push 63c1876572cbb61a874995ad42ef27c14590d232
[wine/hacks.git] / dlls / wined3d / directx.c
blobebf7b408e068012d5ea17e55320c44c72d61c98b
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
42 /* Extension detection */
43 static const struct {
44 const char *extension_string;
45 GL_SupportedExt extension;
46 DWORD version;
47 } EXTENSION_MAP[] = {
48 /* APPLE */
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
55 /* ATI */
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
59 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
60 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
61 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
63 /* ARB */
64 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
65 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
66 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
67 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
68 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
69 {"GL_ARB_imaging", ARB_IMAGING, 0 },
70 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
71 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
72 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
73 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
74 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
75 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
86 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
87 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
88 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
89 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
90 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
92 /* EXT */
93 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
94 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
95 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
96 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
97 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
98 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
101 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
102 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
103 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
104 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
105 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
106 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
107 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
108 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
109 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
110 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
111 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
112 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
113 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
114 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
115 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
116 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
118 /* NV */
119 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
120 {"GL_NV_fence", NV_FENCE, 0 },
121 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
122 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
123 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
124 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
125 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
126 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
127 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
128 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
129 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
130 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
131 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
132 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
133 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
134 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
135 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
136 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
137 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
139 /* SGI */
140 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
143 /**********************************************************
144 * Utility functions follow
145 **********************************************************/
147 /* Adapters */
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
153 /* lookup tables */
154 int minLookup[MAX_LOOKUPS];
155 int maxLookup[MAX_LOOKUPS];
156 DWORD *stateLookup[MAX_LOOKUPS];
158 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
159 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
160 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
161 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
162 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
163 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
167 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
168 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
171 /* drawStridedSlow attributes */
172 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
173 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
174 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
175 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
176 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
179 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
180 * i.e., there is no GL Context - Get a default rendering context to enable the
181 * function query some info from GL.
184 static int wined3d_fake_gl_context_ref = 0;
185 static BOOL wined3d_fake_gl_context_foreign;
186 static BOOL wined3d_fake_gl_context_available = FALSE;
187 static HDC wined3d_fake_gl_context_hdc = NULL;
188 static HWND wined3d_fake_gl_context_hwnd = NULL;
190 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
191 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
193 0, 0, &wined3d_fake_gl_context_cs,
194 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
195 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
196 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
198 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
200 static void WineD3D_ReleaseFakeGLContext(void) {
201 HGLRC glCtx;
203 EnterCriticalSection(&wined3d_fake_gl_context_cs);
205 if(!wined3d_fake_gl_context_available) {
206 TRACE_(d3d_caps)("context not available\n");
207 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
208 return;
211 glCtx = pwglGetCurrentContext();
213 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
214 if (0 == (--wined3d_fake_gl_context_ref) ) {
215 if(!wined3d_fake_gl_context_foreign && glCtx) {
216 TRACE_(d3d_caps)("destroying fake GL context\n");
217 pwglMakeCurrent(NULL, NULL);
218 pwglDeleteContext(glCtx);
220 if(wined3d_fake_gl_context_hdc)
221 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
222 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
223 if(wined3d_fake_gl_context_hwnd)
224 DestroyWindow(wined3d_fake_gl_context_hwnd);
225 wined3d_fake_gl_context_hwnd = NULL;
226 wined3d_fake_gl_context_available = FALSE;
228 assert(wined3d_fake_gl_context_ref >= 0);
230 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
233 static BOOL WineD3D_CreateFakeGLContext(void) {
234 HGLRC glCtx = NULL;
236 EnterCriticalSection(&wined3d_fake_gl_context_cs);
238 TRACE("getting context...\n");
239 if(wined3d_fake_gl_context_ref > 0) goto ret;
240 assert(0 == wined3d_fake_gl_context_ref);
242 wined3d_fake_gl_context_foreign = TRUE;
244 glCtx = pwglGetCurrentContext();
245 if (!glCtx) {
246 PIXELFORMATDESCRIPTOR pfd;
247 int iPixelFormat;
249 wined3d_fake_gl_context_foreign = FALSE;
251 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
252 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
253 if(!wined3d_fake_gl_context_hwnd) {
254 ERR("HWND creation failed!\n");
255 goto fail;
257 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
258 if(!wined3d_fake_gl_context_hdc) {
259 ERR("GetDC failed!\n");
260 goto fail;
263 /* PixelFormat selection */
264 ZeroMemory(&pfd, sizeof(pfd));
265 pfd.nSize = sizeof(pfd);
266 pfd.nVersion = 1;
267 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
268 pfd.iPixelType = PFD_TYPE_RGBA;
269 pfd.cColorBits = 32;
270 pfd.iLayerType = PFD_MAIN_PLANE;
272 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
273 if(!iPixelFormat) {
274 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
275 ERR("Can't find a suitable iPixelFormat\n");
276 goto fail;
278 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
279 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
281 /* Create a GL context */
282 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
283 if (!glCtx) {
284 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
285 goto fail;
288 /* Make it the current GL context */
289 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
290 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
291 goto fail;
295 ret:
296 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
297 wined3d_fake_gl_context_ref++;
298 wined3d_fake_gl_context_available = TRUE;
299 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
300 return TRUE;
301 fail:
302 if(wined3d_fake_gl_context_hdc)
303 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
304 wined3d_fake_gl_context_hdc = NULL;
305 if(wined3d_fake_gl_context_hwnd)
306 DestroyWindow(wined3d_fake_gl_context_hwnd);
307 wined3d_fake_gl_context_hwnd = NULL;
308 if(glCtx) pwglDeleteContext(glCtx);
309 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
310 return FALSE;
313 /* Adjust the amount of used texture memory */
314 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
315 UINT Adapter = D3DDevice->adapterNo;
317 Adapters[Adapter].UsedTextureRam += glram;
318 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
319 return Adapters[Adapter].UsedTextureRam;
322 /**********************************************************
323 * IUnknown parts follows
324 **********************************************************/
326 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
328 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
330 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
331 if (IsEqualGUID(riid, &IID_IUnknown)
332 || IsEqualGUID(riid, &IID_IWineD3DBase)
333 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
334 IUnknown_AddRef(iface);
335 *ppobj = This;
336 return S_OK;
338 *ppobj = NULL;
339 return E_NOINTERFACE;
342 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
343 IWineD3DImpl *This = (IWineD3DImpl *)iface;
344 ULONG refCount = InterlockedIncrement(&This->ref);
346 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
347 return refCount;
350 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
351 IWineD3DImpl *This = (IWineD3DImpl *)iface;
352 ULONG ref;
353 TRACE("(%p) : Releasing from %d\n", This, This->ref);
354 ref = InterlockedDecrement(&This->ref);
355 if (ref == 0) {
356 HeapFree(GetProcessHeap(), 0, This);
359 return ref;
362 /* Set the shader type for this device, depending on the given capabilities,
363 * the device type, and the user preferences in wined3d_settings */
365 void select_shader_mode(
366 WineD3D_GL_Info *gl_info,
367 WINED3DDEVTYPE DeviceType,
368 int* ps_selected,
369 int* vs_selected) {
371 if (wined3d_settings.vs_mode == VS_NONE) {
372 *vs_selected = SHADER_NONE;
373 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
374 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
375 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
376 * shaders only on this card. */
377 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
378 *vs_selected = SHADER_ARB;
379 else
380 *vs_selected = SHADER_GLSL;
381 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
382 *vs_selected = SHADER_ARB;
383 } else {
384 *vs_selected = SHADER_NONE;
387 if (wined3d_settings.ps_mode == PS_NONE) {
388 *ps_selected = SHADER_NONE;
389 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
390 *ps_selected = SHADER_GLSL;
391 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
392 *ps_selected = SHADER_ARB;
393 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
394 *ps_selected = SHADER_ATI;
395 } else {
396 *ps_selected = SHADER_NONE;
400 /** Select the number of report maximum shader constants based on the selected shader modes */
401 static void select_shader_max_constants(
402 int ps_selected_mode,
403 int vs_selected_mode,
404 WineD3D_GL_Info *gl_info) {
406 switch (vs_selected_mode) {
407 case SHADER_GLSL:
408 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
409 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
410 break;
411 case SHADER_ARB:
412 /* We have to subtract any other PARAMs that we might use in our shader programs.
413 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
414 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
415 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
416 break;
417 default:
418 gl_info->max_vshader_constantsF = 0;
419 break;
422 switch (ps_selected_mode) {
423 case SHADER_GLSL:
424 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
425 * In theory the texbem instruction may need one more shader constant too. But lets assume
426 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
427 * and lets not take away a uniform needlessly from all other shaders.
429 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
430 break;
431 case SHADER_ARB:
432 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
433 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
435 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
436 break;
437 default:
438 gl_info->max_pshader_constantsF = 0;
439 break;
443 /**********************************************************
444 * IWineD3D parts follows
445 **********************************************************/
447 #define GLINFO_LOCATION (*gl_info)
448 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
449 GLuint prog;
450 BOOL ret = FALSE;
451 const char *testcode =
452 "!!ARBvp1.0\n"
453 "PARAM C[66] = { program.env[0..65] };\n"
454 "ADDRESS A0;"
455 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
456 "ARL A0.x, zero.x;\n"
457 "MOV result.position, C[A0.x + 65];\n"
458 "END\n";
460 while(glGetError());
461 GL_EXTCALL(glGenProgramsARB(1, &prog));
462 if(!prog) {
463 ERR("Failed to create an ARB offset limit test program\n");
465 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
466 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
467 strlen(testcode), testcode));
468 if(glGetError() != 0) {
469 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
470 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
471 ret = TRUE;
472 } else TRACE("OpenGL implementation allows offsets > 63\n");
474 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
475 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
476 checkGLcall("ARB vp offset limit test cleanup\n");
478 return ret;
481 static DWORD ver_for_ext(GL_SupportedExt ext)
483 unsigned int i;
484 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
485 if(EXTENSION_MAP[i].extension == ext) {
486 return EXTENSION_MAP[i].version;
489 return 0;
492 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
493 const char *GL_Extensions = NULL;
494 const char *WGL_Extensions = NULL;
495 const char *gl_string = NULL;
496 const char *gl_string_cursor = NULL;
497 GLint gl_max;
498 GLfloat gl_floatv[2];
499 int major = 1, minor = 0;
500 BOOL return_value = TRUE;
501 unsigned i;
502 HDC hdc;
503 unsigned int vidmem=0;
505 TRACE_(d3d_caps)("(%p)\n", gl_info);
507 ENTER_GL();
509 gl_string = (const char *) glGetString(GL_RENDERER);
510 if (NULL == gl_string)
511 gl_string = "None";
512 strcpy(gl_info->gl_renderer, gl_string);
514 gl_string = (const char *) glGetString(GL_VENDOR);
515 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
516 if (gl_string != NULL) {
517 /* Fill in the GL vendor */
518 if (strstr(gl_string, "NVIDIA")) {
519 gl_info->gl_vendor = VENDOR_NVIDIA;
520 } else if (strstr(gl_string, "ATI")) {
521 gl_info->gl_vendor = VENDOR_ATI;
522 } else if (strstr(gl_string, "Intel(R)") ||
523 strstr(gl_info->gl_renderer, "Intel(R)") ||
524 strstr(gl_string, "Intel Inc.")) {
525 gl_info->gl_vendor = VENDOR_INTEL;
526 } else if (strstr(gl_string, "Mesa")) {
527 gl_info->gl_vendor = VENDOR_MESA;
528 } else {
529 gl_info->gl_vendor = VENDOR_WINE;
531 } else {
532 gl_info->gl_vendor = VENDOR_WINE;
536 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
538 /* Parse the GL_VERSION field into major and minor information */
539 gl_string = (const char *) glGetString(GL_VERSION);
540 if (gl_string != NULL) {
542 /* First, parse the generic opengl version. This is supposed not to be convoluted with
543 * driver specific information
545 gl_string_cursor = gl_string;
546 major = atoi(gl_string_cursor);
547 if(major <= 0) {
548 ERR("Invalid opengl major version: %d\n", major);
550 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
551 ++gl_string_cursor;
553 if (*gl_string_cursor++ != '.') {
554 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
556 minor = atoi(gl_string_cursor);
557 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
558 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
560 /* Now parse the driver specific string which we'll report to the app */
561 switch (gl_info->gl_vendor) {
562 case VENDOR_NVIDIA:
563 gl_string_cursor = strstr(gl_string, "NVIDIA");
564 if (!gl_string_cursor) {
565 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
566 break;
569 gl_string_cursor = strstr(gl_string_cursor, " ");
570 if (!gl_string_cursor) {
571 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
572 break;
575 while (*gl_string_cursor == ' ') {
576 ++gl_string_cursor;
579 if (!*gl_string_cursor) {
580 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
581 break;
584 major = atoi(gl_string_cursor);
585 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
586 ++gl_string_cursor;
589 if (*gl_string_cursor++ != '.') {
590 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
591 break;
594 minor = atoi(gl_string_cursor);
595 minor = major*100+minor;
596 major = 10;
598 break;
600 case VENDOR_ATI:
601 major = minor = 0;
602 gl_string_cursor = strchr(gl_string, '-');
603 if (gl_string_cursor) {
604 int error = 0;
605 gl_string_cursor++;
607 /* Check if version number is of the form x.y.z */
608 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
609 error = 1;
610 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
611 error = 1;
612 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
613 error = 1;
614 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
615 error = 1;
617 /* Mark version number as malformed */
618 if (error)
619 gl_string_cursor = 0;
622 if (!gl_string_cursor)
623 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
624 else {
625 major = *gl_string_cursor - '0';
626 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
628 break;
630 case VENDOR_INTEL:
631 /* Apple and Mesa version strings look differently, but both provide intel drivers */
632 if(strstr(gl_string, "APPLE")) {
633 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
634 * We only need the first part, and use the APPLE as identification
635 * "1.2 APPLE-1.4.56"
637 gl_string_cursor = gl_string;
638 major = atoi(gl_string_cursor);
639 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
640 ++gl_string_cursor;
643 if (*gl_string_cursor++ != '.') {
644 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
645 break;
648 minor = atoi(gl_string_cursor);
649 break;
652 case VENDOR_MESA:
653 gl_string_cursor = strstr(gl_string, "Mesa");
654 gl_string_cursor = strstr(gl_string_cursor, " ");
655 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
656 if (*gl_string_cursor) {
657 char tmp[16];
658 int cursor = 0;
660 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
661 tmp[cursor++] = *gl_string_cursor;
662 ++gl_string_cursor;
664 tmp[cursor] = 0;
665 major = atoi(tmp);
667 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
668 ++gl_string_cursor;
670 cursor = 0;
671 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
672 tmp[cursor++] = *gl_string_cursor;
673 ++gl_string_cursor;
675 tmp[cursor] = 0;
676 minor = atoi(tmp);
678 break;
680 default:
681 major = 0;
682 minor = 9;
684 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
685 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
686 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
687 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
688 } else {
689 FIXME("OpenGL driver did not return version information\n");
690 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
691 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
694 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
697 * Initialize openGL extension related variables
698 * with Default values
700 memset(gl_info->supported, 0, sizeof(gl_info->supported));
701 gl_info->max_buffers = 1;
702 gl_info->max_textures = 1;
703 gl_info->max_texture_stages = 1;
704 gl_info->max_fragment_samplers = 1;
705 gl_info->max_vertex_samplers = 0;
706 gl_info->max_combined_samplers = 0;
707 gl_info->max_sampler_stages = 1;
708 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
709 gl_info->ps_arb_max_temps = 0;
710 gl_info->ps_arb_max_instructions = 0;
711 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
712 gl_info->vs_arb_max_temps = 0;
713 gl_info->vs_arb_max_instructions = 0;
714 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
715 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
716 gl_info->vs_glsl_constantsF = 0;
717 gl_info->ps_glsl_constantsF = 0;
718 gl_info->vs_arb_constantsF = 0;
719 gl_info->ps_arb_constantsF = 0;
721 /* Retrieve opengl defaults */
722 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
723 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
724 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
726 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
727 gl_info->max_lights = gl_max;
728 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
730 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
731 gl_info->max_texture_size = gl_max;
732 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
734 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
735 gl_info->max_pointsizemin = gl_floatv[0];
736 gl_info->max_pointsize = gl_floatv[1];
737 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
739 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
740 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
741 TRACE_(d3d_caps)("GL_Extensions reported:\n");
743 if (NULL == GL_Extensions) {
744 ERR(" GL_Extensions returns NULL\n");
745 } else {
746 while (*GL_Extensions != 0x00) {
747 const char *Start;
748 char ThisExtn[256];
749 size_t len;
751 while (isspace(*GL_Extensions)) GL_Extensions++;
752 Start = GL_Extensions;
753 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
754 GL_Extensions++;
757 len = GL_Extensions - Start;
758 if (len == 0 || len >= sizeof(ThisExtn))
759 continue;
761 memcpy(ThisExtn, Start, len);
762 ThisExtn[len] = '\0';
763 TRACE_(d3d_caps)("- %s\n", ThisExtn);
765 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
766 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
767 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
768 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
769 break;
774 LEAVE_GL();
776 /* Now work out what GL support this card really has */
777 #define USE_GL_FUNC(type, pfn, ext, replace) { \
778 DWORD ver = ver_for_ext(ext); \
779 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
780 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
781 else gl_info->pfn = NULL; \
783 GL_EXT_FUNCS_GEN;
784 #undef USE_GL_FUNC
786 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
787 WGL_EXT_FUNCS_GEN;
788 #undef USE_GL_FUNC
790 ENTER_GL();
791 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
792 * loading the functions, otherwise the code above will load the extension entry points instead of the
793 * core functions, which may not work
795 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
796 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
797 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
798 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
799 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
803 if (gl_info->supported[APPLE_FENCE]) {
804 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
805 * The apple extension interacts with some other apple exts. Disable the NV
806 * extension if the apple one is support to prevent confusion in other parts
807 * of the code
809 gl_info->supported[NV_FENCE] = FALSE;
811 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
812 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
814 * The enums are the same:
815 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
816 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
817 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
818 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
819 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
821 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
822 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
823 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
825 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
826 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
827 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
830 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
831 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
832 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
834 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
835 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
836 * Won't occur in any real world situation though
838 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
839 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
840 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
841 * are supported. The nv extensions provide the same functionality as the
842 * ATI one, and a bit more(signed pixelformats)
844 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
847 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
848 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
849 gl_info->max_buffers = gl_max;
850 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
852 if (gl_info->supported[ARB_MULTITEXTURE]) {
853 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
854 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
855 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
857 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
858 GLint tmp;
859 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
860 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
861 } else {
862 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
864 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
866 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
867 GLint tmp;
868 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
869 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
870 } else {
871 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
873 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
875 if (gl_info->supported[ARB_VERTEX_SHADER]) {
876 GLint tmp;
877 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
878 gl_info->max_vertex_samplers = tmp;
879 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
880 gl_info->max_combined_samplers = tmp;
882 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
883 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
884 * an issue because then the sampler setup only depends on the two shaders. If a pixel
885 * shader is used with fixed function vertex processing we're fine too because fixed function
886 * vertex processing doesn't use any samplers. If fixed function fragment processing is
887 * used we have to make sure that all vertex sampler setups are valid together with all
888 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
889 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
890 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
891 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
892 * a fixed function pipeline anymore.
894 * So this is just a check to check that our assumption holds true. If not, write a warning
895 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
897 if(gl_info->max_vertex_samplers &&
898 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
899 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
900 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
901 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
902 if( gl_info->max_combined_samplers > MAX_TEXTURES )
903 gl_info->max_vertex_samplers =
904 gl_info->max_combined_samplers - MAX_TEXTURES;
905 else
906 gl_info->max_vertex_samplers = 0;
908 } else {
909 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
911 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
912 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
914 if (gl_info->supported[ARB_VERTEX_BLEND]) {
915 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
916 gl_info->max_blends = gl_max;
917 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
919 if (gl_info->supported[EXT_TEXTURE3D]) {
920 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
921 gl_info->max_texture3d_size = gl_max;
922 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
924 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
925 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
926 gl_info->max_anisotropy = gl_max;
927 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
929 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
930 gl_info->ps_arb_version = PS_VERSION_11;
931 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
932 gl_info->ps_arb_constantsF = gl_max;
933 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
934 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
935 gl_info->ps_arb_max_temps = gl_max;
936 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
937 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
938 gl_info->ps_arb_max_instructions = gl_max;
939 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
941 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
942 gl_info->vs_arb_version = VS_VERSION_11;
943 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
944 gl_info->vs_arb_constantsF = gl_max;
945 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
946 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
947 gl_info->vs_arb_max_temps = gl_max;
948 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
949 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
950 gl_info->vs_arb_max_instructions = gl_max;
951 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
953 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
955 if (gl_info->supported[ARB_VERTEX_SHADER]) {
956 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
957 gl_info->vs_glsl_constantsF = gl_max / 4;
958 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
960 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
961 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
962 gl_info->ps_glsl_constantsF = gl_max / 4;
963 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
964 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
965 gl_info->max_glsl_varyings = gl_max;
966 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
968 if (gl_info->supported[EXT_VERTEX_SHADER]) {
969 gl_info->vs_ati_version = VS_VERSION_11;
971 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
972 gl_info->vs_nv_version = VS_VERSION_30;
973 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
974 gl_info->vs_nv_version = VS_VERSION_20;
975 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
976 gl_info->vs_nv_version = VS_VERSION_11;
977 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
978 gl_info->vs_nv_version = VS_VERSION_10;
980 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
981 gl_info->ps_nv_version = PS_VERSION_30;
982 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
983 gl_info->ps_nv_version = PS_VERSION_20;
985 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
986 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
987 } else {
988 gl_info->max_shininess = 128.0;
990 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
991 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
992 * This saves a few redundant glDisable calls
994 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
996 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
997 /* Disable NV_register_combiners and fragment shader if this is supported.
998 * generally the NV extensions are preferred over the ATI ones, and this
999 * extension is disabled if register_combiners and texture_shader2 are both
1000 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1001 * fragment processing support
1003 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1004 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1005 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1006 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1007 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1011 checkGLcall("extension detection\n");
1013 /* In some cases the number of texture stages can be larger than the number
1014 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1015 * shaders), but 8 texture stages (register combiners). */
1016 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1018 /* We can only use ORM_FBO when the hardware supports it. */
1019 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1020 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1021 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1024 /* MRTs are currently only supported when FBOs are used. */
1025 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1026 gl_info->max_buffers = 1;
1029 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1030 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1031 * in case of the latest videocards in the number of pixel/vertex pipelines.
1033 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1034 * rendering. Various games use this information to get a rough estimation of the features of the card
1035 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1036 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1037 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1038 * not the PCI id.
1040 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1041 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1042 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1043 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1044 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1045 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1046 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1047 * is limited.
1049 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1050 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1051 * similar 3d features.
1053 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1054 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1055 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1056 * won't pass we return a default card. This way is better than maintaining a full card database as even
1057 * without a full database we can return a card with similar features. Second the size of the database
1058 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1059 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1060 * to distinguishes between different models from that family.
1062 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1063 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1064 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1065 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1066 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1067 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1068 * memory behind our backs if really needed.
1069 * Note that the amount of video memory can be overruled using a registry setting.
1071 switch (gl_info->gl_vendor) {
1072 case VENDOR_NVIDIA:
1073 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1074 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1076 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1077 /* Geforce9 - highend */
1078 if(strstr(gl_info->gl_renderer, "9800")) {
1079 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1080 vidmem = 512;
1082 /* Geforce9 - midend */
1083 else if(strstr(gl_info->gl_renderer, "9600")) {
1084 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1085 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1087 /* Geforce8 - highend */
1088 if (strstr(gl_info->gl_renderer, "8800")) {
1089 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1090 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1092 /* Geforce8 - midend mobile */
1093 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1094 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1095 vidmem = 512;
1097 /* Geforce8 - midend */
1098 else if(strstr(gl_info->gl_renderer, "8600") ||
1099 strstr(gl_info->gl_renderer, "8700"))
1101 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1102 vidmem = 256;
1104 /* Geforce8 - lowend */
1105 else if(strstr(gl_info->gl_renderer, "8300") ||
1106 strstr(gl_info->gl_renderer, "8400") ||
1107 strstr(gl_info->gl_renderer, "8500"))
1109 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1110 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1112 /* Geforce7 - highend */
1113 else if(strstr(gl_info->gl_renderer, "7800") ||
1114 strstr(gl_info->gl_renderer, "7900") ||
1115 strstr(gl_info->gl_renderer, "7950") ||
1116 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1117 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1119 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1120 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1122 /* Geforce7 midend */
1123 else if(strstr(gl_info->gl_renderer, "7600") ||
1124 strstr(gl_info->gl_renderer, "7700")) {
1125 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1126 vidmem = 256; /* The 7600 uses 256-512MB */
1127 /* Geforce7 lower medium */
1128 } else if(strstr(gl_info->gl_renderer, "7400")) {
1129 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1130 vidmem = 256; /* The 7400 uses 256-512MB */
1132 /* Geforce7 lowend */
1133 else if(strstr(gl_info->gl_renderer, "7300")) {
1134 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1135 vidmem = 256; /* Mac Pros with this card have 256 MB */
1137 /* Geforce6 highend */
1138 else if(strstr(gl_info->gl_renderer, "6800"))
1140 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1141 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1143 /* Geforce6 - midend */
1144 else if(strstr(gl_info->gl_renderer, "6600") ||
1145 strstr(gl_info->gl_renderer, "6610") ||
1146 strstr(gl_info->gl_renderer, "6700"))
1148 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1149 vidmem = 128; /* A 6600GT has 128-256MB */
1151 /* Geforce6/7 lowend */
1152 else {
1153 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1154 vidmem = 64; /* */
1156 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1157 /* GeforceFX - highend */
1158 if (strstr(gl_info->gl_renderer, "5800") ||
1159 strstr(gl_info->gl_renderer, "5900") ||
1160 strstr(gl_info->gl_renderer, "5950") ||
1161 strstr(gl_info->gl_renderer, "Quadro FX"))
1163 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1164 vidmem = 256; /* 5800-5900 cards use 256MB */
1166 /* GeforceFX - midend */
1167 else if(strstr(gl_info->gl_renderer, "5600") ||
1168 strstr(gl_info->gl_renderer, "5650") ||
1169 strstr(gl_info->gl_renderer, "5700") ||
1170 strstr(gl_info->gl_renderer, "5750"))
1172 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1173 vidmem = 128; /* A 5600 uses 128-256MB */
1175 /* GeforceFX - lowend */
1176 else {
1177 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1178 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1180 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1181 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1182 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1183 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1185 else {
1186 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1187 vidmem = 64; /* Geforce3 cards have 64-128MB */
1189 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1190 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1191 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1192 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1194 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1195 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1196 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1198 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1199 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1200 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1202 else {
1203 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1204 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1206 } else {
1207 if (strstr(gl_info->gl_renderer, "TNT2")) {
1208 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1209 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1211 else {
1212 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1213 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1216 break;
1217 case VENDOR_ATI:
1218 if(WINE_D3D9_CAPABLE(gl_info)) {
1219 /* Radeon R6xx HD2900/HD3800 - highend */
1220 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1221 strstr(gl_info->gl_renderer, "HD 3870") ||
1222 strstr(gl_info->gl_renderer, "HD 3850"))
1224 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1225 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1227 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1228 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1229 strstr(gl_info->gl_renderer, "HD 3830") ||
1230 strstr(gl_info->gl_renderer, "HD 3690") ||
1231 strstr(gl_info->gl_renderer, "HD 3650"))
1233 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1234 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1236 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1237 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1238 strstr(gl_info->gl_renderer, "HD 2400") ||
1239 strstr(gl_info->gl_renderer, "HD 3470") ||
1240 strstr(gl_info->gl_renderer, "HD 3450") ||
1241 strstr(gl_info->gl_renderer, "HD 3430"))
1243 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1244 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1246 /* Radeon R6xx/R7xx integrated */
1247 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1248 strstr(gl_info->gl_renderer, "HD 3200") ||
1249 strstr(gl_info->gl_renderer, "HD 3300"))
1251 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1252 vidmem = 128; /* 128MB */
1254 /* Radeon R5xx */
1255 else if (strstr(gl_info->gl_renderer, "X1600") ||
1256 strstr(gl_info->gl_renderer, "X1650") ||
1257 strstr(gl_info->gl_renderer, "X1800") ||
1258 strstr(gl_info->gl_renderer, "X1900") ||
1259 strstr(gl_info->gl_renderer, "X1950"))
1261 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1262 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1264 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1265 else if(strstr(gl_info->gl_renderer, "X700") ||
1266 strstr(gl_info->gl_renderer, "X800") ||
1267 strstr(gl_info->gl_renderer, "X850") ||
1268 strstr(gl_info->gl_renderer, "X1300") ||
1269 strstr(gl_info->gl_renderer, "X1400") ||
1270 strstr(gl_info->gl_renderer, "X1450") ||
1271 strstr(gl_info->gl_renderer, "X1550"))
1273 gl_info->gl_card = CARD_ATI_RADEON_X700;
1274 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1276 /* Radeon R3xx */
1277 else {
1278 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1279 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1281 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1282 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1283 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1284 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1285 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1286 vidmem = 32; /* There are models with up to 64MB */
1287 } else {
1288 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1289 vidmem = 16; /* There are 16-32MB models */
1291 break;
1292 case VENDOR_INTEL:
1293 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1294 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1295 gl_info->gl_card = CARD_INTEL_I945GM;
1296 vidmem = 64;
1297 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1298 gl_info->gl_card = CARD_INTEL_I915GM;
1299 } else if (strstr(gl_info->gl_renderer, "915G")) {
1300 gl_info->gl_card = CARD_INTEL_I915G;
1301 } else if (strstr(gl_info->gl_renderer, "865G")) {
1302 gl_info->gl_card = CARD_INTEL_I865G;
1303 } else if (strstr(gl_info->gl_renderer, "855G")) {
1304 gl_info->gl_card = CARD_INTEL_I855G;
1305 } else if (strstr(gl_info->gl_renderer, "830G")) {
1306 gl_info->gl_card = CARD_INTEL_I830G;
1307 } else {
1308 gl_info->gl_card = CARD_INTEL_I915G;
1310 break;
1311 case VENDOR_MESA:
1312 case VENDOR_WINE:
1313 default:
1314 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1315 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1316 * them a good generic choice.
1318 gl_info->gl_vendor = VENDOR_NVIDIA;
1319 if(WINE_D3D9_CAPABLE(gl_info))
1320 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1321 else if(WINE_D3D8_CAPABLE(gl_info))
1322 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1323 else if(WINE_D3D7_CAPABLE(gl_info))
1324 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1325 else if(WINE_D3D6_CAPABLE(gl_info))
1326 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1327 else
1328 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1330 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1332 /* If we have an estimate use it, else default to 64MB; */
1333 if(vidmem)
1334 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1335 else
1336 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1338 /* Load all the lookup tables
1339 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1340 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1341 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1343 for (i = 0; i < MAX_LOOKUPS; i++) {
1344 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1347 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1348 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1349 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1350 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1351 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1352 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1353 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1354 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1355 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1356 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1358 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1359 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1360 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1361 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1362 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1365 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1366 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1367 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1368 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1369 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1370 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1371 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1372 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1373 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1374 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1375 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1376 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1377 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1379 /* TODO: config lookups */
1381 /* Make sure there's an active HDC else the WGL extensions will fail */
1382 hdc = pwglGetCurrentDC();
1383 if (hdc) {
1384 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1385 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1387 if (NULL == WGL_Extensions) {
1388 ERR(" WGL_Extensions returns NULL\n");
1389 } else {
1390 while (*WGL_Extensions != 0x00) {
1391 const char *Start;
1392 char ThisExtn[256];
1393 size_t len;
1395 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1396 Start = WGL_Extensions;
1397 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1398 WGL_Extensions++;
1401 len = WGL_Extensions - Start;
1402 if (len == 0 || len >= sizeof(ThisExtn))
1403 continue;
1405 memcpy(ThisExtn, Start, len);
1406 ThisExtn[len] = '\0';
1407 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1409 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1410 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1411 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1413 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1414 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1415 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1420 LEAVE_GL();
1422 return return_value;
1424 #undef GLINFO_LOCATION
1426 /**********************************************************
1427 * IWineD3D implementation follows
1428 **********************************************************/
1430 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1431 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1433 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1434 return numAdapters;
1437 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1438 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1439 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1440 return WINED3D_OK;
1443 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1444 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1446 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1447 return NULL;
1450 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1451 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1454 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1455 of the same bpp but different resolutions */
1457 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1458 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1459 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1460 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1462 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1463 return 0;
1466 /* TODO: Store modes per adapter and read it from the adapter structure */
1467 if (Adapter == 0) { /* Display */
1468 int i = 0;
1469 int j = 0;
1471 if (!DEBUG_SINGLE_MODE) {
1472 DEVMODEW DevModeW;
1474 ZeroMemory(&DevModeW, sizeof(DevModeW));
1475 DevModeW.dmSize = sizeof(DevModeW);
1476 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1477 j++;
1478 switch (Format)
1480 case WINED3DFMT_UNKNOWN:
1481 /* This is for D3D8, do not enumerate P8 here */
1482 if (DevModeW.dmBitsPerPel == 32 ||
1483 DevModeW.dmBitsPerPel == 16) i++;
1484 break;
1485 case WINED3DFMT_X8R8G8B8:
1486 if (DevModeW.dmBitsPerPel == 32) i++;
1487 break;
1488 case WINED3DFMT_R5G6B5:
1489 if (DevModeW.dmBitsPerPel == 16) i++;
1490 break;
1491 case WINED3DFMT_P8:
1492 if (DevModeW.dmBitsPerPel == 8) i++;
1493 break;
1494 default:
1495 /* Skip other modes as they do not match the requested format */
1496 break;
1499 } else {
1500 i = 1;
1501 j = 1;
1504 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1505 return i;
1506 } else {
1507 FIXME_(d3d_caps)("Adapter not primary display\n");
1509 return 0;
1512 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1513 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1514 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1515 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1517 /* Validate the parameters as much as possible */
1518 if (NULL == pMode ||
1519 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1520 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1521 return WINED3DERR_INVALIDCALL;
1524 /* TODO: Store modes per adapter and read it from the adapter structure */
1525 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1526 DEVMODEW DevModeW;
1527 int ModeIdx = 0;
1528 int i = 0;
1529 int j = 0;
1531 ZeroMemory(&DevModeW, sizeof(DevModeW));
1532 DevModeW.dmSize = sizeof(DevModeW);
1534 /* If we are filtering to a specific format (D3D9), then need to skip
1535 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1536 just count through the ones with valid bit depths */
1537 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1538 switch (Format)
1540 case WINED3DFMT_UNKNOWN:
1541 /* This is D3D8. Do not enumerate P8 here */
1542 if (DevModeW.dmBitsPerPel == 32 ||
1543 DevModeW.dmBitsPerPel == 16) i++;
1544 break;
1545 case WINED3DFMT_X8R8G8B8:
1546 if (DevModeW.dmBitsPerPel == 32) i++;
1547 break;
1548 case WINED3DFMT_R5G6B5:
1549 if (DevModeW.dmBitsPerPel == 16) i++;
1550 break;
1551 case WINED3DFMT_P8:
1552 if (DevModeW.dmBitsPerPel == 8) i++;
1553 break;
1554 default:
1555 /* Modes that don't match what we support can get an early-out */
1556 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1557 return WINED3DERR_INVALIDCALL;
1561 if (i == 0) {
1562 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1563 return WINED3DERR_INVALIDCALL;
1565 ModeIdx = j - 1;
1567 /* Now get the display mode via the calculated index */
1568 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1569 pMode->Width = DevModeW.dmPelsWidth;
1570 pMode->Height = DevModeW.dmPelsHeight;
1571 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1572 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1573 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1575 if (Format == WINED3DFMT_UNKNOWN) {
1576 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1577 } else {
1578 pMode->Format = Format;
1580 } else {
1581 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1582 return WINED3DERR_INVALIDCALL;
1585 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1586 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1587 DevModeW.dmBitsPerPel);
1589 } else if (DEBUG_SINGLE_MODE) {
1590 /* Return one setting of the format requested */
1591 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1592 pMode->Width = 800;
1593 pMode->Height = 600;
1594 pMode->RefreshRate = 60;
1595 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1596 } else {
1597 FIXME_(d3d_caps)("Adapter not primary display\n");
1600 return WINED3D_OK;
1603 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1604 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1605 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1607 if (NULL == pMode ||
1608 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1609 return WINED3DERR_INVALIDCALL;
1612 if (Adapter == 0) { /* Display */
1613 int bpp = 0;
1614 DEVMODEW DevModeW;
1616 ZeroMemory(&DevModeW, sizeof(DevModeW));
1617 DevModeW.dmSize = sizeof(DevModeW);
1619 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1620 pMode->Width = DevModeW.dmPelsWidth;
1621 pMode->Height = DevModeW.dmPelsHeight;
1622 bpp = DevModeW.dmBitsPerPel;
1623 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1624 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1626 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1629 pMode->Format = pixelformat_for_depth(bpp);
1630 } else {
1631 FIXME_(d3d_caps)("Adapter not primary display\n");
1634 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1635 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1636 return WINED3D_OK;
1639 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1640 and fields being inserted in the middle, a new structure is used in place */
1641 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1642 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1643 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1645 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1647 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1648 return WINED3DERR_INVALIDCALL;
1651 /* Return the information requested */
1652 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1653 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1654 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1656 /* Note dx8 doesn't supply a DeviceName */
1657 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1658 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1659 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1660 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1661 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1662 *(pIdentifier->SubSysId) = 0;
1663 *(pIdentifier->Revision) = 0;
1664 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1666 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1667 *(pIdentifier->WHQLLevel) = 0;
1668 } else {
1669 *(pIdentifier->WHQLLevel) = 1;
1672 return WINED3D_OK;
1675 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1676 short redSize, greenSize, blueSize, alphaSize, colorBits;
1678 if(!cfg)
1679 return FALSE;
1681 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1682 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1683 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1684 return FALSE;
1687 if(cfg->redSize < redSize)
1688 return FALSE;
1690 if(cfg->greenSize < greenSize)
1691 return FALSE;
1693 if(cfg->blueSize < blueSize)
1694 return FALSE;
1696 if(cfg->alphaSize < alphaSize)
1697 return FALSE;
1699 return TRUE;
1700 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1701 if(Format == WINED3DFMT_R16F)
1702 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1703 if(Format == WINED3DFMT_G16R16F)
1704 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1705 if(Format == WINED3DFMT_A16B16G16R16F)
1706 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1707 if(Format == WINED3DFMT_R32F)
1708 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1709 if(Format == WINED3DFMT_G32R32F)
1710 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1711 if(Format == WINED3DFMT_A32B32G32R32F)
1712 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1713 } else {
1714 /* Probably a color index mode */
1715 return FALSE;
1718 return FALSE;
1721 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1722 short depthSize, stencilSize;
1723 BOOL lockable = FALSE;
1725 if(!cfg)
1726 return FALSE;
1728 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1729 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1730 return FALSE;
1733 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1734 lockable = TRUE;
1736 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1737 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1738 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1739 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1740 return FALSE;
1742 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1743 * allow more stencil bits than requested. */
1744 if(cfg->stencilSize < stencilSize)
1745 return FALSE;
1747 return TRUE;
1750 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1751 WINED3DFORMAT AdapterFormat,
1752 WINED3DFORMAT RenderTargetFormat,
1753 WINED3DFORMAT DepthStencilFormat) {
1754 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1755 int nCfgs;
1756 WineD3D_PixelFormat *cfgs;
1757 int it;
1759 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1760 This, Adapter,
1761 DeviceType, debug_d3ddevicetype(DeviceType),
1762 AdapterFormat, debug_d3dformat(AdapterFormat),
1763 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1764 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1766 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1767 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1768 return WINED3DERR_INVALIDCALL;
1771 cfgs = Adapters[Adapter].cfgs;
1772 nCfgs = Adapters[Adapter].nCfgs;
1773 for (it = 0; it < nCfgs; ++it) {
1774 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1775 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1776 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1777 return WINED3D_OK;
1781 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1783 return WINED3DERR_NOTAVAILABLE;
1786 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1787 WINED3DFORMAT SurfaceFormat,
1788 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1790 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1791 const GlPixelFormatDesc *glDesc;
1792 const StaticPixelFormatDesc *desc;
1794 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1795 This,
1796 Adapter,
1797 DeviceType, debug_d3ddevicetype(DeviceType),
1798 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1799 Windowed,
1800 MultiSampleType,
1801 pQualityLevels);
1803 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1804 return WINED3DERR_INVALIDCALL;
1807 /* TODO: handle Windowed, add more quality levels */
1809 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1811 /* By default multisampling is disabled right now as it causes issues
1812 * on some Nvidia driver versions and it doesn't work well in combination
1813 * with FBOs yet. */
1814 if(!wined3d_settings.allow_multisampling)
1815 return WINED3DERR_NOTAVAILABLE;
1817 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1818 if(!desc || !glDesc) {
1819 return WINED3DERR_INVALIDCALL;
1822 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1823 int i, nCfgs;
1824 WineD3D_PixelFormat *cfgs;
1826 cfgs = Adapters[Adapter].cfgs;
1827 nCfgs = Adapters[Adapter].nCfgs;
1828 for(i=0; i<nCfgs; i++) {
1829 if(cfgs[i].numSamples != MultiSampleType)
1830 continue;
1832 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1833 continue;
1835 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1837 if(pQualityLevels)
1838 *pQualityLevels = 1; /* Guess at a value! */
1839 return WINED3D_OK;
1842 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1843 short redSize, greenSize, blueSize, alphaSize, colorBits;
1844 int i, nCfgs;
1845 WineD3D_PixelFormat *cfgs;
1847 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1848 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1849 return WINED3DERR_NOTAVAILABLE;
1852 cfgs = Adapters[Adapter].cfgs;
1853 nCfgs = Adapters[Adapter].nCfgs;
1854 for(i=0; i<nCfgs; i++) {
1855 if(cfgs[i].numSamples != MultiSampleType)
1856 continue;
1857 if(cfgs[i].redSize != redSize)
1858 continue;
1859 if(cfgs[i].greenSize != greenSize)
1860 continue;
1861 if(cfgs[i].blueSize != blueSize)
1862 continue;
1863 if(cfgs[i].alphaSize != alphaSize)
1864 continue;
1866 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1868 if(pQualityLevels)
1869 *pQualityLevels = 1; /* Guess at a value! */
1870 return WINED3D_OK;
1873 return WINED3DERR_NOTAVAILABLE;
1876 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1877 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1879 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1880 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1881 UINT nmodes;
1883 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1884 This,
1885 Adapter,
1886 DeviceType, debug_d3ddevicetype(DeviceType),
1887 DisplayFormat, debug_d3dformat(DisplayFormat),
1888 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1889 Windowed);
1891 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1892 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1893 return WINED3DERR_INVALIDCALL;
1896 /* The task of this function is to check whether a certain display / backbuffer format
1897 * combination is available on the given adapter. In fullscreen mode microsoft specified
1898 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1899 * and display format should match exactly.
1900 * In windowed mode format conversion can occur and this depends on the driver. When format
1901 * conversion is done, this function should nevertheless fail and applications need to use
1902 * CheckDeviceFormatConversion.
1903 * At the moment we assume that fullscreen and windowed have the same capabilities */
1905 /* There are only 4 display formats */
1906 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1907 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1908 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1909 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1911 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1912 return WINED3DERR_NOTAVAILABLE;
1915 /* If the requested DisplayFormat is not available, don't continue */
1916 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1917 if(!nmodes) {
1918 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1919 return WINED3DERR_NOTAVAILABLE;
1922 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1923 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1924 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1925 return WINED3DERR_NOTAVAILABLE;
1928 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1929 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1930 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1931 return WINED3DERR_NOTAVAILABLE;
1934 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1935 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1936 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1937 return WINED3DERR_NOTAVAILABLE;
1940 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1941 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1942 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1943 return WINED3DERR_NOTAVAILABLE;
1946 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1947 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1948 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1949 return WINED3DERR_NOTAVAILABLE;
1952 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1953 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1954 if(FAILED(hr))
1955 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1957 return hr;
1961 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1962 /* Check if we support bumpmapping for a format */
1963 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1965 /* TODO: Check this in the fixed function pipeline backend */
1966 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1967 switch (CheckFormat) {
1968 case WINED3DFMT_V8U8:
1969 TRACE_(d3d_caps)("[OK]\n");
1970 return TRUE;
1971 /* TODO: Other bump map formats */
1972 default:
1973 TRACE_(d3d_caps)("[FAILED]\n");
1974 return FALSE;
1977 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1978 switch (CheckFormat) {
1979 case WINED3DFMT_V8U8:
1980 TRACE_(d3d_caps)("[OK]\n");
1981 return TRUE;
1982 default:
1983 TRACE_(d3d_caps)("[FAILED]\n");
1984 return FALSE;
1987 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1988 switch (CheckFormat) {
1989 case WINED3DFMT_V8U8:
1990 case WINED3DFMT_V16U16:
1991 case WINED3DFMT_L6V5U5:
1992 case WINED3DFMT_X8L8V8U8:
1993 case WINED3DFMT_Q8W8V8U8:
1994 TRACE_(d3d_caps)("[OK]\n");
1995 return TRUE;
1996 default:
1997 TRACE_(d3d_caps)("[FAILED]\n");
1998 return FALSE;
2001 TRACE_(d3d_caps)("[FAILED]\n");
2002 return FALSE;
2005 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2006 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2008 int it=0;
2009 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2010 const GlPixelFormatDesc *glDesc;
2011 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2013 /* Fail if we weren't able to get a description of the format */
2014 if(!desc || !glDesc)
2015 return FALSE;
2017 /* Only allow depth/stencil formats */
2018 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2019 return FALSE;
2021 /* Walk through all WGL pixel formats to find a match */
2022 cfgs = Adapters[Adapter].cfgs;
2023 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2024 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2025 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2026 return TRUE;
2031 return FALSE;
2034 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2036 const GlPixelFormatDesc *glDesc;
2037 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2039 /* Fail if we weren't able to get a description of the format */
2040 if(!desc || !glDesc)
2041 return FALSE;
2043 /* The flags entry of a format contains the filtering capability */
2044 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2045 return TRUE;
2047 return FALSE;
2050 /* Check the render target capabilities of a format */
2051 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2053 UINT Adapter = 0;
2054 const GlPixelFormatDesc *glDesc;
2055 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2057 /* Fail if we weren't able to get a description of the format */
2058 if(!desc || !glDesc)
2059 return FALSE;
2061 /* Filter out non-RT formats */
2062 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2063 return FALSE;
2065 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2066 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2067 int it;
2068 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2069 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2071 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2072 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2074 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2075 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2076 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2077 TRACE_(d3d_caps)("[FAILED]\n");
2078 return FALSE;
2081 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2082 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2083 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2084 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2085 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2086 return TRUE;
2089 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2090 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2091 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2092 int it;
2094 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2095 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2096 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2097 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2098 return TRUE;
2101 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2102 /* For now return TRUE for FBOs until we have some proper checks.
2103 * Note that this function will only be called when the format is around for texturing. */
2104 return TRUE;
2106 return FALSE;
2109 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2111 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2112 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2113 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2114 return FALSE;
2117 switch (CheckFormat) {
2118 case WINED3DFMT_A8R8G8B8:
2119 case WINED3DFMT_X8R8G8B8:
2120 case WINED3DFMT_A4R4G4B4:
2121 case WINED3DFMT_L8:
2122 case WINED3DFMT_A8L8:
2123 case WINED3DFMT_DXT1:
2124 case WINED3DFMT_DXT2:
2125 case WINED3DFMT_DXT3:
2126 case WINED3DFMT_DXT4:
2127 case WINED3DFMT_DXT5:
2128 TRACE_(d3d_caps)("[OK]\n");
2129 return TRUE;
2131 default:
2132 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2133 return FALSE;
2135 return FALSE;
2138 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2140 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2141 * doing the color fixup in shaders.
2142 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2143 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2144 int vs_selected_mode;
2145 int ps_selected_mode;
2146 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2148 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2149 TRACE_(d3d_caps)("[OK]\n");
2150 return TRUE;
2154 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2155 return FALSE;
2158 /* Check if a format support blending in combination with pixel shaders */
2159 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2161 const GlPixelFormatDesc *glDesc;
2162 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2164 /* Fail if we weren't able to get a description of the format */
2165 if(!desc || !glDesc)
2166 return FALSE;
2168 /* The flags entry of a format contains the post pixel shader blending capability */
2169 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2170 return TRUE;
2172 return FALSE;
2175 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2176 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2177 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2178 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2179 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2180 * capability anyway.
2182 * For now lets report this on all formats, but in the future we may want to
2183 * restrict it to some should games need that
2185 return TRUE;
2188 /* Check if a texture format is supported on the given adapter */
2189 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2191 switch (CheckFormat) {
2193 /*****
2194 * supported: RGB(A) formats
2196 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2197 case WINED3DFMT_A8R8G8B8:
2198 case WINED3DFMT_X8R8G8B8:
2199 case WINED3DFMT_R5G6B5:
2200 case WINED3DFMT_X1R5G5B5:
2201 case WINED3DFMT_A1R5G5B5:
2202 case WINED3DFMT_A4R4G4B4:
2203 case WINED3DFMT_R3G3B2:
2204 case WINED3DFMT_A8:
2205 case WINED3DFMT_X4R4G4B4:
2206 case WINED3DFMT_A8B8G8R8:
2207 case WINED3DFMT_X8B8G8R8:
2208 case WINED3DFMT_A2R10G10B10:
2209 case WINED3DFMT_A2B10G10R10:
2210 case WINED3DFMT_G16R16:
2211 TRACE_(d3d_caps)("[OK]\n");
2212 return TRUE;
2214 /*****
2215 * supported: Palettized
2217 case WINED3DFMT_P8:
2218 TRACE_(d3d_caps)("[OK]\n");
2219 return TRUE;
2220 /* No Windows driver offers A8P8, so don't offer it either */
2221 case WINED3DFMT_A8P8:
2222 return FALSE;
2224 /*****
2225 * Supported: (Alpha)-Luminance
2227 case WINED3DFMT_L8:
2228 case WINED3DFMT_A8L8:
2229 case WINED3DFMT_A4L4:
2230 case WINED3DFMT_L16:
2231 TRACE_(d3d_caps)("[OK]\n");
2232 return TRUE;
2234 /*****
2235 * Supported: Depth/Stencil formats
2237 case WINED3DFMT_D16_LOCKABLE:
2238 case WINED3DFMT_D16:
2239 case WINED3DFMT_D15S1:
2240 case WINED3DFMT_D24X8:
2241 case WINED3DFMT_D24X4S4:
2242 case WINED3DFMT_D24S8:
2243 case WINED3DFMT_D24FS8:
2244 case WINED3DFMT_D32:
2245 case WINED3DFMT_D32F_LOCKABLE:
2246 return TRUE;
2248 /*****
2249 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2250 * GL_NV_texture_shader), but advertized to make apps happy.
2251 * Enable some because games often fail when they are not available
2252 * and are still playable even without bump mapping
2254 case WINED3DFMT_V8U8:
2255 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
2256 GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
2257 return TRUE;
2259 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2260 /* Shader emulated */
2261 return TRUE;
2263 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2264 return FALSE;
2266 case WINED3DFMT_X8L8V8U8:
2267 case WINED3DFMT_L6V5U5:
2268 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2269 /* Shader emulated */
2270 return TRUE;
2272 WARN_(d3d_caps)("[FAILED]\n");
2273 return FALSE;
2275 case WINED3DFMT_Q8W8V8U8:
2276 case WINED3DFMT_V16U16:
2277 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2278 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2279 return TRUE;
2281 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2282 /* Shader emulated */
2283 return TRUE;
2285 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2286 return FALSE;
2288 /* Those are not advertized by the nvidia windows driver, and not
2289 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2290 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2291 * ARGB format if needed
2293 case WINED3DFMT_W11V11U10:
2294 case WINED3DFMT_A2W10V10U10:
2295 WARN_(d3d_caps)("[FAILED]\n");
2296 return FALSE;
2298 case WINED3DFMT_DXT1:
2299 case WINED3DFMT_DXT2:
2300 case WINED3DFMT_DXT3:
2301 case WINED3DFMT_DXT4:
2302 case WINED3DFMT_DXT5:
2303 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2304 TRACE_(d3d_caps)("[OK]\n");
2305 return TRUE;
2307 TRACE_(d3d_caps)("[FAILED]\n");
2308 return FALSE;
2311 /*****
2312 * Odd formats - not supported
2314 case WINED3DFMT_VERTEXDATA:
2315 case WINED3DFMT_INDEX16:
2316 case WINED3DFMT_INDEX32:
2317 case WINED3DFMT_Q16W16V16U16:
2318 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2319 return FALSE;
2321 /*****
2322 * WINED3DFMT_CxV8U8: Not supported right now
2324 case WINED3DFMT_CxV8U8:
2325 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2326 return FALSE;
2328 /* YUV formats, not supported for now */
2329 case WINED3DFMT_UYVY:
2330 case WINED3DFMT_YUY2:
2331 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2332 return FALSE;
2334 /* Not supported */
2335 case WINED3DFMT_A16B16G16R16:
2336 case WINED3DFMT_A8R3G3B2:
2337 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2338 return FALSE;
2340 /* Floating point formats */
2341 case WINED3DFMT_R16F:
2342 case WINED3DFMT_A16B16G16R16F:
2343 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2344 TRACE_(d3d_caps)("[OK]\n");
2345 return TRUE;
2347 TRACE_(d3d_caps)("[FAILED]\n");
2348 return FALSE;
2350 case WINED3DFMT_R32F:
2351 case WINED3DFMT_A32B32G32R32F:
2352 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2353 TRACE_(d3d_caps)("[OK]\n");
2354 return TRUE;
2356 TRACE_(d3d_caps)("[FAILED]\n");
2357 return FALSE;
2359 case WINED3DFMT_G16R16F:
2360 case WINED3DFMT_G32R32F:
2361 TRACE_(d3d_caps)("[FAILED]\n");
2362 return FALSE;
2364 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2365 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2366 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2367 * We can do instancing with all shader versions, but we need vertex shaders.
2369 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2370 * to enable instancing. WineD3D doesn't need that and just ignores it.
2372 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2374 case WINEMAKEFOURCC('I','N','S','T'):
2375 TRACE("ATI Instancing check hack\n");
2376 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2377 TRACE_(d3d_caps)("[OK]\n");
2378 return TRUE;
2380 TRACE_(d3d_caps)("[FAILED]\n");
2381 return FALSE;
2383 /* Some weird FOURCC formats */
2384 case WINED3DFMT_R8G8_B8G8:
2385 case WINED3DFMT_G8R8_G8B8:
2386 case WINED3DFMT_MULTI2_ARGB8:
2387 TRACE_(d3d_caps)("[FAILED]\n");
2388 return FALSE;
2390 /* Vendor specific formats */
2391 case WINED3DFMT_ATI2N:
2392 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2393 TRACE_(d3d_caps)("[OK]\n");
2394 return TRUE;
2396 TRACE_(d3d_caps)("[FAILED]\n");
2397 return FALSE;
2399 case WINED3DFMT_UNKNOWN:
2400 return FALSE;
2402 default:
2403 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2404 break;
2406 return FALSE;
2409 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2411 if (!GL_LIMITS(vertex_samplers)) {
2412 TRACE_(d3d_caps)("[FAILED]\n");
2413 return FALSE;
2416 switch (CheckFormat) {
2417 case WINED3DFMT_A32B32G32R32F:
2418 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2419 TRACE_(d3d_caps)("[FAILED]\n");
2420 return FALSE;
2422 TRACE_(d3d_caps)("[OK]\n");
2423 return TRUE;
2425 default:
2426 TRACE_(d3d_caps)("[FAILED]\n");
2427 return FALSE;
2429 return FALSE;
2432 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2433 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2434 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2435 DWORD UsageCaps = 0;
2437 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2438 This,
2439 Adapter,
2440 DeviceType, debug_d3ddevicetype(DeviceType),
2441 AdapterFormat, debug_d3dformat(AdapterFormat),
2442 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2443 RType, debug_d3dresourcetype(RType),
2444 CheckFormat, debug_d3dformat(CheckFormat));
2446 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2447 return WINED3DERR_INVALIDCALL;
2450 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2451 /* Cubetexture allows:
2452 * - D3DUSAGE_AUTOGENMIPMAP
2453 * - D3DUSAGE_DEPTHSTENCIL
2454 * - D3DUSAGE_DYNAMIC
2455 * - D3DUSAGE_NONSECURE (d3d9ex)
2456 * - D3DUSAGE_RENDERTARGET
2457 * - D3DUSAGE_SOFTWAREPROCESSING
2458 * - D3DUSAGE_QUERY_WRAPANDMIP
2460 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2461 /* Check if the texture format is around */
2462 if(CheckTextureCapability(Adapter, CheckFormat)) {
2463 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2464 /* Check for automatic mipmap generation support */
2465 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2466 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2467 } else {
2468 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2469 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2473 /* Always report dynamic locking */
2474 if(Usage & WINED3DUSAGE_DYNAMIC)
2475 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2477 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2478 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2479 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2480 } else {
2481 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2482 return WINED3DERR_NOTAVAILABLE;
2486 /* Always report software processing */
2487 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2488 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2490 /* Check QUERY_FILTER support */
2491 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2492 if(CheckFilterCapability(Adapter, CheckFormat)) {
2493 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2494 } else {
2495 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2496 return WINED3DERR_NOTAVAILABLE;
2500 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2501 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2502 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2503 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2504 } else {
2505 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2506 return WINED3DERR_NOTAVAILABLE;
2510 /* Check QUERY_SRGBREAD support */
2511 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2512 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2513 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2514 } else {
2515 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2516 return WINED3DERR_NOTAVAILABLE;
2520 /* Check QUERY_SRGBWRITE support */
2521 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2522 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2523 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2524 } else {
2525 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2526 return WINED3DERR_NOTAVAILABLE;
2530 /* Check QUERY_VERTEXTEXTURE support */
2531 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2532 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2533 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2534 } else {
2535 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2536 return WINED3DERR_NOTAVAILABLE;
2540 /* Check QUERY_WRAPANDMIP support */
2541 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2542 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2543 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2544 } else {
2545 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2546 return WINED3DERR_NOTAVAILABLE;
2549 } else {
2550 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2551 return WINED3DERR_NOTAVAILABLE;
2553 } else {
2554 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2555 return WINED3DERR_NOTAVAILABLE;
2557 } else if(RType == WINED3DRTYPE_SURFACE) {
2558 /* Surface allows:
2559 * - D3DUSAGE_DEPTHSTENCIL
2560 * - D3DUSAGE_NONSECURE (d3d9ex)
2561 * - D3DUSAGE_RENDERTARGET
2564 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2565 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2566 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2567 } else {
2568 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2569 return WINED3DERR_NOTAVAILABLE;
2573 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2574 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2575 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2576 } else {
2577 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2578 return WINED3DERR_NOTAVAILABLE;
2582 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2583 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2584 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2585 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2586 } else {
2587 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2588 return WINED3DERR_NOTAVAILABLE;
2591 } else if(RType == WINED3DRTYPE_TEXTURE) {
2592 /* Texture allows:
2593 * - D3DUSAGE_AUTOGENMIPMAP
2594 * - D3DUSAGE_DEPTHSTENCIL
2595 * - D3DUSAGE_DMAP
2596 * - D3DUSAGE_DYNAMIC
2597 * - D3DUSAGE_NONSECURE (d3d9ex)
2598 * - D3DUSAGE_RENDERTARGET
2599 * - D3DUSAGE_SOFTWAREPROCESSING
2600 * - D3DUSAGE_TEXTAPI (d3d9ex)
2601 * - D3DUSAGE_QUERY_WRAPANDMIP
2604 /* Check if the texture format is around */
2605 if(CheckTextureCapability(Adapter, CheckFormat)) {
2606 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2607 /* Check for automatic mipmap generation support */
2608 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2609 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2610 } else {
2611 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2612 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2616 /* Always report dynamic locking */
2617 if(Usage & WINED3DUSAGE_DYNAMIC)
2618 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2620 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2621 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2622 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2623 } else {
2624 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2625 return WINED3DERR_NOTAVAILABLE;
2629 /* Always report software processing */
2630 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2631 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2633 /* Check QUERY_FILTER support */
2634 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2635 if(CheckFilterCapability(Adapter, CheckFormat)) {
2636 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2637 } else {
2638 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2639 return WINED3DERR_NOTAVAILABLE;
2643 /* Check QUERY_LEGACYBUMPMAP support */
2644 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2645 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2646 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2647 } else {
2648 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2649 return WINED3DERR_NOTAVAILABLE;
2653 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2654 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2655 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2656 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2657 } else {
2658 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2659 return WINED3DERR_NOTAVAILABLE;
2663 /* Check QUERY_SRGBREAD support */
2664 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2665 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2666 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2667 } else {
2668 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2669 return WINED3DERR_NOTAVAILABLE;
2673 /* Check QUERY_SRGBWRITE support */
2674 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2675 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2676 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2677 } else {
2678 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2679 return WINED3DERR_NOTAVAILABLE;
2683 /* Check QUERY_VERTEXTEXTURE support */
2684 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2685 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2686 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2687 } else {
2688 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2689 return WINED3DERR_NOTAVAILABLE;
2693 /* Check QUERY_WRAPANDMIP support */
2694 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2695 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2696 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2697 } else {
2698 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2699 return WINED3DERR_NOTAVAILABLE;
2703 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2704 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2705 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2706 } else {
2707 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2708 return WINED3DERR_NOTAVAILABLE;
2711 } else {
2712 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2713 return WINED3DERR_NOTAVAILABLE;
2715 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2716 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2717 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2719 * Volumetexture allows:
2720 * - D3DUSAGE_DYNAMIC
2721 * - D3DUSAGE_NONSECURE (d3d9ex)
2722 * - D3DUSAGE_SOFTWAREPROCESSING
2723 * - D3DUSAGE_QUERY_WRAPANDMIP
2726 /* Check volume texture and volume usage caps */
2727 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2728 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2729 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2730 return WINED3DERR_NOTAVAILABLE;
2733 /* Always report dynamic locking */
2734 if(Usage & WINED3DUSAGE_DYNAMIC)
2735 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2737 /* Always report software processing */
2738 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2739 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2741 /* Check QUERY_FILTER support */
2742 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2743 if(CheckFilterCapability(Adapter, CheckFormat)) {
2744 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2745 } else {
2746 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2747 return WINED3DERR_NOTAVAILABLE;
2751 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2752 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2753 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2754 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2755 } else {
2756 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2757 return WINED3DERR_NOTAVAILABLE;
2761 /* Check QUERY_SRGBREAD support */
2762 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2763 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2764 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2765 } else {
2766 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2767 return WINED3DERR_NOTAVAILABLE;
2771 /* Check QUERY_SRGBWRITE support */
2772 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2773 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2774 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2775 } else {
2776 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2777 return WINED3DERR_NOTAVAILABLE;
2781 /* Check QUERY_VERTEXTEXTURE support */
2782 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2783 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2784 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2785 } else {
2786 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2787 return WINED3DERR_NOTAVAILABLE;
2791 /* Check QUERY_WRAPANDMIP support */
2792 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2793 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2794 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2795 } else {
2796 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2797 return WINED3DERR_NOTAVAILABLE;
2800 } else {
2801 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2802 return WINED3DERR_NOTAVAILABLE;
2805 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2806 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2807 * app needing one of those formats, don't advertize them to avoid leading apps into
2808 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2809 * except of R32F.
2811 switch(CheckFormat) {
2812 case WINED3DFMT_P8:
2813 case WINED3DFMT_A4L4:
2814 case WINED3DFMT_R32F:
2815 case WINED3DFMT_R16F:
2816 case WINED3DFMT_X8L8V8U8:
2817 case WINED3DFMT_L6V5U5:
2818 case WINED3DFMT_G16R16:
2819 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2820 return WINED3DERR_NOTAVAILABLE;
2822 case WINED3DFMT_Q8W8V8U8:
2823 case WINED3DFMT_V16U16:
2824 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2825 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2826 return WINED3DERR_NOTAVAILABLE;
2828 break;
2830 case WINED3DFMT_V8U8:
2831 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2832 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2833 return WINED3DERR_NOTAVAILABLE;
2835 break;
2837 case WINED3DFMT_DXT1:
2838 case WINED3DFMT_DXT2:
2839 case WINED3DFMT_DXT3:
2840 case WINED3DFMT_DXT4:
2841 case WINED3DFMT_DXT5:
2842 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2843 * compressed texture results in an error. While the D3D refrast does
2844 * support s3tc volumes, at least the nvidia windows driver does not, so
2845 * we're free not to support this format.
2847 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2848 return WINED3DERR_NOTAVAILABLE;
2850 default:
2851 /* Do nothing, continue with checking the format below */
2852 break;
2854 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2855 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2856 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2857 return WINED3DERR_NOTAVAILABLE;
2860 /* This format is nothing special and it is supported perfectly.
2861 * However, ati and nvidia driver on windows do not mark this format as
2862 * supported (tested with the dxCapsViewer) and pretending to
2863 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2864 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2865 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2867 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2868 TRACE_(d3d_caps)("[FAILED]\n");
2869 return WINED3DERR_NOTAVAILABLE;
2872 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2873 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2874 * usage flags match. */
2875 if(UsageCaps == Usage) {
2876 return WINED3D_OK;
2877 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2878 return WINED3DOK_NOAUTOGEN;
2879 } else {
2880 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);
2881 return WINED3DERR_NOTAVAILABLE;
2885 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2886 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2887 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2889 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2890 This,
2891 Adapter,
2892 DeviceType, debug_d3ddevicetype(DeviceType),
2893 SourceFormat, debug_d3dformat(SourceFormat),
2894 TargetFormat, debug_d3dformat(TargetFormat));
2895 return WINED3D_OK;
2898 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2899 const shader_backend_t *ret;
2900 int vs_selected_mode;
2901 int ps_selected_mode;
2903 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2904 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2905 ret = &glsl_shader_backend;
2906 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2907 ret = &arb_program_shader_backend;
2908 } else {
2909 ret = &none_shader_backend;
2911 return ret;
2914 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2915 int vs_selected_mode;
2916 int ps_selected_mode;
2918 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2919 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2920 return &arbfp_fragment_pipeline;
2921 } else if(ps_selected_mode == SHADER_ATI) {
2922 return &atifs_fragment_pipeline;
2923 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2924 return &nvts_fragment_pipeline;
2925 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2926 return &nvrc_fragment_pipeline;
2927 } else {
2928 return &ffp_fragment_pipeline;
2932 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2933 subset of a D3DCAPS9 structure. However, it has to come via a void *
2934 as the d3d8 interface cannot import the d3d9 header */
2935 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2937 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2938 int vs_selected_mode;
2939 int ps_selected_mode;
2940 struct shader_caps shader_caps;
2941 struct fragment_caps fragment_caps;
2942 const shader_backend_t *shader_backend;
2943 const struct fragment_pipeline *frag_pipeline = NULL;
2944 DWORD ckey_caps, blit_caps, fx_caps;
2946 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2948 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2949 return WINED3DERR_INVALIDCALL;
2952 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2954 /* This function should *not* be modifying GL caps
2955 * TODO: move the functionality where it belongs */
2956 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2958 /* ------------------------------------------------
2959 The following fields apply to both d3d8 and d3d9
2960 ------------------------------------------------ */
2961 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2962 pCaps->AdapterOrdinal = Adapter;
2964 pCaps->Caps = 0;
2965 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2966 WINED3DCAPS2_FULLSCREENGAMMA |
2967 WINED3DCAPS2_DYNAMICTEXTURES;
2968 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2969 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2971 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2972 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2973 WINED3DPRESENT_INTERVAL_ONE;
2975 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2976 WINED3DCURSORCAPS_LOWRES;
2978 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2979 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2980 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2981 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2982 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2983 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2984 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2985 WINED3DDEVCAPS_PUREDEVICE |
2986 WINED3DDEVCAPS_HWRASTERIZATION |
2987 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2988 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2989 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2990 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2991 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2992 WINED3DDEVCAPS_RTPATCHES;
2994 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2995 WINED3DPMISCCAPS_CULLCCW |
2996 WINED3DPMISCCAPS_CULLCW |
2997 WINED3DPMISCCAPS_COLORWRITEENABLE |
2998 WINED3DPMISCCAPS_CLIPTLVERTS |
2999 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3000 WINED3DPMISCCAPS_MASKZ |
3001 WINED3DPMISCCAPS_BLENDOP |
3002 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3003 /* TODO:
3004 WINED3DPMISCCAPS_NULLREFERENCE
3005 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3006 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3007 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3008 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3010 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3011 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3013 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3014 WINED3DPRASTERCAPS_PAT |
3015 WINED3DPRASTERCAPS_WFOG |
3016 WINED3DPRASTERCAPS_ZFOG |
3017 WINED3DPRASTERCAPS_FOGVERTEX |
3018 WINED3DPRASTERCAPS_FOGTABLE |
3019 WINED3DPRASTERCAPS_STIPPLE |
3020 WINED3DPRASTERCAPS_SUBPIXEL |
3021 WINED3DPRASTERCAPS_ZTEST |
3022 WINED3DPRASTERCAPS_SCISSORTEST |
3023 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3024 WINED3DPRASTERCAPS_DEPTHBIAS;
3026 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3027 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3028 WINED3DPRASTERCAPS_ZBIAS |
3029 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3031 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3032 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3034 /* FIXME Add:
3035 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3036 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3037 WINED3DPRASTERCAPS_ANTIALIASEDGES
3038 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3039 WINED3DPRASTERCAPS_WBUFFER */
3041 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3042 WINED3DPCMPCAPS_EQUAL |
3043 WINED3DPCMPCAPS_GREATER |
3044 WINED3DPCMPCAPS_GREATEREQUAL |
3045 WINED3DPCMPCAPS_LESS |
3046 WINED3DPCMPCAPS_LESSEQUAL |
3047 WINED3DPCMPCAPS_NEVER |
3048 WINED3DPCMPCAPS_NOTEQUAL;
3050 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3051 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3052 WINED3DPBLENDCAPS_DESTALPHA |
3053 WINED3DPBLENDCAPS_DESTCOLOR |
3054 WINED3DPBLENDCAPS_INVDESTALPHA |
3055 WINED3DPBLENDCAPS_INVDESTCOLOR |
3056 WINED3DPBLENDCAPS_INVSRCALPHA |
3057 WINED3DPBLENDCAPS_INVSRCCOLOR |
3058 WINED3DPBLENDCAPS_ONE |
3059 WINED3DPBLENDCAPS_SRCALPHA |
3060 WINED3DPBLENDCAPS_SRCALPHASAT |
3061 WINED3DPBLENDCAPS_SRCCOLOR |
3062 WINED3DPBLENDCAPS_ZERO;
3064 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3065 WINED3DPBLENDCAPS_DESTCOLOR |
3066 WINED3DPBLENDCAPS_INVDESTALPHA |
3067 WINED3DPBLENDCAPS_INVDESTCOLOR |
3068 WINED3DPBLENDCAPS_INVSRCALPHA |
3069 WINED3DPBLENDCAPS_INVSRCCOLOR |
3070 WINED3DPBLENDCAPS_ONE |
3071 WINED3DPBLENDCAPS_SRCALPHA |
3072 WINED3DPBLENDCAPS_SRCCOLOR |
3073 WINED3DPBLENDCAPS_ZERO;
3074 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3075 * according to the glBlendFunc manpage
3077 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3078 * legacy settings for srcblend only
3081 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3082 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3083 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3087 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3088 WINED3DPCMPCAPS_EQUAL |
3089 WINED3DPCMPCAPS_GREATER |
3090 WINED3DPCMPCAPS_GREATEREQUAL |
3091 WINED3DPCMPCAPS_LESS |
3092 WINED3DPCMPCAPS_LESSEQUAL |
3093 WINED3DPCMPCAPS_NEVER |
3094 WINED3DPCMPCAPS_NOTEQUAL;
3096 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3097 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3098 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3099 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3100 WINED3DPSHADECAPS_COLORFLATRGB |
3101 WINED3DPSHADECAPS_FOGFLAT |
3102 WINED3DPSHADECAPS_FOGGOURAUD |
3103 WINED3DPSHADECAPS_SPECULARFLATRGB;
3105 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3106 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3107 WINED3DPTEXTURECAPS_BORDER |
3108 WINED3DPTEXTURECAPS_MIPMAP |
3109 WINED3DPTEXTURECAPS_PROJECTED |
3110 WINED3DPTEXTURECAPS_PERSPECTIVE;
3112 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3113 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3114 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3117 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3118 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3119 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3120 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3123 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3124 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3125 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3126 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3130 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3131 WINED3DPTFILTERCAPS_MAGFPOINT |
3132 WINED3DPTFILTERCAPS_MINFLINEAR |
3133 WINED3DPTFILTERCAPS_MINFPOINT |
3134 WINED3DPTFILTERCAPS_MIPFLINEAR |
3135 WINED3DPTFILTERCAPS_MIPFPOINT |
3136 WINED3DPTFILTERCAPS_LINEAR |
3137 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3138 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3139 WINED3DPTFILTERCAPS_MIPLINEAR |
3140 WINED3DPTFILTERCAPS_MIPNEAREST |
3141 WINED3DPTFILTERCAPS_NEAREST;
3143 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3144 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3145 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3148 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3149 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3150 WINED3DPTFILTERCAPS_MAGFPOINT |
3151 WINED3DPTFILTERCAPS_MINFLINEAR |
3152 WINED3DPTFILTERCAPS_MINFPOINT |
3153 WINED3DPTFILTERCAPS_MIPFLINEAR |
3154 WINED3DPTFILTERCAPS_MIPFPOINT |
3155 WINED3DPTFILTERCAPS_LINEAR |
3156 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3157 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3158 WINED3DPTFILTERCAPS_MIPLINEAR |
3159 WINED3DPTFILTERCAPS_MIPNEAREST |
3160 WINED3DPTFILTERCAPS_NEAREST;
3162 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3163 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3164 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3166 } else
3167 pCaps->CubeTextureFilterCaps = 0;
3169 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3170 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3171 WINED3DPTFILTERCAPS_MAGFPOINT |
3172 WINED3DPTFILTERCAPS_MINFLINEAR |
3173 WINED3DPTFILTERCAPS_MINFPOINT |
3174 WINED3DPTFILTERCAPS_MIPFLINEAR |
3175 WINED3DPTFILTERCAPS_MIPFPOINT |
3176 WINED3DPTFILTERCAPS_LINEAR |
3177 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3178 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3179 WINED3DPTFILTERCAPS_MIPLINEAR |
3180 WINED3DPTFILTERCAPS_MIPNEAREST |
3181 WINED3DPTFILTERCAPS_NEAREST;
3182 } else
3183 pCaps->VolumeTextureFilterCaps = 0;
3185 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3186 WINED3DPTADDRESSCAPS_CLAMP |
3187 WINED3DPTADDRESSCAPS_WRAP;
3189 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3190 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3192 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3193 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3195 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3196 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3199 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3200 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3201 WINED3DPTADDRESSCAPS_CLAMP |
3202 WINED3DPTADDRESSCAPS_WRAP;
3203 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3204 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3206 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3207 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3209 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3210 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3212 } else
3213 pCaps->VolumeTextureAddressCaps = 0;
3215 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3216 WINED3DLINECAPS_ZTEST;
3217 /* FIXME: Add
3218 WINED3DLINECAPS_BLEND
3219 WINED3DLINECAPS_ALPHACMP
3220 WINED3DLINECAPS_FOG */
3222 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3223 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3225 if(GL_SUPPORT(EXT_TEXTURE3D))
3226 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3227 else
3228 pCaps->MaxVolumeExtent = 0;
3230 pCaps->MaxTextureRepeat = 32768;
3231 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3232 pCaps->MaxVertexW = 1.0;
3234 pCaps->GuardBandLeft = 0;
3235 pCaps->GuardBandTop = 0;
3236 pCaps->GuardBandRight = 0;
3237 pCaps->GuardBandBottom = 0;
3239 pCaps->ExtentsAdjust = 0;
3241 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3242 WINED3DSTENCILCAPS_INCRSAT |
3243 WINED3DSTENCILCAPS_INVERT |
3244 WINED3DSTENCILCAPS_KEEP |
3245 WINED3DSTENCILCAPS_REPLACE |
3246 WINED3DSTENCILCAPS_ZERO;
3247 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3248 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3249 WINED3DSTENCILCAPS_INCR;
3251 if ( This->dxVersion > 8 &&
3252 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3253 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3254 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3257 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3259 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3260 pCaps->MaxActiveLights = GL_LIMITS(lights);
3262 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3263 pCaps->MaxVertexBlendMatrixIndex = 0;
3265 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3266 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3269 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3270 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3271 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3272 WINED3DVTXPCAPS_LOCALVIEWER |
3273 WINED3DVTXPCAPS_VERTEXFOG |
3274 WINED3DVTXPCAPS_TEXGEN;
3275 /* FIXME: Add
3276 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3278 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3279 pCaps->MaxVertexIndex = 0xFFFFF;
3280 pCaps->MaxStreams = MAX_STREAMS;
3281 pCaps->MaxStreamStride = 1024;
3283 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3284 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3285 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3286 pCaps->MaxNpatchTessellationLevel = 0;
3287 pCaps->MasterAdapterOrdinal = 0;
3288 pCaps->AdapterOrdinalInGroup = 0;
3289 pCaps->NumberOfAdaptersInGroup = 1;
3291 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3293 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3294 WINED3DPTFILTERCAPS_MAGFPOINT |
3295 WINED3DPTFILTERCAPS_MINFLINEAR |
3296 WINED3DPTFILTERCAPS_MAGFLINEAR;
3297 pCaps->VertexTextureFilterCaps = 0;
3299 memset(&shader_caps, 0, sizeof(shader_caps));
3300 shader_backend = select_shader_backend(Adapter, DeviceType);
3301 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3303 memset(&fragment_caps, 0, sizeof(fragment_caps));
3304 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3305 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3307 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3308 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3310 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3311 * Ignore shader model capabilities if disabled in config
3313 if(vs_selected_mode == SHADER_NONE) {
3314 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3315 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3316 pCaps->MaxVertexShaderConst = 0;
3317 } else {
3318 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3319 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3322 if(ps_selected_mode == SHADER_NONE) {
3323 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3324 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3325 pCaps->PixelShader1xMaxValue = 0.0;
3326 } else {
3327 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3328 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3331 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3332 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3333 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3335 pCaps->VS20Caps = shader_caps.VS20Caps;
3336 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3337 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3338 pCaps->PS20Caps = shader_caps.PS20Caps;
3339 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3340 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3342 /* The following caps are shader specific, but they are things we cannot detect, or which
3343 * are the same among all shader models. So to avoid code duplication set the shader version
3344 * specific, but otherwise constant caps here
3346 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3347 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3348 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3349 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3350 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3351 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3352 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3354 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3355 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3356 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3357 pCaps->VS20Caps.Caps = 0;
3358 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3359 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3360 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3362 pCaps->MaxVShaderInstructionsExecuted = 65535;
3363 pCaps->MaxVertexShader30InstructionSlots = 0;
3364 } else { /* VS 1.x */
3365 pCaps->VS20Caps.Caps = 0;
3366 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3367 pCaps->VS20Caps.NumTemps = 0;
3368 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3370 pCaps->MaxVShaderInstructionsExecuted = 0;
3371 pCaps->MaxVertexShader30InstructionSlots = 0;
3374 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3375 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3376 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3378 /* 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 */
3379 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3380 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3381 WINED3DPS20CAPS_PREDICATION |
3382 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3383 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3384 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3385 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3386 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3387 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3389 pCaps->MaxPShaderInstructionsExecuted = 65535;
3390 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3391 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3392 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3393 pCaps->PS20Caps.Caps = 0;
3394 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3395 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3396 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3397 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3399 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3400 pCaps->MaxPixelShader30InstructionSlots = 0;
3401 } else { /* PS 1.x */
3402 pCaps->PS20Caps.Caps = 0;
3403 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3404 pCaps->PS20Caps.NumTemps = 0;
3405 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3406 pCaps->PS20Caps.NumInstructionSlots = 0;
3408 pCaps->MaxPShaderInstructionsExecuted = 0;
3409 pCaps->MaxPixelShader30InstructionSlots = 0;
3412 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3413 /* OpenGL supports all the formats below, perhaps not always
3414 * without conversion, but it supports them.
3415 * Further GLSL doesn't seem to have an official unsigned type so
3416 * don't advertise it yet as I'm not sure how we handle it.
3417 * We might need to add some clamping in the shader engine to
3418 * support it.
3419 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3420 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3421 WINED3DDTCAPS_UBYTE4N |
3422 WINED3DDTCAPS_SHORT2N |
3423 WINED3DDTCAPS_SHORT4N;
3424 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3425 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3426 WINED3DDTCAPS_FLOAT16_4;
3428 } else
3429 pCaps->DeclTypes = 0;
3431 /* Set DirectDraw helper Caps */
3432 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3433 WINEDDCKEYCAPS_SRCBLT;
3434 fx_caps = WINEDDFXCAPS_BLTALPHA |
3435 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3436 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3437 WINEDDFXCAPS_BLTROTATION90 |
3438 WINEDDFXCAPS_BLTSHRINKX |
3439 WINEDDFXCAPS_BLTSHRINKXN |
3440 WINEDDFXCAPS_BLTSHRINKY |
3441 WINEDDFXCAPS_BLTSHRINKXN |
3442 WINEDDFXCAPS_BLTSTRETCHX |
3443 WINEDDFXCAPS_BLTSTRETCHXN |
3444 WINEDDFXCAPS_BLTSTRETCHY |
3445 WINEDDFXCAPS_BLTSTRETCHYN;
3446 blit_caps = WINEDDCAPS_BLT |
3447 WINEDDCAPS_BLTCOLORFILL |
3448 WINEDDCAPS_BLTDEPTHFILL |
3449 WINEDDCAPS_BLTSTRETCH |
3450 WINEDDCAPS_CANBLTSYSMEM |
3451 WINEDDCAPS_CANCLIP |
3452 WINEDDCAPS_CANCLIPSTRETCHED |
3453 WINEDDCAPS_COLORKEY |
3454 WINEDDCAPS_COLORKEYHWASSIST |
3455 WINEDDCAPS_ALIGNBOUNDARYSRC;
3457 /* Fill the ddraw caps structure */
3458 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3459 WINEDDCAPS_PALETTE |
3460 blit_caps;
3461 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3462 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3463 WINEDDCAPS2_PRIMARYGAMMA |
3464 WINEDDCAPS2_WIDESURFACES |
3465 WINEDDCAPS2_CANRENDERWINDOWED;
3466 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3467 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3468 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3469 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3470 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3471 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3472 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3473 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3474 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3476 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3477 WINEDDSCAPS_BACKBUFFER |
3478 WINEDDSCAPS_FLIP |
3479 WINEDDSCAPS_FRONTBUFFER |
3480 WINEDDSCAPS_OFFSCREENPLAIN |
3481 WINEDDSCAPS_PALETTE |
3482 WINEDDSCAPS_PRIMARYSURFACE |
3483 WINEDDSCAPS_SYSTEMMEMORY |
3484 WINEDDSCAPS_VIDEOMEMORY |
3485 WINEDDSCAPS_VISIBLE;
3486 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3488 /* Set D3D caps if OpenGL is available. */
3489 if(Adapters[Adapter].opengl) {
3490 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3491 WINEDDSCAPS_MIPMAP |
3492 WINEDDSCAPS_TEXTURE |
3493 WINEDDSCAPS_ZBUFFER;
3494 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3497 return WINED3D_OK;
3500 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3501 and fields being inserted in the middle, a new structure is used in place */
3502 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3503 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3504 IUnknown *parent) {
3506 IWineD3DDeviceImpl *object = NULL;
3507 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3508 WINED3DDISPLAYMODE mode;
3509 const struct fragment_pipeline *frag_pipeline = NULL;
3510 int i;
3512 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3513 * number and create a device without a 3D adapter for 2D only operation.
3515 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3516 return WINED3DERR_INVALIDCALL;
3519 /* Create a WineD3DDevice object */
3520 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3521 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3522 TRACE("Created WineD3DDevice object @ %p\n", object);
3523 if (NULL == object) {
3524 return WINED3DERR_OUTOFVIDEOMEMORY;
3527 /* Set up initial COM information */
3528 object->lpVtbl = &IWineD3DDevice_Vtbl;
3529 object->ref = 1;
3530 object->wineD3D = iface;
3531 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3532 IWineD3D_AddRef(object->wineD3D);
3533 object->parent = parent;
3534 list_init(&object->resources);
3535 list_init(&object->shaders);
3537 if(This->dxVersion == 7) {
3538 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3539 } else {
3540 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3542 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3544 /* Set the state up as invalid until the device is fully created */
3545 object->state = WINED3DERR_DRIVERINTERNALERROR;
3547 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3548 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3550 /* Save the creation parameters */
3551 object->createParms.AdapterOrdinal = Adapter;
3552 object->createParms.DeviceType = DeviceType;
3553 object->createParms.hFocusWindow = hFocusWindow;
3554 object->createParms.BehaviorFlags = BehaviourFlags;
3556 /* Initialize other useful values */
3557 object->adapterNo = Adapter;
3558 object->devType = DeviceType;
3560 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3561 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3563 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3564 object->frag_pipe = frag_pipeline;
3565 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3566 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3568 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3569 * model can deal with that. It is essentially the same, just with adjusted
3570 * Set*ShaderConstantF implementations
3572 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3573 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3576 /* set the state of the device to valid */
3577 object->state = WINED3D_OK;
3579 /* Get the initial screen setup for ddraw */
3580 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3582 object->ddraw_width = mode.Width;
3583 object->ddraw_height = mode.Height;
3584 object->ddraw_format = mode.Format;
3586 for(i = 0; i < PATCHMAP_SIZE; i++) {
3587 list_init(&object->patches[i]);
3589 return WINED3D_OK;
3591 #undef GLINFO_LOCATION
3593 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3594 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3595 IUnknown_AddRef(This->parent);
3596 *pParent = This->parent;
3597 return WINED3D_OK;
3600 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3601 IUnknown* surfaceParent;
3602 TRACE("(%p) call back\n", pSurface);
3604 /* Now, release the parent, which will take care of cleaning up the surface for us */
3605 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3606 IUnknown_Release(surfaceParent);
3607 return IUnknown_Release(surfaceParent);
3610 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3611 IUnknown* volumeParent;
3612 TRACE("(%p) call back\n", pVolume);
3614 /* Now, release the parent, which will take care of cleaning up the volume for us */
3615 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3616 IUnknown_Release(volumeParent);
3617 return IUnknown_Release(volumeParent);
3620 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3621 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3622 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3623 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3625 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3626 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3627 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3628 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3629 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3630 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3631 * DirectDraw, not OpenGL.
3633 if(gl_info->supported[APPLE_FENCE] &&
3634 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3635 gl_info->supported[APPLE_FLUSH_RENDER] &&
3636 gl_info->supported[APPLE_YCBCR_422]) {
3637 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3638 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3639 return TRUE;
3640 } else {
3641 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3642 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3643 return FALSE;
3647 #define GLINFO_LOCATION (*gl_info)
3648 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3649 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3650 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3651 * all the texture. This function detects this bug by its symptom and disables PBOs
3652 * if the test fails.
3654 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3655 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3656 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3657 * read back is compared to the original. If they are equal PBOs are assumed to work,
3658 * otherwise the PBO extension is disabled.
3660 GLuint texture, pbo;
3661 static const unsigned int pattern[] = {
3662 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3663 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3664 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3665 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3667 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3669 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3670 /* No PBO -> No point in testing them */
3671 return;
3674 while(glGetError());
3675 glGenTextures(1, &texture);
3676 glBindTexture(GL_TEXTURE_2D, texture);
3677 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3678 checkGLcall("Specifying the PBO test texture\n");
3680 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3681 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3682 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3683 checkGLcall("Specifying the PBO test pbo\n");
3685 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3686 checkGLcall("Loading the PBO test texture\n");
3688 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3689 glFinish(); /* just to be sure */
3691 memset(check, 0, sizeof(check));
3692 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3693 checkGLcall("Reading back the PBO test texture\n");
3695 glDeleteTextures(1, &texture);
3696 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3697 checkGLcall("PBO test cleanup\n");
3699 if(memcmp(check, pattern, sizeof(check)) != 0) {
3700 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3701 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3702 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3703 } else {
3704 TRACE_(d3d_caps)("PBO test successful\n");
3707 #undef GLINFO_LOCATION
3709 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3710 * reporting a driver version is moot because we are not the Windows driver, and we have different
3711 * bugs, features, etc.
3713 * If a card is not found in this table, the gl driver version is reported
3715 struct driver_version_information {
3716 WORD vendor; /* reported PCI card vendor ID */
3717 WORD card; /* reported PCI card device ID */
3718 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3719 WORD lopart_hi, lopart_lo; /* driver loword to report */
3722 static const struct driver_version_information driver_version_table[] = {
3723 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3724 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3725 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3726 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3727 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3728 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3729 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3730 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3731 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3732 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3733 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3734 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3735 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3736 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3737 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3738 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3739 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3740 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3741 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3743 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3744 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3745 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3746 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3747 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3748 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3749 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3751 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3754 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3755 unsigned int i;
3756 BOOL apple = implementation_is_apple(gl_info);
3758 if(apple) {
3759 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3760 * used it falls back to software. While the compiler can detect if the shader uses all declared
3761 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3762 * using relative addressing falls back to software.
3764 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3766 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3767 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3768 } else {
3769 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3770 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3771 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3774 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3775 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3776 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3777 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3778 * according to the spec.
3780 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3781 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3783 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3784 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3785 * this workaround is activated on cards that do not need it, it won't break things, just affect
3786 * performance negatively.
3788 if(gl_info->gl_vendor == VENDOR_INTEL ||
3789 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3790 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3791 gl_info->set_texcoord_w = TRUE;
3795 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3796 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3797 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3798 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3799 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3800 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3801 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3803 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3804 * has this extension promoted to core. The extension loading code sets this extension supported
3805 * due to that, so this code works on fglrx as well.
3807 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3808 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3809 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3810 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3811 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3812 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3813 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3817 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3818 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3819 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3820 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3821 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3822 * We therefore completly remove ARB_tex_npot from the list of supported extensions.
3824 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3825 * triggering the software fallback. There is not much we can do here apart from disabling the
3826 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3827 * in IWineD3DImpl_FillGLCaps).
3828 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3829 * post-processing effects in the game "Max Payne 2").
3830 * The behaviour can be verified through a simple test app attached in bugreport #14724.
3832 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3833 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3834 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3835 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3836 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3840 /* Find out if PBOs work as they are supposed to */
3841 test_pbo_functionality(gl_info);
3843 /* Fixup the driver version */
3844 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3845 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3846 gl_info->gl_card == driver_version_table[i].card) {
3847 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3849 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3850 driver_version_table[i].lopart_lo);
3851 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3852 driver_version_table[i].hipart_lo);
3853 break;
3858 void invalid_func(void *data) {
3859 ERR("Invalid vertex attribute function called\n");
3860 DebugBreak();
3863 #define GLINFO_LOCATION (Adapters[0].gl_info)
3865 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3866 * the extension detection and are used in drawStridedSlow
3868 static void position_d3dcolor(void *data) {
3869 DWORD pos = *((DWORD *) data);
3871 FIXME("Add a test for fixed function position from d3dcolor type\n");
3872 glVertex4s(D3DCOLOR_B_R(pos),
3873 D3DCOLOR_B_G(pos),
3874 D3DCOLOR_B_B(pos),
3875 D3DCOLOR_B_A(pos));
3877 static void position_float4(void *data) {
3878 GLfloat *pos = (float *) data;
3880 if (pos[3] < eps && pos[3] > -eps)
3881 glVertex3fv(pos);
3882 else {
3883 float w = 1.0 / pos[3];
3885 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3889 static void diffuse_d3dcolor(void *data) {
3890 DWORD diffuseColor = *((DWORD *) data);
3892 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3893 D3DCOLOR_B_G(diffuseColor),
3894 D3DCOLOR_B_B(diffuseColor),
3895 D3DCOLOR_B_A(diffuseColor));
3898 static void specular_d3dcolor(void *data) {
3899 DWORD specularColor = *((DWORD *) data);
3901 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3902 D3DCOLOR_B_G(specularColor),
3903 D3DCOLOR_B_B(specularColor));
3905 static void warn_no_specular_func(void *data) {
3906 WARN("GL_EXT_secondary_color not supported\n");
3909 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3910 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3911 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3912 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3913 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3914 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3915 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3916 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3917 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3918 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3919 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3920 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3921 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3922 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3923 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3924 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3925 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3926 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3928 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3929 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3930 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3931 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3932 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3933 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3934 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3935 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3936 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3937 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3938 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3939 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3940 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3941 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3942 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3943 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3944 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3946 /* No 4 component entry points here */
3947 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3948 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3949 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3950 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3951 } else {
3952 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3954 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3955 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3956 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3957 } else {
3958 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3960 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3961 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3962 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3963 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3964 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3965 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3966 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3967 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3968 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3969 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3970 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3971 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3973 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3974 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3976 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3977 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3978 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3979 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3980 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3981 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3982 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3983 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3984 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3985 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3986 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3987 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3988 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3989 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3990 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3991 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3992 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3995 #define PUSH1(att) attribs[nAttribs++] = (att);
3996 BOOL InitAdapters(void) {
3997 static HMODULE mod_gl, mod_win32gl;
3998 BOOL ret;
3999 int ps_selected_mode, vs_selected_mode;
4001 /* No need to hold any lock. The calling library makes sure only one thread calls
4002 * wined3d simultaneously
4004 if(numAdapters > 0) return Adapters[0].opengl;
4006 TRACE("Initializing adapters\n");
4008 if(!mod_gl) {
4009 #ifdef USE_WIN32_OPENGL
4010 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4011 mod_gl = LoadLibraryA("opengl32.dll");
4012 if(!mod_gl) {
4013 ERR("Can't load opengl32.dll!\n");
4014 goto nogl_adapter;
4016 mod_win32gl = mod_gl;
4017 #else
4018 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4019 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4020 mod_gl = GetModuleHandleA("gdi32.dll");
4021 mod_win32gl = LoadLibraryA("opengl32.dll");
4022 if(!mod_win32gl) {
4023 ERR("Can't load opengl32.dll!\n");
4024 goto nogl_adapter;
4026 #endif
4029 /* Load WGL core functions from opengl32.dll */
4030 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4031 WGL_FUNCS_GEN;
4032 #undef USE_WGL_FUNC
4034 if(!pwglGetProcAddress) {
4035 ERR("Unable to load wglGetProcAddress!\n");
4036 goto nogl_adapter;
4039 /* Dynamically load all GL core functions */
4040 GL_FUNCS_GEN;
4041 #undef USE_GL_FUNC
4043 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4044 * otherwise because we have to use winex11.drv's override
4046 glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4047 glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4049 /* For now only one default adapter */
4051 int iPixelFormat;
4052 int attribs[10];
4053 int values[10];
4054 int nAttribs = 0;
4055 int res;
4056 int i;
4057 WineD3D_PixelFormat *cfgs;
4058 int attribute;
4059 DISPLAY_DEVICEW DisplayDevice;
4060 HDC hdc;
4062 TRACE("Initializing default adapter\n");
4063 Adapters[0].num = 0;
4064 Adapters[0].monitorPoint.x = -1;
4065 Adapters[0].monitorPoint.y = -1;
4067 if (!WineD3D_CreateFakeGLContext()) {
4068 ERR("Failed to get a gl context for default adapter\n");
4069 WineD3D_ReleaseFakeGLContext();
4070 goto nogl_adapter;
4073 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4074 if(!ret) {
4075 ERR("Failed to initialize gl caps for default adapter\n");
4076 WineD3D_ReleaseFakeGLContext();
4077 goto nogl_adapter;
4079 ret = initPixelFormats(&Adapters[0].gl_info);
4080 if(!ret) {
4081 ERR("Failed to init gl formats\n");
4082 WineD3D_ReleaseFakeGLContext();
4083 goto nogl_adapter;
4086 hdc = pwglGetCurrentDC();
4087 if(!hdc) {
4088 ERR("Failed to get gl HDC\n");
4089 WineD3D_ReleaseFakeGLContext();
4090 goto nogl_adapter;
4093 Adapters[0].driver = "Display";
4094 Adapters[0].description = "Direct3D HAL";
4096 /* Use the VideoRamSize registry setting when set */
4097 if(wined3d_settings.emulated_textureram)
4098 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4099 else
4100 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4101 Adapters[0].UsedTextureRam = 0;
4102 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4104 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4105 DisplayDevice.cb = sizeof(DisplayDevice);
4106 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4107 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4108 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4110 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4111 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4113 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4114 cfgs = Adapters[0].cfgs;
4115 PUSH1(WGL_RED_BITS_ARB)
4116 PUSH1(WGL_GREEN_BITS_ARB)
4117 PUSH1(WGL_BLUE_BITS_ARB)
4118 PUSH1(WGL_ALPHA_BITS_ARB)
4119 PUSH1(WGL_DEPTH_BITS_ARB)
4120 PUSH1(WGL_STENCIL_BITS_ARB)
4121 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4122 PUSH1(WGL_PIXEL_TYPE_ARB)
4123 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4124 PUSH1(WGL_AUX_BUFFERS_ARB)
4126 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4127 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4129 if(!res)
4130 continue;
4132 /* Cache the pixel format */
4133 cfgs->iPixelFormat = iPixelFormat;
4134 cfgs->redSize = values[0];
4135 cfgs->greenSize = values[1];
4136 cfgs->blueSize = values[2];
4137 cfgs->alphaSize = values[3];
4138 cfgs->depthSize = values[4];
4139 cfgs->stencilSize = values[5];
4140 cfgs->windowDrawable = values[6];
4141 cfgs->iPixelType = values[7];
4142 cfgs->doubleBuffer = values[8];
4143 cfgs->auxBuffers = values[9];
4145 cfgs->pbufferDrawable = FALSE;
4146 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4147 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4148 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4149 int value;
4150 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4151 cfgs->pbufferDrawable = value;
4154 cfgs->numSamples = 0;
4155 /* Check multisample support */
4156 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4157 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4158 int value[2];
4159 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4160 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4161 * value[1] = number of multi sample buffers*/
4162 if(value[0])
4163 cfgs->numSamples = value[1];
4167 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);
4168 cfgs++;
4171 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4172 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4173 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4174 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4175 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4176 * driver is allowed to consume more bits EXCEPT for stencil bits.
4178 * Mark an adapter with this broken stencil behavior.
4180 Adapters[0].brokenStencil = TRUE;
4181 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4182 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4183 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4184 Adapters[0].brokenStencil = FALSE;
4185 break;
4189 fixup_extensions(&Adapters[0].gl_info);
4191 WineD3D_ReleaseFakeGLContext();
4193 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4194 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4195 fillGLAttribFuncs(&Adapters[0].gl_info);
4196 init_type_lookup(&Adapters[0].gl_info);
4197 Adapters[0].opengl = TRUE;
4199 numAdapters = 1;
4200 TRACE("%d adapters successfully initialized\n", numAdapters);
4202 return TRUE;
4204 nogl_adapter:
4205 /* Initialize an adapter for ddraw-only memory counting */
4206 memset(Adapters, 0, sizeof(Adapters));
4207 Adapters[0].num = 0;
4208 Adapters[0].opengl = FALSE;
4209 Adapters[0].monitorPoint.x = -1;
4210 Adapters[0].monitorPoint.y = -1;
4212 Adapters[0].driver = "Display";
4213 Adapters[0].description = "WineD3D DirectDraw Emulation";
4214 if(wined3d_settings.emulated_textureram) {
4215 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4216 } else {
4217 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4220 numAdapters = 1;
4221 return FALSE;
4223 #undef PUSH1
4224 #undef GLINFO_LOCATION
4226 /**********************************************************
4227 * IWineD3D VTbl follows
4228 **********************************************************/
4230 const IWineD3DVtbl IWineD3D_Vtbl =
4232 /* IUnknown */
4233 IWineD3DImpl_QueryInterface,
4234 IWineD3DImpl_AddRef,
4235 IWineD3DImpl_Release,
4236 /* IWineD3D */
4237 IWineD3DImpl_GetParent,
4238 IWineD3DImpl_GetAdapterCount,
4239 IWineD3DImpl_RegisterSoftwareDevice,
4240 IWineD3DImpl_GetAdapterMonitor,
4241 IWineD3DImpl_GetAdapterModeCount,
4242 IWineD3DImpl_EnumAdapterModes,
4243 IWineD3DImpl_GetAdapterDisplayMode,
4244 IWineD3DImpl_GetAdapterIdentifier,
4245 IWineD3DImpl_CheckDeviceMultiSampleType,
4246 IWineD3DImpl_CheckDepthStencilMatch,
4247 IWineD3DImpl_CheckDeviceType,
4248 IWineD3DImpl_CheckDeviceFormat,
4249 IWineD3DImpl_CheckDeviceFormatConversion,
4250 IWineD3DImpl_GetDeviceCaps,
4251 IWineD3DImpl_CreateDevice