push 8284a2c9b843b949cc308bec94e0940d8ed5ddce
[wine/hacks.git] / dlls / wined3d / directx.c
blob4071b1fa7d7868a533279e0f5ed20855803e90d9
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
33 #include "config.h"
34 #include <assert.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 /* The d3d device ID */
41 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
43 /* Extension detection */
44 static const struct {
45 const char *extension_string;
46 GL_SupportedExt extension;
47 DWORD version;
48 } EXTENSION_MAP[] = {
49 /* APPLE */
50 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
51 {"GL_APPLE_fence", APPLE_FENCE, 0 },
52 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
53 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
56 /* ATI */
57 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
58 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
59 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
60 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
63 /* ARB */
64 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
65 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
66 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
67 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
68 {"GL_ARB_imaging", ARB_IMAGING, 0 },
69 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
70 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
71 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
72 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
73 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
74 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
75 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
76 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
77 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
78 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
79 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
80 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
81 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
82 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
83 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, 0 },
84 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
85 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
86 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
87 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
88 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
89 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
91 /* EXT */
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
98 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
99 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
100 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
101 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
102 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
103 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
104 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
105 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
106 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
107 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
108 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
109 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
110 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
111 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
112 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
113 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
114 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 0 },
115 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
117 /* NV */
118 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
119 {"GL_NV_fence", NV_FENCE, 0 },
120 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
121 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
122 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
123 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
124 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
125 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
126 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
127 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
128 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
129 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
130 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
131 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
132 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
133 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
134 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
138 /* SGI */
139 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
142 /**********************************************************
143 * Utility functions follow
144 **********************************************************/
146 /* Adapters */
147 static int numAdapters = 0;
148 static struct WineD3DAdapter Adapters[1];
150 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
152 /* lookup tables */
153 int minLookup[MAX_LOOKUPS];
154 int maxLookup[MAX_LOOKUPS];
155 DWORD *stateLookup[MAX_LOOKUPS];
157 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
158 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
159 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
160 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
161 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
162 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
166 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
167 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
170 /* drawStridedSlow attributes */
171 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
172 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
173 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
174 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
175 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
178 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
179 * ie there is no GL Context - Get a default rendering context to enable the
180 * function query some info from GL
183 static int wined3d_fake_gl_context_ref = 0;
184 static BOOL wined3d_fake_gl_context_foreign;
185 static BOOL wined3d_fake_gl_context_available = FALSE;
186 static HDC wined3d_fake_gl_context_hdc = NULL;
187 static HWND wined3d_fake_gl_context_hwnd = NULL;
189 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
190 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
192 0, 0, &wined3d_fake_gl_context_cs,
193 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
194 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
195 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
197 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
199 static void WineD3D_ReleaseFakeGLContext(void) {
200 HGLRC glCtx;
202 EnterCriticalSection(&wined3d_fake_gl_context_cs);
204 if(!wined3d_fake_gl_context_available) {
205 TRACE_(d3d_caps)("context not available\n");
206 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
207 return;
210 glCtx = pwglGetCurrentContext();
212 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
213 if (0 == (--wined3d_fake_gl_context_ref) ) {
214 if(!wined3d_fake_gl_context_foreign && glCtx) {
215 TRACE_(d3d_caps)("destroying fake GL context\n");
216 pwglMakeCurrent(NULL, NULL);
217 pwglDeleteContext(glCtx);
219 if(wined3d_fake_gl_context_hdc)
220 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
221 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
222 if(wined3d_fake_gl_context_hwnd)
223 DestroyWindow(wined3d_fake_gl_context_hwnd);
224 wined3d_fake_gl_context_hwnd = NULL;
225 wined3d_fake_gl_context_available = FALSE;
227 assert(wined3d_fake_gl_context_ref >= 0);
229 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
232 static BOOL WineD3D_CreateFakeGLContext(void) {
233 HGLRC glCtx = NULL;
235 EnterCriticalSection(&wined3d_fake_gl_context_cs);
237 TRACE("getting context...\n");
238 if(wined3d_fake_gl_context_ref > 0) goto ret;
239 assert(0 == wined3d_fake_gl_context_ref);
241 wined3d_fake_gl_context_foreign = TRUE;
243 glCtx = pwglGetCurrentContext();
244 if (!glCtx) {
245 PIXELFORMATDESCRIPTOR pfd;
246 int iPixelFormat;
248 wined3d_fake_gl_context_foreign = FALSE;
250 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
251 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
252 if(!wined3d_fake_gl_context_hwnd) {
253 ERR("HWND creation failed!\n");
254 goto fail;
256 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
257 if(!wined3d_fake_gl_context_hdc) {
258 ERR("GetDC failed!\n");
259 goto fail;
262 /* PixelFormat selection */
263 ZeroMemory(&pfd, sizeof(pfd));
264 pfd.nSize = sizeof(pfd);
265 pfd.nVersion = 1;
266 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
267 pfd.iPixelType = PFD_TYPE_RGBA;
268 pfd.cColorBits = 32;
269 pfd.iLayerType = PFD_MAIN_PLANE;
271 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
272 if(!iPixelFormat) {
273 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
274 ERR("Can't find a suitable iPixelFormat\n");
275 goto fail;
277 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
278 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
280 /* Create a GL context */
281 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
282 if (!glCtx) {
283 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
284 goto fail;
287 /* Make it the current GL context */
288 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
289 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
290 goto fail;
294 ret:
295 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
296 wined3d_fake_gl_context_ref++;
297 wined3d_fake_gl_context_available = TRUE;
298 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
299 return TRUE;
300 fail:
301 if(wined3d_fake_gl_context_hdc)
302 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
303 wined3d_fake_gl_context_hdc = NULL;
304 if(wined3d_fake_gl_context_hwnd)
305 DestroyWindow(wined3d_fake_gl_context_hwnd);
306 wined3d_fake_gl_context_hwnd = NULL;
307 if(glCtx) pwglDeleteContext(glCtx);
308 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
309 return FALSE;
312 /* Adjust the amount of used texture memory */
313 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
314 UINT Adapter = D3DDevice->adapterNo;
316 Adapters[Adapter].UsedTextureRam += glram;
317 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
318 return Adapters[Adapter].UsedTextureRam;
321 /**********************************************************
322 * IUnknown parts follows
323 **********************************************************/
325 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
327 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
329 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
330 if (IsEqualGUID(riid, &IID_IUnknown)
331 || IsEqualGUID(riid, &IID_IWineD3DBase)
332 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
333 IUnknown_AddRef(iface);
334 *ppobj = This;
335 return S_OK;
337 *ppobj = NULL;
338 return E_NOINTERFACE;
341 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
342 IWineD3DImpl *This = (IWineD3DImpl *)iface;
343 ULONG refCount = InterlockedIncrement(&This->ref);
345 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
346 return refCount;
349 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
350 IWineD3DImpl *This = (IWineD3DImpl *)iface;
351 ULONG ref;
352 TRACE("(%p) : Releasing from %d\n", This, This->ref);
353 ref = InterlockedDecrement(&This->ref);
354 if (ref == 0) {
355 HeapFree(GetProcessHeap(), 0, This);
358 return ref;
361 /* Set the shader type for this device, depending on the given capabilities,
362 * the device type, and the user preferences in wined3d_settings */
364 void select_shader_mode(
365 WineD3D_GL_Info *gl_info,
366 WINED3DDEVTYPE DeviceType,
367 int* ps_selected,
368 int* vs_selected) {
370 if (wined3d_settings.vs_mode == VS_NONE) {
371 *vs_selected = SHADER_NONE;
372 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
373 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
374 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
375 * shaders only on this card. */
376 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
377 *vs_selected = SHADER_ARB;
378 else
379 *vs_selected = SHADER_GLSL;
380 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
381 *vs_selected = SHADER_ARB;
382 } else {
383 *vs_selected = SHADER_NONE;
386 if (wined3d_settings.ps_mode == PS_NONE) {
387 *ps_selected = SHADER_NONE;
388 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
389 *ps_selected = SHADER_GLSL;
390 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
391 *ps_selected = SHADER_ARB;
392 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
393 *ps_selected = SHADER_ATI;
394 } else {
395 *ps_selected = SHADER_NONE;
399 /** Select the number of report maximum shader constants based on the selected shader modes */
400 static void select_shader_max_constants(
401 int ps_selected_mode,
402 int vs_selected_mode,
403 WineD3D_GL_Info *gl_info) {
405 switch (vs_selected_mode) {
406 case SHADER_GLSL:
407 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
408 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
409 break;
410 case SHADER_ARB:
411 /* We have to subtract any other PARAMs that we might use in our shader programs.
412 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
413 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
414 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
415 break;
416 default:
417 gl_info->max_vshader_constantsF = 0;
418 break;
421 switch (ps_selected_mode) {
422 case SHADER_GLSL:
423 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
424 * In theory the texbem instruction may need one more shader constant too. But lets assume
425 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
426 * and lets not take away a uniform needlessly from all other shaders.
428 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
429 break;
430 case SHADER_ARB:
431 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
432 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
434 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
435 break;
436 default:
437 gl_info->max_pshader_constantsF = 0;
438 break;
442 /**********************************************************
443 * IWineD3D parts follows
444 **********************************************************/
446 #define GLINFO_LOCATION (*gl_info)
447 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
448 GLuint prog;
449 BOOL ret = FALSE;
450 const char *testcode =
451 "!!ARBvp1.0\n"
452 "PARAM C[66] = { program.env[0..65] };\n"
453 "ADDRESS A0;"
454 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
455 "ARL A0.x, zero.x;\n"
456 "MOV result.position, C[A0.x + 65];\n"
457 "END\n";
459 while(glGetError());
460 GL_EXTCALL(glGenProgramsARB(1, &prog));
461 if(!prog) {
462 ERR("Failed to create an ARB offset limit test program\n");
464 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
465 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
466 strlen(testcode), testcode));
467 if(glGetError() != 0) {
468 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
469 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
470 ret = TRUE;
471 } else TRACE("OpenGL implementation allows offsets > 63\n");
473 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
474 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
475 checkGLcall("ARB vp offset limit test cleanup\n");
477 return ret;
480 static DWORD ver_for_ext(GL_SupportedExt ext)
482 unsigned int i;
483 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
484 if(EXTENSION_MAP[i].extension == ext) {
485 return EXTENSION_MAP[i].version;
488 return 0;
491 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
492 const char *GL_Extensions = NULL;
493 const char *WGL_Extensions = NULL;
494 const char *gl_string = NULL;
495 const char *gl_string_cursor = NULL;
496 GLint gl_max;
497 GLfloat gl_floatv[2];
498 int major = 1, minor = 0;
499 BOOL return_value = TRUE;
500 unsigned i;
501 HDC hdc;
502 unsigned int vidmem=0;
504 TRACE_(d3d_caps)("(%p)\n", gl_info);
506 ENTER_GL();
508 gl_string = (const char *) glGetString(GL_RENDERER);
509 if (NULL == gl_string)
510 gl_string = "None";
511 strcpy(gl_info->gl_renderer, gl_string);
513 gl_string = (const char *) glGetString(GL_VENDOR);
514 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
515 if (gl_string != NULL) {
516 /* Fill in the GL vendor */
517 if (strstr(gl_string, "NVIDIA")) {
518 gl_info->gl_vendor = VENDOR_NVIDIA;
519 } else if (strstr(gl_string, "ATI")) {
520 gl_info->gl_vendor = VENDOR_ATI;
521 } else if (strstr(gl_string, "Intel(R)") ||
522 strstr(gl_info->gl_renderer, "Intel(R)") ||
523 strstr(gl_string, "Intel Inc.")) {
524 gl_info->gl_vendor = VENDOR_INTEL;
525 } else if (strstr(gl_string, "Mesa")) {
526 gl_info->gl_vendor = VENDOR_MESA;
527 } else {
528 gl_info->gl_vendor = VENDOR_WINE;
530 } else {
531 gl_info->gl_vendor = VENDOR_WINE;
535 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
537 /* Parse the GL_VERSION field into major and minor information */
538 gl_string = (const char *) glGetString(GL_VERSION);
539 if (gl_string != NULL) {
541 /* First, parse the generic opengl version. This is supposed not to be convoluted with
542 * driver specific information
544 gl_string_cursor = gl_string;
545 major = atoi(gl_string_cursor);
546 if(major <= 0) {
547 ERR("Invalid opengl major version: %d\n", major);
549 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
550 ++gl_string_cursor;
552 if (*gl_string_cursor++ != '.') {
553 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
555 minor = atoi(gl_string_cursor);
556 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
557 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
559 /* Now parse the driver specific string which we'll report to the app */
560 switch (gl_info->gl_vendor) {
561 case VENDOR_NVIDIA:
562 gl_string_cursor = strstr(gl_string, "NVIDIA");
563 if (!gl_string_cursor) {
564 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
565 break;
568 gl_string_cursor = strstr(gl_string_cursor, " ");
569 if (!gl_string_cursor) {
570 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
571 break;
574 while (*gl_string_cursor == ' ') {
575 ++gl_string_cursor;
578 if (!*gl_string_cursor) {
579 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
580 break;
583 major = atoi(gl_string_cursor);
584 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
585 ++gl_string_cursor;
588 if (*gl_string_cursor++ != '.') {
589 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
590 break;
593 minor = atoi(gl_string_cursor);
594 minor = major*100+minor;
595 major = 10;
597 break;
599 case VENDOR_ATI:
600 major = minor = 0;
601 gl_string_cursor = strchr(gl_string, '-');
602 if (gl_string_cursor) {
603 int error = 0;
604 gl_string_cursor++;
606 /* Check if version number is of the form x.y.z */
607 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
608 error = 1;
609 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
610 error = 1;
611 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
612 error = 1;
613 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
614 error = 1;
616 /* Mark version number as malformed */
617 if (error)
618 gl_string_cursor = 0;
621 if (!gl_string_cursor)
622 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
623 else {
624 major = *gl_string_cursor - '0';
625 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
627 break;
629 case VENDOR_INTEL:
630 /* Apple and Mesa version strings look differently, but both provide intel drivers */
631 if(strstr(gl_string, "APPLE")) {
632 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
633 * We only need the first part, and use the APPLE as identification
634 * "1.2 APPLE-1.4.56"
636 gl_string_cursor = gl_string;
637 major = atoi(gl_string_cursor);
638 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
639 ++gl_string_cursor;
642 if (*gl_string_cursor++ != '.') {
643 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
644 break;
647 minor = atoi(gl_string_cursor);
648 break;
651 case VENDOR_MESA:
652 gl_string_cursor = strstr(gl_string, "Mesa");
653 gl_string_cursor = strstr(gl_string_cursor, " ");
654 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
655 if (*gl_string_cursor) {
656 char tmp[16];
657 int cursor = 0;
659 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
660 tmp[cursor++] = *gl_string_cursor;
661 ++gl_string_cursor;
663 tmp[cursor] = 0;
664 major = atoi(tmp);
666 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
667 ++gl_string_cursor;
669 cursor = 0;
670 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
671 tmp[cursor++] = *gl_string_cursor;
672 ++gl_string_cursor;
674 tmp[cursor] = 0;
675 minor = atoi(tmp);
677 break;
679 default:
680 major = 0;
681 minor = 9;
683 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
684 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
685 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
686 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
687 } else {
688 FIXME("OpenGL driver did not return version information\n");
689 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
690 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
693 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
696 * Initialize openGL extension related variables
697 * with Default values
699 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
700 gl_info->max_buffers = 1;
701 gl_info->max_textures = 1;
702 gl_info->max_texture_stages = 1;
703 gl_info->max_fragment_samplers = 1;
704 gl_info->max_vertex_samplers = 0;
705 gl_info->max_combined_samplers = 0;
706 gl_info->max_sampler_stages = 1;
707 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
708 gl_info->ps_arb_max_temps = 0;
709 gl_info->ps_arb_max_instructions = 0;
710 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
711 gl_info->vs_arb_max_temps = 0;
712 gl_info->vs_arb_max_instructions = 0;
713 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
714 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
715 gl_info->vs_glsl_constantsF = 0;
716 gl_info->ps_glsl_constantsF = 0;
717 gl_info->vs_arb_constantsF = 0;
718 gl_info->ps_arb_constantsF = 0;
720 /* Retrieve opengl defaults */
721 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
722 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
723 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
725 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
726 gl_info->max_lights = gl_max;
727 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
729 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
730 gl_info->max_texture_size = gl_max;
731 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
733 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
734 gl_info->max_pointsizemin = gl_floatv[0];
735 gl_info->max_pointsize = gl_floatv[1];
736 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
738 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
739 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
740 TRACE_(d3d_caps)("GL_Extensions reported:\n");
742 if (NULL == GL_Extensions) {
743 ERR(" GL_Extensions returns NULL\n");
744 } else {
745 while (*GL_Extensions != 0x00) {
746 const char *Start;
747 char ThisExtn[256];
748 size_t len;
750 while (isspace(*GL_Extensions)) GL_Extensions++;
751 Start = GL_Extensions;
752 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
753 GL_Extensions++;
756 len = GL_Extensions - Start;
757 if (len == 0 || len >= sizeof(ThisExtn))
758 continue;
760 memcpy(ThisExtn, Start, len);
761 ThisExtn[len] = '\0';
762 TRACE_(d3d_caps)("- %s\n", ThisExtn);
764 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
765 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
766 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
767 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
768 break;
772 /* Now work out what GL support this card really has */
773 #define USE_GL_FUNC(type, pfn, ext, replace) { \
774 DWORD ver = ver_for_ext(ext); \
775 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
776 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
777 else gl_info->pfn = NULL; \
779 GL_EXT_FUNCS_GEN;
780 #undef USE_GL_FUNC
782 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
783 WGL_EXT_FUNCS_GEN;
784 #undef USE_GL_FUNC
786 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
787 * loading the functions, otherwise the code above will load the extension entry points instead of the
788 * core functions, which may not work
790 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
791 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
792 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
793 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
794 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
798 if (gl_info->supported[APPLE_FENCE]) {
799 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
800 * The apple extension interacts with some other apple exts. Disable the NV
801 * extension if the apple one is support to prevent confusion in other parts
802 * of the code
804 gl_info->supported[NV_FENCE] = FALSE;
806 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
807 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
809 * The enums are the same:
810 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
811 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
812 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
813 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
814 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
816 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
817 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
818 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
820 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
821 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
822 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
825 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
826 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
827 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
829 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
830 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
831 * Won't occur in any real world situation though
833 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
834 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
835 /* Also disable ATI_FRAGMENT_SHADER if register combienrs and texture_shader2
836 * are supported. The nv extensions provide the same functionality as the
837 * ATI one, and a bit more(signed pixelformats)
839 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
842 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
843 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
844 gl_info->max_buffers = gl_max;
845 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
847 if (gl_info->supported[ARB_MULTITEXTURE]) {
848 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
849 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
850 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
852 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
853 GLint tmp;
854 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
855 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
856 } else {
857 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
859 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
861 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
862 GLint tmp;
863 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
864 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
865 } else {
866 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
868 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
870 if (gl_info->supported[ARB_VERTEX_SHADER]) {
871 GLint tmp;
872 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
873 gl_info->max_vertex_samplers = tmp;
874 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
875 gl_info->max_combined_samplers = tmp;
877 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
878 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
879 * an issue because then the sampler setup only depends on the two shaders. If a pixel
880 * shader is used with fixed function vertex processing we're fine too because fixed function
881 * vertex processing doesn't use any samplers. If fixed function fragment processing is
882 * used we have to make sure that all vertex sampler setups are valid together with all
883 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
884 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
885 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
886 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
887 * a fixed function pipeline anymore.
889 * So this is just a check to check that our assumption holds true. If not, write a warning
890 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
892 if(gl_info->max_vertex_samplers &&
893 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
894 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
895 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
896 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
897 if( gl_info->max_combined_samplers > MAX_TEXTURES )
898 gl_info->max_vertex_samplers =
899 gl_info->max_combined_samplers - MAX_TEXTURES;
900 else
901 gl_info->max_vertex_samplers = 0;
903 } else {
904 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
906 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
907 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
909 if (gl_info->supported[ARB_VERTEX_BLEND]) {
910 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
911 gl_info->max_blends = gl_max;
912 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
914 if (gl_info->supported[EXT_TEXTURE3D]) {
915 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
916 gl_info->max_texture3d_size = gl_max;
917 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
919 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
920 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
921 gl_info->max_anisotropy = gl_max;
922 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
924 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
925 gl_info->ps_arb_version = PS_VERSION_11;
926 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
927 gl_info->ps_arb_constantsF = gl_max;
928 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
929 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
930 gl_info->ps_arb_max_temps = gl_max;
931 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
932 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
933 gl_info->ps_arb_max_instructions = gl_max;
934 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
936 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
937 gl_info->vs_arb_version = VS_VERSION_11;
938 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
939 gl_info->vs_arb_constantsF = gl_max;
940 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
941 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
942 gl_info->vs_arb_max_temps = gl_max;
943 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
944 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
945 gl_info->vs_arb_max_instructions = gl_max;
946 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
948 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
950 if (gl_info->supported[ARB_VERTEX_SHADER]) {
951 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
952 gl_info->vs_glsl_constantsF = gl_max / 4;
953 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
955 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
956 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
957 gl_info->ps_glsl_constantsF = gl_max / 4;
958 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
959 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
960 gl_info->max_glsl_varyings = gl_max;
961 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
963 if (gl_info->supported[EXT_VERTEX_SHADER]) {
964 gl_info->vs_ati_version = VS_VERSION_11;
966 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
967 gl_info->vs_nv_version = VS_VERSION_30;
968 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
969 gl_info->vs_nv_version = VS_VERSION_20;
970 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
971 gl_info->vs_nv_version = VS_VERSION_11;
972 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
973 gl_info->vs_nv_version = VS_VERSION_10;
975 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
976 gl_info->ps_nv_version = PS_VERSION_30;
977 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
978 gl_info->ps_nv_version = PS_VERSION_20;
980 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
981 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
982 } else {
983 gl_info->max_shininess = 128.0;
985 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
986 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
987 * This saves a few redundant glDisable calls
989 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
991 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
992 /* Disable NV_register_combiners and fragment shader if this is supported.
993 * generally the NV extensions are preferred over the ATI ones, and this
994 * extension is disabled if register_combiners and texture_shader2 are both
995 * supported. So we reach this place only if we have incomplete NV dxlevel 8
996 * fragment processing support
998 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
999 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1000 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1001 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1002 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1006 checkGLcall("extension detection\n");
1008 /* In some cases the number of texture stages can be larger than the number
1009 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1010 * shaders), but 8 texture stages (register combiners). */
1011 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1013 /* We can only use ORM_FBO when the hardware supports it. */
1014 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1015 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1016 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1019 /* MRTs are currently only supported when FBOs are used. */
1020 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1021 gl_info->max_buffers = 1;
1024 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1025 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1026 * in case of the latest videocards in the number of pixel/vertex pipelines.
1028 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1029 * rendering. Various games use this information to get a rough estimation of the features of the card
1030 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1031 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1032 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1033 * not the PCI id.
1035 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1036 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1037 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1038 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1039 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1040 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1041 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1042 * is limited.
1044 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1045 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1046 * similar 3d features.
1048 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1049 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1050 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1051 * won't pass we return a default card. This way is better than maintaining a full card database as even
1052 * without a full database we can return a card with similar features. Second the size of the database
1053 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1054 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1055 * to distinguishes between different models from that family.
1057 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1058 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1059 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1060 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1061 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1062 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1063 * memory behind our backs if really needed.
1064 * Note that the amount of video memory can be overruled using a registry setting.
1066 switch (gl_info->gl_vendor) {
1067 case VENDOR_NVIDIA:
1068 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1069 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1071 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1072 /* Geforce8 - highend */
1073 if (strstr(gl_info->gl_renderer, "8800")) {
1074 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1075 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1077 /* Geforce8 - midend mobile */
1078 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1079 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1080 vidmem = 512;
1082 /* Geforce8 - midend */
1083 else if(strstr(gl_info->gl_renderer, "8600") ||
1084 strstr(gl_info->gl_renderer, "8700"))
1086 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1087 vidmem = 256;
1089 /* Geforce8 - lowend */
1090 else if(strstr(gl_info->gl_renderer, "8300") ||
1091 strstr(gl_info->gl_renderer, "8400") ||
1092 strstr(gl_info->gl_renderer, "8500"))
1094 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1095 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1097 /* Geforce7 - highend */
1098 else if(strstr(gl_info->gl_renderer, "7800") ||
1099 strstr(gl_info->gl_renderer, "7900") ||
1100 strstr(gl_info->gl_renderer, "7950") ||
1101 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1102 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1104 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1105 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1107 /* Geforce7 midend */
1108 else if(strstr(gl_info->gl_renderer, "7600") ||
1109 strstr(gl_info->gl_renderer, "7700")) {
1110 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1111 vidmem = 256; /* The 7600 uses 256-512MB */
1112 /* Geforce7 lower medium */
1113 } else if(strstr(gl_info->gl_renderer, "7400")) {
1114 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1115 vidmem = 256; /* The 7400 uses 256-512MB */
1117 /* Geforce7 lowend */
1118 else if(strstr(gl_info->gl_renderer, "7300")) {
1119 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1120 vidmem = 256; /* Mac Pros with this card have 256 MB */
1122 /* Geforce6 highend */
1123 else if(strstr(gl_info->gl_renderer, "6800"))
1125 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1126 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1128 /* Geforce6 - midend */
1129 else if(strstr(gl_info->gl_renderer, "6600") ||
1130 strstr(gl_info->gl_renderer, "6610") ||
1131 strstr(gl_info->gl_renderer, "6700"))
1133 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1134 vidmem = 128; /* A 6600GT has 128-256MB */
1136 /* Geforce6/7 lowend */
1137 else {
1138 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1139 vidmem = 64; /* */
1141 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1142 /* GeforceFX - highend */
1143 if (strstr(gl_info->gl_renderer, "5800") ||
1144 strstr(gl_info->gl_renderer, "5900") ||
1145 strstr(gl_info->gl_renderer, "5950") ||
1146 strstr(gl_info->gl_renderer, "Quadro FX"))
1148 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1149 vidmem = 256; /* 5800-5900 cards use 256MB */
1151 /* GeforceFX - midend */
1152 else if(strstr(gl_info->gl_renderer, "5600") ||
1153 strstr(gl_info->gl_renderer, "5650") ||
1154 strstr(gl_info->gl_renderer, "5700") ||
1155 strstr(gl_info->gl_renderer, "5750"))
1157 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1158 vidmem = 128; /* A 5600 uses 128-256MB */
1160 /* GeforceFX - lowend */
1161 else {
1162 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1163 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1165 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1166 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1167 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1168 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1170 else {
1171 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1172 vidmem = 64; /* Geforce3 cards have 64-128MB */
1174 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1175 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1176 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1177 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1179 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1180 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1181 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1183 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1184 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1185 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1187 else {
1188 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1189 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1191 } else {
1192 if (strstr(gl_info->gl_renderer, "TNT2")) {
1193 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1194 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1196 else {
1197 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1198 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1201 break;
1202 case VENDOR_ATI:
1203 if(WINE_D3D9_CAPABLE(gl_info)) {
1204 /* Radeon R6xx HD2900 - highend */
1205 if (strstr(gl_info->gl_renderer, "HD 2900")) {
1206 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1207 vidmem = 512; /* HD2900 uses 512-1024MB */
1209 /* Radeon R6xx HD2600- midend */
1210 else if (strstr(gl_info->gl_renderer, "HD 2600")) {
1211 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1212 vidmem = 256; /* HD2600 uses 256-512MB */
1214 /* Radeon R6xx HD2300/HD2400 - lowend */
1215 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1216 strstr(gl_info->gl_renderer, "HD 2400"))
1218 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1219 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1221 /* Radeon R5xx */
1222 else if (strstr(gl_info->gl_renderer, "X1600") ||
1223 strstr(gl_info->gl_renderer, "X1650") ||
1224 strstr(gl_info->gl_renderer, "X1800") ||
1225 strstr(gl_info->gl_renderer, "X1900") ||
1226 strstr(gl_info->gl_renderer, "X1950"))
1228 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1229 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1231 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1232 else if(strstr(gl_info->gl_renderer, "X700") ||
1233 strstr(gl_info->gl_renderer, "X800") ||
1234 strstr(gl_info->gl_renderer, "X850") ||
1235 strstr(gl_info->gl_renderer, "X1300") ||
1236 strstr(gl_info->gl_renderer, "X1400") ||
1237 strstr(gl_info->gl_renderer, "X1450") ||
1238 strstr(gl_info->gl_renderer, "X1550"))
1240 gl_info->gl_card = CARD_ATI_RADEON_X700;
1241 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1243 /* Radeon R3xx */
1244 else {
1245 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1246 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1248 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1249 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1250 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1251 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1252 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1253 vidmem = 32; /* There are models with up to 64MB */
1254 } else {
1255 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1256 vidmem = 16; /* There are 16-32MB models */
1258 break;
1259 case VENDOR_INTEL:
1260 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1261 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1262 gl_info->gl_card = CARD_INTEL_I945GM;
1263 vidmem = 64;
1264 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1265 gl_info->gl_card = CARD_INTEL_I915GM;
1266 } else if (strstr(gl_info->gl_renderer, "915G")) {
1267 gl_info->gl_card = CARD_INTEL_I915G;
1268 } else if (strstr(gl_info->gl_renderer, "865G")) {
1269 gl_info->gl_card = CARD_INTEL_I865G;
1270 } else if (strstr(gl_info->gl_renderer, "855G")) {
1271 gl_info->gl_card = CARD_INTEL_I855G;
1272 } else if (strstr(gl_info->gl_renderer, "830G")) {
1273 gl_info->gl_card = CARD_INTEL_I830G;
1274 } else {
1275 gl_info->gl_card = CARD_INTEL_I915G;
1277 break;
1278 case VENDOR_MESA:
1279 case VENDOR_WINE:
1280 default:
1281 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1282 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1283 * them a good generic choice.
1285 gl_info->gl_vendor = VENDOR_NVIDIA;
1286 if(WINE_D3D9_CAPABLE(gl_info))
1287 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1288 else if(WINE_D3D8_CAPABLE(gl_info))
1289 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1290 else if(WINE_D3D7_CAPABLE(gl_info))
1291 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1292 else if(WINE_D3D6_CAPABLE(gl_info))
1293 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1294 else
1295 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1297 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1299 /* If we have an estimate use it, else default to 64MB; */
1300 if(vidmem)
1301 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1302 else
1303 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1305 /* Load all the lookup tables
1306 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1307 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1308 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1310 for (i = 0; i < MAX_LOOKUPS; i++) {
1311 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1314 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1315 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1316 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1317 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1318 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1319 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1320 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1321 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1322 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1323 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1325 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1326 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1327 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1328 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1329 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1332 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1333 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1334 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1335 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1336 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1337 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1338 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1339 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1340 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1341 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1342 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1343 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1344 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1346 /* TODO: config lookups */
1348 /* Make sure there's an active HDC else the WGL extensions will fail */
1349 hdc = pwglGetCurrentDC();
1350 if (hdc) {
1351 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1352 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1354 if (NULL == WGL_Extensions) {
1355 ERR(" WGL_Extensions returns NULL\n");
1356 } else {
1357 while (*WGL_Extensions != 0x00) {
1358 const char *Start;
1359 char ThisExtn[256];
1360 size_t len;
1362 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1363 Start = WGL_Extensions;
1364 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1365 WGL_Extensions++;
1368 len = WGL_Extensions - Start;
1369 if (len == 0 || len >= sizeof(ThisExtn))
1370 continue;
1372 memcpy(ThisExtn, Start, len);
1373 ThisExtn[len] = '\0';
1374 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1376 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1377 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1378 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1383 LEAVE_GL();
1385 return return_value;
1387 #undef GLINFO_LOCATION
1389 /**********************************************************
1390 * IWineD3D implementation follows
1391 **********************************************************/
1393 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1394 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1396 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1397 return numAdapters;
1400 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1401 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1402 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1403 return WINED3D_OK;
1406 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1407 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1409 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1410 return NULL;
1413 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1414 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1417 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1418 of the same bpp but different resolutions */
1420 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1421 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1422 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1423 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1425 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1426 return 0;
1429 /* TODO: Store modes per adapter and read it from the adapter structure */
1430 if (Adapter == 0) { /* Display */
1431 int i = 0;
1432 int j = 0;
1434 if (!DEBUG_SINGLE_MODE) {
1435 DEVMODEW DevModeW;
1437 ZeroMemory(&DevModeW, sizeof(DevModeW));
1438 DevModeW.dmSize = sizeof(DevModeW);
1439 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1440 j++;
1441 switch (Format)
1443 case WINED3DFMT_UNKNOWN:
1444 /* This is for D3D8, do not enumerate P8 here */
1445 if (DevModeW.dmBitsPerPel == 32 ||
1446 DevModeW.dmBitsPerPel == 16) i++;
1447 break;
1448 case WINED3DFMT_X8R8G8B8:
1449 if (DevModeW.dmBitsPerPel == 32) i++;
1450 break;
1451 case WINED3DFMT_R5G6B5:
1452 if (DevModeW.dmBitsPerPel == 16) i++;
1453 break;
1454 case WINED3DFMT_P8:
1455 if (DevModeW.dmBitsPerPel == 8) i++;
1456 break;
1457 default:
1458 /* Skip other modes as they do not match the requested format */
1459 break;
1462 } else {
1463 i = 1;
1464 j = 1;
1467 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1468 return i;
1469 } else {
1470 FIXME_(d3d_caps)("Adapter not primary display\n");
1472 return 0;
1475 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1476 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1477 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1478 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1480 /* Validate the parameters as much as possible */
1481 if (NULL == pMode ||
1482 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1483 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1484 return WINED3DERR_INVALIDCALL;
1487 /* TODO: Store modes per adapter and read it from the adapter structure */
1488 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1489 DEVMODEW DevModeW;
1490 int ModeIdx = 0;
1491 int i = 0;
1492 int j = 0;
1494 ZeroMemory(&DevModeW, sizeof(DevModeW));
1495 DevModeW.dmSize = sizeof(DevModeW);
1497 /* If we are filtering to a specific format (D3D9), then need to skip
1498 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1499 just count through the ones with valid bit depths */
1500 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1501 switch (Format)
1503 case WINED3DFMT_UNKNOWN:
1504 /* This is D3D8. Do not enumerate P8 here */
1505 if (DevModeW.dmBitsPerPel == 32 ||
1506 DevModeW.dmBitsPerPel == 16) i++;
1507 break;
1508 case WINED3DFMT_X8R8G8B8:
1509 if (DevModeW.dmBitsPerPel == 32) i++;
1510 break;
1511 case WINED3DFMT_R5G6B5:
1512 if (DevModeW.dmBitsPerPel == 16) i++;
1513 break;
1514 case WINED3DFMT_P8:
1515 if (DevModeW.dmBitsPerPel == 8) i++;
1516 break;
1517 default:
1518 /* Modes that don't match what we support can get an early-out */
1519 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1520 return WINED3DERR_INVALIDCALL;
1524 if (i == 0) {
1525 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1526 return WINED3DERR_INVALIDCALL;
1528 ModeIdx = j - 1;
1530 /* Now get the display mode via the calculated index */
1531 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1532 pMode->Width = DevModeW.dmPelsWidth;
1533 pMode->Height = DevModeW.dmPelsHeight;
1534 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1535 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1536 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1538 if (Format == WINED3DFMT_UNKNOWN) {
1539 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1540 } else {
1541 pMode->Format = Format;
1543 } else {
1544 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1545 return WINED3DERR_INVALIDCALL;
1548 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1549 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1550 DevModeW.dmBitsPerPel);
1552 } else if (DEBUG_SINGLE_MODE) {
1553 /* Return one setting of the format requested */
1554 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1555 pMode->Width = 800;
1556 pMode->Height = 600;
1557 pMode->RefreshRate = 60;
1558 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1559 } else {
1560 FIXME_(d3d_caps)("Adapter not primary display\n");
1563 return WINED3D_OK;
1566 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1567 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1568 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1570 if (NULL == pMode ||
1571 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1572 return WINED3DERR_INVALIDCALL;
1575 if (Adapter == 0) { /* Display */
1576 int bpp = 0;
1577 DEVMODEW DevModeW;
1579 ZeroMemory(&DevModeW, sizeof(DevModeW));
1580 DevModeW.dmSize = sizeof(DevModeW);
1582 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1583 pMode->Width = DevModeW.dmPelsWidth;
1584 pMode->Height = DevModeW.dmPelsHeight;
1585 bpp = DevModeW.dmBitsPerPel;
1586 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1587 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1589 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1592 pMode->Format = pixelformat_for_depth(bpp);
1593 } else {
1594 FIXME_(d3d_caps)("Adapter not primary display\n");
1597 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1598 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1599 return WINED3D_OK;
1602 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1603 and fields being inserted in the middle, a new structure is used in place */
1604 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1605 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1606 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1608 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1610 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1611 return WINED3DERR_INVALIDCALL;
1614 /* Return the information requested */
1615 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1616 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1617 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1619 /* Note dx8 doesn't supply a DeviceName */
1620 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1621 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1622 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1623 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1624 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1625 *(pIdentifier->SubSysId) = 0;
1626 *(pIdentifier->Revision) = 0;
1627 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1629 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1630 *(pIdentifier->WHQLLevel) = 0;
1631 } else {
1632 *(pIdentifier->WHQLLevel) = 1;
1635 return WINED3D_OK;
1638 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1639 short redSize, greenSize, blueSize, alphaSize, colorBits;
1641 if(!cfg)
1642 return FALSE;
1644 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1645 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1646 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1647 return FALSE;
1650 if(cfg->redSize < redSize)
1651 return FALSE;
1653 if(cfg->greenSize < greenSize)
1654 return FALSE;
1656 if(cfg->blueSize < blueSize)
1657 return FALSE;
1659 if(cfg->alphaSize < alphaSize)
1660 return FALSE;
1662 return TRUE;
1663 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1664 if(Format == WINED3DFMT_R16F)
1665 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1666 if(Format == WINED3DFMT_G16R16F)
1667 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1668 if(Format == WINED3DFMT_A16B16G16R16F)
1669 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1670 if(Format == WINED3DFMT_R32F)
1671 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1672 if(Format == WINED3DFMT_G32R32F)
1673 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1674 if(Format == WINED3DFMT_A32B32G32R32F)
1675 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1676 } else {
1677 /* Probably a color index mode */
1678 return FALSE;
1681 return FALSE;
1684 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1685 short depthSize, stencilSize;
1686 BOOL lockable = FALSE;
1688 if(!cfg)
1689 return FALSE;
1691 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1692 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1693 return FALSE;
1696 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1697 lockable = TRUE;
1699 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1700 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1701 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1702 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1703 return FALSE;
1705 if(cfg->stencilSize != stencilSize)
1706 return FALSE;
1708 return TRUE;
1711 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1712 WINED3DFORMAT AdapterFormat,
1713 WINED3DFORMAT RenderTargetFormat,
1714 WINED3DFORMAT DepthStencilFormat) {
1715 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1716 int nCfgs;
1717 WineD3D_PixelFormat *cfgs;
1718 int it;
1720 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1721 This, Adapter,
1722 DeviceType, debug_d3ddevicetype(DeviceType),
1723 AdapterFormat, debug_d3dformat(AdapterFormat),
1724 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1725 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1727 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1728 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1729 return WINED3DERR_INVALIDCALL;
1732 cfgs = Adapters[Adapter].cfgs;
1733 nCfgs = Adapters[Adapter].nCfgs;
1734 for (it = 0; it < nCfgs; ++it) {
1735 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1736 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1737 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1738 return WINED3D_OK;
1742 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1744 return WINED3DERR_NOTAVAILABLE;
1747 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1748 WINED3DFORMAT SurfaceFormat,
1749 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1751 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1752 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1753 This,
1754 Adapter,
1755 DeviceType, debug_d3ddevicetype(DeviceType),
1756 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1757 Windowed,
1758 MultiSampleType,
1759 pQualityLevels);
1761 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1762 return WINED3DERR_INVALIDCALL;
1765 /* TODO: Store in Adapter structure */
1766 if (pQualityLevels != NULL) {
1767 static int s_single_shot = 0;
1768 if (!s_single_shot) {
1769 FIXME("Quality levels unsupported at present\n");
1770 s_single_shot = 1;
1772 *pQualityLevels = 1; /* Guess at a value! */
1775 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1776 return WINED3DERR_NOTAVAILABLE;
1779 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1780 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1782 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1783 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1784 UINT nmodes;
1786 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1787 This,
1788 Adapter,
1789 DeviceType, debug_d3ddevicetype(DeviceType),
1790 DisplayFormat, debug_d3dformat(DisplayFormat),
1791 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1792 Windowed);
1794 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1795 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1796 return WINED3DERR_INVALIDCALL;
1799 /* The task of this function is to check whether a certain display / backbuffer format
1800 * combination is available on the given adapter. In fullscreen mode microsoft specified
1801 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1802 * and display format should match exactly.
1803 * In windowed mode format conversion can occur and this depends on the driver. When format
1804 * conversion is done, this function should nevertheless fail and applications need to use
1805 * CheckDeviceFormatConversion.
1806 * At the moment we assume that fullscreen and windowed have the same capabilities */
1808 /* There are only 4 display formats */
1809 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1810 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1811 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1812 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1814 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1815 return WINED3DERR_NOTAVAILABLE;
1818 /* If the requested DisplayFormat is not available, don't continue */
1819 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1820 if(!nmodes) {
1821 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1822 return WINED3DERR_NOTAVAILABLE;
1825 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1826 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1827 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1828 return WINED3DERR_NOTAVAILABLE;
1831 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1832 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1833 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1834 return WINED3DERR_NOTAVAILABLE;
1837 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1838 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1839 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1840 return WINED3DERR_NOTAVAILABLE;
1843 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1844 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1845 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1846 return WINED3DERR_NOTAVAILABLE;
1849 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1850 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1851 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1852 return WINED3DERR_NOTAVAILABLE;
1855 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1856 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1857 if(FAILED(hr))
1858 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1860 return hr;
1864 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1865 /* Check if we support bumpmapping for a format */
1866 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1868 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1869 switch (CheckFormat) {
1870 case WINED3DFMT_V8U8:
1871 TRACE_(d3d_caps)("[OK]\n");
1872 return TRUE;
1873 /* TODO: Other bump map formats */
1874 default:
1875 TRACE_(d3d_caps)("[FAILED]\n");
1876 return FALSE;
1879 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1880 switch (CheckFormat) {
1881 case WINED3DFMT_V8U8:
1882 TRACE_(d3d_caps)("[OK]\n");
1883 return TRUE;
1884 default:
1885 TRACE_(d3d_caps)("[FAILED]\n");
1886 return FALSE;
1889 TRACE_(d3d_caps)("[FAILED]\n");
1890 return FALSE;
1893 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1894 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
1896 int it=0;
1897 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1898 const GlPixelFormatDesc *glDesc;
1899 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
1901 /* Fail if we weren't able to get a description of the format */
1902 if(!desc || !glDesc)
1903 return FALSE;
1905 /* Only allow depth/stencil formats */
1906 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1907 return FALSE;
1909 /* Walk through all WGL pixel formats to find a match */
1910 cfgs = Adapters[Adapter].cfgs;
1911 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1912 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
1913 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1914 return TRUE;
1919 return FALSE;
1922 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1924 const GlPixelFormatDesc *glDesc;
1925 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1927 /* Fail if we weren't able to get a description of the format */
1928 if(!desc || !glDesc)
1929 return FALSE;
1931 /* The flags entry of a format contains the filtering capability */
1932 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
1933 return TRUE;
1935 return FALSE;
1938 /* Check the render target capabilities of a format */
1939 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
1941 UINT Adapter = 0;
1942 const GlPixelFormatDesc *glDesc;
1943 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1945 /* Fail if we weren't able to get a description of the format */
1946 if(!desc || !glDesc)
1947 return FALSE;
1949 /* Filter out non-RT formats */
1950 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
1951 return FALSE;
1953 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1954 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1955 int it;
1956 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
1957 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
1959 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
1960 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
1962 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
1963 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
1964 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
1965 TRACE_(d3d_caps)("[FAILED]\n");
1966 return FALSE;
1969 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
1970 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
1971 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1972 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
1973 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
1974 return TRUE;
1977 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1978 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
1979 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1980 int it;
1982 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
1983 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1984 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
1985 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
1986 return TRUE;
1989 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
1990 /* For now return TRUE for FBOs until we have some proper checks.
1991 * Note that this function will only be called when the format is around for texturing. */
1992 return TRUE;
1994 return FALSE;
1997 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1999 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2000 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2001 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2002 return FALSE;
2005 switch (CheckFormat) {
2006 case WINED3DFMT_A8R8G8B8:
2007 case WINED3DFMT_X8R8G8B8:
2008 case WINED3DFMT_A4R4G4B4:
2009 case WINED3DFMT_L8:
2010 case WINED3DFMT_A8L8:
2011 case WINED3DFMT_DXT1:
2012 case WINED3DFMT_DXT2:
2013 case WINED3DFMT_DXT3:
2014 case WINED3DFMT_DXT4:
2015 case WINED3DFMT_DXT5:
2016 TRACE_(d3d_caps)("[OK]\n");
2017 return TRUE;
2019 default:
2020 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2021 return FALSE;
2023 return FALSE;
2026 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2028 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2029 * doing the color fixup in shaders.
2030 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2031 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2032 int vs_selected_mode;
2033 int ps_selected_mode;
2034 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2036 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2037 TRACE_(d3d_caps)("[OK]\n");
2038 return TRUE;
2042 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2043 return FALSE;
2046 /* Check if a format support blending in combination with pixel shaders */
2047 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2049 const GlPixelFormatDesc *glDesc;
2050 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2052 /* Fail if we weren't able to get a description of the format */
2053 if(!desc || !glDesc)
2054 return FALSE;
2056 /* The flags entry of a format contains the post pixel shader blending capability */
2057 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2058 return TRUE;
2060 return FALSE;
2063 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2064 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2065 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2066 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2067 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2068 * capability anyway.
2070 * For now lets report this on all formats, but in the future we may want to
2071 * restrict it to some should games need that
2073 return TRUE;
2076 /* Check if a texture format is supported on the given adapter */
2077 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2079 switch (CheckFormat) {
2081 /*****
2082 * supported: RGB(A) formats
2084 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2085 case WINED3DFMT_A8R8G8B8:
2086 case WINED3DFMT_X8R8G8B8:
2087 case WINED3DFMT_R5G6B5:
2088 case WINED3DFMT_X1R5G5B5:
2089 case WINED3DFMT_A1R5G5B5:
2090 case WINED3DFMT_A4R4G4B4:
2091 case WINED3DFMT_R3G3B2:
2092 case WINED3DFMT_A8:
2093 case WINED3DFMT_X4R4G4B4:
2094 case WINED3DFMT_A8B8G8R8:
2095 case WINED3DFMT_X8B8G8R8:
2096 case WINED3DFMT_A2R10G10B10:
2097 case WINED3DFMT_A2B10G10R10:
2098 case WINED3DFMT_G16R16:
2099 TRACE_(d3d_caps)("[OK]\n");
2100 return TRUE;
2102 /*****
2103 * supported: Palettized
2105 case WINED3DFMT_P8:
2106 TRACE_(d3d_caps)("[OK]\n");
2107 return TRUE;
2108 /* No Windows driver offers A8P8, so don't offer it either */
2109 case WINED3DFMT_A8P8:
2110 return FALSE;
2112 /*****
2113 * Supported: (Alpha)-Luminance
2115 case WINED3DFMT_L8:
2116 case WINED3DFMT_A8L8:
2117 case WINED3DFMT_A4L4:
2118 case WINED3DFMT_L16:
2119 TRACE_(d3d_caps)("[OK]\n");
2120 return TRUE;
2122 /* Depth/stencil is handled using checkDepthStencilCapability, return FALSE here */
2123 case WINED3DFMT_D16_LOCKABLE:
2124 case WINED3DFMT_D16:
2125 case WINED3DFMT_D15S1:
2126 case WINED3DFMT_D24X8:
2127 case WINED3DFMT_D24X4S4:
2128 case WINED3DFMT_D24S8:
2129 case WINED3DFMT_D24FS8:
2130 case WINED3DFMT_D32:
2131 case WINED3DFMT_D32F_LOCKABLE:
2132 return FALSE;
2134 /*****
2135 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2136 * GL_NV_texture_shader), but advertized to make apps happy.
2137 * Enable some because games often fail when they are not available
2138 * and are still playable even without bump mapping
2140 case WINED3DFMT_V8U8:
2141 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
2142 GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
2143 return TRUE;
2145 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2146 /* Shader emulated */
2147 return TRUE;
2149 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2150 return FALSE;
2152 case WINED3DFMT_X8L8V8U8:
2153 case WINED3DFMT_L6V5U5:
2154 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2155 /* Shader emulated */
2156 return TRUE;
2158 WARN_(d3d_caps)("[FAILED]\n");
2159 return FALSE;
2161 case WINED3DFMT_Q8W8V8U8:
2162 case WINED3DFMT_V16U16:
2163 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2164 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2165 return TRUE;
2167 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2168 /* Shader emulated */
2169 return TRUE;
2171 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2172 return FALSE;
2174 /* Those are not advertized by the nvidia windows driver, and not
2175 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2176 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2177 * ARGB format if needed
2179 case WINED3DFMT_W11V11U10:
2180 case WINED3DFMT_A2W10V10U10:
2181 WARN_(d3d_caps)("[FAILED]\n");
2182 return FALSE;
2184 case WINED3DFMT_DXT1:
2185 case WINED3DFMT_DXT2:
2186 case WINED3DFMT_DXT3:
2187 case WINED3DFMT_DXT4:
2188 case WINED3DFMT_DXT5:
2189 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2190 TRACE_(d3d_caps)("[OK]\n");
2191 return TRUE;
2193 TRACE_(d3d_caps)("[FAILED]\n");
2194 return FALSE;
2197 /*****
2198 * Odd formats - not supported
2200 case WINED3DFMT_VERTEXDATA:
2201 case WINED3DFMT_INDEX16:
2202 case WINED3DFMT_INDEX32:
2203 case WINED3DFMT_Q16W16V16U16:
2204 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2205 return FALSE;
2207 /*****
2208 * WINED3DFMT_CxV8U8: Not supported right now
2210 case WINED3DFMT_CxV8U8:
2211 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2212 return FALSE;
2214 /* YUV formats, not supported for now */
2215 case WINED3DFMT_UYVY:
2216 case WINED3DFMT_YUY2:
2217 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2218 return FALSE;
2220 /* Not supported */
2221 case WINED3DFMT_A16B16G16R16:
2222 case WINED3DFMT_A8R3G3B2:
2223 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2224 return FALSE;
2226 /* Floating point formats */
2227 case WINED3DFMT_R16F:
2228 case WINED3DFMT_A16B16G16R16F:
2229 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2230 TRACE_(d3d_caps)("[OK]\n");
2231 return TRUE;
2233 TRACE_(d3d_caps)("[FAILED]\n");
2234 return FALSE;
2236 case WINED3DFMT_R32F:
2237 case WINED3DFMT_A32B32G32R32F:
2238 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2239 TRACE_(d3d_caps)("[OK]\n");
2240 return TRUE;
2242 TRACE_(d3d_caps)("[FAILED]\n");
2243 return FALSE;
2245 case WINED3DFMT_G16R16F:
2246 case WINED3DFMT_G32R32F:
2247 TRACE_(d3d_caps)("[FAILED]\n");
2248 return FALSE;
2250 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2251 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2252 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2253 * We can do instancing with all shader versions, but we need vertex shaders.
2255 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2256 * to enable instancing. WineD3D doesn't need that and just ignores it.
2258 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2260 case WINEMAKEFOURCC('I','N','S','T'):
2261 TRACE("ATI Instancing check hack\n");
2262 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2263 TRACE_(d3d_caps)("[OK]\n");
2264 return TRUE;
2266 TRACE_(d3d_caps)("[FAILED]\n");
2267 return FALSE;
2269 /* Some weird FOURCC formats */
2270 case WINED3DFMT_R8G8_B8G8:
2271 case WINED3DFMT_G8R8_G8B8:
2272 case WINED3DFMT_MULTI2_ARGB8:
2273 TRACE_(d3d_caps)("[FAILED]\n");
2274 return FALSE;
2276 case WINED3DFMT_UNKNOWN:
2277 return FALSE;
2279 default:
2280 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2281 break;
2283 return FALSE;
2286 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2288 if (!GL_LIMITS(vertex_samplers)) {
2289 TRACE_(d3d_caps)("[FAILED]\n");
2290 return FALSE;
2293 switch (CheckFormat) {
2294 case WINED3DFMT_A32B32G32R32F:
2295 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2296 TRACE_(d3d_caps)("[FAILED]\n");
2297 return FALSE;
2299 TRACE_(d3d_caps)("[OK]\n");
2300 return TRUE;
2302 default:
2303 TRACE_(d3d_caps)("[FAILED]\n");
2304 return FALSE;
2306 return FALSE;
2309 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2310 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2311 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2312 DWORD UsageCaps = 0;
2314 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2315 This,
2316 Adapter,
2317 DeviceType, debug_d3ddevicetype(DeviceType),
2318 AdapterFormat, debug_d3dformat(AdapterFormat),
2319 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2320 RType, debug_d3dresourcetype(RType),
2321 CheckFormat, debug_d3dformat(CheckFormat));
2323 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2324 return WINED3DERR_INVALIDCALL;
2327 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2328 /* Cubetexture allows:
2329 * - D3DUSAGE_AUTOGENMIPMAP
2330 * - D3DUSAGE_DEPTHSTENCIL
2331 * - D3DUSAGE_DYNAMIC
2332 * - D3DUSAGE_NONSECURE (d3d9ex)
2333 * - D3DUSAGE_RENDERTARGET
2334 * - D3DUSAGE_SOFTWAREPROCESSING
2335 * - D3DUSAGE_QUERY_WRAPANDMIP
2337 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2338 /* Check if the texture format is around */
2339 if(CheckTextureCapability(Adapter, CheckFormat)) {
2340 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2341 /* Check for automatic mipmap generation support */
2342 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2343 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2344 } else {
2345 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUOTGEN instead of D3D_OK */
2346 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2350 /* Always report dynamic locking */
2351 if(Usage & WINED3DUSAGE_DYNAMIC)
2352 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2354 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2355 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2356 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2357 } else {
2358 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2359 return WINED3DERR_NOTAVAILABLE;
2363 /* Always report software processing */
2364 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2365 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2367 /* Check QUERY_FILTER support */
2368 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2369 if(CheckFilterCapability(Adapter, CheckFormat)) {
2370 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2371 } else {
2372 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2373 return WINED3DERR_NOTAVAILABLE;
2377 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2378 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2379 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2380 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2381 } else {
2382 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2383 return WINED3DERR_NOTAVAILABLE;
2387 /* Check QUERY_SRGBREAD support */
2388 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2389 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2390 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2391 } else {
2392 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2393 return WINED3DERR_NOTAVAILABLE;
2397 /* Check QUERY_SRGBWRITE support */
2398 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2399 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2400 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2401 } else {
2402 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2403 return WINED3DERR_NOTAVAILABLE;
2407 /* Check QUERY_VERTEXTEXTURE support */
2408 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2409 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2410 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2411 } else {
2412 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2413 return WINED3DERR_NOTAVAILABLE;
2417 /* Check QUERY_WRAPANDMIP support */
2418 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2419 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2420 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2421 } else {
2422 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2423 return WINED3DERR_NOTAVAILABLE;
2426 } else {
2427 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2428 return WINED3DERR_NOTAVAILABLE;
2430 } else {
2431 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2432 return WINED3DERR_NOTAVAILABLE;
2434 } else if(RType == WINED3DRTYPE_SURFACE) {
2435 /* Surface allows:
2436 * - D3DUSAGE_DEPTHSTENCIL
2437 * - D3DUSAGE_NONSECURE (d3d9ex)
2438 * - D3DUSAGE_RENDERTARGET
2441 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2442 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2443 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2444 } else {
2445 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2446 return WINED3DERR_NOTAVAILABLE;
2450 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2451 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2452 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2453 } else {
2454 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2455 return WINED3DERR_NOTAVAILABLE;
2459 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2460 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2461 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2462 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2463 } else {
2464 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2465 return WINED3DERR_NOTAVAILABLE;
2468 } else if(RType == WINED3DRTYPE_TEXTURE) {
2469 /* Texture allows:
2470 * - D3DUSAGE_AUTOGENMIPMAP
2471 * - D3DUSAGE_DEPTHSTENCIL
2472 * - D3DUSAGE_DMAP
2473 * - D3DUSAGE_DYNAMIC
2474 * - D3DUSAGE_NONSECURE (d3d9ex)
2475 * - D3DUSAGE_RENDERTARGET
2476 * - D3DUSAGE_SOFTWAREPROCESSING
2477 * - D3DUSAGE_TEXTAPI (d3d9ex)
2478 * - D3DUSAGE_QUERY_WRAPANDMIP
2481 /* Check if the texture format is around */
2482 if(CheckTextureCapability(Adapter, CheckFormat)) {
2483 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2484 /* Check for automatic mipmap generation support */
2485 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2486 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2487 } else {
2488 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUOTGEN instead of D3D_OK */
2489 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2493 /* Always report dynamic locking */
2494 if(Usage & WINED3DUSAGE_DYNAMIC)
2495 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2497 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2498 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2499 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2500 } else {
2501 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2502 return WINED3DERR_NOTAVAILABLE;
2506 /* Always report software processing */
2507 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2508 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2510 /* Check QUERY_FILTER support */
2511 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2512 if(CheckFilterCapability(Adapter, CheckFormat)) {
2513 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2514 } else {
2515 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2516 return WINED3DERR_NOTAVAILABLE;
2520 /* Check QUERY_LEGACYBUMPMAP support */
2521 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2522 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2523 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2524 } else {
2525 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2526 return WINED3DERR_NOTAVAILABLE;
2530 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2531 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2532 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2533 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2534 } else {
2535 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2536 return WINED3DERR_NOTAVAILABLE;
2540 /* Check QUERY_SRGBREAD support */
2541 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2542 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2543 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2544 } else {
2545 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2546 return WINED3DERR_NOTAVAILABLE;
2550 /* Check QUERY_SRGBWRITE support */
2551 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2552 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2553 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2554 } else {
2555 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2556 return WINED3DERR_NOTAVAILABLE;
2560 /* Check QUERY_VERTEXTEXTURE support */
2561 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2562 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2563 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2564 } else {
2565 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2566 return WINED3DERR_NOTAVAILABLE;
2570 /* Check QUERY_WRAPANDMIP support */
2571 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2572 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2573 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2574 } else {
2575 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2576 return WINED3DERR_NOTAVAILABLE;
2579 } else if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2580 if(Usage & WINED3DUSAGE_DEPTHSTENCIL)
2581 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2582 } else {
2583 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2584 return WINED3DERR_NOTAVAILABLE;
2586 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2587 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2588 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2590 * Volumetexture allows:
2591 * - D3DUSAGE_DYNAMIC
2592 * - D3DUSAGE_NONSECURE (d3d9ex)
2593 * - D3DUSAGE_SOFTWAREPROCESSING
2594 * - D3DUSAGE_QUERY_WRAPANDMIP
2597 /* Check volume texture and volume usage caps */
2598 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2599 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2600 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2601 return WINED3DERR_NOTAVAILABLE;
2604 /* Always report dynamic locking */
2605 if(Usage & WINED3DUSAGE_DYNAMIC)
2606 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2608 /* Always report software processing */
2609 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2610 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2612 /* Check QUERY_FILTER support */
2613 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2614 if(CheckFilterCapability(Adapter, CheckFormat)) {
2615 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2616 } else {
2617 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2618 return WINED3DERR_NOTAVAILABLE;
2622 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2623 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2624 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2625 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2626 } else {
2627 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2628 return WINED3DERR_NOTAVAILABLE;
2632 /* Check QUERY_SRGBREAD support */
2633 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2634 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2635 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2636 } else {
2637 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2638 return WINED3DERR_NOTAVAILABLE;
2642 /* Check QUERY_SRGBWRITE support */
2643 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2644 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2645 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2646 } else {
2647 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2648 return WINED3DERR_NOTAVAILABLE;
2652 /* Check QUERY_VERTEXTEXTURE support */
2653 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2654 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2655 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2656 } else {
2657 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2658 return WINED3DERR_NOTAVAILABLE;
2662 /* Check QUERY_WRAPANDMIP support */
2663 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2664 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2665 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2666 } else {
2667 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2668 return WINED3DERR_NOTAVAILABLE;
2671 } else {
2672 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2673 return WINED3DERR_NOTAVAILABLE;
2676 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2677 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2678 * app needing one of those formats, don't advertize them to avoid leading apps into
2679 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2680 * except of R32F.
2682 switch(CheckFormat) {
2683 case WINED3DFMT_P8:
2684 case WINED3DFMT_A4L4:
2685 case WINED3DFMT_R32F:
2686 case WINED3DFMT_R16F:
2687 case WINED3DFMT_X8L8V8U8:
2688 case WINED3DFMT_L6V5U5:
2689 case WINED3DFMT_G16R16:
2690 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2691 return WINED3DERR_NOTAVAILABLE;
2693 case WINED3DFMT_Q8W8V8U8:
2694 case WINED3DFMT_V16U16:
2695 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2696 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2697 return WINED3DERR_NOTAVAILABLE;
2699 break;
2701 case WINED3DFMT_V8U8:
2702 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2703 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2704 return WINED3DERR_NOTAVAILABLE;
2706 break;
2708 case WINED3DFMT_DXT1:
2709 case WINED3DFMT_DXT2:
2710 case WINED3DFMT_DXT3:
2711 case WINED3DFMT_DXT4:
2712 case WINED3DFMT_DXT5:
2713 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2714 * compressed texture results in an error. While the D3D refrast does
2715 * support s3tc volumes, at least the nvidia windows driver does not, so
2716 * we're free not to support this format.
2718 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2719 return WINED3DERR_NOTAVAILABLE;
2721 default:
2722 /* Do nothing, continue with checking the format below */
2723 break;
2725 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2726 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2727 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2728 return WINED3DERR_NOTAVAILABLE;
2731 /* This format is nothing special and it is supported perfectly.
2732 * However, ati and nvidia driver on windows do not mark this format as
2733 * supported (tested with the dxCapsViewer) and pretending to
2734 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2735 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2736 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2738 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2739 TRACE_(d3d_caps)("[FAILED]\n");
2740 return WINED3DERR_NOTAVAILABLE;
2743 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2744 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2745 * usage flags match. */
2746 if(UsageCaps == Usage) {
2747 return WINED3D_OK;
2748 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2749 return WINED3DOK_NOAUTOGEN;
2750 } else {
2751 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);
2752 return WINED3DERR_NOTAVAILABLE;
2756 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2757 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2758 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2760 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2761 This,
2762 Adapter,
2763 DeviceType, debug_d3ddevicetype(DeviceType),
2764 SourceFormat, debug_d3dformat(SourceFormat),
2765 TargetFormat, debug_d3dformat(TargetFormat));
2766 return WINED3D_OK;
2769 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2770 const shader_backend_t *ret;
2771 int vs_selected_mode;
2772 int ps_selected_mode;
2774 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2775 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2776 ret = &glsl_shader_backend;
2777 } else if (vs_selected_mode == SHADER_ARB && ps_selected_mode != SHADER_NONE &&
2778 !GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2779 ret = &atifs_shader_backend;
2780 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2781 ret = &arb_program_shader_backend;
2782 } else {
2783 ret = &none_shader_backend;
2785 return ret;
2788 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2789 subset of a D3DCAPS9 structure. However, it has to come via a void *
2790 as the d3d8 interface cannot import the d3d9 header */
2791 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2793 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2794 int vs_selected_mode;
2795 int ps_selected_mode;
2796 struct shader_caps shader_caps;
2797 const shader_backend_t *shader_backend;
2799 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2801 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2802 return WINED3DERR_INVALIDCALL;
2805 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2807 /* This function should *not* be modifying GL caps
2808 * TODO: move the functionality where it belongs */
2809 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2811 /* ------------------------------------------------
2812 The following fields apply to both d3d8 and d3d9
2813 ------------------------------------------------ */
2814 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2815 pCaps->AdapterOrdinal = Adapter;
2817 pCaps->Caps = 0;
2818 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2819 WINED3DCAPS2_FULLSCREENGAMMA |
2820 WINED3DCAPS2_DYNAMICTEXTURES;
2821 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2822 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2824 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2825 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2826 WINED3DPRESENT_INTERVAL_ONE;
2828 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2829 WINED3DCURSORCAPS_LOWRES;
2831 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2832 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2833 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2834 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2835 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2836 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2837 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2838 WINED3DDEVCAPS_PUREDEVICE |
2839 WINED3DDEVCAPS_HWRASTERIZATION |
2840 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2841 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2842 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2843 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2844 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2845 WINED3DDEVCAPS_RTPATCHES;
2847 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2848 WINED3DPMISCCAPS_CULLCCW |
2849 WINED3DPMISCCAPS_CULLCW |
2850 WINED3DPMISCCAPS_COLORWRITEENABLE |
2851 WINED3DPMISCCAPS_CLIPTLVERTS |
2852 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2853 WINED3DPMISCCAPS_MASKZ |
2854 WINED3DPMISCCAPS_BLENDOP;
2855 /* TODO:
2856 WINED3DPMISCCAPS_NULLREFERENCE
2857 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2858 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2859 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2860 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
2861 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2863 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
2864 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
2866 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2867 WINED3DPRASTERCAPS_PAT |
2868 WINED3DPRASTERCAPS_WFOG |
2869 WINED3DPRASTERCAPS_ZFOG |
2870 WINED3DPRASTERCAPS_FOGVERTEX |
2871 WINED3DPRASTERCAPS_FOGTABLE |
2872 WINED3DPRASTERCAPS_STIPPLE |
2873 WINED3DPRASTERCAPS_SUBPIXEL |
2874 WINED3DPRASTERCAPS_ZTEST |
2875 WINED3DPRASTERCAPS_SCISSORTEST |
2876 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2877 WINED3DPRASTERCAPS_DEPTHBIAS;
2879 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2880 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
2881 WINED3DPRASTERCAPS_ZBIAS |
2882 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
2884 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
2885 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
2887 /* FIXME Add:
2888 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2889 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2890 WINED3DPRASTERCAPS_ANTIALIASEDGES
2891 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2892 WINED3DPRASTERCAPS_WBUFFER */
2894 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2895 WINED3DPCMPCAPS_EQUAL |
2896 WINED3DPCMPCAPS_GREATER |
2897 WINED3DPCMPCAPS_GREATEREQUAL |
2898 WINED3DPCMPCAPS_LESS |
2899 WINED3DPCMPCAPS_LESSEQUAL |
2900 WINED3DPCMPCAPS_NEVER |
2901 WINED3DPCMPCAPS_NOTEQUAL;
2903 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
2904 WINED3DPBLENDCAPS_BOTHSRCALPHA |
2905 WINED3DPBLENDCAPS_DESTALPHA |
2906 WINED3DPBLENDCAPS_DESTCOLOR |
2907 WINED3DPBLENDCAPS_INVDESTALPHA |
2908 WINED3DPBLENDCAPS_INVDESTCOLOR |
2909 WINED3DPBLENDCAPS_INVSRCALPHA |
2910 WINED3DPBLENDCAPS_INVSRCCOLOR |
2911 WINED3DPBLENDCAPS_ONE |
2912 WINED3DPBLENDCAPS_SRCALPHA |
2913 WINED3DPBLENDCAPS_SRCALPHASAT |
2914 WINED3DPBLENDCAPS_SRCCOLOR |
2915 WINED3DPBLENDCAPS_ZERO;
2917 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
2918 WINED3DPBLENDCAPS_DESTCOLOR |
2919 WINED3DPBLENDCAPS_INVDESTALPHA |
2920 WINED3DPBLENDCAPS_INVDESTCOLOR |
2921 WINED3DPBLENDCAPS_INVSRCALPHA |
2922 WINED3DPBLENDCAPS_INVSRCCOLOR |
2923 WINED3DPBLENDCAPS_ONE |
2924 WINED3DPBLENDCAPS_SRCALPHA |
2925 WINED3DPBLENDCAPS_SRCCOLOR |
2926 WINED3DPBLENDCAPS_ZERO;
2927 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
2928 * according to the glBlendFunc manpage
2930 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
2931 * legacy settings for srcblend only
2934 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
2935 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2936 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2940 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2941 WINED3DPCMPCAPS_EQUAL |
2942 WINED3DPCMPCAPS_GREATER |
2943 WINED3DPCMPCAPS_GREATEREQUAL |
2944 WINED3DPCMPCAPS_LESS |
2945 WINED3DPCMPCAPS_LESSEQUAL |
2946 WINED3DPCMPCAPS_NEVER |
2947 WINED3DPCMPCAPS_NOTEQUAL;
2949 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
2950 WINED3DPSHADECAPS_COLORGOURAUDRGB |
2951 WINED3DPSHADECAPS_ALPHAFLATBLEND |
2952 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
2953 WINED3DPSHADECAPS_COLORFLATRGB |
2954 WINED3DPSHADECAPS_FOGFLAT |
2955 WINED3DPSHADECAPS_FOGGOURAUD |
2956 WINED3DPSHADECAPS_SPECULARFLATRGB;
2958 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
2959 WINED3DPTEXTURECAPS_ALPHAPALETTE |
2960 WINED3DPTEXTURECAPS_BORDER |
2961 WINED3DPTEXTURECAPS_MIPMAP |
2962 WINED3DPTEXTURECAPS_PROJECTED |
2963 WINED3DPTEXTURECAPS_PERSPECTIVE;
2965 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
2966 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
2967 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
2970 if( GL_SUPPORT(EXT_TEXTURE3D)) {
2971 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
2972 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
2973 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
2976 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2977 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
2978 WINED3DPTEXTURECAPS_MIPCUBEMAP |
2979 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
2983 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2984 WINED3DPTFILTERCAPS_MAGFPOINT |
2985 WINED3DPTFILTERCAPS_MINFLINEAR |
2986 WINED3DPTFILTERCAPS_MINFPOINT |
2987 WINED3DPTFILTERCAPS_MIPFLINEAR |
2988 WINED3DPTFILTERCAPS_MIPFPOINT |
2989 WINED3DPTFILTERCAPS_LINEAR |
2990 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2991 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2992 WINED3DPTFILTERCAPS_MIPLINEAR |
2993 WINED3DPTFILTERCAPS_MIPNEAREST |
2994 WINED3DPTFILTERCAPS_NEAREST;
2996 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2997 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2998 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3001 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3002 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3003 WINED3DPTFILTERCAPS_MAGFPOINT |
3004 WINED3DPTFILTERCAPS_MINFLINEAR |
3005 WINED3DPTFILTERCAPS_MINFPOINT |
3006 WINED3DPTFILTERCAPS_MIPFLINEAR |
3007 WINED3DPTFILTERCAPS_MIPFPOINT |
3008 WINED3DPTFILTERCAPS_LINEAR |
3009 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3010 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3011 WINED3DPTFILTERCAPS_MIPLINEAR |
3012 WINED3DPTFILTERCAPS_MIPNEAREST |
3013 WINED3DPTFILTERCAPS_NEAREST;
3015 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3016 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3017 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3019 } else
3020 pCaps->CubeTextureFilterCaps = 0;
3022 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3023 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3024 WINED3DPTFILTERCAPS_MAGFPOINT |
3025 WINED3DPTFILTERCAPS_MINFLINEAR |
3026 WINED3DPTFILTERCAPS_MINFPOINT |
3027 WINED3DPTFILTERCAPS_MIPFLINEAR |
3028 WINED3DPTFILTERCAPS_MIPFPOINT |
3029 WINED3DPTFILTERCAPS_LINEAR |
3030 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3031 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3032 WINED3DPTFILTERCAPS_MIPLINEAR |
3033 WINED3DPTFILTERCAPS_MIPNEAREST |
3034 WINED3DPTFILTERCAPS_NEAREST;
3035 } else
3036 pCaps->VolumeTextureFilterCaps = 0;
3038 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3039 WINED3DPTADDRESSCAPS_CLAMP |
3040 WINED3DPTADDRESSCAPS_WRAP;
3042 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3043 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3045 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3046 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3048 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3049 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3052 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3053 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3054 WINED3DPTADDRESSCAPS_CLAMP |
3055 WINED3DPTADDRESSCAPS_WRAP;
3056 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3057 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3059 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3060 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3062 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3063 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3065 } else
3066 pCaps->VolumeTextureAddressCaps = 0;
3068 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3069 WINED3DLINECAPS_ZTEST;
3070 /* FIXME: Add
3071 WINED3DLINECAPS_BLEND
3072 WINED3DLINECAPS_ALPHACMP
3073 WINED3DLINECAPS_FOG */
3075 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3076 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3078 if(GL_SUPPORT(EXT_TEXTURE3D))
3079 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3080 else
3081 pCaps->MaxVolumeExtent = 0;
3083 pCaps->MaxTextureRepeat = 32768;
3084 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3085 pCaps->MaxVertexW = 1.0;
3087 pCaps->GuardBandLeft = 0;
3088 pCaps->GuardBandTop = 0;
3089 pCaps->GuardBandRight = 0;
3090 pCaps->GuardBandBottom = 0;
3092 pCaps->ExtentsAdjust = 0;
3094 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3095 WINED3DSTENCILCAPS_INCRSAT |
3096 WINED3DSTENCILCAPS_INVERT |
3097 WINED3DSTENCILCAPS_KEEP |
3098 WINED3DSTENCILCAPS_REPLACE |
3099 WINED3DSTENCILCAPS_ZERO;
3100 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3101 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3102 WINED3DSTENCILCAPS_INCR;
3104 if ( This->dxVersion > 8 &&
3105 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3106 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3107 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3110 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3112 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3113 pCaps->MaxActiveLights = GL_LIMITS(lights);
3115 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3116 pCaps->MaxVertexBlendMatrixIndex = 0;
3118 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3119 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3122 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3123 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3124 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3125 WINED3DVTXPCAPS_LOCALVIEWER |
3126 WINED3DVTXPCAPS_VERTEXFOG |
3127 WINED3DVTXPCAPS_TEXGEN;
3128 /* FIXME: Add
3129 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3131 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3132 pCaps->MaxVertexIndex = 0xFFFFF;
3133 pCaps->MaxStreams = MAX_STREAMS;
3134 pCaps->MaxStreamStride = 1024;
3136 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3137 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
3138 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3139 pCaps->MaxNpatchTessellationLevel = 0;
3140 pCaps->MasterAdapterOrdinal = 0;
3141 pCaps->AdapterOrdinalInGroup = 0;
3142 pCaps->NumberOfAdaptersInGroup = 1;
3144 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3146 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3147 WINED3DPTFILTERCAPS_MAGFPOINT |
3148 WINED3DPTFILTERCAPS_MINFLINEAR |
3149 WINED3DPTFILTERCAPS_MAGFLINEAR;
3150 pCaps->VertexTextureFilterCaps = 0;
3152 memset(&shader_caps, 0, sizeof(shader_caps));
3153 shader_backend = select_shader_backend(Adapter, DeviceType);
3154 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3156 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3157 pCaps->PrimitiveMiscCaps |= shader_caps.PrimitiveMiscCaps;
3159 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3160 * Ignore shader model capabilities if disabled in config
3162 if(vs_selected_mode == SHADER_NONE) {
3163 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3164 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3165 pCaps->MaxVertexShaderConst = 0;
3166 } else {
3167 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3168 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3171 if(ps_selected_mode == SHADER_NONE) {
3172 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3173 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3174 pCaps->PixelShader1xMaxValue = 0.0;
3175 } else {
3176 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3177 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3180 pCaps->TextureOpCaps = shader_caps.TextureOpCaps;
3181 pCaps->MaxTextureBlendStages = shader_caps.MaxTextureBlendStages;
3182 pCaps->MaxSimultaneousTextures = shader_caps.MaxSimultaneousTextures;
3183 pCaps->VS20Caps = shader_caps.VS20Caps;
3184 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3185 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3186 pCaps->PS20Caps = shader_caps.PS20Caps;
3187 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3188 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3190 /* The following caps are shader specific, but they are things we cannot detect, or which
3191 * are the same among all shader models. So to avoid code duplication set the shader version
3192 * specific, but otherwise constant caps here
3194 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3195 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3196 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3197 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3198 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3199 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3200 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3202 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3203 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3204 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3205 pCaps->VS20Caps.Caps = 0;
3206 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3207 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3208 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3210 pCaps->MaxVShaderInstructionsExecuted = 65535;
3211 pCaps->MaxVertexShader30InstructionSlots = 0;
3212 } else { /* VS 1.x */
3213 pCaps->VS20Caps.Caps = 0;
3214 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3215 pCaps->VS20Caps.NumTemps = 0;
3216 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3218 pCaps->MaxVShaderInstructionsExecuted = 0;
3219 pCaps->MaxVertexShader30InstructionSlots = 0;
3222 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3223 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3224 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3226 /* 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 */
3227 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3228 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3229 WINED3DPS20CAPS_PREDICATION |
3230 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3231 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3232 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3233 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3234 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3235 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3237 pCaps->MaxPShaderInstructionsExecuted = 65535;
3238 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3239 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3240 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3241 pCaps->PS20Caps.Caps = 0;
3242 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3243 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3244 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3245 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3247 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3248 pCaps->MaxPixelShader30InstructionSlots = 0;
3249 } else { /* PS 1.x */
3250 pCaps->PS20Caps.Caps = 0;
3251 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3252 pCaps->PS20Caps.NumTemps = 0;
3253 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3254 pCaps->PS20Caps.NumInstructionSlots = 0;
3256 pCaps->MaxPShaderInstructionsExecuted = 0;
3257 pCaps->MaxPixelShader30InstructionSlots = 0;
3260 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3261 /* OpenGL supports all the formats below, perhaps not always
3262 * without conversion, but it supports them.
3263 * Further GLSL doesn't seem to have an official unsigned type so
3264 * don't advertise it yet as I'm not sure how we handle it.
3265 * We might need to add some clamping in the shader engine to
3266 * support it.
3267 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3268 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3269 WINED3DDTCAPS_UBYTE4N |
3270 WINED3DDTCAPS_SHORT2N |
3271 WINED3DDTCAPS_SHORT4N;
3272 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3273 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3274 WINED3DDTCAPS_FLOAT16_4;
3276 } else
3277 pCaps->DeclTypes = 0;
3279 return WINED3D_OK;
3282 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3283 and fields being inserted in the middle, a new structure is used in place */
3284 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3285 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3286 IUnknown *parent) {
3288 IWineD3DDeviceImpl *object = NULL;
3289 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3290 WINED3DDISPLAYMODE mode;
3291 int i;
3293 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3294 * number and create a device without a 3D adapter for 2D only operation.
3296 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3297 return WINED3DERR_INVALIDCALL;
3300 /* Create a WineD3DDevice object */
3301 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3302 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3303 TRACE("Created WineD3DDevice object @ %p\n", object);
3304 if (NULL == object) {
3305 return WINED3DERR_OUTOFVIDEOMEMORY;
3308 /* Set up initial COM information */
3309 object->lpVtbl = &IWineD3DDevice_Vtbl;
3310 object->ref = 1;
3311 object->wineD3D = iface;
3312 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3313 IWineD3D_AddRef(object->wineD3D);
3314 object->parent = parent;
3315 list_init(&object->resources);
3316 list_init(&object->shaders);
3318 if(This->dxVersion == 7) {
3319 object->surface_alignment = 8;
3320 } else {
3321 object->surface_alignment = 4;
3323 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3325 /* Set the state up as invalid until the device is fully created */
3326 object->state = WINED3DERR_DRIVERINTERNALERROR;
3328 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3329 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3331 /* Save the creation parameters */
3332 object->createParms.AdapterOrdinal = Adapter;
3333 object->createParms.DeviceType = DeviceType;
3334 object->createParms.hFocusWindow = hFocusWindow;
3335 object->createParms.BehaviorFlags = BehaviourFlags;
3337 /* Initialize other useful values */
3338 object->adapterNo = Adapter;
3339 object->devType = DeviceType;
3341 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3342 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3344 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3345 * model can deal with that. It is essentially the same, just with adjusted
3346 * Set*ShaderConstantF implementations
3348 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3349 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3352 /* set the state of the device to valid */
3353 object->state = WINED3D_OK;
3355 /* Get the initial screen setup for ddraw */
3356 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3358 object->ddraw_width = mode.Width;
3359 object->ddraw_height = mode.Height;
3360 object->ddraw_format = mode.Format;
3362 for(i = 0; i < PATCHMAP_SIZE; i++) {
3363 list_init(&object->patches[i]);
3365 return WINED3D_OK;
3367 #undef GLINFO_LOCATION
3369 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3370 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3371 IUnknown_AddRef(This->parent);
3372 *pParent = This->parent;
3373 return WINED3D_OK;
3376 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3377 IUnknown* surfaceParent;
3378 TRACE("(%p) call back\n", pSurface);
3380 /* Now, release the parent, which will take care of cleaning up the surface for us */
3381 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3382 IUnknown_Release(surfaceParent);
3383 return IUnknown_Release(surfaceParent);
3386 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3387 IUnknown* volumeParent;
3388 TRACE("(%p) call back\n", pVolume);
3390 /* Now, release the parent, which will take care of cleaning up the volume for us */
3391 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3392 IUnknown_Release(volumeParent);
3393 return IUnknown_Release(volumeParent);
3396 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3397 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3398 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3399 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3401 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3402 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3403 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3404 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3405 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3406 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3407 * DirectDraw, not OpenGL.
3409 if(gl_info->supported[APPLE_FENCE] &&
3410 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3411 gl_info->supported[APPLE_FLUSH_RENDER] &&
3412 gl_info->supported[APPLE_YCBCR_422]) {
3413 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3414 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3415 return TRUE;
3416 } else {
3417 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3418 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3419 return FALSE;
3423 #define GLINFO_LOCATION (*gl_info)
3424 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3425 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3426 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3427 * all the texture. This function detects this bug by its symptom and disables PBOs
3428 * if the test fails.
3430 * The test uplaods a 4x4 texture via the PBO in the "native" format GL_BGRA,
3431 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3432 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3433 * read back is compared to the original. If they are equal PBOs are assumed to work,
3434 * otherwise the PBO extension is disabled.
3436 GLuint texture, pbo;
3437 static const unsigned int pattern[] = {
3438 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3439 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3440 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3441 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3443 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3445 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3446 /* No PBO -> No point in testing them */
3447 return;
3450 while(glGetError());
3451 glGenTextures(1, &texture);
3452 glBindTexture(GL_TEXTURE_2D, texture);
3453 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3454 checkGLcall("Specifying the PBO test texture\n");
3456 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3457 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3458 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3459 checkGLcall("Specifying the PBO test pbo\n");
3461 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3462 checkGLcall("Loading the PBO test texture\n");
3464 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3465 glFinish(); /* just to be sure */
3467 memset(check, 0, sizeof(check));
3468 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3469 checkGLcall("Reading back the PBO test texture\n");
3471 glDeleteTextures(1, &texture);
3472 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3473 checkGLcall("PBO test cleanup\n");
3475 if(memcmp(check, pattern, sizeof(check)) != 0) {
3476 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3477 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3478 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3479 } else {
3480 TRACE_(d3d_caps)("PBO test successful\n");
3483 #undef GLINFO_LOCATION
3485 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3486 * reporting a driver version is moot because we are not the Windows driver, and we have different
3487 * bugs, features, etc.
3489 * If a card is not found in this table, the gl driver version is reported
3491 struct driver_version_information {
3492 WORD vendor; /* reported PCI card vendor ID */
3493 WORD card; /* reported PCI card device ID */
3494 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3495 WORD lopart_hi, lopart_lo; /* driver loword to report */
3498 static const struct driver_version_information driver_version_table[] = {
3499 /* Nvidia drivers. Geforce FX and newer cards are supported by the current driver */
3500 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 10, 16921 },
3501 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 10, 16921 },
3502 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 10, 16921 },
3503 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 10, 16921 },
3504 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 10, 16921 },
3505 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 10, 16921 },
3506 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 10, 16921 },
3507 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 10, 16921 },
3508 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 10, 16921 },
3509 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 10, 16921 },
3510 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 10, 16921 },
3511 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 10, 16921 },
3512 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 10, 16921 },
3513 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 10, 16921 },
3515 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3516 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3517 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3518 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3519 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3520 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3521 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3523 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3526 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3527 unsigned int i;
3528 BOOL apple = implementation_is_apple(gl_info);
3530 if(apple) {
3531 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3532 * used it falls back to software. While the compiler can detect if the shader uses all declared
3533 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3534 * using relative addressing falls back to software.
3536 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3538 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3539 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3540 } else {
3541 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3542 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3543 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3546 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3547 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3548 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3549 * flag for this extension
3551 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3552 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3553 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3554 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3555 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3556 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3557 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3561 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3562 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3563 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3564 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3565 * according to the spec.
3567 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3568 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3570 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3571 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3572 * this workaround is activated on cards that do not need it, it won't break things, just affect
3573 * performance negatively.
3575 if(gl_info->gl_vendor == VENDOR_INTEL ||
3576 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3577 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3578 gl_info->set_texcoord_w = TRUE;
3582 /* Find out if PBOs work as they are supposed to */
3583 test_pbo_functionality(gl_info);
3585 /* Fixup the driver version */
3586 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3587 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3588 gl_info->gl_card == driver_version_table[i].card) {
3589 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3591 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3592 driver_version_table[i].lopart_lo);
3593 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3594 driver_version_table[i].hipart_lo);
3595 break;
3600 void invalid_func(void *data) {
3601 ERR("Invalid vertex attribute function called\n");
3602 DebugBreak();
3605 #define GLINFO_LOCATION (Adapters[0].gl_info)
3607 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3608 * the extension detection and are used in drawStridedSlow
3610 static void position_d3dcolor(void *data) {
3611 DWORD pos = *((DWORD *) data);
3613 FIXME("Add a test for fixed function position from d3dcolor type\n");
3614 glVertex4s(D3DCOLOR_B_R(pos),
3615 D3DCOLOR_B_G(pos),
3616 D3DCOLOR_B_B(pos),
3617 D3DCOLOR_B_A(pos));
3619 static void position_float4(void *data) {
3620 GLfloat *pos = (float *) data;
3622 if (pos[3] < eps && pos[3] > -eps)
3623 glVertex3fv(pos);
3624 else {
3625 float w = 1.0 / pos[3];
3627 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3631 static void diffuse_d3dcolor(void *data) {
3632 DWORD diffuseColor = *((DWORD *) data);
3634 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3635 D3DCOLOR_B_G(diffuseColor),
3636 D3DCOLOR_B_B(diffuseColor),
3637 D3DCOLOR_B_A(diffuseColor));
3640 static void specular_d3dcolor(void *data) {
3641 DWORD specularColor = *((DWORD *) data);
3643 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3644 D3DCOLOR_B_G(specularColor),
3645 D3DCOLOR_B_B(specularColor));
3647 static void warn_no_specular_func(void *data) {
3648 WARN("GL_EXT_secondary_color not supported\n");
3651 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3652 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3653 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3654 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3655 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3656 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3657 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3658 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3659 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3660 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3661 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3662 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3663 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3664 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3665 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3666 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3667 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3668 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3670 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3671 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3672 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3673 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3674 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3675 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3676 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3677 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3678 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3679 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3680 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3681 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3682 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3683 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3684 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3685 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3686 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3688 /* No 4 component entry points here */
3689 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3690 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3691 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3692 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3693 } else {
3694 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3696 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3697 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3698 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3699 } else {
3700 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3702 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3703 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3704 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3705 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3706 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3707 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3708 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3709 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3710 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3711 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3712 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3713 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3715 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3716 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3718 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3719 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3720 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3721 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3722 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3723 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3724 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3725 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3726 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3727 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3728 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3729 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3730 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3731 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3732 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3733 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3734 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3737 #define PUSH1(att) attribs[nAttribs++] = (att);
3738 BOOL InitAdapters(void) {
3739 static HMODULE mod_gl;
3740 BOOL ret;
3741 int ps_selected_mode, vs_selected_mode;
3743 /* No need to hold any lock. The calling library makes sure only one thread calls
3744 * wined3d simultaneously
3746 if(numAdapters > 0) return Adapters[0].opengl;
3748 TRACE("Initializing adapters\n");
3750 if(!mod_gl) {
3751 #ifdef USE_WIN32_OPENGL
3752 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3753 mod_gl = LoadLibraryA("opengl32.dll");
3754 if(!mod_gl) {
3755 ERR("Can't load opengl32.dll!\n");
3756 goto nogl_adapter;
3758 #else
3759 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3760 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3761 mod_gl = GetModuleHandleA("gdi32.dll");
3762 #endif
3765 /* Load WGL core functions from opengl32.dll */
3766 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3767 WGL_FUNCS_GEN;
3768 #undef USE_WGL_FUNC
3770 if(!pwglGetProcAddress) {
3771 ERR("Unable to load wglGetProcAddress!\n");
3772 goto nogl_adapter;
3775 /* Dynamically load all GL core functions */
3776 GL_FUNCS_GEN;
3777 #undef USE_GL_FUNC
3779 /* For now only one default adapter */
3781 int iPixelFormat;
3782 int attribs[8];
3783 int values[8];
3784 int nAttribs = 0;
3785 int res;
3786 WineD3D_PixelFormat *cfgs;
3787 int attribute;
3788 DISPLAY_DEVICEW DisplayDevice;
3789 HDC hdc;
3791 TRACE("Initializing default adapter\n");
3792 Adapters[0].num = 0;
3793 Adapters[0].monitorPoint.x = -1;
3794 Adapters[0].monitorPoint.y = -1;
3796 if (!WineD3D_CreateFakeGLContext()) {
3797 ERR("Failed to get a gl context for default adapter\n");
3798 WineD3D_ReleaseFakeGLContext();
3799 goto nogl_adapter;
3802 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3803 if(!ret) {
3804 ERR("Failed to initialize gl caps for default adapter\n");
3805 WineD3D_ReleaseFakeGLContext();
3806 goto nogl_adapter;
3808 ret = initPixelFormats(&Adapters[0].gl_info);
3809 if(!ret) {
3810 ERR("Failed to init gl formats\n");
3811 WineD3D_ReleaseFakeGLContext();
3812 goto nogl_adapter;
3815 hdc = pwglGetCurrentDC();
3816 if(!hdc) {
3817 ERR("Failed to get gl HDC\n");
3818 WineD3D_ReleaseFakeGLContext();
3819 goto nogl_adapter;
3822 Adapters[0].driver = "Display";
3823 Adapters[0].description = "Direct3D HAL";
3825 /* Use the VideoRamSize registry setting when set */
3826 if(wined3d_settings.emulated_textureram)
3827 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3828 else
3829 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3830 Adapters[0].UsedTextureRam = 0;
3831 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3833 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3834 DisplayDevice.cb = sizeof(DisplayDevice);
3835 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3836 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3837 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3839 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3840 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3842 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3843 cfgs = Adapters[0].cfgs;
3844 PUSH1(WGL_RED_BITS_ARB)
3845 PUSH1(WGL_GREEN_BITS_ARB)
3846 PUSH1(WGL_BLUE_BITS_ARB)
3847 PUSH1(WGL_ALPHA_BITS_ARB)
3848 PUSH1(WGL_DEPTH_BITS_ARB)
3849 PUSH1(WGL_STENCIL_BITS_ARB)
3850 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
3851 PUSH1(WGL_PIXEL_TYPE_ARB)
3853 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
3854 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
3856 if(!res)
3857 continue;
3859 /* Cache the pixel format */
3860 cfgs->iPixelFormat = iPixelFormat;
3861 cfgs->redSize = values[0];
3862 cfgs->greenSize = values[1];
3863 cfgs->blueSize = values[2];
3864 cfgs->alphaSize = values[3];
3865 cfgs->depthSize = values[4];
3866 cfgs->stencilSize = values[5];
3867 cfgs->windowDrawable = values[6];
3868 cfgs->iPixelType = values[7];
3870 cfgs->pbufferDrawable = FALSE;
3871 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown
3872 attributes. */
3873 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
3874 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
3875 int value;
3876 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
3877 cfgs->pbufferDrawable = value;
3880 TRACE("iPixelFormat=%d, iPixelType=%#x, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
3881 cfgs++;
3884 fixup_extensions(&Adapters[0].gl_info);
3886 WineD3D_ReleaseFakeGLContext();
3888 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
3889 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
3890 fillGLAttribFuncs(&Adapters[0].gl_info);
3891 init_type_lookup(&Adapters[0].gl_info);
3892 Adapters[0].opengl = TRUE;
3894 numAdapters = 1;
3895 TRACE("%d adapters successfully initialized\n", numAdapters);
3897 return TRUE;
3899 nogl_adapter:
3900 /* Initialize an adapter for ddraw-only memory counting */
3901 memset(Adapters, 0, sizeof(Adapters));
3902 Adapters[0].num = 0;
3903 Adapters[0].opengl = FALSE;
3904 Adapters[0].monitorPoint.x = -1;
3905 Adapters[0].monitorPoint.y = -1;
3907 Adapters[0].driver = "Display";
3908 Adapters[0].description = "WineD3D DirectDraw Emulation";
3909 if(wined3d_settings.emulated_textureram) {
3910 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3911 } else {
3912 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
3915 numAdapters = 1;
3916 return FALSE;
3918 #undef PUSH1
3919 #undef GLINFO_LOCATION
3921 /**********************************************************
3922 * IWineD3D VTbl follows
3923 **********************************************************/
3925 const IWineD3DVtbl IWineD3D_Vtbl =
3927 /* IUnknown */
3928 IWineD3DImpl_QueryInterface,
3929 IWineD3DImpl_AddRef,
3930 IWineD3DImpl_Release,
3931 /* IWineD3D */
3932 IWineD3DImpl_GetParent,
3933 IWineD3DImpl_GetAdapterCount,
3934 IWineD3DImpl_RegisterSoftwareDevice,
3935 IWineD3DImpl_GetAdapterMonitor,
3936 IWineD3DImpl_GetAdapterModeCount,
3937 IWineD3DImpl_EnumAdapterModes,
3938 IWineD3DImpl_GetAdapterDisplayMode,
3939 IWineD3DImpl_GetAdapterIdentifier,
3940 IWineD3DImpl_CheckDeviceMultiSampleType,
3941 IWineD3DImpl_CheckDepthStencilMatch,
3942 IWineD3DImpl_CheckDeviceType,
3943 IWineD3DImpl_CheckDeviceFormat,
3944 IWineD3DImpl_CheckDeviceFormatConversion,
3945 IWineD3DImpl_GetDeviceCaps,
3946 IWineD3DImpl_CreateDevice