winex11: Use set_xrender_transformation in AlphaBlend.
[wine/hacks.git] / dlls / wined3d / directx.c
blob1ba7ca5354d9b7228f29bca8989056629ffde126
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 #include "config.h"
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
31 #define GLINFO_LOCATION (*gl_info)
33 /* The d3d device ID */
34 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
36 /* Extension detection */
37 static const struct {
38 const char *extension_string;
39 GL_SupportedExt extension;
40 DWORD version;
41 } EXTENSION_MAP[] = {
42 /* APPLE */
43 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
44 {"GL_APPLE_fence", APPLE_FENCE, 0 },
45 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
46 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
49 /* ATI */
50 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
51 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
52 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
53 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
54 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
56 /* ARB */
57 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
58 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
59 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
60 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
61 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
62 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
63 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
64 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
73 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
74 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
75 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
76 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
77 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
78 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
79 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
80 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
81 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
82 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
83 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
84 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
85 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
86 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
87 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
88 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
89 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
91 /* EXT */
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
98 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
101 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
102 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
103 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
104 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
105 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
106 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
107 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
108 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
109 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
110 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
111 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
112 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
113 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
114 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
115 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
116 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
117 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
118 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
119 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
121 /* NV */
122 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
123 {"GL_NV_fence", NV_FENCE, 0 },
124 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
125 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
126 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
127 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
128 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
129 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
130 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
131 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
132 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
133 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
134 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
135 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
136 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
137 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
138 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
139 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
144 /* SGI */
145 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
148 /**********************************************************
149 * Utility functions follow
150 **********************************************************/
152 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
153 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
154 WINED3DDEVTYPE DeviceType);
155 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
156 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
158 /* lookup tables */
159 const int minLookup[MAX_LOOKUPS] =
161 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
164 const int maxLookup[MAX_LOOKUPS] =
166 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
169 DWORD *stateLookup[MAX_LOOKUPS];
171 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
172 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
180 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
181 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
183 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
186 /* drawStridedSlow attributes */
187 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
188 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
189 glAttribFunc specular_func_3ubv;
190 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
191 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
192 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
195 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
196 * i.e., there is no GL Context - Get a default rendering context to enable the
197 * function query some info from GL.
200 struct wined3d_fake_gl_ctx
202 HDC dc;
203 HWND wnd;
204 HGLRC gl_ctx;
207 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
209 TRACE_(d3d_caps)("Destroying fake GL context.\n");
211 if (!pwglMakeCurrent(NULL, NULL))
213 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
216 pwglDeleteContext(ctx->gl_ctx);
217 ReleaseDC(ctx->wnd, ctx->dc);
218 DestroyWindow(ctx->wnd);
221 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
223 PIXELFORMATDESCRIPTOR pfd;
224 int iPixelFormat;
226 TRACE("getting context...\n");
228 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
229 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
230 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
231 if (!ctx->wnd)
233 ERR_(d3d_caps)("Failed to create a window.\n");
234 goto fail;
237 ctx->dc = GetDC(ctx->wnd);
238 if (!ctx->dc)
240 ERR_(d3d_caps)("Failed to get a DC.\n");
241 goto fail;
244 /* PixelFormat selection */
245 ZeroMemory(&pfd, sizeof(pfd));
246 pfd.nSize = sizeof(pfd);
247 pfd.nVersion = 1;
248 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
249 pfd.iPixelType = PFD_TYPE_RGBA;
250 pfd.cColorBits = 32;
251 pfd.iLayerType = PFD_MAIN_PLANE;
253 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
254 if (!iPixelFormat)
256 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
257 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
258 goto fail;
260 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
261 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
263 /* Create a GL context. */
264 ctx->gl_ctx = pwglCreateContext(ctx->dc);
265 if (!ctx->gl_ctx)
267 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
268 goto fail;
271 /* Make it the current GL context. */
272 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
274 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
275 goto fail;
277 context_set_last_device(NULL);
279 return TRUE;
281 fail:
282 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
283 ctx->gl_ctx = NULL;
284 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
285 ctx->dc = NULL;
286 if (ctx->wnd) DestroyWindow(ctx->wnd);
287 ctx->wnd = NULL;
289 return FALSE;
292 /* Adjust the amount of used texture memory */
293 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
294 struct WineD3DAdapter *adapter = D3DDevice->adapter;
296 adapter->UsedTextureRam += glram;
297 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
298 return adapter->UsedTextureRam;
301 /**********************************************************
302 * IUnknown parts follows
303 **********************************************************/
305 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
307 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
309 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
310 if (IsEqualGUID(riid, &IID_IUnknown)
311 || IsEqualGUID(riid, &IID_IWineD3DBase)
312 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
313 IUnknown_AddRef(iface);
314 *ppobj = This;
315 return S_OK;
317 *ppobj = NULL;
318 return E_NOINTERFACE;
321 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
322 IWineD3DImpl *This = (IWineD3DImpl *)iface;
323 ULONG refCount = InterlockedIncrement(&This->ref);
325 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
326 return refCount;
329 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
330 IWineD3DImpl *This = (IWineD3DImpl *)iface;
331 ULONG ref;
332 TRACE("(%p) : Releasing from %d\n", This, This->ref);
333 ref = InterlockedDecrement(&This->ref);
334 if (ref == 0) {
335 unsigned int i;
337 for (i = 0; i < This->adapter_count; ++i)
339 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
341 HeapFree(GetProcessHeap(), 0, This);
344 return ref;
347 /* Set the shader type for this device, depending on the given capabilities,
348 * the device type, and the user preferences in wined3d_settings */
350 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
352 if (wined3d_settings.vs_mode == VS_NONE) {
353 *vs_selected = SHADER_NONE;
354 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
355 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
356 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
357 * shaders only on this card. */
358 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
359 *vs_selected = SHADER_ARB;
360 else
361 *vs_selected = SHADER_GLSL;
362 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
363 *vs_selected = SHADER_ARB;
364 } else {
365 *vs_selected = SHADER_NONE;
368 if (wined3d_settings.ps_mode == PS_NONE) {
369 *ps_selected = SHADER_NONE;
370 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
371 *ps_selected = SHADER_GLSL;
372 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
373 *ps_selected = SHADER_ARB;
374 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
375 *ps_selected = SHADER_ATI;
376 } else {
377 *ps_selected = SHADER_NONE;
381 /** Select the number of report maximum shader constants based on the selected shader modes */
382 static void select_shader_max_constants(
383 int ps_selected_mode,
384 int vs_selected_mode,
385 WineD3D_GL_Info *gl_info) {
387 switch (vs_selected_mode) {
388 case SHADER_GLSL:
389 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
390 break;
391 case SHADER_ARB:
392 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
393 break;
394 default:
395 gl_info->max_vshader_constantsF = 0;
396 break;
399 switch (ps_selected_mode) {
400 case SHADER_GLSL:
401 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
402 break;
403 case SHADER_ARB:
404 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
405 break;
406 default:
407 gl_info->max_pshader_constantsF = 0;
408 break;
412 /**********************************************************
413 * IWineD3D parts follows
414 **********************************************************/
416 /* GL locking is done by the caller */
417 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
419 GLuint prog;
420 BOOL ret = FALSE;
421 const char *testcode =
422 "!!ARBvp1.0\n"
423 "PARAM C[66] = { program.env[0..65] };\n"
424 "ADDRESS A0;"
425 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
426 "ARL A0.x, zero.x;\n"
427 "MOV result.position, C[A0.x + 65];\n"
428 "END\n";
430 while(glGetError());
431 GL_EXTCALL(glGenProgramsARB(1, &prog));
432 if(!prog) {
433 ERR("Failed to create an ARB offset limit test program\n");
435 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
436 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
437 strlen(testcode), testcode));
438 if(glGetError() != 0) {
439 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
440 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
441 ret = TRUE;
442 } else TRACE("OpenGL implementation allows offsets > 63\n");
444 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
445 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
446 checkGLcall("ARB vp offset limit test cleanup");
448 return ret;
451 static DWORD ver_for_ext(GL_SupportedExt ext)
453 unsigned int i;
454 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
455 if(EXTENSION_MAP[i].extension == ext) {
456 return EXTENSION_MAP[i].version;
459 return 0;
462 static BOOL match_ati_r300_to_500(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
464 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
465 if (gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
466 if (gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
467 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
468 return FALSE;
471 static BOOL match_geforce5(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
473 if (gl_info->gl_vendor == VENDOR_NVIDIA)
475 if (gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600)
477 return TRUE;
480 return FALSE;
483 static BOOL match_apple(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
485 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
486 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
487 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
489 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
490 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
491 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
492 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
493 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
494 * the chance that other implementations support them is rather small since Win32 QuickTime uses
495 * DirectDraw, not OpenGL. */
496 if (gl_info->supported[APPLE_FENCE]
497 && gl_info->supported[APPLE_CLIENT_STORAGE]
498 && gl_info->supported[APPLE_FLUSH_RENDER]
499 && gl_info->supported[APPLE_YCBCR_422])
501 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported.\n");
502 TRACE_(d3d_caps)("Activating MacOS fixups.\n");
503 return TRUE;
505 else
507 TRACE_(d3d_caps)("Apple extensions are not supported.\n");
508 TRACE_(d3d_caps)("Not activating MacOS fixups.\n");
509 return FALSE;
513 /* Context activation is done by the caller. */
514 static void test_pbo_functionality(WineD3D_GL_Info *gl_info)
516 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
517 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
518 * all the texture. This function detects this bug by its symptom and disables PBOs
519 * if the test fails.
521 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
522 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
523 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
524 * read back is compared to the original. If they are equal PBOs are assumed to work,
525 * otherwise the PBO extension is disabled. */
526 GLuint texture, pbo;
527 static const unsigned int pattern[] =
529 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
530 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
531 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
532 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
534 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
536 /* No PBO -> No point in testing them. */
537 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
539 ENTER_GL();
541 while (glGetError());
542 glGenTextures(1, &texture);
543 glBindTexture(GL_TEXTURE_2D, texture);
545 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
546 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
547 checkGLcall("Specifying the PBO test texture");
549 GL_EXTCALL(glGenBuffersARB(1, &pbo));
550 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
551 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
552 checkGLcall("Specifying the PBO test pbo");
554 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
555 checkGLcall("Loading the PBO test texture");
557 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
558 glFinish(); /* just to be sure */
560 memset(check, 0, sizeof(check));
561 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
562 checkGLcall("Reading back the PBO test texture");
564 glDeleteTextures(1, &texture);
565 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
566 checkGLcall("PBO test cleanup");
568 LEAVE_GL();
570 if (memcmp(check, pattern, sizeof(check)))
572 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
573 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
574 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
576 else
578 TRACE_(d3d_caps)("PBO test successful.\n");
582 static BOOL match_apple_intel(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
584 return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer);
587 static BOOL match_apple_nonr500ati(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
589 if (!match_apple(gl_info, gl_renderer)) return FALSE;
590 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
591 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
592 return TRUE;
595 static BOOL match_fglrx(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
597 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
598 if (match_apple(gl_info, gl_renderer)) return FALSE;
599 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
600 return TRUE;
603 static BOOL match_dx10_capable(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
605 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
606 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
607 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
608 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
609 * hardcoded
611 * dx10 cards usually have 64 varyings */
612 return gl_info->max_glsl_varyings > 44;
615 /* A GL context is provided by the caller */
616 static BOOL match_allows_spec_alpha(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
618 GLenum error;
619 DWORD data[16];
621 if(!GL_SUPPORT(EXT_SECONDARY_COLOR)) return FALSE;
623 ENTER_GL();
624 while(glGetError());
625 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
626 error = glGetError();
627 LEAVE_GL();
629 if(error == GL_NO_ERROR)
631 TRACE("GL Implementation accepts 4 component specular color pointers\n");
632 return TRUE;
634 else
636 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
637 debug_glerror(error));
638 return FALSE;
642 static void quirk_arb_constants(WineD3D_GL_Info *gl_info)
644 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->vs_arb_constantsF);
645 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
646 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->ps_arb_constantsF);
647 gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
650 static void quirk_apple_glsl_constants(WineD3D_GL_Info *gl_info)
652 quirk_arb_constants(gl_info);
653 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
654 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
655 * allow 48 different offsets or other helper immediate values. */
656 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
657 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
660 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
661 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
662 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
663 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
664 * most games, but avoids the crash
666 * A more sophisticated way would be to find all units that need texture coordinates and enable
667 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
668 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
670 * Note that disabling the extension entirely does not gain predictability because there is no point
671 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
672 static void quirk_one_point_sprite(WineD3D_GL_Info *gl_info)
674 if (gl_info->supported[ARB_POINT_SPRITE])
676 TRACE("Limiting point sprites to one texture unit.\n");
677 gl_info->max_point_sprite_units = 1;
681 static void quirk_ati_dx9(WineD3D_GL_Info *gl_info)
683 quirk_arb_constants(gl_info);
685 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
686 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
687 * If real NP2 textures are used, the driver falls back to software. We could just remove the
688 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
689 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
690 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
691 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
693 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
694 * has this extension promoted to core. The extension loading code sets this extension supported
695 * due to that, so this code works on fglrx as well. */
696 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
697 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
698 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
700 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
701 * it is generally more efficient. Reserve just 8 constants. */
702 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
703 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
706 static void quirk_no_np2(WineD3D_GL_Info *gl_info)
708 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
709 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
710 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
711 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
712 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
713 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
715 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
716 * triggering the software fallback. There is not much we can do here apart from disabling the
717 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
718 * in IWineD3DImpl_FillGLCaps).
719 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
720 * post-processing effects in the game "Max Payne 2").
721 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
722 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
723 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
724 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
727 static void quirk_texcoord_w(WineD3D_GL_Info *gl_info)
729 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
730 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
731 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
732 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
733 * according to the spec.
735 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
736 * makes the shader slower and eats instruction slots which should be available to the d3d app.
738 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
739 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
740 * this workaround is activated on cards that do not need it, it won't break things, just affect
741 * performance negatively. */
742 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
743 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
746 static void quirk_clip_varying(WineD3D_GL_Info *gl_info)
748 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
751 static void quirk_allows_specular_alpha(WineD3D_GL_Info *gl_info)
753 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
756 struct driver_quirk
758 BOOL (*match)(const WineD3D_GL_Info *gl_info, const char *gl_renderer);
759 void (*apply)(WineD3D_GL_Info *gl_info);
760 const char *description;
763 struct driver_quirk quirk_table[] =
766 match_ati_r300_to_500,
767 quirk_ati_dx9,
768 "ATI GLSL constant and normalized texrect quirk"
770 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
771 * used it falls back to software. While the compiler can detect if the shader uses all declared
772 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
773 * using relative addressing falls back to software.
775 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
777 match_apple,
778 quirk_apple_glsl_constants,
779 "Apple GLSL uniform override"
782 match_geforce5,
783 quirk_no_np2,
784 "Geforce 5 NP2 disable"
787 match_apple_intel,
788 quirk_texcoord_w,
789 "Init texcoord .w for Apple Intel GPU driver"
792 match_apple_nonr500ati,
793 quirk_texcoord_w,
794 "Init texcoord .w for Apple ATI >= r600 GPU driver"
797 match_fglrx,
798 quirk_one_point_sprite,
799 "Fglrx point sprite crash workaround"
802 match_dx10_capable,
803 quirk_clip_varying,
804 "Reserved varying for gl_ClipPos"
807 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
808 * GL implementations accept it. The Mac GL is the only implementation known to
809 * reject it.
811 * If we can pass 4 component specular colors, do it, because (a) we don't have
812 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
813 * passes specular alpha to the pixel shader if any is used. Otherwise the
814 * specular alpha is used to pass the fog coordinate, which we pass to opengl
815 * via GL_EXT_fog_coord.
817 match_allows_spec_alpha,
818 quirk_allows_specular_alpha,
819 "Allow specular alpha quirk"
823 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
824 * reporting a driver version is moot because we are not the Windows driver, and we have different
825 * bugs, features, etc.
827 * If a card is not found in this table, the GL driver version is reported. */
828 struct driver_version_information
830 WORD vendor; /* reported PCI card vendor ID */
831 WORD card; /* reported PCI card device ID */
832 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
833 WORD hipart_hi, hipart_lo; /* driver hiword to report */
834 WORD lopart_hi, lopart_lo; /* driver loword to report */
837 static const struct driver_version_information driver_version_table[] =
839 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
840 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
841 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
842 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
844 * All version numbers used below are from the Linux nvidia drivers. */
845 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
846 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
847 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
848 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
849 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
850 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 10, 9371 },
851 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 10, 9371 },
852 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 10, 9371 },
853 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7516 },
854 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7516 },
855 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7516 },
856 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8618 },
857 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8618 },
858 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8618 },
859 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8585 },
860 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8585 },
861 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8618 },
862 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8618 },
863 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8618 },
864 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8618 },
865 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8585 },
866 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8618 },
867 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8618 },
868 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8618 },
869 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8618 },
870 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8618 },
871 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8618 },
872 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8618 },
873 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8618 },
874 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8618 },
876 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
877 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
878 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
879 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
880 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
881 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
882 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
883 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 6, 14, 10, 6764 },
884 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 6, 14, 10, 6764 },
885 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 6, 14, 10, 6764 },
886 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 6, 14, 10, 6764 },
888 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
891 /* Context activation is done by the caller. */
892 static void fixup_extensions(WineD3D_GL_Info *gl_info, const char *gl_renderer)
894 unsigned int i;
896 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
898 if (!quirk_table[i].match(gl_info, gl_renderer)) continue;
899 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
900 quirk_table[i].apply(gl_info);
903 /* Find out if PBOs work as they are supposed to. */
904 test_pbo_functionality(gl_info);
906 /* Fixup the driver version */
907 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
909 if (gl_info->gl_vendor == driver_version_table[i].vendor
910 && gl_info->gl_card == driver_version_table[i].card)
912 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB.\n",
913 gl_info->gl_vendor, gl_info->gl_card);
915 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
916 driver_version_table[i].lopart_lo);
917 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
918 driver_version_table[i].hipart_lo);
919 gl_info->driver_description = driver_version_table[i].description;
920 break;
925 /* Context activation is done by the caller. */
926 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
927 const char *GL_Extensions = NULL;
928 const char *WGL_Extensions = NULL;
929 const char *gl_string = NULL;
930 const char *gl_string_cursor = NULL;
931 GLint gl_max;
932 GLfloat gl_floatv[2];
933 int major = 1, minor = 0;
934 unsigned i;
935 HDC hdc;
936 unsigned int vidmem=0;
937 char *gl_renderer;
938 DWORD gl_version;
939 size_t len;
941 TRACE_(d3d_caps)("(%p)\n", gl_info);
943 ENTER_GL();
945 gl_string = (const char *)glGetString(GL_RENDERER);
946 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", gl_string);
947 if (!gl_string)
949 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
950 return FALSE;
953 len = strlen(gl_string) + 1;
954 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
955 if (!gl_renderer)
957 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
958 return FALSE;
960 memcpy(gl_renderer, gl_string, len);
962 gl_string = (const char *)glGetString(GL_VENDOR);
963 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", gl_string);
964 if (!gl_string)
966 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
967 HeapFree(GetProcessHeap(), 0, gl_renderer);
968 return FALSE;
971 /* Fill in the GL vendor */
972 if (strstr(gl_string, "NVIDIA"))
974 gl_info->gl_vendor = VENDOR_NVIDIA;
976 else if (strstr(gl_string, "ATI"))
978 gl_info->gl_vendor = VENDOR_ATI;
980 else if (strstr(gl_string, "Intel(R)")
981 || strstr(gl_renderer, "Intel(R)")
982 || strstr(gl_string, "Intel Inc."))
984 gl_info->gl_vendor = VENDOR_INTEL;
986 else if (strstr(gl_string, "Mesa"))
988 gl_info->gl_vendor = VENDOR_MESA;
990 else
992 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Setting VENDOR_WINE.\n", gl_string);
993 gl_info->gl_vendor = VENDOR_WINE;
995 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
997 /* Parse the GL_VERSION field into major and minor information */
998 gl_string = (const char *)glGetString(GL_VERSION);
999 TRACE_(d3d_caps)("GL_VERSION: %s.\n", gl_string);
1000 if (!gl_string)
1002 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1003 HeapFree(GetProcessHeap(), 0, gl_renderer);
1004 return FALSE;
1007 /* First, parse the generic opengl version. This is supposed not to be
1008 * convoluted with driver specific information. */
1009 gl_string_cursor = gl_string;
1011 major = atoi(gl_string_cursor);
1012 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1013 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1014 if (*gl_string_cursor++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_string));
1016 minor = atoi(gl_string_cursor);
1017 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1018 gl_version = MAKEDWORD_VERSION(major, minor);
1020 /* Now parse the driver specific string which we'll report to the app. */
1021 switch (gl_info->gl_vendor)
1023 case VENDOR_NVIDIA:
1024 gl_string_cursor = strstr(gl_string, "NVIDIA");
1025 if (!gl_string_cursor)
1027 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1028 break;
1031 gl_string_cursor = strstr(gl_string_cursor, " ");
1032 if (!gl_string_cursor)
1034 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1035 break;
1038 while (*gl_string_cursor == ' ') ++gl_string_cursor;
1040 if (!*gl_string_cursor)
1042 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1043 break;
1046 major = atoi(gl_string_cursor);
1047 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1049 if (*gl_string_cursor++ != '.')
1051 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1052 break;
1055 minor = atoi(gl_string_cursor);
1056 minor = major * 100 + minor;
1057 major = 10;
1058 break;
1060 case VENDOR_ATI:
1061 major = minor = 0;
1062 gl_string_cursor = strchr(gl_string, '-');
1063 if (gl_string_cursor)
1065 ++gl_string_cursor;
1067 /* Check if version number is of the form x.y.z. */
1068 if (*gl_string_cursor < '0' || *gl_string_cursor > '9'
1069 || gl_string_cursor[1] != '.'
1070 || gl_string_cursor[2] < '0' || gl_string_cursor[2] > '9'
1071 || gl_string_cursor[3] != '.'
1072 || gl_string_cursor[4] < '0' || gl_string_cursor[4] > '9')
1073 /* Mark version number as malformed. */
1074 gl_string_cursor = 0;
1077 if (!gl_string_cursor)
1079 WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
1081 else
1083 major = *gl_string_cursor - '0';
1084 minor = (gl_string_cursor[2] - '0') * 256 + (gl_string_cursor[4] - '0');
1086 break;
1088 case VENDOR_INTEL:
1089 /* Apple and Mesa version strings look differently, but both provide intel drivers. */
1090 if (strstr(gl_string, "APPLE"))
1092 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
1093 * We only need the first part, and use the APPLE as identification
1094 * "1.2 APPLE-1.4.56". */
1095 gl_string_cursor = gl_string;
1096 major = atoi(gl_string_cursor);
1097 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1099 if (*gl_string_cursor++ != '.')
1101 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s.\n", debugstr_a(gl_string));
1102 break;
1105 minor = atoi(gl_string_cursor);
1106 break;
1108 /* Fallthrough */
1110 case VENDOR_MESA:
1111 gl_string_cursor = strstr(gl_string, "Mesa");
1112 gl_string_cursor = strstr(gl_string_cursor, " ");
1113 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
1114 if (*gl_string_cursor)
1116 char tmp[16];
1117 int cursor = 0;
1119 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
1121 tmp[cursor++] = *gl_string_cursor;
1122 ++gl_string_cursor;
1124 tmp[cursor] = 0;
1125 major = atoi(tmp);
1127 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
1128 ++gl_string_cursor;
1130 cursor = 0;
1131 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
1133 tmp[cursor++] = *gl_string_cursor;
1134 ++gl_string_cursor;
1136 tmp[cursor] = 0;
1137 minor = atoi(tmp);
1139 break;
1141 default:
1142 major = 0;
1143 minor = 9;
1144 break;
1147 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
1148 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x).\n",
1149 debugstr_a(gl_string), major, minor, gl_info->driver_version);
1150 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version). */
1151 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
1154 * Initialize openGL extension related variables
1155 * with Default values
1157 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1158 gl_info->max_buffers = 1;
1159 gl_info->max_textures = 1;
1160 gl_info->max_texture_stages = 1;
1161 gl_info->max_fragment_samplers = 1;
1162 gl_info->max_vertex_samplers = 0;
1163 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
1164 gl_info->max_sampler_stages = 1;
1165 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
1166 gl_info->ps_arb_max_temps = 0;
1167 gl_info->ps_arb_max_instructions = 0;
1168 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
1169 gl_info->vs_arb_max_temps = 0;
1170 gl_info->vs_arb_max_instructions = 0;
1171 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
1172 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
1173 gl_info->vs_glsl_constantsF = 0;
1174 gl_info->ps_glsl_constantsF = 0;
1175 gl_info->vs_arb_constantsF = 0;
1176 gl_info->ps_arb_constantsF = 0;
1177 gl_info->ps_arb_max_local_constants = 0;
1179 /* Retrieve opengl defaults */
1180 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1181 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1182 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1184 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1185 gl_info->max_lights = gl_max;
1186 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1188 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1189 gl_info->max_texture_size = gl_max;
1190 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1192 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1193 gl_info->max_pointsizemin = gl_floatv[0];
1194 gl_info->max_pointsize = gl_floatv[1];
1195 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1197 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1198 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1199 if (!GL_Extensions)
1201 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1202 HeapFree(GetProcessHeap(), 0, gl_renderer);
1203 return FALSE;
1206 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1208 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1210 while (*GL_Extensions)
1212 const char *start;
1213 char current_ext[256];
1215 while (isspace(*GL_Extensions)) ++GL_Extensions;
1216 start = GL_Extensions;
1217 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1219 len = GL_Extensions - start;
1220 if (!len || len >= sizeof(current_ext)) continue;
1222 memcpy(current_ext, start, len);
1223 current_ext[len] = '\0';
1224 TRACE_(d3d_caps)("- %s\n", current_ext);
1226 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1228 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1230 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1231 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1232 break;
1237 LEAVE_GL();
1239 /* Now work out what GL support this card really has */
1240 #define USE_GL_FUNC(type, pfn, ext, replace) \
1242 DWORD ver = ver_for_ext(ext); \
1243 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1244 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1245 else gl_info->pfn = NULL; \
1247 GL_EXT_FUNCS_GEN;
1248 #undef USE_GL_FUNC
1250 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1251 WGL_EXT_FUNCS_GEN;
1252 #undef USE_GL_FUNC
1254 ENTER_GL();
1256 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1257 * loading the functions, otherwise the code above will load the extension entry points instead of the
1258 * core functions, which may not work. */
1259 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1261 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1262 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1264 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1265 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1269 if (gl_info->supported[APPLE_FENCE])
1271 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1272 * The apple extension interacts with some other apple exts. Disable the NV
1273 * extension if the apple one is support to prevent confusion in other parts
1274 * of the code. */
1275 gl_info->supported[NV_FENCE] = FALSE;
1277 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1279 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1281 * The enums are the same:
1282 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1283 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1284 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1285 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1286 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1288 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1290 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1291 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1293 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1295 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1296 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1299 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1301 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1302 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1304 if (gl_info->supported[NV_TEXTURE_SHADER2])
1306 if (gl_info->supported[NV_REGISTER_COMBINERS])
1308 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1309 * are supported. The nv extensions provide the same functionality as the
1310 * ATI one, and a bit more(signed pixelformats). */
1311 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1314 if (gl_info->supported[ARB_DRAW_BUFFERS])
1316 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1317 gl_info->max_buffers = gl_max;
1318 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1320 if (gl_info->supported[ARB_MULTITEXTURE])
1322 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1323 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
1324 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->max_textures);
1326 if (gl_info->supported[NV_REGISTER_COMBINERS])
1328 GLint tmp;
1329 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1330 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
1332 else
1334 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
1336 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->max_texture_stages);
1338 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1340 GLint tmp;
1341 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1342 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1344 else
1346 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
1348 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->max_fragment_samplers);
1350 if (gl_info->supported[ARB_VERTEX_SHADER])
1352 GLint tmp;
1353 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1354 gl_info->max_vertex_samplers = tmp;
1355 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1356 gl_info->max_combined_samplers = tmp;
1358 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1359 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1360 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1361 * shader is used with fixed function vertex processing we're fine too because fixed function
1362 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1363 * used we have to make sure that all vertex sampler setups are valid together with all
1364 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1365 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1366 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1367 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1368 * a fixed function pipeline anymore.
1370 * So this is just a check to check that our assumption holds true. If not, write a warning
1371 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1372 if (gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12
1373 && MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers)
1375 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1376 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
1377 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1378 if (gl_info->max_combined_samplers > MAX_TEXTURES)
1379 gl_info->max_vertex_samplers = gl_info->max_combined_samplers - MAX_TEXTURES;
1380 else
1381 gl_info->max_vertex_samplers = 0;
1384 else
1386 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
1388 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->max_vertex_samplers);
1389 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->max_combined_samplers);
1391 if (gl_info->supported[ARB_VERTEX_BLEND])
1393 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1394 gl_info->max_blends = gl_max;
1395 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->max_blends);
1397 if (gl_info->supported[EXT_TEXTURE3D])
1399 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1400 gl_info->max_texture3d_size = gl_max;
1401 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->max_texture3d_size);
1403 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1405 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1406 gl_info->max_anisotropy = gl_max;
1407 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->max_anisotropy);
1409 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1411 gl_info->ps_arb_version = PS_VERSION_11;
1412 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1413 gl_info->ps_arb_constantsF = gl_max;
1414 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->ps_arb_constantsF);
1415 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1416 gl_info->ps_arb_max_temps = gl_max;
1417 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->ps_arb_max_temps);
1418 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1419 gl_info->ps_arb_max_instructions = gl_max;
1420 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->ps_arb_max_instructions);
1422 if (gl_info->supported[ARB_VERTEX_PROGRAM])
1424 gl_info->vs_arb_version = VS_VERSION_11;
1425 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1426 gl_info->vs_arb_constantsF = gl_max;
1427 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->vs_arb_constantsF);
1428 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1429 gl_info->vs_arb_max_temps = gl_max;
1430 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->vs_arb_max_temps);
1431 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1432 gl_info->vs_arb_max_instructions = gl_max;
1433 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->vs_arb_max_instructions);
1435 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1437 if (gl_info->supported[ARB_VERTEX_SHADER])
1439 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
1440 gl_info->vs_glsl_constantsF = gl_max / 4;
1441 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->vs_glsl_constantsF);
1443 if (gl_info->supported[ARB_FRAGMENT_SHADER])
1445 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
1446 gl_info->ps_glsl_constantsF = gl_max / 4;
1447 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->ps_glsl_constantsF);
1448 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
1449 gl_info->max_glsl_varyings = gl_max;
1450 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
1452 if (gl_info->supported[EXT_VERTEX_SHADER])
1454 gl_info->vs_ati_version = VS_VERSION_11;
1456 if (gl_info->supported[NV_VERTEX_PROGRAM3])
1458 gl_info->vs_nv_version = VS_VERSION_30;
1460 else if (gl_info->supported[NV_VERTEX_PROGRAM2])
1462 gl_info->vs_nv_version = VS_VERSION_20;
1464 else if (gl_info->supported[NV_VERTEX_PROGRAM1_1])
1466 gl_info->vs_nv_version = VS_VERSION_11;
1468 else if (gl_info->supported[NV_VERTEX_PROGRAM])
1470 gl_info->vs_nv_version = VS_VERSION_10;
1472 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
1474 gl_info->ps_nv_version = PS_VERSION_30;
1476 else if (gl_info->supported[NV_FRAGMENT_PROGRAM])
1478 gl_info->ps_nv_version = PS_VERSION_20;
1480 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
1482 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1484 else
1486 gl_info->max_shininess = 128.0f;
1488 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1490 /* If we have full NP2 texture support, disable
1491 * GL_ARB_texture_rectangle because we will never use it.
1492 * This saves a few redundant glDisable calls. */
1493 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1495 if (gl_info->supported[ATI_FRAGMENT_SHADER])
1497 /* Disable NV_register_combiners and fragment shader if this is supported.
1498 * generally the NV extensions are preferred over the ATI ones, and this
1499 * extension is disabled if register_combiners and texture_shader2 are both
1500 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1501 * fragment processing support. */
1502 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1503 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1504 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1505 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1506 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1508 if (gl_info->supported[NV_HALF_FLOAT])
1510 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
1511 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1513 if (gl_info->supported[ARB_POINT_SPRITE])
1515 gl_info->max_point_sprite_units = gl_info->max_textures;
1517 else
1519 gl_info->max_point_sprite_units = 0;
1521 checkGLcall("extension detection");
1523 /* In some cases the number of texture stages can be larger than the number
1524 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1525 * shaders), but 8 texture stages (register combiners). */
1526 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1528 /* We can only use ORM_FBO when the hardware supports it. */
1529 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1530 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to backbuffer offscreen rendering mode.\n");
1531 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1534 /* MRTs are currently only supported when FBOs are used. */
1535 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1536 gl_info->max_buffers = 1;
1539 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1540 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1541 * in case of the latest videocards in the number of pixel/vertex pipelines.
1543 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1544 * rendering. Various games use this information to get a rough estimation of the features of the card
1545 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1546 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1547 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1548 * not the PCI id.
1550 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1551 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1552 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1553 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1554 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1555 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1556 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1557 * is limited.
1559 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1560 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1561 * similar 3d features.
1563 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1564 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1565 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1566 * won't pass we return a default card. This way is better than maintaining a full card database as even
1567 * without a full database we can return a card with similar features. Second the size of the database
1568 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1569 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1570 * to distinguishes between different models from that family.
1572 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1573 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1574 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1575 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1576 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1577 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1578 * memory behind our backs if really needed.
1579 * Note that the amount of video memory can be overruled using a registry setting.
1581 switch (gl_info->gl_vendor) {
1582 case VENDOR_NVIDIA:
1583 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1584 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1586 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1587 /* Geforce 200 - highend */
1588 if (strstr(gl_renderer, "GTX 280")
1589 || strstr(gl_renderer, "GTX 285")
1590 || strstr(gl_renderer, "GTX 295"))
1592 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1593 vidmem = 1024;
1595 /* Geforce 200 - midend high */
1596 else if (strstr(gl_renderer, "GTX 275"))
1598 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1599 vidmem = 896;
1601 /* Geforce 200 - midend */
1602 else if (strstr(gl_renderer, "GTX 260"))
1604 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1605 vidmem = 1024;
1607 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1608 else if (strstr(gl_renderer, "9800")
1609 || strstr(gl_renderer, "GTS 150")
1610 || strstr(gl_renderer, "GTS 250"))
1612 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1613 vidmem = 512;
1615 /* Geforce9 - midend */
1616 else if (strstr(gl_renderer, "9600"))
1618 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1619 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1621 /* Geforce9 - midend low / Geforce 200 - low*/
1622 else if (strstr(gl_renderer, "9500")
1623 || strstr(gl_renderer, "GT 120")
1624 || strstr(gl_renderer, "GT 130"))
1626 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1627 vidmem = 256; /* The 9500GT has 256-1024MB */
1629 /* Geforce9 - lowend */
1630 else if (strstr(gl_renderer, "9400"))
1632 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1633 vidmem = 256; /* The 9400GT has 256-1024MB */
1635 /* Geforce9 - lowend low */
1636 else if (strstr(gl_renderer, "9100")
1637 || strstr(gl_renderer, "9200")
1638 || strstr(gl_renderer, "9300")
1639 || strstr(gl_renderer, "G 100"))
1641 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1642 vidmem = 256; /* The 9100-9300 cards have 256MB */
1644 /* Geforce8 - highend */
1645 else if (strstr(gl_renderer, "8800"))
1647 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1648 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1650 /* Geforce8 - midend mobile */
1651 else if (strstr(gl_renderer, "8600 M"))
1653 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1654 vidmem = 512;
1656 /* Geforce8 - midend */
1657 else if (strstr(gl_renderer, "8600")
1658 || strstr(gl_renderer, "8700"))
1660 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1661 vidmem = 256;
1663 /* Geforce8 - lowend */
1664 else if (strstr(gl_renderer, "8300")
1665 || strstr(gl_renderer, "8400")
1666 || strstr(gl_renderer, "8500"))
1668 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1669 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1671 /* Geforce7 - highend */
1672 else if (strstr(gl_renderer, "7800")
1673 || strstr(gl_renderer, "7900")
1674 || strstr(gl_renderer, "7950")
1675 || strstr(gl_renderer, "Quadro FX 4")
1676 || strstr(gl_renderer, "Quadro FX 5"))
1678 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1679 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1681 /* Geforce7 midend */
1682 else if (strstr(gl_renderer, "7600")
1683 || strstr(gl_renderer, "7700"))
1685 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1686 vidmem = 256; /* The 7600 uses 256-512MB */
1687 /* Geforce7 lower medium */
1689 else if (strstr(gl_renderer, "7400"))
1691 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1692 vidmem = 256; /* The 7400 uses 256-512MB */
1694 /* Geforce7 lowend */
1695 else if (strstr(gl_renderer, "7300"))
1697 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1698 vidmem = 256; /* Mac Pros with this card have 256 MB */
1700 /* Geforce6 highend */
1701 else if (strstr(gl_renderer, "6800"))
1703 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1704 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1706 /* Geforce6 - midend */
1707 else if (strstr(gl_renderer, "6600")
1708 || strstr(gl_renderer, "6610")
1709 || strstr(gl_renderer, "6700"))
1711 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1712 vidmem = 128; /* A 6600GT has 128-256MB */
1714 /* Geforce6/7 lowend */
1715 else {
1716 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1717 vidmem = 64; /* */
1719 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1720 /* GeforceFX - highend */
1721 if (strstr(gl_renderer, "5800")
1722 || strstr(gl_renderer, "5900")
1723 || strstr(gl_renderer, "5950")
1724 || strstr(gl_renderer, "Quadro FX"))
1726 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1727 vidmem = 256; /* 5800-5900 cards use 256MB */
1729 /* GeforceFX - midend */
1730 else if (strstr(gl_renderer, "5600")
1731 || strstr(gl_renderer, "5650")
1732 || strstr(gl_renderer, "5700")
1733 || strstr(gl_renderer, "5750"))
1735 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1736 vidmem = 128; /* A 5600 uses 128-256MB */
1738 /* GeforceFX - lowend */
1739 else {
1740 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1741 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1743 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1744 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1746 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1747 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1749 else
1751 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1752 vidmem = 64; /* Geforce3 cards have 64-128MB */
1754 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1755 if (strstr(gl_renderer, "GeForce4 MX"))
1757 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1758 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1760 else if(strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1762 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1763 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1765 else if(strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1767 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1768 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1770 else
1772 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1773 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1775 } else {
1776 if (strstr(gl_renderer, "TNT2"))
1778 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1779 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1781 else
1783 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1784 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1787 break;
1788 case VENDOR_ATI:
1789 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1791 * beware: renderer string do not match exact card model,
1792 * eg HD 4800 is returned for multiple card, even for RV790 based one
1794 if(WINE_D3D9_CAPABLE(gl_info)) {
1795 /* Radeon R7xx HD4800 - highend */
1796 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1797 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1798 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1799 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1800 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1802 gl_info->gl_card = CARD_ATI_RADEON_HD4800;
1803 vidmem = 512; /* note: HD4890 cards use 1024MB */
1805 /* Radeon R740 HD4700 - midend */
1806 else if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1807 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1809 gl_info->gl_card = CARD_ATI_RADEON_HD4700;
1810 vidmem = 512;
1812 /* Radeon R730 HD4600 - midend */
1813 else if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1814 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1815 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1817 gl_info->gl_card = CARD_ATI_RADEON_HD4600;
1818 vidmem = 512;
1820 /* Radeon R710 HD4500/HD4350 - lowend */
1821 else if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1822 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1824 gl_info->gl_card = CARD_ATI_RADEON_HD4350;
1825 vidmem = 256;
1827 /* Radeon R6xx HD2900/HD3800 - highend */
1828 else if (strstr(gl_renderer, "HD 2900")
1829 || strstr(gl_renderer, "HD 3870")
1830 || strstr(gl_renderer, "HD 3850"))
1832 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1833 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1835 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1836 else if (strstr(gl_renderer, "HD 2600")
1837 || strstr(gl_renderer, "HD 3830")
1838 || strstr(gl_renderer, "HD 3690")
1839 || strstr(gl_renderer, "HD 3650"))
1841 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1842 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1844 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1845 else if (strstr(gl_renderer, "HD 2300")
1846 || strstr(gl_renderer, "HD 2400")
1847 || strstr(gl_renderer, "HD 3470")
1848 || strstr(gl_renderer, "HD 3450")
1849 || strstr(gl_renderer, "HD 3430")
1850 || strstr(gl_renderer, "HD 3400"))
1852 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1853 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1855 /* Radeon R6xx/R7xx integrated */
1856 else if (strstr(gl_renderer, "HD 3100")
1857 || strstr(gl_renderer, "HD 3200")
1858 || strstr(gl_renderer, "HD 3300"))
1860 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1861 vidmem = 128; /* 128MB */
1863 /* Radeon R5xx */
1864 else if (strstr(gl_renderer, "X1600")
1865 || strstr(gl_renderer, "X1650")
1866 || strstr(gl_renderer, "X1800")
1867 || strstr(gl_renderer, "X1900")
1868 || strstr(gl_renderer, "X1950"))
1870 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1871 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1873 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1874 else if(strstr(gl_renderer, "X700")
1875 || strstr(gl_renderer, "X800")
1876 || strstr(gl_renderer, "X850")
1877 || strstr(gl_renderer, "X1300")
1878 || strstr(gl_renderer, "X1400")
1879 || strstr(gl_renderer, "X1450")
1880 || strstr(gl_renderer, "X1550"))
1882 gl_info->gl_card = CARD_ATI_RADEON_X700;
1883 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1885 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1886 else if(strstr(gl_renderer, "Radeon Xpress"))
1888 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1889 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1891 /* Radeon R3xx */
1892 else {
1893 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1894 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1896 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1897 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1898 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1899 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1900 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1901 vidmem = 32; /* There are models with up to 64MB */
1902 } else {
1903 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1904 vidmem = 16; /* There are 16-32MB models */
1906 break;
1907 case VENDOR_INTEL:
1908 if(strstr(gl_renderer, "X3100"))
1910 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1911 gl_info->gl_card = CARD_INTEL_X3100;
1912 vidmem = 128;
1914 else if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1916 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1917 gl_info->gl_card = CARD_INTEL_I945GM;
1918 vidmem = 64;
1920 else if (strstr(gl_renderer, "915GM"))
1922 gl_info->gl_card = CARD_INTEL_I915GM;
1924 else if (strstr(gl_renderer, "915G"))
1926 gl_info->gl_card = CARD_INTEL_I915G;
1928 else if (strstr(gl_renderer, "865G"))
1930 gl_info->gl_card = CARD_INTEL_I865G;
1932 else if (strstr(gl_renderer, "855G"))
1934 gl_info->gl_card = CARD_INTEL_I855G;
1936 else if (strstr(gl_renderer, "830G"))
1938 gl_info->gl_card = CARD_INTEL_I830G;
1939 } else {
1940 gl_info->gl_card = CARD_INTEL_I915G;
1942 break;
1943 case VENDOR_MESA:
1944 case VENDOR_WINE:
1945 default:
1946 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1947 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1948 * them a good generic choice.
1950 gl_info->gl_vendor = VENDOR_NVIDIA;
1951 if(WINE_D3D9_CAPABLE(gl_info))
1952 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1953 else if(WINE_D3D8_CAPABLE(gl_info))
1954 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1955 else if(WINE_D3D7_CAPABLE(gl_info))
1956 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1957 else if(WINE_D3D6_CAPABLE(gl_info))
1958 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1959 else
1960 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1962 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1964 /* If we have an estimate use it, else default to 64MB; */
1965 if(vidmem)
1966 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1967 else
1968 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1970 /* Load all the lookup tables */
1971 for (i = 0; i < MAX_LOOKUPS; i++) {
1972 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1975 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1976 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1977 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1978 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1979 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1980 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1981 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1982 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1983 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1984 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1986 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1987 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1988 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1989 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1990 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1993 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1994 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1995 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1996 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1997 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1998 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1999 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
2000 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
2001 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
2002 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
2003 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
2004 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
2005 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
2006 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
2007 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
2009 /* TODO: config lookups */
2011 /* Make sure there's an active HDC else the WGL extensions will fail */
2012 hdc = pwglGetCurrentDC();
2013 if (hdc) {
2014 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2015 if(GL_EXTCALL(wglGetExtensionsStringARB))
2016 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2018 if (NULL == WGL_Extensions) {
2019 ERR(" WGL_Extensions returns NULL\n");
2020 } else {
2021 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2022 while (*WGL_Extensions != 0x00) {
2023 const char *Start;
2024 char ThisExtn[256];
2026 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2027 Start = WGL_Extensions;
2028 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2029 WGL_Extensions++;
2032 len = WGL_Extensions - Start;
2033 if (len == 0 || len >= sizeof(ThisExtn))
2034 continue;
2036 memcpy(ThisExtn, Start, len);
2037 ThisExtn[len] = '\0';
2038 TRACE_(d3d_caps)("- %s\n", ThisExtn);
2040 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2041 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2042 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2044 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2045 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2046 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2048 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2049 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2050 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2055 LEAVE_GL();
2057 fixup_extensions(gl_info, gl_renderer);
2058 add_gl_compat_wrappers(gl_info);
2060 HeapFree(GetProcessHeap(), 0, gl_renderer);
2061 return TRUE;
2064 /**********************************************************
2065 * IWineD3D implementation follows
2066 **********************************************************/
2068 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2069 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2071 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2073 return This->adapter_count;
2076 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
2077 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2078 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
2079 return WINED3D_OK;
2082 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2083 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2085 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2087 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2088 return NULL;
2091 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2094 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2095 of the same bpp but different resolutions */
2097 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2098 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2099 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2100 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2102 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2103 return 0;
2106 /* TODO: Store modes per adapter and read it from the adapter structure */
2107 if (Adapter == 0) { /* Display */
2108 unsigned int i = 0;
2109 unsigned int j = 0;
2110 DEVMODEW mode;
2112 memset(&mode, 0, sizeof(mode));
2113 mode.dmSize = sizeof(mode);
2115 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2117 ++j;
2118 switch (Format)
2120 case WINED3DFMT_UNKNOWN:
2121 /* This is for D3D8, do not enumerate P8 here */
2122 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2123 break;
2125 case WINED3DFMT_X8R8G8B8:
2126 if (mode.dmBitsPerPel == 32) ++i;
2127 break;
2129 case WINED3DFMT_R5G6B5:
2130 if (mode.dmBitsPerPel == 16) ++i;
2131 break;
2133 case WINED3DFMT_P8:
2134 if (mode.dmBitsPerPel == 8) ++i;
2135 break;
2137 default:
2138 /* Skip other modes as they do not match the requested format */
2139 break;
2143 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2144 return i;
2145 } else {
2146 FIXME_(d3d_caps)("Adapter not primary display\n");
2148 return 0;
2151 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2152 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2153 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2154 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2156 /* Validate the parameters as much as possible */
2157 if (NULL == pMode ||
2158 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2159 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2160 return WINED3DERR_INVALIDCALL;
2163 /* TODO: Store modes per adapter and read it from the adapter structure */
2164 if (Adapter == 0)
2166 DEVMODEW DevModeW;
2167 int ModeIdx = 0;
2168 UINT i = 0;
2169 int j = 0;
2171 ZeroMemory(&DevModeW, sizeof(DevModeW));
2172 DevModeW.dmSize = sizeof(DevModeW);
2174 /* If we are filtering to a specific format (D3D9), then need to skip
2175 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2176 just count through the ones with valid bit depths */
2177 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
2178 switch (Format)
2180 case WINED3DFMT_UNKNOWN:
2181 /* This is D3D8. Do not enumerate P8 here */
2182 if (DevModeW.dmBitsPerPel == 32 ||
2183 DevModeW.dmBitsPerPel == 16) i++;
2184 break;
2185 case WINED3DFMT_X8R8G8B8:
2186 if (DevModeW.dmBitsPerPel == 32) i++;
2187 break;
2188 case WINED3DFMT_R5G6B5:
2189 if (DevModeW.dmBitsPerPel == 16) i++;
2190 break;
2191 case WINED3DFMT_P8:
2192 if (DevModeW.dmBitsPerPel == 8) i++;
2193 break;
2194 default:
2195 /* Modes that don't match what we support can get an early-out */
2196 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
2197 return WINED3DERR_INVALIDCALL;
2201 if (i == 0) {
2202 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2203 return WINED3DERR_INVALIDCALL;
2205 ModeIdx = j - 1;
2207 /* Now get the display mode via the calculated index */
2208 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2209 pMode->Width = DevModeW.dmPelsWidth;
2210 pMode->Height = DevModeW.dmPelsHeight;
2211 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
2212 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2213 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2215 if (Format == WINED3DFMT_UNKNOWN) {
2216 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2217 } else {
2218 pMode->Format = Format;
2220 } else {
2221 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2222 return WINED3DERR_INVALIDCALL;
2225 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2226 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2227 DevModeW.dmBitsPerPel);
2230 else
2232 FIXME_(d3d_caps)("Adapter not primary display\n");
2235 return WINED3D_OK;
2238 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
2239 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2240 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
2242 if (NULL == pMode ||
2243 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2244 return WINED3DERR_INVALIDCALL;
2247 if (Adapter == 0) { /* Display */
2248 int bpp = 0;
2249 DEVMODEW DevModeW;
2251 ZeroMemory(&DevModeW, sizeof(DevModeW));
2252 DevModeW.dmSize = sizeof(DevModeW);
2254 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2255 pMode->Width = DevModeW.dmPelsWidth;
2256 pMode->Height = DevModeW.dmPelsHeight;
2257 bpp = DevModeW.dmBitsPerPel;
2258 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
2259 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2261 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2264 pMode->Format = pixelformat_for_depth(bpp);
2265 } else {
2266 FIXME_(d3d_caps)("Adapter not primary display\n");
2269 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2270 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2271 return WINED3D_OK;
2274 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2275 and fields being inserted in the middle, a new structure is used in place */
2276 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2277 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2278 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2279 size_t len;
2281 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2283 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2284 return WINED3DERR_INVALIDCALL;
2287 /* Return the information requested */
2288 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2290 if (pIdentifier->driver_size)
2292 len = min(strlen(This->adapters[Adapter].driver), pIdentifier->driver_size - 1);
2293 memcpy(pIdentifier->driver, This->adapters[Adapter].driver, len);
2294 pIdentifier->driver[len] = '\0';
2297 if (pIdentifier->description_size)
2299 const char *description;
2301 if (This->adapters[Adapter].gl_info.driver_description)
2302 description = This->adapters[Adapter].gl_info.driver_description;
2303 else
2304 description = This->adapters[Adapter].description;
2306 len = min(strlen(description), pIdentifier->description_size - 1);
2307 memcpy(pIdentifier->description, description, len);
2308 pIdentifier->description[len] = '\0';
2311 /* Note that d3d8 doesn't supply a device name. */
2312 if (pIdentifier->device_name_size)
2314 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2316 len = strlen(device_name);
2317 if (len >= pIdentifier->device_name_size)
2319 ERR("Device name size too small.\n");
2320 return WINED3DERR_INVALIDCALL;
2323 memcpy(pIdentifier->device_name, device_name, len);
2324 pIdentifier->device_name[len] = '\0';
2327 pIdentifier->driver_version.u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
2328 pIdentifier->driver_version.u.LowPart = This->adapters[Adapter].gl_info.driver_version;
2329 pIdentifier->vendor_id = This->adapters[Adapter].gl_info.gl_vendor;
2330 pIdentifier->device_id = This->adapters[Adapter].gl_info.gl_card;
2331 pIdentifier->subsystem_id = 0;
2332 pIdentifier->revision = 0;
2333 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2335 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
2337 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
2338 pIdentifier->device_id = wined3d_settings.pci_device_id;
2341 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
2343 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
2344 pIdentifier->vendor_id = wined3d_settings.pci_vendor_id;
2347 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2349 return WINED3D_OK;
2352 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
2353 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2355 short redSize, greenSize, blueSize, alphaSize, colorBits;
2357 if(!cfg)
2358 return FALSE;
2360 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2361 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2363 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2364 return FALSE;
2367 if(cfg->redSize < redSize)
2368 return FALSE;
2370 if(cfg->greenSize < greenSize)
2371 return FALSE;
2373 if(cfg->blueSize < blueSize)
2374 return FALSE;
2376 if(cfg->alphaSize < alphaSize)
2377 return FALSE;
2379 return TRUE;
2380 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2381 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2382 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2383 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2384 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2385 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2386 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2387 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2388 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2389 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2390 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2391 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2392 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2393 } else {
2394 /* Probably a color index mode */
2395 return FALSE;
2398 return FALSE;
2401 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
2402 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2404 short depthSize, stencilSize;
2405 BOOL lockable = FALSE;
2407 if(!cfg)
2408 return FALSE;
2410 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2412 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2413 return FALSE;
2416 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
2417 lockable = TRUE;
2419 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2420 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2421 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2422 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2423 return FALSE;
2425 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2426 * allow more stencil bits than requested. */
2427 if(cfg->stencilSize < stencilSize)
2428 return FALSE;
2430 return TRUE;
2433 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2434 WINED3DFORMAT AdapterFormat,
2435 WINED3DFORMAT RenderTargetFormat,
2436 WINED3DFORMAT DepthStencilFormat) {
2437 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2438 int nCfgs;
2439 const WineD3D_PixelFormat *cfgs;
2440 const struct WineD3DAdapter *adapter;
2441 const struct GlPixelFormatDesc *rt_format_desc;
2442 const struct GlPixelFormatDesc *ds_format_desc;
2443 int it;
2445 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2446 This, Adapter,
2447 DeviceType, debug_d3ddevicetype(DeviceType),
2448 AdapterFormat, debug_d3dformat(AdapterFormat),
2449 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2450 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2452 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2453 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2454 return WINED3DERR_INVALIDCALL;
2457 adapter = &This->adapters[Adapter];
2458 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2459 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2460 cfgs = adapter->cfgs;
2461 nCfgs = adapter->nCfgs;
2462 for (it = 0; it < nCfgs; ++it) {
2463 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2465 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2467 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2468 return WINED3D_OK;
2472 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2474 return WINED3DERR_NOTAVAILABLE;
2477 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2478 WINED3DFORMAT SurfaceFormat,
2479 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
2481 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2482 const struct GlPixelFormatDesc *glDesc;
2483 const struct WineD3DAdapter *adapter;
2485 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2486 This,
2487 Adapter,
2488 DeviceType, debug_d3ddevicetype(DeviceType),
2489 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2490 Windowed,
2491 MultiSampleType,
2492 pQualityLevels);
2494 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2495 return WINED3DERR_INVALIDCALL;
2498 /* TODO: handle Windowed, add more quality levels */
2500 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2501 if(pQualityLevels) *pQualityLevels = 1;
2502 return WINED3D_OK;
2505 /* By default multisampling is disabled right now as it causes issues
2506 * on some Nvidia driver versions and it doesn't work well in combination
2507 * with FBOs yet. */
2508 if(!wined3d_settings.allow_multisampling)
2509 return WINED3DERR_NOTAVAILABLE;
2511 adapter = &This->adapters[Adapter];
2512 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2513 if (!glDesc) return WINED3DERR_INVALIDCALL;
2515 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2516 int i, nCfgs;
2517 const WineD3D_PixelFormat *cfgs;
2519 cfgs = adapter->cfgs;
2520 nCfgs = adapter->nCfgs;
2521 for(i=0; i<nCfgs; i++) {
2522 if(cfgs[i].numSamples != MultiSampleType)
2523 continue;
2525 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2526 continue;
2528 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2530 if(pQualityLevels)
2531 *pQualityLevels = 1; /* Guess at a value! */
2532 return WINED3D_OK;
2535 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2536 short redSize, greenSize, blueSize, alphaSize, colorBits;
2537 int i, nCfgs;
2538 const WineD3D_PixelFormat *cfgs;
2540 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2542 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2543 return WINED3DERR_NOTAVAILABLE;
2546 cfgs = adapter->cfgs;
2547 nCfgs = adapter->nCfgs;
2548 for(i=0; i<nCfgs; i++) {
2549 if(cfgs[i].numSamples != MultiSampleType)
2550 continue;
2551 if(cfgs[i].redSize != redSize)
2552 continue;
2553 if(cfgs[i].greenSize != greenSize)
2554 continue;
2555 if(cfgs[i].blueSize != blueSize)
2556 continue;
2557 if(cfgs[i].alphaSize != alphaSize)
2558 continue;
2560 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2562 if(pQualityLevels)
2563 *pQualityLevels = 1; /* Guess at a value! */
2564 return WINED3D_OK;
2567 return WINED3DERR_NOTAVAILABLE;
2570 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2571 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2573 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2574 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2575 UINT nmodes;
2577 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2578 This,
2579 Adapter,
2580 DeviceType, debug_d3ddevicetype(DeviceType),
2581 DisplayFormat, debug_d3dformat(DisplayFormat),
2582 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2583 Windowed);
2585 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2586 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2587 return WINED3DERR_INVALIDCALL;
2590 /* The task of this function is to check whether a certain display / backbuffer format
2591 * combination is available on the given adapter. In fullscreen mode microsoft specified
2592 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2593 * and display format should match exactly.
2594 * In windowed mode format conversion can occur and this depends on the driver. When format
2595 * conversion is done, this function should nevertheless fail and applications need to use
2596 * CheckDeviceFormatConversion.
2597 * At the moment we assume that fullscreen and windowed have the same capabilities */
2599 /* There are only 4 display formats */
2600 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2601 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2602 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2603 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2605 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2606 return WINED3DERR_NOTAVAILABLE;
2609 /* If the requested DisplayFormat is not available, don't continue */
2610 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2611 if(!nmodes) {
2612 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2613 return WINED3DERR_NOTAVAILABLE;
2616 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2617 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2618 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2619 return WINED3DERR_NOTAVAILABLE;
2622 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2623 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2624 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2625 return WINED3DERR_NOTAVAILABLE;
2628 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2629 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2630 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2631 return WINED3DERR_NOTAVAILABLE;
2634 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2635 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2636 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2637 return WINED3DERR_NOTAVAILABLE;
2640 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2641 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2642 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2643 return WINED3DERR_NOTAVAILABLE;
2646 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2647 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2648 if(FAILED(hr))
2649 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2651 return hr;
2655 /* Check if we support bumpmapping for a format */
2656 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2657 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2659 const struct fragment_pipeline *fp;
2661 switch(format_desc->format)
2663 case WINED3DFMT_R8G8_SNORM:
2664 case WINED3DFMT_R16G16_SNORM:
2665 case WINED3DFMT_L6V5U5:
2666 case WINED3DFMT_X8L8V8U8:
2667 case WINED3DFMT_R8G8B8A8_SNORM:
2668 /* Ask the fixed function pipeline implementation if it can deal
2669 * with the conversion. If we've got a GL extension giving native
2670 * support this will be an identity conversion. */
2671 fp = select_fragment_implementation(adapter, DeviceType);
2672 if (fp->color_fixup_supported(format_desc->color_fixup))
2674 TRACE_(d3d_caps)("[OK]\n");
2675 return TRUE;
2677 TRACE_(d3d_caps)("[FAILED]\n");
2678 return FALSE;
2680 default:
2681 TRACE_(d3d_caps)("[FAILED]\n");
2682 return FALSE;
2686 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2687 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2688 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2690 int it=0;
2692 /* Only allow depth/stencil formats */
2693 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2695 /* Walk through all WGL pixel formats to find a match */
2696 for (it = 0; it < adapter->nCfgs; ++it)
2698 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2699 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2701 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2703 return TRUE;
2708 return FALSE;
2711 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2713 /* The flags entry of a format contains the filtering capability */
2714 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2716 return FALSE;
2719 /* Check the render target capabilities of a format */
2720 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2721 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2723 /* Filter out non-RT formats */
2724 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2726 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2727 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2728 int it;
2729 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2730 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2732 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2733 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2735 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2736 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2737 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2738 TRACE_(d3d_caps)("[FAILED]\n");
2739 return FALSE;
2742 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2743 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2744 for (it = 0; it < adapter->nCfgs; ++it)
2746 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2747 &cfgs[it], check_format_desc))
2749 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2750 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2751 return TRUE;
2754 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2755 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2756 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2757 int it;
2759 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2760 for (it = 0; it < adapter->nCfgs; ++it)
2762 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2763 &cfgs[it], check_format_desc))
2765 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2766 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2767 return TRUE;
2770 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2771 /* For now return TRUE for FBOs until we have some proper checks.
2772 * Note that this function will only be called when the format is around for texturing. */
2773 return TRUE;
2775 return FALSE;
2778 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2780 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2782 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2783 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2784 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2785 return FALSE;
2788 switch (format_desc->format)
2790 case WINED3DFMT_A8R8G8B8:
2791 case WINED3DFMT_X8R8G8B8:
2792 case WINED3DFMT_A4R4G4B4:
2793 case WINED3DFMT_L8:
2794 case WINED3DFMT_A8L8:
2795 case WINED3DFMT_DXT1:
2796 case WINED3DFMT_DXT2:
2797 case WINED3DFMT_DXT3:
2798 case WINED3DFMT_DXT4:
2799 case WINED3DFMT_DXT5:
2800 TRACE_(d3d_caps)("[OK]\n");
2801 return TRUE;
2803 default:
2804 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2805 return FALSE;
2807 return FALSE;
2810 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2811 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2813 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2814 * doing the color fixup in shaders.
2815 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2816 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2818 int vs_selected_mode;
2819 int ps_selected_mode;
2820 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2822 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2823 TRACE_(d3d_caps)("[OK]\n");
2824 return TRUE;
2828 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2829 return FALSE;
2832 /* Check if a format support blending in combination with pixel shaders */
2833 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2834 const struct GlPixelFormatDesc *format_desc)
2836 /* The flags entry of a format contains the post pixel shader blending capability */
2837 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2839 return FALSE;
2842 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2844 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2845 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2846 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2847 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2848 * capability anyway.
2850 * For now lets report this on all formats, but in the future we may want to
2851 * restrict it to some should games need that
2853 return TRUE;
2856 /* Check if a texture format is supported on the given adapter */
2857 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2858 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2860 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2861 const shader_backend_t *shader_backend;
2862 const struct fragment_pipeline *fp;
2864 switch (format_desc->format)
2866 /*****
2867 * supported: RGB(A) formats
2869 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2870 case WINED3DFMT_A8R8G8B8:
2871 case WINED3DFMT_X8R8G8B8:
2872 case WINED3DFMT_R5G6B5:
2873 case WINED3DFMT_X1R5G5B5:
2874 case WINED3DFMT_A1R5G5B5:
2875 case WINED3DFMT_A4R4G4B4:
2876 case WINED3DFMT_A8_UNORM:
2877 case WINED3DFMT_X4R4G4B4:
2878 case WINED3DFMT_R8G8B8A8_UNORM:
2879 case WINED3DFMT_X8B8G8R8:
2880 case WINED3DFMT_A2R10G10B10:
2881 case WINED3DFMT_R10G10B10A2_UNORM:
2882 case WINED3DFMT_R16G16_UNORM:
2883 TRACE_(d3d_caps)("[OK]\n");
2884 return TRUE;
2886 case WINED3DFMT_R3G3B2:
2887 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2888 return FALSE;
2890 /*****
2891 * supported: Palettized
2893 case WINED3DFMT_P8:
2894 TRACE_(d3d_caps)("[OK]\n");
2895 return TRUE;
2896 /* No Windows driver offers A8P8, so don't offer it either */
2897 case WINED3DFMT_A8P8:
2898 return FALSE;
2900 /*****
2901 * Supported: (Alpha)-Luminance
2903 case WINED3DFMT_L8:
2904 case WINED3DFMT_A8L8:
2905 case WINED3DFMT_L16:
2906 TRACE_(d3d_caps)("[OK]\n");
2907 return TRUE;
2909 /* Not supported on Windows, thus disabled */
2910 case WINED3DFMT_A4L4:
2911 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2912 return FALSE;
2914 /*****
2915 * Supported: Depth/Stencil formats
2917 case WINED3DFMT_D16_LOCKABLE:
2918 case WINED3DFMT_D16_UNORM:
2919 case WINED3DFMT_D15S1:
2920 case WINED3DFMT_D24X8:
2921 case WINED3DFMT_D24X4S4:
2922 case WINED3DFMT_D24S8:
2923 case WINED3DFMT_D24FS8:
2924 case WINED3DFMT_D32:
2925 case WINED3DFMT_D32F_LOCKABLE:
2926 return TRUE;
2928 /*****
2929 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2930 * GL_NV_texture_shader). Emulated by shaders
2932 case WINED3DFMT_R8G8_SNORM:
2933 case WINED3DFMT_X8L8V8U8:
2934 case WINED3DFMT_L6V5U5:
2935 case WINED3DFMT_R8G8B8A8_SNORM:
2936 case WINED3DFMT_R16G16_SNORM:
2937 /* Ask the shader backend if it can deal with the conversion. If
2938 * we've got a GL extension giving native support this will be an
2939 * identity conversion. */
2940 shader_backend = select_shader_backend(adapter, DeviceType);
2941 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2943 TRACE_(d3d_caps)("[OK]\n");
2944 return TRUE;
2946 TRACE_(d3d_caps)("[FAILED]\n");
2947 return FALSE;
2949 case WINED3DFMT_DXT1:
2950 case WINED3DFMT_DXT2:
2951 case WINED3DFMT_DXT3:
2952 case WINED3DFMT_DXT4:
2953 case WINED3DFMT_DXT5:
2954 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2955 TRACE_(d3d_caps)("[OK]\n");
2956 return TRUE;
2958 TRACE_(d3d_caps)("[FAILED]\n");
2959 return FALSE;
2962 /*****
2963 * Odd formats - not supported
2965 case WINED3DFMT_VERTEXDATA:
2966 case WINED3DFMT_R16_UINT:
2967 case WINED3DFMT_R32_UINT:
2968 case WINED3DFMT_R16G16B16A16_SNORM:
2969 case WINED3DFMT_A2W10V10U10:
2970 case WINED3DFMT_W11V11U10:
2971 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2972 return FALSE;
2974 /*****
2975 * WINED3DFMT_CxV8U8: Not supported right now
2977 case WINED3DFMT_CxV8U8:
2978 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2979 return FALSE;
2981 /* YUV formats */
2982 case WINED3DFMT_UYVY:
2983 case WINED3DFMT_YUY2:
2984 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2985 TRACE_(d3d_caps)("[OK]\n");
2986 return TRUE;
2988 TRACE_(d3d_caps)("[FAILED]\n");
2989 return FALSE;
2990 case WINED3DFMT_YV12:
2991 TRACE_(d3d_caps)("[FAILED]\n");
2992 return FALSE;
2994 /* Not supported */
2995 case WINED3DFMT_R16G16B16A16_UNORM:
2996 case WINED3DFMT_A8R3G3B2:
2997 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2998 return FALSE;
3000 /* Floating point formats */
3001 case WINED3DFMT_R16_FLOAT:
3002 case WINED3DFMT_R16G16_FLOAT:
3003 case WINED3DFMT_R16G16B16A16_FLOAT:
3004 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
3005 TRACE_(d3d_caps)("[OK]\n");
3006 return TRUE;
3008 TRACE_(d3d_caps)("[FAILED]\n");
3009 return FALSE;
3011 case WINED3DFMT_R32_FLOAT:
3012 case WINED3DFMT_R32G32_FLOAT:
3013 case WINED3DFMT_R32G32B32A32_FLOAT:
3014 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3015 TRACE_(d3d_caps)("[OK]\n");
3016 return TRUE;
3018 TRACE_(d3d_caps)("[FAILED]\n");
3019 return FALSE;
3021 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3022 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3023 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3024 * We can do instancing with all shader versions, but we need vertex shaders.
3026 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3027 * to enable instancing. WineD3D doesn't need that and just ignores it.
3029 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3031 case WINEMAKEFOURCC('I','N','S','T'):
3032 TRACE("ATI Instancing check hack\n");
3033 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
3034 TRACE_(d3d_caps)("[OK]\n");
3035 return TRUE;
3037 TRACE_(d3d_caps)("[FAILED]\n");
3038 return FALSE;
3040 /* Some weird FOURCC formats */
3041 case WINED3DFMT_R8G8_B8G8:
3042 case WINED3DFMT_G8R8_G8B8:
3043 case WINED3DFMT_MULTI2_ARGB8:
3044 TRACE_(d3d_caps)("[FAILED]\n");
3045 return FALSE;
3047 /* Vendor specific formats */
3048 case WINED3DFMT_ATI2N:
3049 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
3050 shader_backend = select_shader_backend(adapter, DeviceType);
3051 fp = select_fragment_implementation(adapter, DeviceType);
3052 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3053 && fp->color_fixup_supported(format_desc->color_fixup))
3055 TRACE_(d3d_caps)("[OK]\n");
3056 return TRUE;
3059 TRACE_(d3d_caps)("[OK]\n");
3060 return TRUE;
3062 TRACE_(d3d_caps)("[FAILED]\n");
3063 return FALSE;
3065 case WINED3DFMT_NVHU:
3066 case WINED3DFMT_NVHS:
3067 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3068 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3069 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3070 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3071 * Applications have to deal with not having NVHS and NVHU.
3073 TRACE_(d3d_caps)("[FAILED]\n");
3074 return FALSE;
3076 case WINED3DFMT_UNKNOWN:
3077 return FALSE;
3079 default:
3080 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3081 break;
3083 return FALSE;
3086 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3087 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3089 const struct blit_shader *blitter;
3091 if(SurfaceType == SURFACE_GDI) {
3092 switch(check_format_desc->format)
3094 case WINED3DFMT_R8G8B8:
3095 case WINED3DFMT_A8R8G8B8:
3096 case WINED3DFMT_X8R8G8B8:
3097 case WINED3DFMT_R5G6B5:
3098 case WINED3DFMT_X1R5G5B5:
3099 case WINED3DFMT_A1R5G5B5:
3100 case WINED3DFMT_A4R4G4B4:
3101 case WINED3DFMT_R3G3B2:
3102 case WINED3DFMT_A8_UNORM:
3103 case WINED3DFMT_A8R3G3B2:
3104 case WINED3DFMT_X4R4G4B4:
3105 case WINED3DFMT_R10G10B10A2_UNORM:
3106 case WINED3DFMT_R8G8B8A8_UNORM:
3107 case WINED3DFMT_X8B8G8R8:
3108 case WINED3DFMT_R16G16_UNORM:
3109 case WINED3DFMT_A2R10G10B10:
3110 case WINED3DFMT_R16G16B16A16_UNORM:
3111 case WINED3DFMT_P8:
3112 TRACE_(d3d_caps)("[OK]\n");
3113 return TRUE;
3114 default:
3115 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3116 return FALSE;
3120 /* All format that are supported for textures are supported for surfaces as well */
3121 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3122 /* All depth stencil formats are supported on surfaces */
3123 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3125 /* If opengl can't process the format natively, the blitter may be able to convert it */
3126 blitter = select_blit_implementation(adapter, DeviceType);
3127 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3129 TRACE_(d3d_caps)("[OK]\n");
3130 return TRUE;
3133 /* Reject other formats */
3134 TRACE_(d3d_caps)("[FAILED]\n");
3135 return FALSE;
3138 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
3140 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3142 if (!GL_LIMITS(vertex_samplers)) {
3143 TRACE_(d3d_caps)("[FAILED]\n");
3144 return FALSE;
3147 switch (format_desc->format)
3149 case WINED3DFMT_R32G32B32A32_FLOAT:
3150 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3151 TRACE_(d3d_caps)("[FAILED]\n");
3152 return FALSE;
3154 TRACE_(d3d_caps)("[OK]\n");
3155 return TRUE;
3157 default:
3158 TRACE_(d3d_caps)("[FAILED]\n");
3159 return FALSE;
3161 return FALSE;
3164 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3165 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3166 WINED3DSURFTYPE SurfaceType) {
3167 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3168 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3169 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3170 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3171 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3172 DWORD UsageCaps = 0;
3174 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3175 This,
3176 Adapter,
3177 DeviceType, debug_d3ddevicetype(DeviceType),
3178 AdapterFormat, debug_d3dformat(AdapterFormat),
3179 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3180 RType, debug_d3dresourcetype(RType),
3181 CheckFormat, debug_d3dformat(CheckFormat));
3183 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3184 return WINED3DERR_INVALIDCALL;
3187 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3189 if(SurfaceType != SURFACE_OPENGL) {
3190 TRACE("[FAILED]\n");
3191 return WINED3DERR_NOTAVAILABLE;
3194 /* Cubetexture allows:
3195 * - D3DUSAGE_AUTOGENMIPMAP
3196 * - D3DUSAGE_DEPTHSTENCIL
3197 * - D3DUSAGE_DYNAMIC
3198 * - D3DUSAGE_NONSECURE (d3d9ex)
3199 * - D3DUSAGE_RENDERTARGET
3200 * - D3DUSAGE_SOFTWAREPROCESSING
3201 * - D3DUSAGE_QUERY_WRAPANDMIP
3203 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3204 /* Check if the texture format is around */
3205 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3207 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3208 /* Check for automatic mipmap generation support */
3209 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3210 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3211 } else {
3212 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3213 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3217 /* Always report dynamic locking */
3218 if(Usage & WINED3DUSAGE_DYNAMIC)
3219 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3221 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3222 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3224 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3225 } else {
3226 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3227 return WINED3DERR_NOTAVAILABLE;
3231 /* Always report software processing */
3232 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3233 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3235 /* Check QUERY_FILTER support */
3236 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3237 if (CheckFilterCapability(adapter, format_desc))
3239 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3240 } else {
3241 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3242 return WINED3DERR_NOTAVAILABLE;
3246 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3247 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3248 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3250 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3251 } else {
3252 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3253 return WINED3DERR_NOTAVAILABLE;
3257 /* Check QUERY_SRGBREAD support */
3258 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3259 if (CheckSrgbReadCapability(adapter, format_desc))
3261 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3262 } else {
3263 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3264 return WINED3DERR_NOTAVAILABLE;
3268 /* Check QUERY_SRGBWRITE support */
3269 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3270 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3272 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3273 } else {
3274 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3275 return WINED3DERR_NOTAVAILABLE;
3279 /* Check QUERY_VERTEXTEXTURE support */
3280 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3281 if (CheckVertexTextureCapability(adapter, format_desc))
3283 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3284 } else {
3285 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3286 return WINED3DERR_NOTAVAILABLE;
3290 /* Check QUERY_WRAPANDMIP support */
3291 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3292 if (CheckWrapAndMipCapability(adapter, format_desc))
3294 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3295 } else {
3296 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3297 return WINED3DERR_NOTAVAILABLE;
3300 } else {
3301 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3302 return WINED3DERR_NOTAVAILABLE;
3304 } else {
3305 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3306 return WINED3DERR_NOTAVAILABLE;
3308 } else if(RType == WINED3DRTYPE_SURFACE) {
3309 /* Surface allows:
3310 * - D3DUSAGE_DEPTHSTENCIL
3311 * - D3DUSAGE_NONSECURE (d3d9ex)
3312 * - D3DUSAGE_RENDERTARGET
3315 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3317 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3318 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3320 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3321 } else {
3322 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3323 return WINED3DERR_NOTAVAILABLE;
3327 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3328 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3330 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3331 } else {
3332 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3333 return WINED3DERR_NOTAVAILABLE;
3337 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3338 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3339 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3341 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3342 } else {
3343 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3344 return WINED3DERR_NOTAVAILABLE;
3347 } else {
3348 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3349 return WINED3DERR_NOTAVAILABLE;
3352 } else if(RType == WINED3DRTYPE_TEXTURE) {
3353 /* Texture allows:
3354 * - D3DUSAGE_AUTOGENMIPMAP
3355 * - D3DUSAGE_DEPTHSTENCIL
3356 * - D3DUSAGE_DMAP
3357 * - D3DUSAGE_DYNAMIC
3358 * - D3DUSAGE_NONSECURE (d3d9ex)
3359 * - D3DUSAGE_RENDERTARGET
3360 * - D3DUSAGE_SOFTWAREPROCESSING
3361 * - D3DUSAGE_TEXTAPI (d3d9ex)
3362 * - D3DUSAGE_QUERY_WRAPANDMIP
3365 if(SurfaceType != SURFACE_OPENGL) {
3366 TRACE("[FAILED]\n");
3367 return WINED3DERR_NOTAVAILABLE;
3370 /* Check if the texture format is around */
3371 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3373 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3374 /* Check for automatic mipmap generation support */
3375 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3376 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3377 } else {
3378 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3379 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3383 /* Always report dynamic locking */
3384 if(Usage & WINED3DUSAGE_DYNAMIC)
3385 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3387 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3388 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3390 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3391 } else {
3392 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3393 return WINED3DERR_NOTAVAILABLE;
3397 /* Always report software processing */
3398 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3399 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3401 /* Check QUERY_FILTER support */
3402 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3403 if (CheckFilterCapability(adapter, format_desc))
3405 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3406 } else {
3407 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3408 return WINED3DERR_NOTAVAILABLE;
3412 /* Check QUERY_LEGACYBUMPMAP support */
3413 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3414 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3416 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3417 } else {
3418 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3419 return WINED3DERR_NOTAVAILABLE;
3423 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3424 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3425 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3427 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3428 } else {
3429 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3430 return WINED3DERR_NOTAVAILABLE;
3434 /* Check QUERY_SRGBREAD support */
3435 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3436 if (CheckSrgbReadCapability(adapter, format_desc))
3438 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3439 } else {
3440 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3441 return WINED3DERR_NOTAVAILABLE;
3445 /* Check QUERY_SRGBWRITE support */
3446 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3447 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3449 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3450 } else {
3451 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3452 return WINED3DERR_NOTAVAILABLE;
3456 /* Check QUERY_VERTEXTEXTURE support */
3457 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3458 if (CheckVertexTextureCapability(adapter, format_desc))
3460 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3461 } else {
3462 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3463 return WINED3DERR_NOTAVAILABLE;
3467 /* Check QUERY_WRAPANDMIP support */
3468 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3469 if (CheckWrapAndMipCapability(adapter, format_desc))
3471 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3472 } else {
3473 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3474 return WINED3DERR_NOTAVAILABLE;
3478 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3479 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3481 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3482 } else {
3483 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3484 return WINED3DERR_NOTAVAILABLE;
3487 } else {
3488 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3489 return WINED3DERR_NOTAVAILABLE;
3491 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3492 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3493 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3495 * Volumetexture allows:
3496 * - D3DUSAGE_DYNAMIC
3497 * - D3DUSAGE_NONSECURE (d3d9ex)
3498 * - D3DUSAGE_SOFTWAREPROCESSING
3499 * - D3DUSAGE_QUERY_WRAPANDMIP
3502 if(SurfaceType != SURFACE_OPENGL) {
3503 TRACE("[FAILED]\n");
3504 return WINED3DERR_NOTAVAILABLE;
3507 /* Check volume texture and volume usage caps */
3508 if(GL_SUPPORT(EXT_TEXTURE3D)) {
3509 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3511 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3512 return WINED3DERR_NOTAVAILABLE;
3515 /* Always report dynamic locking */
3516 if(Usage & WINED3DUSAGE_DYNAMIC)
3517 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3519 /* Always report software processing */
3520 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3521 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3523 /* Check QUERY_FILTER support */
3524 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3525 if (CheckFilterCapability(adapter, format_desc))
3527 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3528 } else {
3529 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3530 return WINED3DERR_NOTAVAILABLE;
3534 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3535 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3536 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3538 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3539 } else {
3540 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3541 return WINED3DERR_NOTAVAILABLE;
3545 /* Check QUERY_SRGBREAD support */
3546 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3547 if (CheckSrgbReadCapability(adapter, format_desc))
3549 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3550 } else {
3551 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3552 return WINED3DERR_NOTAVAILABLE;
3556 /* Check QUERY_SRGBWRITE support */
3557 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3558 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3560 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3561 } else {
3562 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3563 return WINED3DERR_NOTAVAILABLE;
3567 /* Check QUERY_VERTEXTEXTURE support */
3568 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3569 if (CheckVertexTextureCapability(adapter, format_desc))
3571 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3572 } else {
3573 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3574 return WINED3DERR_NOTAVAILABLE;
3578 /* Check QUERY_WRAPANDMIP support */
3579 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3580 if (CheckWrapAndMipCapability(adapter, format_desc))
3582 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3583 } else {
3584 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3585 return WINED3DERR_NOTAVAILABLE;
3588 } else {
3589 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3590 return WINED3DERR_NOTAVAILABLE;
3593 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3594 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3595 * app needing one of those formats, don't advertize them to avoid leading apps into
3596 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3597 * except of R32F.
3599 switch(CheckFormat) {
3600 case WINED3DFMT_P8:
3601 case WINED3DFMT_A4L4:
3602 case WINED3DFMT_R32_FLOAT:
3603 case WINED3DFMT_R16_FLOAT:
3604 case WINED3DFMT_X8L8V8U8:
3605 case WINED3DFMT_L6V5U5:
3606 case WINED3DFMT_R16G16_UNORM:
3607 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3608 return WINED3DERR_NOTAVAILABLE;
3610 case WINED3DFMT_R8G8B8A8_SNORM:
3611 case WINED3DFMT_R16G16_SNORM:
3612 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3613 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3614 return WINED3DERR_NOTAVAILABLE;
3616 break;
3618 case WINED3DFMT_R8G8_SNORM:
3619 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3620 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3621 return WINED3DERR_NOTAVAILABLE;
3623 break;
3625 case WINED3DFMT_DXT1:
3626 case WINED3DFMT_DXT2:
3627 case WINED3DFMT_DXT3:
3628 case WINED3DFMT_DXT4:
3629 case WINED3DFMT_DXT5:
3630 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3631 * compressed texture results in an error. While the D3D refrast does
3632 * support s3tc volumes, at least the nvidia windows driver does not, so
3633 * we're free not to support this format.
3635 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3636 return WINED3DERR_NOTAVAILABLE;
3638 default:
3639 /* Do nothing, continue with checking the format below */
3640 break;
3642 } else if(RType == WINED3DRTYPE_BUFFER){
3643 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3644 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3645 return WINED3DERR_NOTAVAILABLE;
3648 /* This format is nothing special and it is supported perfectly.
3649 * However, ati and nvidia driver on windows do not mark this format as
3650 * supported (tested with the dxCapsViewer) and pretending to
3651 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3652 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3653 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3655 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3656 TRACE_(d3d_caps)("[FAILED]\n");
3657 return WINED3DERR_NOTAVAILABLE;
3660 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3661 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3662 * usage flags match. */
3663 if(UsageCaps == Usage) {
3664 return WINED3D_OK;
3665 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3666 return WINED3DOK_NOAUTOGEN;
3667 } else {
3668 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);
3669 return WINED3DERR_NOTAVAILABLE;
3673 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3674 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3675 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3677 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3678 This,
3679 Adapter,
3680 DeviceType, debug_d3ddevicetype(DeviceType),
3681 SourceFormat, debug_d3dformat(SourceFormat),
3682 TargetFormat, debug_d3dformat(TargetFormat));
3683 return WINED3D_OK;
3686 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3688 const shader_backend_t *ret;
3689 int vs_selected_mode;
3690 int ps_selected_mode;
3692 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3693 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3694 ret = &glsl_shader_backend;
3695 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3696 ret = &arb_program_shader_backend;
3697 } else {
3698 ret = &none_shader_backend;
3700 return ret;
3703 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3704 WINED3DDEVTYPE DeviceType)
3706 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3707 int vs_selected_mode;
3708 int ps_selected_mode;
3710 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3711 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3712 return &arbfp_fragment_pipeline;
3713 } else if(ps_selected_mode == SHADER_ATI) {
3714 return &atifs_fragment_pipeline;
3715 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3716 return &nvts_fragment_pipeline;
3717 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3718 return &nvrc_fragment_pipeline;
3719 } else {
3720 return &ffp_fragment_pipeline;
3724 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3726 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3727 int vs_selected_mode;
3728 int ps_selected_mode;
3730 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3731 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3732 return &arbfp_blit;
3733 } else {
3734 return &ffp_blit;
3738 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3739 subset of a D3DCAPS9 structure. However, it has to come via a void *
3740 as the d3d8 interface cannot import the d3d9 header */
3741 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3743 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3744 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3745 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3746 int vs_selected_mode;
3747 int ps_selected_mode;
3748 struct shader_caps shader_caps;
3749 struct fragment_caps fragment_caps;
3750 const shader_backend_t *shader_backend;
3751 const struct fragment_pipeline *frag_pipeline = NULL;
3752 DWORD ckey_caps, blit_caps, fx_caps;
3754 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3756 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3757 return WINED3DERR_INVALIDCALL;
3760 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3762 /* This function should *not* be modifying GL caps
3763 * TODO: move the functionality where it belongs */
3764 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3766 /* ------------------------------------------------
3767 The following fields apply to both d3d8 and d3d9
3768 ------------------------------------------------ */
3769 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3770 pCaps->AdapterOrdinal = Adapter;
3772 pCaps->Caps = 0;
3773 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3774 WINED3DCAPS2_FULLSCREENGAMMA |
3775 WINED3DCAPS2_DYNAMICTEXTURES;
3776 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3777 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3780 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3781 WINED3DCAPS3_COPY_TO_VIDMEM |
3782 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3784 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3785 WINED3DPRESENT_INTERVAL_ONE;
3787 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3788 WINED3DCURSORCAPS_LOWRES;
3790 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3791 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3792 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3793 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3794 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3795 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3796 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3797 WINED3DDEVCAPS_PUREDEVICE |
3798 WINED3DDEVCAPS_HWRASTERIZATION |
3799 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3800 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3801 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3802 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3803 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3804 WINED3DDEVCAPS_RTPATCHES;
3806 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3807 WINED3DPMISCCAPS_CULLCCW |
3808 WINED3DPMISCCAPS_CULLCW |
3809 WINED3DPMISCCAPS_COLORWRITEENABLE |
3810 WINED3DPMISCCAPS_CLIPTLVERTS |
3811 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3812 WINED3DPMISCCAPS_MASKZ |
3813 WINED3DPMISCCAPS_BLENDOP |
3814 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3815 /* TODO:
3816 WINED3DPMISCCAPS_NULLREFERENCE
3817 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3818 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3819 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3820 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3822 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3823 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3825 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3826 WINED3DPRASTERCAPS_PAT |
3827 WINED3DPRASTERCAPS_WFOG |
3828 WINED3DPRASTERCAPS_ZFOG |
3829 WINED3DPRASTERCAPS_FOGVERTEX |
3830 WINED3DPRASTERCAPS_FOGTABLE |
3831 WINED3DPRASTERCAPS_STIPPLE |
3832 WINED3DPRASTERCAPS_SUBPIXEL |
3833 WINED3DPRASTERCAPS_ZTEST |
3834 WINED3DPRASTERCAPS_SCISSORTEST |
3835 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3836 WINED3DPRASTERCAPS_DEPTHBIAS;
3838 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3839 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3840 WINED3DPRASTERCAPS_ZBIAS |
3841 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3843 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3844 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3846 /* FIXME Add:
3847 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3848 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3849 WINED3DPRASTERCAPS_ANTIALIASEDGES
3850 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3851 WINED3DPRASTERCAPS_WBUFFER */
3853 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3854 WINED3DPCMPCAPS_EQUAL |
3855 WINED3DPCMPCAPS_GREATER |
3856 WINED3DPCMPCAPS_GREATEREQUAL |
3857 WINED3DPCMPCAPS_LESS |
3858 WINED3DPCMPCAPS_LESSEQUAL |
3859 WINED3DPCMPCAPS_NEVER |
3860 WINED3DPCMPCAPS_NOTEQUAL;
3862 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3863 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3864 WINED3DPBLENDCAPS_DESTALPHA |
3865 WINED3DPBLENDCAPS_DESTCOLOR |
3866 WINED3DPBLENDCAPS_INVDESTALPHA |
3867 WINED3DPBLENDCAPS_INVDESTCOLOR |
3868 WINED3DPBLENDCAPS_INVSRCALPHA |
3869 WINED3DPBLENDCAPS_INVSRCCOLOR |
3870 WINED3DPBLENDCAPS_ONE |
3871 WINED3DPBLENDCAPS_SRCALPHA |
3872 WINED3DPBLENDCAPS_SRCALPHASAT |
3873 WINED3DPBLENDCAPS_SRCCOLOR |
3874 WINED3DPBLENDCAPS_ZERO;
3876 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3877 WINED3DPBLENDCAPS_DESTCOLOR |
3878 WINED3DPBLENDCAPS_INVDESTALPHA |
3879 WINED3DPBLENDCAPS_INVDESTCOLOR |
3880 WINED3DPBLENDCAPS_INVSRCALPHA |
3881 WINED3DPBLENDCAPS_INVSRCCOLOR |
3882 WINED3DPBLENDCAPS_ONE |
3883 WINED3DPBLENDCAPS_SRCALPHA |
3884 WINED3DPBLENDCAPS_SRCCOLOR |
3885 WINED3DPBLENDCAPS_ZERO;
3886 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3887 * according to the glBlendFunc manpage
3889 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3890 * legacy settings for srcblend only
3893 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3894 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3895 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3899 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3900 WINED3DPCMPCAPS_EQUAL |
3901 WINED3DPCMPCAPS_GREATER |
3902 WINED3DPCMPCAPS_GREATEREQUAL |
3903 WINED3DPCMPCAPS_LESS |
3904 WINED3DPCMPCAPS_LESSEQUAL |
3905 WINED3DPCMPCAPS_NEVER |
3906 WINED3DPCMPCAPS_NOTEQUAL;
3908 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3909 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3910 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3911 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3912 WINED3DPSHADECAPS_COLORFLATRGB |
3913 WINED3DPSHADECAPS_FOGFLAT |
3914 WINED3DPSHADECAPS_FOGGOURAUD |
3915 WINED3DPSHADECAPS_SPECULARFLATRGB;
3917 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3918 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3919 WINED3DPTEXTURECAPS_TRANSPARENCY |
3920 WINED3DPTEXTURECAPS_BORDER |
3921 WINED3DPTEXTURECAPS_MIPMAP |
3922 WINED3DPTEXTURECAPS_PROJECTED |
3923 WINED3DPTEXTURECAPS_PERSPECTIVE;
3925 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3926 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3927 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3930 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3931 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3932 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3933 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3936 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3937 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3938 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3939 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3943 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3944 WINED3DPTFILTERCAPS_MAGFPOINT |
3945 WINED3DPTFILTERCAPS_MINFLINEAR |
3946 WINED3DPTFILTERCAPS_MINFPOINT |
3947 WINED3DPTFILTERCAPS_MIPFLINEAR |
3948 WINED3DPTFILTERCAPS_MIPFPOINT |
3949 WINED3DPTFILTERCAPS_LINEAR |
3950 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3951 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3952 WINED3DPTFILTERCAPS_MIPLINEAR |
3953 WINED3DPTFILTERCAPS_MIPNEAREST |
3954 WINED3DPTFILTERCAPS_NEAREST;
3956 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3957 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3958 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3961 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3962 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3963 WINED3DPTFILTERCAPS_MAGFPOINT |
3964 WINED3DPTFILTERCAPS_MINFLINEAR |
3965 WINED3DPTFILTERCAPS_MINFPOINT |
3966 WINED3DPTFILTERCAPS_MIPFLINEAR |
3967 WINED3DPTFILTERCAPS_MIPFPOINT |
3968 WINED3DPTFILTERCAPS_LINEAR |
3969 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3970 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3971 WINED3DPTFILTERCAPS_MIPLINEAR |
3972 WINED3DPTFILTERCAPS_MIPNEAREST |
3973 WINED3DPTFILTERCAPS_NEAREST;
3975 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3976 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3977 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3979 } else
3980 pCaps->CubeTextureFilterCaps = 0;
3982 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3983 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3984 WINED3DPTFILTERCAPS_MAGFPOINT |
3985 WINED3DPTFILTERCAPS_MINFLINEAR |
3986 WINED3DPTFILTERCAPS_MINFPOINT |
3987 WINED3DPTFILTERCAPS_MIPFLINEAR |
3988 WINED3DPTFILTERCAPS_MIPFPOINT |
3989 WINED3DPTFILTERCAPS_LINEAR |
3990 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3991 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3992 WINED3DPTFILTERCAPS_MIPLINEAR |
3993 WINED3DPTFILTERCAPS_MIPNEAREST |
3994 WINED3DPTFILTERCAPS_NEAREST;
3995 } else
3996 pCaps->VolumeTextureFilterCaps = 0;
3998 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3999 WINED3DPTADDRESSCAPS_CLAMP |
4000 WINED3DPTADDRESSCAPS_WRAP;
4002 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
4003 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4005 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
4006 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4008 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
4009 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4012 if (GL_SUPPORT(EXT_TEXTURE3D)) {
4013 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4014 WINED3DPTADDRESSCAPS_CLAMP |
4015 WINED3DPTADDRESSCAPS_WRAP;
4016 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
4017 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4019 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
4020 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4022 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
4023 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4025 } else
4026 pCaps->VolumeTextureAddressCaps = 0;
4028 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4029 WINED3DLINECAPS_ZTEST |
4030 WINED3DLINECAPS_BLEND |
4031 WINED3DLINECAPS_ALPHACMP |
4032 WINED3DLINECAPS_FOG;
4033 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4034 * idea how generating the smoothing alpha values works; the result is different
4037 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
4038 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
4040 if(GL_SUPPORT(EXT_TEXTURE3D))
4041 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
4042 else
4043 pCaps->MaxVolumeExtent = 0;
4045 pCaps->MaxTextureRepeat = 32768;
4046 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
4047 pCaps->MaxVertexW = 1.0f;
4049 pCaps->GuardBandLeft = 0.0f;
4050 pCaps->GuardBandTop = 0.0f;
4051 pCaps->GuardBandRight = 0.0f;
4052 pCaps->GuardBandBottom = 0.0f;
4054 pCaps->ExtentsAdjust = 0.0f;
4056 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4057 WINED3DSTENCILCAPS_INCRSAT |
4058 WINED3DSTENCILCAPS_INVERT |
4059 WINED3DSTENCILCAPS_KEEP |
4060 WINED3DSTENCILCAPS_REPLACE |
4061 WINED3DSTENCILCAPS_ZERO;
4062 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
4063 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4064 WINED3DSTENCILCAPS_INCR;
4066 if ( This->dxVersion > 8 &&
4067 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
4068 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
4069 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4072 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4074 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
4075 pCaps->MaxActiveLights = GL_LIMITS(lights);
4077 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
4078 pCaps->MaxVertexBlendMatrixIndex = 0;
4080 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
4081 pCaps->MaxPointSize = GL_LIMITS(pointsize);
4084 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4085 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4086 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4087 WINED3DVTXPCAPS_LOCALVIEWER |
4088 WINED3DVTXPCAPS_VERTEXFOG |
4089 WINED3DVTXPCAPS_TEXGEN;
4090 /* FIXME: Add
4091 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4093 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4094 pCaps->MaxVertexIndex = 0xFFFFF;
4095 pCaps->MaxStreams = MAX_STREAMS;
4096 pCaps->MaxStreamStride = 1024;
4098 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4099 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4100 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4101 pCaps->MaxNpatchTessellationLevel = 0;
4102 pCaps->MasterAdapterOrdinal = 0;
4103 pCaps->AdapterOrdinalInGroup = 0;
4104 pCaps->NumberOfAdaptersInGroup = 1;
4106 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
4108 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4109 WINED3DPTFILTERCAPS_MAGFPOINT |
4110 WINED3DPTFILTERCAPS_MINFLINEAR |
4111 WINED3DPTFILTERCAPS_MAGFLINEAR;
4112 pCaps->VertexTextureFilterCaps = 0;
4114 memset(&shader_caps, 0, sizeof(shader_caps));
4115 shader_backend = select_shader_backend(adapter, DeviceType);
4116 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4118 memset(&fragment_caps, 0, sizeof(fragment_caps));
4119 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4120 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4122 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4123 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4125 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4126 * Ignore shader model capabilities if disabled in config
4128 if(vs_selected_mode == SHADER_NONE) {
4129 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4130 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4131 pCaps->MaxVertexShaderConst = 0;
4132 } else {
4133 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4134 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4137 if(ps_selected_mode == SHADER_NONE) {
4138 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4139 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4140 pCaps->PixelShader1xMaxValue = 0.0f;
4141 } else {
4142 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4143 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4146 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4147 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4148 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4150 pCaps->VS20Caps = shader_caps.VS20Caps;
4151 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4152 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4153 pCaps->PS20Caps = shader_caps.PS20Caps;
4154 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4155 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4157 /* The following caps are shader specific, but they are things we cannot detect, or which
4158 * are the same among all shader models. So to avoid code duplication set the shader version
4159 * specific, but otherwise constant caps here
4161 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4162 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4163 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4164 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4165 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4166 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
4167 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4169 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4170 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
4171 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
4172 pCaps->VS20Caps.Caps = 0;
4173 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4174 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
4175 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4177 pCaps->MaxVShaderInstructionsExecuted = 65535;
4178 pCaps->MaxVertexShader30InstructionSlots = 0;
4179 } else { /* VS 1.x */
4180 pCaps->VS20Caps.Caps = 0;
4181 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4182 pCaps->VS20Caps.NumTemps = 0;
4183 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4185 pCaps->MaxVShaderInstructionsExecuted = 0;
4186 pCaps->MaxVertexShader30InstructionSlots = 0;
4189 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4190 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4191 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4193 /* 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 */
4194 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4195 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4196 WINED3DPS20CAPS_PREDICATION |
4197 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4198 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4199 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4200 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
4201 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4202 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4204 pCaps->MaxPShaderInstructionsExecuted = 65535;
4205 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
4206 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
4207 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4208 pCaps->PS20Caps.Caps = 0;
4209 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4210 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
4211 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4212 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4214 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4215 pCaps->MaxPixelShader30InstructionSlots = 0;
4216 } else { /* PS 1.x */
4217 pCaps->PS20Caps.Caps = 0;
4218 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4219 pCaps->PS20Caps.NumTemps = 0;
4220 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4221 pCaps->PS20Caps.NumInstructionSlots = 0;
4223 pCaps->MaxPShaderInstructionsExecuted = 0;
4224 pCaps->MaxPixelShader30InstructionSlots = 0;
4227 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4228 /* OpenGL supports all the formats below, perhaps not always
4229 * without conversion, but it supports them.
4230 * Further GLSL doesn't seem to have an official unsigned type so
4231 * don't advertise it yet as I'm not sure how we handle it.
4232 * We might need to add some clamping in the shader engine to
4233 * support it.
4234 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4235 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4236 WINED3DDTCAPS_UBYTE4N |
4237 WINED3DDTCAPS_SHORT2N |
4238 WINED3DDTCAPS_SHORT4N;
4239 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
4240 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4241 WINED3DDTCAPS_FLOAT16_4;
4243 } else
4244 pCaps->DeclTypes = 0;
4246 /* Set DirectDraw helper Caps */
4247 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4248 WINEDDCKEYCAPS_SRCBLT;
4249 fx_caps = WINEDDFXCAPS_BLTALPHA |
4250 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4251 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4252 WINEDDFXCAPS_BLTROTATION90 |
4253 WINEDDFXCAPS_BLTSHRINKX |
4254 WINEDDFXCAPS_BLTSHRINKXN |
4255 WINEDDFXCAPS_BLTSHRINKY |
4256 WINEDDFXCAPS_BLTSHRINKXN |
4257 WINEDDFXCAPS_BLTSTRETCHX |
4258 WINEDDFXCAPS_BLTSTRETCHXN |
4259 WINEDDFXCAPS_BLTSTRETCHY |
4260 WINEDDFXCAPS_BLTSTRETCHYN;
4261 blit_caps = WINEDDCAPS_BLT |
4262 WINEDDCAPS_BLTCOLORFILL |
4263 WINEDDCAPS_BLTDEPTHFILL |
4264 WINEDDCAPS_BLTSTRETCH |
4265 WINEDDCAPS_CANBLTSYSMEM |
4266 WINEDDCAPS_CANCLIP |
4267 WINEDDCAPS_CANCLIPSTRETCHED |
4268 WINEDDCAPS_COLORKEY |
4269 WINEDDCAPS_COLORKEYHWASSIST |
4270 WINEDDCAPS_ALIGNBOUNDARYSRC;
4272 /* Fill the ddraw caps structure */
4273 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4274 WINEDDCAPS_PALETTE |
4275 blit_caps;
4276 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4277 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4278 WINEDDCAPS2_PRIMARYGAMMA |
4279 WINEDDCAPS2_WIDESURFACES |
4280 WINEDDCAPS2_CANRENDERWINDOWED;
4281 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4282 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4283 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4284 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4285 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4286 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4287 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4288 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4289 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4291 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4292 WINEDDSCAPS_BACKBUFFER |
4293 WINEDDSCAPS_FLIP |
4294 WINEDDSCAPS_FRONTBUFFER |
4295 WINEDDSCAPS_OFFSCREENPLAIN |
4296 WINEDDSCAPS_PALETTE |
4297 WINEDDSCAPS_PRIMARYSURFACE |
4298 WINEDDSCAPS_SYSTEMMEMORY |
4299 WINEDDSCAPS_VIDEOMEMORY |
4300 WINEDDSCAPS_VISIBLE;
4301 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4303 /* Set D3D caps if OpenGL is available. */
4304 if (adapter->opengl)
4306 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4307 WINEDDSCAPS_MIPMAP |
4308 WINEDDSCAPS_TEXTURE |
4309 WINEDDSCAPS_ZBUFFER;
4310 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4313 return WINED3D_OK;
4316 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
4317 and fields being inserted in the middle, a new structure is used in place */
4318 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
4319 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
4320 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
4322 IWineD3DDeviceImpl *object = NULL;
4323 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4324 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
4325 WINED3DDISPLAYMODE mode;
4326 const struct fragment_pipeline *frag_pipeline = NULL;
4327 int i;
4328 struct fragment_caps ffp_caps;
4329 struct shader_caps shader_caps;
4330 HRESULT hr;
4332 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4333 * number and create a device without a 3D adapter for 2D only operation.
4335 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
4336 return WINED3DERR_INVALIDCALL;
4339 /* Create a WineD3DDevice object */
4340 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
4341 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
4342 TRACE("Created WineD3DDevice object @ %p\n", object);
4343 if (NULL == object) {
4344 return WINED3DERR_OUTOFVIDEOMEMORY;
4347 /* Set up initial COM information */
4348 object->lpVtbl = &IWineD3DDevice_Vtbl;
4349 object->ref = 1;
4350 object->wineD3D = iface;
4351 object->adapter = This->adapter_count ? adapter : NULL;
4352 IWineD3D_AddRef(object->wineD3D);
4353 object->parent = parent;
4354 object->device_parent = device_parent;
4355 list_init(&object->resources);
4356 list_init(&object->shaders);
4358 if(This->dxVersion == 7) {
4359 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
4360 } else {
4361 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
4363 object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
4365 /* Set the state up as invalid until the device is fully created */
4366 object->state = WINED3DERR_DRIVERINTERNALERROR;
4368 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
4369 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
4371 /* Save the creation parameters */
4372 object->createParms.AdapterOrdinal = Adapter;
4373 object->createParms.DeviceType = DeviceType;
4374 object->createParms.hFocusWindow = hFocusWindow;
4375 object->createParms.BehaviorFlags = BehaviourFlags;
4377 /* Initialize other useful values */
4378 object->adapterNo = Adapter;
4379 object->devType = DeviceType;
4381 select_shader_mode(&adapter->gl_info, DeviceType,
4382 &object->ps_selected_mode, &object->vs_selected_mode);
4383 object->shader_backend = select_shader_backend(adapter, DeviceType);
4385 memset(&shader_caps, 0, sizeof(shader_caps));
4386 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4387 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
4388 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
4389 object->vs_clipping = shader_caps.VSClipping;
4391 memset(&ffp_caps, 0, sizeof(ffp_caps));
4392 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4393 object->frag_pipe = frag_pipeline;
4394 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
4395 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
4396 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
4397 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
4398 ffp_vertexstate_template, frag_pipeline, misc_state_template);
4400 if (FAILED(hr)) {
4401 IWineD3D_Release(object->wineD3D);
4402 HeapFree(GetProcessHeap(), 0, object);
4404 return hr;
4407 object->blitter = select_blit_implementation(adapter, DeviceType);
4409 /* set the state of the device to valid */
4410 object->state = WINED3D_OK;
4412 /* Get the initial screen setup for ddraw */
4413 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
4415 object->ddraw_width = mode.Width;
4416 object->ddraw_height = mode.Height;
4417 object->ddraw_format = mode.Format;
4419 for(i = 0; i < PATCHMAP_SIZE; i++) {
4420 list_init(&object->patches[i]);
4423 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
4425 return WINED3D_OK;
4428 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4429 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4430 IUnknown_AddRef(This->parent);
4431 *pParent = This->parent;
4432 return WINED3D_OK;
4435 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
4436 IUnknown* surfaceParent;
4437 TRACE("(%p) call back\n", pSurface);
4439 /* Now, release the parent, which will take care of cleaning up the surface for us */
4440 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
4441 IUnknown_Release(surfaceParent);
4442 return IUnknown_Release(surfaceParent);
4445 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
4446 IUnknown* volumeParent;
4447 TRACE("(%p) call back\n", pVolume);
4449 /* Now, release the parent, which will take care of cleaning up the volume for us */
4450 IWineD3DVolume_GetParent(pVolume, &volumeParent);
4451 IUnknown_Release(volumeParent);
4452 return IUnknown_Release(volumeParent);
4455 static void WINE_GLAPI invalid_func(const void *data)
4457 ERR("Invalid vertex attribute function called\n");
4458 DebugBreak();
4461 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4463 ERR("Invalid texcoord function called\n");
4464 DebugBreak();
4467 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4468 * the extension detection and are used in drawStridedSlow
4470 static void WINE_GLAPI position_d3dcolor(const void *data)
4472 DWORD pos = *((const DWORD *)data);
4474 FIXME("Add a test for fixed function position from d3dcolor type\n");
4475 glVertex4s(D3DCOLOR_B_R(pos),
4476 D3DCOLOR_B_G(pos),
4477 D3DCOLOR_B_B(pos),
4478 D3DCOLOR_B_A(pos));
4481 static void WINE_GLAPI position_float4(const void *data)
4483 const GLfloat *pos = data;
4485 if (pos[3] != 0.0f && pos[3] != 1.0f)
4487 float w = 1.0f / pos[3];
4489 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4491 else
4493 glVertex3fv(pos);
4497 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4499 DWORD diffuseColor = *((const DWORD *)data);
4501 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4502 D3DCOLOR_B_G(diffuseColor),
4503 D3DCOLOR_B_B(diffuseColor),
4504 D3DCOLOR_B_A(diffuseColor));
4507 static void WINE_GLAPI specular_d3dcolor(const void *data)
4509 DWORD specularColor = *((const DWORD *)data);
4510 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4511 D3DCOLOR_B_G(specularColor),
4512 D3DCOLOR_B_B(specularColor)};
4514 specular_func_3ubv(d);
4517 static void WINE_GLAPI warn_no_specular_func(const void *data)
4519 WARN("GL_EXT_secondary_color not supported\n");
4522 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4524 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4525 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4526 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4527 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4528 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4529 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4530 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4531 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4532 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4533 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4534 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4535 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4536 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4537 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4538 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4539 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4540 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4542 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4543 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4544 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4545 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4546 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4547 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4548 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4549 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4550 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4551 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4552 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4553 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4554 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4555 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4556 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4557 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4558 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4560 /* No 4 component entry points here */
4561 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4562 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4563 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4564 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4565 } else {
4566 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4568 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4569 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4570 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4571 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4572 } else {
4573 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4575 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4576 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4577 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4578 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4579 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4580 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4581 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4582 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4583 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4584 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4585 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4586 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4588 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4589 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4591 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4592 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4593 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4594 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4595 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4596 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4597 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4598 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4599 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4600 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4601 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4602 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4603 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4604 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4605 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4606 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4607 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4609 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4610 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4611 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4612 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4613 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4614 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4615 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4616 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4617 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4618 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4619 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4620 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4621 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4622 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4623 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4624 if (GL_SUPPORT(NV_HALF_FLOAT))
4626 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4627 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4628 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4629 } else {
4630 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4631 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4635 BOOL InitAdapters(IWineD3DImpl *This)
4637 static HMODULE mod_gl;
4638 BOOL ret;
4639 int ps_selected_mode, vs_selected_mode;
4641 /* No need to hold any lock. The calling library makes sure only one thread calls
4642 * wined3d simultaneously
4645 TRACE("Initializing adapters\n");
4647 if(!mod_gl) {
4648 #ifdef USE_WIN32_OPENGL
4649 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4650 mod_gl = LoadLibraryA("opengl32.dll");
4651 if(!mod_gl) {
4652 ERR("Can't load opengl32.dll!\n");
4653 goto nogl_adapter;
4655 #else
4656 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4657 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4658 mod_gl = GetModuleHandleA("gdi32.dll");
4659 #endif
4662 /* Load WGL core functions from opengl32.dll */
4663 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4664 WGL_FUNCS_GEN;
4665 #undef USE_WGL_FUNC
4667 if(!pwglGetProcAddress) {
4668 ERR("Unable to load wglGetProcAddress!\n");
4669 goto nogl_adapter;
4672 /* Dynamically load all GL core functions */
4673 GL_FUNCS_GEN;
4674 #undef USE_GL_FUNC
4676 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4677 * otherwise because we have to use winex11.drv's override
4679 #ifdef USE_WIN32_OPENGL
4680 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4681 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4682 #else
4683 glFinish = (void*)pwglGetProcAddress("wglFinish");
4684 glFlush = (void*)pwglGetProcAddress("wglFlush");
4685 #endif
4687 glEnableWINE = glEnable;
4688 glDisableWINE = glDisable;
4690 /* For now only one default adapter */
4692 struct WineD3DAdapter *adapter = &This->adapters[0];
4693 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4694 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4695 int iPixelFormat;
4696 int res;
4697 int i;
4698 WineD3D_PixelFormat *cfgs;
4699 DISPLAY_DEVICEW DisplayDevice;
4700 HDC hdc;
4702 TRACE("Initializing default adapter\n");
4703 adapter->num = 0;
4704 adapter->monitorPoint.x = -1;
4705 adapter->monitorPoint.y = -1;
4707 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4709 ERR("Failed to get a gl context for default adapter\n");
4710 goto nogl_adapter;
4713 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4714 if(!ret) {
4715 ERR("Failed to initialize gl caps for default adapter\n");
4716 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4717 goto nogl_adapter;
4719 ret = initPixelFormats(&adapter->gl_info);
4720 if(!ret) {
4721 ERR("Failed to init gl formats\n");
4722 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4723 goto nogl_adapter;
4726 hdc = fake_gl_ctx.dc;
4728 adapter->driver = "Display";
4729 adapter->description = "Direct3D HAL";
4731 /* Use the VideoRamSize registry setting when set */
4732 if(wined3d_settings.emulated_textureram)
4733 adapter->TextureRam = wined3d_settings.emulated_textureram;
4734 else
4735 adapter->TextureRam = adapter->gl_info.vidmem;
4736 adapter->UsedTextureRam = 0;
4737 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4739 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4740 DisplayDevice.cb = sizeof(DisplayDevice);
4741 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4742 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4743 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4745 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4747 int attribute;
4748 int attribs[10];
4749 int values[10];
4750 int nAttribs = 0;
4752 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4753 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4755 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4756 cfgs = adapter->cfgs;
4757 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4758 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4759 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4760 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4761 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4762 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4763 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4764 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4765 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4766 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4768 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4770 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4772 if(!res)
4773 continue;
4775 /* Cache the pixel format */
4776 cfgs->iPixelFormat = iPixelFormat;
4777 cfgs->redSize = values[0];
4778 cfgs->greenSize = values[1];
4779 cfgs->blueSize = values[2];
4780 cfgs->alphaSize = values[3];
4781 cfgs->depthSize = values[4];
4782 cfgs->stencilSize = values[5];
4783 cfgs->windowDrawable = values[6];
4784 cfgs->iPixelType = values[7];
4785 cfgs->doubleBuffer = values[8];
4786 cfgs->auxBuffers = values[9];
4788 cfgs->pbufferDrawable = FALSE;
4789 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4790 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4791 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4792 int value;
4793 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4794 cfgs->pbufferDrawable = value;
4797 cfgs->numSamples = 0;
4798 /* Check multisample support */
4799 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4800 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4801 int value[2];
4802 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4803 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4804 * value[1] = number of multi sample buffers*/
4805 if(value[0])
4806 cfgs->numSamples = value[1];
4810 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4811 cfgs++;
4814 else
4816 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4817 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4818 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4820 cfgs = adapter->cfgs;
4821 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4823 PIXELFORMATDESCRIPTOR ppfd;
4825 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4826 if(!res)
4827 continue;
4829 /* We only want HW acceleration using an OpenGL ICD driver.
4830 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4831 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4833 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4835 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4836 continue;
4839 cfgs->iPixelFormat = iPixelFormat;
4840 cfgs->redSize = ppfd.cRedBits;
4841 cfgs->greenSize = ppfd.cGreenBits;
4842 cfgs->blueSize = ppfd.cBlueBits;
4843 cfgs->alphaSize = ppfd.cAlphaBits;
4844 cfgs->depthSize = ppfd.cDepthBits;
4845 cfgs->stencilSize = ppfd.cStencilBits;
4846 cfgs->pbufferDrawable = 0;
4847 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4848 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4849 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4850 cfgs->auxBuffers = ppfd.cAuxBuffers;
4851 cfgs->numSamples = 0;
4853 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4854 cfgs++;
4855 adapter->nCfgs++;
4858 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
4859 if(!adapter->nCfgs)
4861 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4863 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4864 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4865 goto nogl_adapter;
4869 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4870 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4871 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4872 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4873 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4874 * driver is allowed to consume more bits EXCEPT for stencil bits.
4876 * Mark an adapter with this broken stencil behavior.
4878 adapter->brokenStencil = TRUE;
4879 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4881 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4882 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4883 adapter->brokenStencil = FALSE;
4884 break;
4888 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4890 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4891 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4892 fillGLAttribFuncs(&adapter->gl_info);
4893 adapter->opengl = TRUE;
4895 This->adapter_count = 1;
4896 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4898 return TRUE;
4900 nogl_adapter:
4901 /* Initialize an adapter for ddraw-only memory counting */
4902 memset(This->adapters, 0, sizeof(This->adapters));
4903 This->adapters[0].num = 0;
4904 This->adapters[0].opengl = FALSE;
4905 This->adapters[0].monitorPoint.x = -1;
4906 This->adapters[0].monitorPoint.y = -1;
4908 This->adapters[0].driver = "Display";
4909 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4910 if(wined3d_settings.emulated_textureram) {
4911 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4912 } else {
4913 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4916 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4918 This->adapter_count = 1;
4919 return FALSE;
4922 /**********************************************************
4923 * IWineD3D VTbl follows
4924 **********************************************************/
4926 const IWineD3DVtbl IWineD3D_Vtbl =
4928 /* IUnknown */
4929 IWineD3DImpl_QueryInterface,
4930 IWineD3DImpl_AddRef,
4931 IWineD3DImpl_Release,
4932 /* IWineD3D */
4933 IWineD3DImpl_GetParent,
4934 IWineD3DImpl_GetAdapterCount,
4935 IWineD3DImpl_RegisterSoftwareDevice,
4936 IWineD3DImpl_GetAdapterMonitor,
4937 IWineD3DImpl_GetAdapterModeCount,
4938 IWineD3DImpl_EnumAdapterModes,
4939 IWineD3DImpl_GetAdapterDisplayMode,
4940 IWineD3DImpl_GetAdapterIdentifier,
4941 IWineD3DImpl_CheckDeviceMultiSampleType,
4942 IWineD3DImpl_CheckDepthStencilMatch,
4943 IWineD3DImpl_CheckDeviceType,
4944 IWineD3DImpl_CheckDeviceFormat,
4945 IWineD3DImpl_CheckDeviceFormatConversion,
4946 IWineD3DImpl_GetDeviceCaps,
4947 IWineD3DImpl_CreateDevice