 if(UsageCaps == Usage) {
2973 return WINED3D_OK;
2974 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2975 return WINED3DOK_NOAUTOGEN;
2976 } else {
2977 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);
2978 return WINED3DERR_NOTAVAILABLE;
2982 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2983 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2984 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2986 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2987 This,
2988 Adapter,
2989 DeviceType, debug_d3ddevicetype(DeviceType),
2990 SourceFormat, debug_d3dformat(SourceFormat),
2991 TargetFormat, debug_d3dformat(TargetFormat));
2992 return WINED3D_OK;
2995 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2996 const shader_backend_t *ret;
2997 int vs_selected_mode;
2998 int ps_selected_mode;
3000 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3001 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3002 ret = &glsl_shader_backend;
3003 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3004 ret = &arb_program_shader_backend;
3005 } else {
3006 ret = &none_shader_backend;
3008 return ret;
3011 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3012 int vs_selected_mode;
3013 int ps_selected_mode;
3015 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3016 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3017 return &arbfp_fragment_pipeline;
3018 } else if(ps_selected_mode == SHADER_ATI) {
3019 return &atifs_fragment_pipeline;
3020 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3021 return &nvts_fragment_pipeline;
3022 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3023 return &nvrc_fragment_pipeline;
3024 } else {
3025 return &ffp_fragment_pipeline;
3029 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3030 int vs_selected_mode;
3031 int ps_selected_mode;
3033 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3034 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3035 return &arbfp_blit;
3036 } else {
3037 return &ffp_blit;
3041 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3042 subset of a D3DCAPS9 structure. However, it has to come via a void *
3043 as the d3d8 interface cannot import the d3d9 header */
3044 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3046 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3047 int vs_selected_mode;
3048 int ps_selected_mode;
3049 struct shader_caps shader_caps;
3050 struct fragment_caps fragment_caps;
3051 const shader_backend_t *shader_backend;
3052 const struct fragment_pipeline *frag_pipeline = NULL;
3053 DWORD ckey_caps, blit_caps, fx_caps;
3055 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3057 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3058 return WINED3DERR_INVALIDCALL;
3061 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3063 /* This function should *not* be modifying GL caps
3064 * TODO: move the functionality where it belongs */
3065 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
3067 /* ------------------------------------------------
3068 The following fields apply to both d3d8 and d3d9
3069 ------------------------------------------------ */
3070 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3071 pCaps->AdapterOrdinal = Adapter;
3073 pCaps->Caps = 0;
3074 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3075 WINED3DCAPS2_FULLSCREENGAMMA |
3076 WINED3DCAPS2_DYNAMICTEXTURES;
3077 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3078 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3081 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3082 WINED3DCAPS3_COPY_TO_VIDMEM |
3083 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3085 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3086 WINED3DPRESENT_INTERVAL_ONE;
3088 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3089 WINED3DCURSORCAPS_LOWRES;
3091 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3092 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3093 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3094 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3095 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3096 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3097 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3098 WINED3DDEVCAPS_PUREDEVICE |
3099 WINED3DDEVCAPS_HWRASTERIZATION |
3100 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3101 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3102 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3103 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3104 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3105 WINED3DDEVCAPS_RTPATCHES;
3107 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3108 WINED3DPMISCCAPS_CULLCCW |
3109 WINED3DPMISCCAPS_CULLCW |
3110 WINED3DPMISCCAPS_COLORWRITEENABLE |
3111 WINED3DPMISCCAPS_CLIPTLVERTS |
3112 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3113 WINED3DPMISCCAPS_MASKZ |
3114 WINED3DPMISCCAPS_BLENDOP |
3115 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3116 /* TODO:
3117 WINED3DPMISCCAPS_NULLREFERENCE
3118 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3119 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3120 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3121 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3123 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3124 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3126 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3127 WINED3DPRASTERCAPS_PAT |
3128 WINED3DPRASTERCAPS_WFOG |
3129 WINED3DPRASTERCAPS_ZFOG |
3130 WINED3DPRASTERCAPS_FOGVERTEX |
3131 WINED3DPRASTERCAPS_FOGTABLE |
3132 WINED3DPRASTERCAPS_STIPPLE |
3133 WINED3DPRASTERCAPS_SUBPIXEL |
3134 WINED3DPRASTERCAPS_ZTEST |
3135 WINED3DPRASTERCAPS_SCISSORTEST |
3136 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3137 WINED3DPRASTERCAPS_DEPTHBIAS;
3139 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3140 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3141 WINED3DPRASTERCAPS_ZBIAS |
3142 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3144 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3145 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3147 /* FIXME Add:
3148 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3149 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3150 WINED3DPRASTERCAPS_ANTIALIASEDGES
3151 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3152 WINED3DPRASTERCAPS_WBUFFER */
3154 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3155 WINED3DPCMPCAPS_EQUAL |
3156 WINED3DPCMPCAPS_GREATER |
3157 WINED3DPCMPCAPS_GREATEREQUAL |
3158 WINED3DPCMPCAPS_LESS |
3159 WINED3DPCMPCAPS_LESSEQUAL |
3160 WINED3DPCMPCAPS_NEVER |
3161 WINED3DPCMPCAPS_NOTEQUAL;
3163 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3164 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3165 WINED3DPBLENDCAPS_DESTALPHA |
3166 WINED3DPBLENDCAPS_DESTCOLOR |
3167 WINED3DPBLENDCAPS_INVDESTALPHA |
3168 WINED3DPBLENDCAPS_INVDESTCOLOR |
3169 WINED3DPBLENDCAPS_INVSRCALPHA |
3170 WINED3DPBLENDCAPS_INVSRCCOLOR |
3171 WINED3DPBLENDCAPS_ONE |
3172 WINED3DPBLENDCAPS_SRCALPHA |
3173 WINED3DPBLENDCAPS_SRCALPHASAT |
3174 WINED3DPBLENDCAPS_SRCCOLOR |
3175 WINED3DPBLENDCAPS_ZERO;
3177 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3178 WINED3DPBLENDCAPS_DESTCOLOR |
3179 WINED3DPBLENDCAPS_INVDESTALPHA |
3180 WINED3DPBLENDCAPS_INVDESTCOLOR |
3181 WINED3DPBLENDCAPS_INVSRCALPHA |
3182 WINED3DPBLENDCAPS_INVSRCCOLOR |
3183 WINED3DPBLENDCAPS_ONE |
3184 WINED3DPBLENDCAPS_SRCALPHA |
3185 WINED3DPBLENDCAPS_SRCCOLOR |
3186 WINED3DPBLENDCAPS_ZERO;
3187 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3188 * according to the glBlendFunc manpage
3190 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3191 * legacy settings for srcblend only
3194 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3195 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3196 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3200 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3201 WINED3DPCMPCAPS_EQUAL |
3202 WINED3DPCMPCAPS_GREATER |
3203 WINED3DPCMPCAPS_GREATEREQUAL |
3204 WINED3DPCMPCAPS_LESS |
3205 WINED3DPCMPCAPS_LESSEQUAL |
3206 WINED3DPCMPCAPS_NEVER |
3207 WINED3DPCMPCAPS_NOTEQUAL;
3209 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3210 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3211 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3212 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3213 WINED3DPSHADECAPS_COLORFLATRGB |
3214 WINED3DPSHADECAPS_FOGFLAT |
3215 WINED3DPSHADECAPS_FOGGOURAUD |
3216 WINED3DPSHADECAPS_SPECULARFLATRGB;
3218 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3219 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3220 WINED3DPTEXTURECAPS_TRANSPARENCY |
3221 WINED3DPTEXTURECAPS_BORDER |
3222 WINED3DPTEXTURECAPS_MIPMAP |
3223 WINED3DPTEXTURECAPS_PROJECTED |
3224 WINED3DPTEXTURECAPS_PERSPECTIVE;
3226 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3227 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3228 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3231 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3232 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3233 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3234 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3237 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3238 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3239 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3240 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3244 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3245 WINED3DPTFILTERCAPS_MAGFPOINT |
3246 WINED3DPTFILTERCAPS_MINFLINEAR |
3247 WINED3DPTFILTERCAPS_MINFPOINT |
3248 WINED3DPTFILTERCAPS_MIPFLINEAR |
3249 WINED3DPTFILTERCAPS_MIPFPOINT |
3250 WINED3DPTFILTERCAPS_LINEAR |
3251 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3252 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3253 WINED3DPTFILTERCAPS_MIPLINEAR |
3254 WINED3DPTFILTERCAPS_MIPNEAREST |
3255 WINED3DPTFILTERCAPS_NEAREST;
3257 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3258 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3259 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3262 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3263 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3264 WINED3DPTFILTERCAPS_MAGFPOINT |
3265 WINED3DPTFILTERCAPS_MINFLINEAR |
3266 WINED3DPTFILTERCAPS_MINFPOINT |
3267 WINED3DPTFILTERCAPS_MIPFLINEAR |
3268 WINED3DPTFILTERCAPS_MIPFPOINT |
3269 WINED3DPTFILTERCAPS_LINEAR |
3270 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3271 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3272 WINED3DPTFILTERCAPS_MIPLINEAR |
3273 WINED3DPTFILTERCAPS_MIPNEAREST |
3274 WINED3DPTFILTERCAPS_NEAREST;
3276 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3277 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3278 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3280 } else
3281 pCaps->CubeTextureFilterCaps = 0;
3283 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3284 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3285 WINED3DPTFILTERCAPS_MAGFPOINT |
3286 WINED3DPTFILTERCAPS_MINFLINEAR |
3287 WINED3DPTFILTERCAPS_MINFPOINT |
3288 WINED3DPTFILTERCAPS_MIPFLINEAR |
3289 WINED3DPTFILTERCAPS_MIPFPOINT |
3290 WINED3DPTFILTERCAPS_LINEAR |
3291 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3292 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3293 WINED3DPTFILTERCAPS_MIPLINEAR |
3294 WINED3DPTFILTERCAPS_MIPNEAREST |
3295 WINED3DPTFILTERCAPS_NEAREST;
3296 } else
3297 pCaps->VolumeTextureFilterCaps = 0;
3299 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3300 WINED3DPTADDRESSCAPS_CLAMP |
3301 WINED3DPTADDRESSCAPS_WRAP;
3303 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3304 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3306 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3307 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3309 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3310 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3313 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3314 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3315 WINED3DPTADDRESSCAPS_CLAMP |
3316 WINED3DPTADDRESSCAPS_WRAP;
3317 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3318 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3320 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3321 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3323 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3324 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3326 } else
3327 pCaps->VolumeTextureAddressCaps = 0;
3329 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3330 WINED3DLINECAPS_ZTEST |
3331 WINED3DLINECAPS_BLEND |
3332 WINED3DLINECAPS_ALPHACMP |
3333 WINED3DLINECAPS_FOG;
3334 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3335 * idea how generating the smoothing alpha values works; the result is different
3338 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3339 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3341 if(GL_SUPPORT(EXT_TEXTURE3D))
3342 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3343 else
3344 pCaps->MaxVolumeExtent = 0;
3346 pCaps->MaxTextureRepeat = 32768;
3347 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3348 pCaps->MaxVertexW = 1.0;
3350 pCaps->GuardBandLeft = 0;
3351 pCaps->GuardBandTop = 0;
3352 pCaps->GuardBandRight = 0;
3353 pCaps->GuardBandBottom = 0;
3355 pCaps->ExtentsAdjust = 0;
3357 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3358 WINED3DSTENCILCAPS_INCRSAT |
3359 WINED3DSTENCILCAPS_INVERT |
3360 WINED3DSTENCILCAPS_KEEP |
3361 WINED3DSTENCILCAPS_REPLACE |
3362 WINED3DSTENCILCAPS_ZERO;
3363 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3364 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3365 WINED3DSTENCILCAPS_INCR;
3367 if ( This->dxVersion > 8 &&
3368 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3369 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3370 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3373 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3375 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3376 pCaps->MaxActiveLights = GL_LIMITS(lights);
3378 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3379 pCaps->MaxVertexBlendMatrixIndex = 0;
3381 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3382 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3385 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3386 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3387 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3388 WINED3DVTXPCAPS_LOCALVIEWER |
3389 WINED3DVTXPCAPS_VERTEXFOG |
3390 WINED3DVTXPCAPS_TEXGEN;
3391 /* FIXME: Add
3392 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3394 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3395 pCaps->MaxVertexIndex = 0xFFFFF;
3396 pCaps->MaxStreams = MAX_STREAMS;
3397 pCaps->MaxStreamStride = 1024;
3399 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3400 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3401 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3402 pCaps->MaxNpatchTessellationLevel = 0;
3403 pCaps->MasterAdapterOrdinal = 0;
3404 pCaps->AdapterOrdinalInGroup = 0;
3405 pCaps->NumberOfAdaptersInGroup = 1;
3407 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3409 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3410 WINED3DPTFILTERCAPS_MAGFPOINT |
3411 WINED3DPTFILTERCAPS_MINFLINEAR |
3412 WINED3DPTFILTERCAPS_MAGFLINEAR;
3413 pCaps->VertexTextureFilterCaps = 0;
3415 memset(&shader_caps, 0, sizeof(shader_caps));
3416 shader_backend = select_shader_backend(Adapter, DeviceType);
3417 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3419 memset(&fragment_caps, 0, sizeof(fragment_caps));
3420 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3421 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3423 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3424 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3426 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3427 * Ignore shader model capabilities if disabled in config
3429 if(vs_selected_mode == SHADER_NONE) {
3430 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3431 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3432 pCaps->MaxVertexShaderConst = 0;
3433 } else {
3434 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3435 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3438 if(ps_selected_mode == SHADER_NONE) {
3439 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3440 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3441 pCaps->PixelShader1xMaxValue = 0.0;
3442 } else {
3443 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3444 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3447 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3448 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3449 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3451 pCaps->VS20Caps = shader_caps.VS20Caps;
3452 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3453 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3454 pCaps->PS20Caps = shader_caps.PS20Caps;
3455 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3456 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3458 /* The following caps are shader specific, but they are things we cannot detect, or which
3459 * are the same among all shader models. So to avoid code duplication set the shader version
3460 * specific, but otherwise constant caps here
3462 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3463 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3464 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3465 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3466 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3467 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3468 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3470 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3471 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3472 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3473 pCaps->VS20Caps.Caps = 0;
3474 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3475 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3476 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3478 pCaps->MaxVShaderInstructionsExecuted = 65535;
3479 pCaps->MaxVertexShader30InstructionSlots = 0;
3480 } else { /* VS 1.x */
3481 pCaps->VS20Caps.Caps = 0;
3482 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3483 pCaps->VS20Caps.NumTemps = 0;
3484 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3486 pCaps->MaxVShaderInstructionsExecuted = 0;
3487 pCaps->MaxVertexShader30InstructionSlots = 0;
3490 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3491 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3492 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3494 /* 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 */
3495 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3496 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3497 WINED3DPS20CAPS_PREDICATION |
3498 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3499 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3500 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3501 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3502 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3503 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3505 pCaps->MaxPShaderInstructionsExecuted = 65535;
3506 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3507 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3508 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3509 pCaps->PS20Caps.Caps = 0;
3510 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3511 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3512 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3513 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3515 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3516 pCaps->MaxPixelShader30InstructionSlots = 0;
3517 } else { /* PS 1.x */
3518 pCaps->PS20Caps.Caps = 0;
3519 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3520 pCaps->PS20Caps.NumTemps = 0;
3521 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3522 pCaps->PS20Caps.NumInstructionSlots = 0;
3524 pCaps->MaxPShaderInstructionsExecuted = 0;
3525 pCaps->MaxPixelShader30InstructionSlots = 0;
3528 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3529 /* OpenGL supports all the formats below, perhaps not always
3530 * without conversion, but it supports them.
3531 * Further GLSL doesn't seem to have an official unsigned type so
3532 * don't advertise it yet as I'm not sure how we handle it.
3533 * We might need to add some clamping in the shader engine to
3534 * support it.
3535 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3536 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3537 WINED3DDTCAPS_UBYTE4N |
3538 WINED3DDTCAPS_SHORT2N |
3539 WINED3DDTCAPS_SHORT4N;
3540 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3541 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3542 WINED3DDTCAPS_FLOAT16_4;
3544 } else
3545 pCaps->DeclTypes = 0;
3547 /* Set DirectDraw helper Caps */
3548 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3549 WINEDDCKEYCAPS_SRCBLT;
3550 fx_caps = WINEDDFXCAPS_BLTALPHA |
3551 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3552 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3553 WINEDDFXCAPS_BLTROTATION90 |
3554 WINEDDFXCAPS_BLTSHRINKX |
3555 WINEDDFXCAPS_BLTSHRINKXN |
3556 WINEDDFXCAPS_BLTSHRINKY |
3557 WINEDDFXCAPS_BLTSHRINKXN |
3558 WINEDDFXCAPS_BLTSTRETCHX |
3559 WINEDDFXCAPS_BLTSTRETCHXN |
3560 WINEDDFXCAPS_BLTSTRETCHY |
3561 WINEDDFXCAPS_BLTSTRETCHYN;
3562 blit_caps = WINEDDCAPS_BLT |
3563 WINEDDCAPS_BLTCOLORFILL |
3564 WINEDDCAPS_BLTDEPTHFILL |
3565 WINEDDCAPS_BLTSTRETCH |
3566 WINEDDCAPS_CANBLTSYSMEM |
3567 WINEDDCAPS_CANCLIP |
3568 WINEDDCAPS_CANCLIPSTRETCHED |
3569 WINEDDCAPS_COLORKEY |
3570 WINEDDCAPS_COLORKEYHWASSIST |
3571 WINEDDCAPS_ALIGNBOUNDARYSRC;
3573 /* Fill the ddraw caps structure */
3574 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3575 WINEDDCAPS_PALETTE |
3576 blit_caps;
3577 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3578 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3579 WINEDDCAPS2_PRIMARYGAMMA |
3580 WINEDDCAPS2_WIDESURFACES |
3581 WINEDDCAPS2_CANRENDERWINDOWED;
3582 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3583 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3584 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3585 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3586 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3587 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3588 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3589 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3590 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3592 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3593 WINEDDSCAPS_BACKBUFFER |
3594 WINEDDSCAPS_FLIP |
3595 WINEDDSCAPS_FRONTBUFFER |
3596 WINEDDSCAPS_OFFSCREENPLAIN |
3597 WINEDDSCAPS_PALETTE |
3598 WINEDDSCAPS_PRIMARYSURFACE |
3599 WINEDDSCAPS_SYSTEMMEMORY |
3600 WINEDDSCAPS_VIDEOMEMORY |
3601 WINEDDSCAPS_VISIBLE;
3602 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3604 /* Set D3D caps if OpenGL is available. */
3605 if(Adapters[Adapter].opengl) {
3606 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3607 WINEDDSCAPS_MIPMAP |
3608 WINEDDSCAPS_TEXTURE |
3609 WINEDDSCAPS_ZBUFFER;
3610 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3613 return WINED3D_OK;
3616 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3617 and fields being inserted in the middle, a new structure is used in place */
3618 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3619 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3620 IUnknown *parent) {
3622 IWineD3DDeviceImpl *object = NULL;
3623 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3624 WINED3DDISPLAYMODE mode;
3625 const struct fragment_pipeline *frag_pipeline = NULL;
3626 int i;
3627 struct fragment_caps ffp_caps;
3629 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3630 * number and create a device without a 3D adapter for 2D only operation.
3632 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3633 return WINED3DERR_INVALIDCALL;
3636 /* Create a WineD3DDevice object */
3637 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3638 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3639 TRACE("Created WineD3DDevice object @ %p\n", object);
3640 if (NULL == object) {
3641 return WINED3DERR_OUTOFVIDEOMEMORY;
3644 /* Set up initial COM information */
3645 object->lpVtbl = &IWineD3DDevice_Vtbl;
3646 object->ref = 1;
3647 object->wineD3D = iface;
3648 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3649 IWineD3D_AddRef(object->wineD3D);
3650 object->parent = parent;
3651 list_init(&object->resources);
3652 list_init(&object->shaders);
3654 if(This->dxVersion == 7) {
3655 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3656 } else {
3657 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3659 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3661 /* Set the state up as invalid until the device is fully created */
3662 object->state = WINED3DERR_DRIVERINTERNALERROR;
3664 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3665 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3667 /* Save the creation parameters */
3668 object->createParms.AdapterOrdinal = Adapter;
3669 object->createParms.DeviceType = DeviceType;
3670 object->createParms.hFocusWindow = hFocusWindow;
3671 object->createParms.BehaviorFlags = BehaviourFlags;
3673 /* Initialize other useful values */
3674 object->adapterNo = Adapter;
3675 object->devType = DeviceType;
3677 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3678 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3680 memset(&ffp_caps, 0, sizeof(ffp_caps));
3681 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3682 object->frag_pipe = frag_pipeline;
3683 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
3684 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3685 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3686 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3687 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3689 object->blitter = select_blit_implementation(Adapter, DeviceType);
3691 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3692 * model can deal with that. It is essentially the same, just with adjusted
3693 * Set*ShaderConstantF implementations
3695 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3696 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3699 /* set the state of the device to valid */
3700 object->state = WINED3D_OK;
3702 /* Get the initial screen setup for ddraw */
3703 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3705 object->ddraw_width = mode.Width;
3706 object->ddraw_height = mode.Height;
3707 object->ddraw_format = mode.Format;
3709 for(i = 0; i < PATCHMAP_SIZE; i++) {
3710 list_init(&object->patches[i]);
3712 return WINED3D_OK;
3714 #undef GLINFO_LOCATION
3716 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3717 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3718 IUnknown_AddRef(This->parent);
3719 *pParent = This->parent;
3720 return WINED3D_OK;
3723 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3724 IUnknown* surfaceParent;
3725 TRACE("(%p) call back\n", pSurface);
3727 /* Now, release the parent, which will take care of cleaning up the surface for us */
3728 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3729 IUnknown_Release(surfaceParent);
3730 return IUnknown_Release(surfaceParent);
3733 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3734 IUnknown* volumeParent;
3735 TRACE("(%p) call back\n", pVolume);
3737 /* Now, release the parent, which will take care of cleaning up the volume for us */
3738 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3739 IUnknown_Release(volumeParent);
3740 return IUnknown_Release(volumeParent);
3743 static BOOL implementation_is_apple(const WineD3D_GL_Info *gl_info)
3745 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3746 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3747 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3749 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3750 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3751 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3752 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3753 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3754 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3755 * DirectDraw, not OpenGL.
3757 if(gl_info->supported[APPLE_FENCE] &&
3758 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3759 gl_info->supported[APPLE_FLUSH_RENDER] &&
3760 gl_info->supported[APPLE_YCBCR_422]) {
3761 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3762 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3763 return TRUE;
3764 } else {
3765 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3766 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3767 return FALSE;
3771 #define GLINFO_LOCATION (*gl_info)
3772 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3773 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3774 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3775 * all the texture. This function detects this bug by its symptom and disables PBOs
3776 * if the test fails.
3778 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3779 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3780 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3781 * read back is compared to the original. If they are equal PBOs are assumed to work,
3782 * otherwise the PBO extension is disabled.
3784 GLuint texture, pbo;
3785 static const unsigned int pattern[] = {
3786 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3787 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3788 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3789 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3791 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3793 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3794 /* No PBO -> No point in testing them */
3795 return;
3798 while(glGetError());
3799 glGenTextures(1, &texture);
3800 glBindTexture(GL_TEXTURE_2D, texture);
3801 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3802 checkGLcall("Specifying the PBO test texture\n");
3804 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3805 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3806 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3807 checkGLcall("Specifying the PBO test pbo\n");
3809 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3810 checkGLcall("Loading the PBO test texture\n");
3812 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3813 glFinish(); /* just to be sure */
3815 memset(check, 0, sizeof(check));
3816 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3817 checkGLcall("Reading back the PBO test texture\n");
3819 glDeleteTextures(1, &texture);
3820 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3821 checkGLcall("PBO test cleanup\n");
3823 if(memcmp(check, pattern, sizeof(check)) != 0) {
3824 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3825 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3826 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3827 } else {
3828 TRACE_(d3d_caps)("PBO test successful\n");
3831 #undef GLINFO_LOCATION
3833 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3834 * reporting a driver version is moot because we are not the Windows driver, and we have different
3835 * bugs, features, etc.
3837 * If a card is not found in this table, the gl driver version is reported
3839 struct driver_version_information {
3840 WORD vendor; /* reported PCI card vendor ID */
3841 WORD card; /* reported PCI card device ID */
3842 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3843 WORD lopart_hi, lopart_lo; /* driver loword to report */
3846 static const struct driver_version_information driver_version_table[] = {
3847 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3848 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3849 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3850 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3851 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3852 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3853 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3854 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3855 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3856 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3857 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3858 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3859 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3860 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3861 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3862 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3863 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3864 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3865 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3866 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, 7, 15, 11, 7341 },
3868 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3869 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3870 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3871 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3872 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3873 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3874 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3876 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3879 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3880 unsigned int i;
3881 BOOL apple = implementation_is_apple(gl_info);
3883 if(apple) {
3884 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3885 * used it falls back to software. While the compiler can detect if the shader uses all declared
3886 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3887 * using relative addressing falls back to software.
3889 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3891 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3892 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3893 } else {
3894 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3895 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3896 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3899 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3900 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3901 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3902 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3903 * according to the spec.
3905 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3906 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3908 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3909 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3910 * this workaround is activated on cards that do not need it, it won't break things, just affect
3911 * performance negatively.
3913 if(gl_info->gl_vendor == VENDOR_INTEL ||
3914 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3915 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3916 gl_info->set_texcoord_w = TRUE;
3920 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3921 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3922 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3923 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3924 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3925 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3926 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3928 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3929 * has this extension promoted to core. The extension loading code sets this extension supported
3930 * due to that, so this code works on fglrx as well.
3932 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3933 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3934 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3935 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3936 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3937 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3938 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3942 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3943 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3944 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3945 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3946 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3947 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
3949 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3950 * triggering the software fallback. There is not much we can do here apart from disabling the
3951 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3952 * in IWineD3DImpl_FillGLCaps).
3953 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3954 * post-processing effects in the game "Max Payne 2").
3955 * The behaviour can be verified through a simple test app attached in bugreport #14724.
3957 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3958 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3959 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3960 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3961 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3965 /* Find out if PBOs work as they are supposed to */
3966 test_pbo_functionality(gl_info);
3968 /* Fixup the driver version */
3969 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3970 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3971 gl_info->gl_card == driver_version_table[i].card) {
3972 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3974 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3975 driver_version_table[i].lopart_lo);
3976 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3977 driver_version_table[i].hipart_lo);
3978 break;
3983 static void WINE_GLAPI invalid_func(const void *data)
3985 ERR("Invalid vertex attribute function called\n");
3986 DebugBreak();
3989 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
3991 ERR("Invalid texcoord function called\n");
3992 DebugBreak();
3995 #define GLINFO_LOCATION (Adapters[0].gl_info)
3997 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3998 * the extension detection and are used in drawStridedSlow
4000 static void WINE_GLAPI position_d3dcolor(const void *data)
4002 DWORD pos = *((const DWORD *)data);
4004 FIXME("Add a test for fixed function position from d3dcolor type\n");
4005 glVertex4s(D3DCOLOR_B_R(pos),
4006 D3DCOLOR_B_G(pos),
4007 D3DCOLOR_B_B(pos),
4008 D3DCOLOR_B_A(pos));
4011 static void WINE_GLAPI position_float4(const void *data)
4013 const GLfloat *pos = data;
4015 if (pos[3] < eps && pos[3] > -eps)
4016 glVertex3fv(pos);
4017 else {
4018 float w = 1.0 / pos[3];
4020 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4024 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4026 DWORD diffuseColor = *((const DWORD *)data);
4028 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4029 D3DCOLOR_B_G(diffuseColor),
4030 D3DCOLOR_B_B(diffuseColor),
4031 D3DCOLOR_B_A(diffuseColor));
4034 static void WINE_GLAPI specular_d3dcolor(const void *data)
4036 DWORD specularColor = *((const DWORD *)data);
4038 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
4039 D3DCOLOR_B_G(specularColor),
4040 D3DCOLOR_B_B(specularColor));
4043 static void WINE_GLAPI warn_no_specular_func(const void *data)
4045 WARN("GL_EXT_secondary_color not supported\n");
4048 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4050 position_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4051 position_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4052 position_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glVertex3fv;
4053 position_funcs[WINED3DDECLTYPE_FLOAT4] = position_float4;
4054 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = position_d3dcolor;
4055 position_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4056 position_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4057 position_funcs[WINED3DDECLTYPE_SHORT4] = (glAttribFunc)glVertex2sv;
4058 position_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4059 position_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4060 position_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4061 position_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4062 position_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4063 position_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4064 position_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4065 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4066 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4068 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4069 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4070 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glColor3fv;
4071 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glColor4fv;
4072 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = diffuse_d3dcolor;
4073 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4074 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4075 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
4076 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (glAttribFunc)glColor4ubv;
4077 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4078 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (glAttribFunc)glColor4sv;
4079 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4080 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (glAttribFunc)glColor4usv;
4081 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4082 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4083 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4084 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4086 /* No 4 component entry points here */
4087 specular_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4088 specular_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4089 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4090 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4091 } else {
4092 specular_funcs[WINED3DDECLTYPE_FLOAT3] = warn_no_specular_func;
4094 specular_funcs[WINED3DDECLTYPE_FLOAT4] = invalid_func;
4095 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4096 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = specular_d3dcolor;
4097 } else {
4098 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = warn_no_specular_func;
4100 specular_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4101 specular_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4102 specular_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
4103 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4104 specular_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4105 specular_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4106 specular_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4107 specular_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4108 specular_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4109 specular_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4110 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4111 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4113 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4114 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4116 normal_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4117 normal_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4118 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glNormal3fv;
4119 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4120 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_func;
4121 normal_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4122 normal_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4123 normal_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
4124 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4125 normal_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4126 normal_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4127 normal_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4128 normal_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4129 normal_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4130 normal_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4131 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4132 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4134 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4135 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4136 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4137 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4138 multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_texcoord_func;
4139 multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_texcoord_func;
4140 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4141 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4142 multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_texcoord_func;
4143 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_texcoord_func;
4144 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_texcoord_func;
4145 multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_texcoord_func;
4146 multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_texcoord_func;
4147 multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3] = invalid_texcoord_func;
4148 multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N] = invalid_texcoord_func;
4149 if (GL_SUPPORT(NV_HALF_FLOAT))
4151 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4152 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4153 } else {
4154 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_texcoord_func;
4155 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_texcoord_func;
4158 texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (glAttribFunc)glTexCoord1fv;
4159 texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (glAttribFunc)glTexCoord2fv;
4160 texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glTexCoord3fv;
4161 texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glTexCoord4fv;
4162 texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_func;
4163 texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4164 texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (glAttribFunc)glTexCoord2sv;
4165 texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (glAttribFunc)glTexCoord4sv;
4166 texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4167 texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4168 texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4169 texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4170 texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4171 texcoord_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4172 texcoord_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4173 if (GL_SUPPORT(NV_HALF_FLOAT))
4175 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (glAttribFunc)GL_EXTCALL(glTexCoord2hvNV);
4176 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (glAttribFunc)GL_EXTCALL(glTexCoord4hvNV);
4177 } else {
4178 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4179 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4183 #define PUSH1(att) attribs[nAttribs++] = (att);
4184 BOOL InitAdapters(void) {
4185 static HMODULE mod_gl, mod_win32gl;
4186 BOOL ret;
4187 int ps_selected_mode, vs_selected_mode;
4189 /* No need to hold any lock. The calling library makes sure only one thread calls
4190 * wined3d simultaneously
4192 if(numAdapters > 0) return Adapters[0].opengl;
4194 TRACE("Initializing adapters\n");
4196 if(!mod_gl) {
4197 #ifdef USE_WIN32_OPENGL
4198 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4199 mod_gl = LoadLibraryA("opengl32.dll");
4200 if(!mod_gl) {
4201 ERR("Can't load opengl32.dll!\n");
4202 goto nogl_adapter;
4204 mod_win32gl = mod_gl;
4205 #else
4206 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4207 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4208 mod_gl = GetModuleHandleA("gdi32.dll");
4209 mod_win32gl = LoadLibraryA("opengl32.dll");
4210 if(!mod_win32gl) {
4211 ERR("Can't load opengl32.dll!\n");
4212 goto nogl_adapter;
4214 #endif
4217 /* Load WGL core functions from opengl32.dll */
4218 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4219 WGL_FUNCS_GEN;
4220 #undef USE_WGL_FUNC
4222 if(!pwglGetProcAddress) {
4223 ERR("Unable to load wglGetProcAddress!\n");
4224 goto nogl_adapter;
4227 /* Dynamically load all GL core functions */
4228 GL_FUNCS_GEN;
4229 #undef USE_GL_FUNC
4231 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4232 * otherwise because we have to use winex11.drv's override
4234 glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4235 glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4237 /* For now only one default adapter */
4239 int iPixelFormat;
4240 int attribs[10];
4241 int values[10];
4242 int nAttribs = 0;
4243 int res;
4244 int i;
4245 WineD3D_PixelFormat *cfgs;
4246 int attribute;
4247 DISPLAY_DEVICEW DisplayDevice;
4248 HDC hdc;
4250 TRACE("Initializing default adapter\n");
4251 Adapters[0].num = 0;
4252 Adapters[0].monitorPoint.x = -1;
4253 Adapters[0].monitorPoint.y = -1;
4255 if (!WineD3D_CreateFakeGLContext()) {
4256 ERR("Failed to get a gl context for default adapter\n");
4257 WineD3D_ReleaseFakeGLContext();
4258 goto nogl_adapter;
4261 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4262 if(!ret) {
4263 ERR("Failed to initialize gl caps for default adapter\n");
4264 WineD3D_ReleaseFakeGLContext();
4265 goto nogl_adapter;
4267 ret = initPixelFormats(&Adapters[0].gl_info);
4268 if(!ret) {
4269 ERR("Failed to init gl formats\n");
4270 WineD3D_ReleaseFakeGLContext();
4271 goto nogl_adapter;
4274 hdc = pwglGetCurrentDC();
4275 if(!hdc) {
4276 ERR("Failed to get gl HDC\n");
4277 WineD3D_ReleaseFakeGLContext();
4278 goto nogl_adapter;
4281 Adapters[0].driver = "Display";
4282 Adapters[0].description = "Direct3D HAL";
4284 /* Use the VideoRamSize registry setting when set */
4285 if(wined3d_settings.emulated_textureram)
4286 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4287 else
4288 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4289 Adapters[0].UsedTextureRam = 0;
4290 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4292 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4293 DisplayDevice.cb = sizeof(DisplayDevice);
4294 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4295 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4296 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4298 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4299 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4301 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4302 cfgs = Adapters[0].cfgs;
4303 PUSH1(WGL_RED_BITS_ARB)
4304 PUSH1(WGL_GREEN_BITS_ARB)
4305 PUSH1(WGL_BLUE_BITS_ARB)
4306 PUSH1(WGL_ALPHA_BITS_ARB)
4307 PUSH1(WGL_DEPTH_BITS_ARB)
4308 PUSH1(WGL_STENCIL_BITS_ARB)
4309 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4310 PUSH1(WGL_PIXEL_TYPE_ARB)
4311 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4312 PUSH1(WGL_AUX_BUFFERS_ARB)
4314 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4315 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4317 if(!res)
4318 continue;
4320 /* Cache the pixel format */
4321 cfgs->iPixelFormat = iPixelFormat;
4322 cfgs->redSize = values[0];
4323 cfgs->greenSize = values[1];
4324 cfgs->blueSize = values[2];
4325 cfgs->alphaSize = values[3];
4326 cfgs->depthSize = values[4];
4327 cfgs->stencilSize = values[5];
4328 cfgs->windowDrawable = values[6];
4329 cfgs->iPixelType = values[7];
4330 cfgs->doubleBuffer = values[8];
4331 cfgs->auxBuffers = values[9];
4333 cfgs->pbufferDrawable = FALSE;
4334 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4335 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4336 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4337 int value;
4338 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4339 cfgs->pbufferDrawable = value;
4342 cfgs->numSamples = 0;
4343 /* Check multisample support */
4344 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4345 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4346 int value[2];
4347 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4348 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4349 * value[1] = number of multi sample buffers*/
4350 if(value[0])
4351 cfgs->numSamples = value[1];
4355 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);
4356 cfgs++;
4359 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4360 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4361 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4362 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4363 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4364 * driver is allowed to consume more bits EXCEPT for stencil bits.
4366 * Mark an adapter with this broken stencil behavior.
4368 Adapters[0].brokenStencil = TRUE;
4369 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4370 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4371 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4372 Adapters[0].brokenStencil = FALSE;
4373 break;
4377 fixup_extensions(&Adapters[0].gl_info);
4379 WineD3D_ReleaseFakeGLContext();
4381 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4382 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4383 fillGLAttribFuncs(&Adapters[0].gl_info);
4384 init_type_lookup(&Adapters[0].gl_info);
4385 Adapters[0].opengl = TRUE;
4387 numAdapters = 1;
4388 TRACE("%d adapters successfully initialized\n", numAdapters);
4390 return TRUE;
4392 nogl_adapter:
4393 /* Initialize an adapter for ddraw-only memory counting */
4394 memset(Adapters, 0, sizeof(Adapters));
4395 Adapters[0].num = 0;
4396 Adapters[0].opengl = FALSE;
4397 Adapters[0].monitorPoint.x = -1;
4398 Adapters[0].monitorPoint.y = -1;
4400 Adapters[0].driver = "Display";
4401 Adapters[0].description = "WineD3D DirectDraw Emulation";
4402 if(wined3d_settings.emulated_textureram) {
4403 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4404 } else {
4405 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4408 numAdapters = 1;
4409 return FALSE;
4411 #undef PUSH1
4412 #undef GLINFO_LOCATION
4414 /**********************************************************
4415 * IWineD3D VTbl follows
4416 **********************************************************/
4418 const IWineD3DVtbl IWineD3D_Vtbl =
4420 /* IUnknown */
4421 IWineD3DImpl_QueryInterface,
4422 IWineD3DImpl_AddRef,
4423 IWineD3DImpl_Release,
4424 /* IWineD3D */
4425 IWineD3DImpl_GetParent,
4426 IWineD3DImpl_GetAdapterCount,
4427 IWineD3DImpl_RegisterSoftwareDevice,
4428 IWineD3DImpl_GetAdapterMonitor,
4429 IWineD3DImpl_GetAdapterModeCount,
4430 IWineD3DImpl_EnumAdapterModes,
4431 IWineD3DImpl_GetAdapterDisplayMode,
4432 IWineD3DImpl_GetAdapterIdentifier,
4433 IWineD3DImpl_CheckDeviceMultiSampleType,
4434 IWineD3DImpl_CheckDepthStencilMatch,
4435 IWineD3DImpl_CheckDeviceType,
4436 IWineD3DImpl_CheckDeviceFormat,
4437 IWineD3DImpl_CheckDeviceFormatConversion,
4438 IWineD3DImpl_GetDeviceCaps,
4439 IWineD3DImpl_CreateDevice