push 014043c4937c940c54cd1214c96e33a3b3c8cf7d
[wine/hacks.git] / dlls / wined3d / directx.c
blob42896b6bb4217353e9e6505577849aea0df6f23b
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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 /* Compile time diagnostics: */
26 #ifndef DEBUG_SINGLE_MODE
27 /* Set to 1 to force only a single display mode to be exposed: */
28 #define DEBUG_SINGLE_MODE 0
29 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 /* Extension detection */
40 static const struct {
41 const char *extension_string;
42 GL_SupportedExt extension;
43 DWORD version;
44 } EXTENSION_MAP[] = {
45 /* APPLE */
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
49 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
50 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
52 /* ATI */
53 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
54 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
55 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
56 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
58 /* ARB */
59 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
60 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
61 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_imaging", ARB_IMAGING, 0 },
64 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
65 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
66 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
67 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
68 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
69 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
70 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
71 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
72 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
73 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
74 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
75 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
76 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
77 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
78 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, 0 },
79 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
80 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
81 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
82 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
83 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
84 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
86 /* EXT */
87 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
88 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
89 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
90 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
91 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
92 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
93 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
94 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
95 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
96 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
97 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
98 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
99 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
100 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
101 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
102 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
103 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
104 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
105 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
106 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
107 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
108 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
109 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 0 },
111 /* NV */
112 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
113 {"GL_NV_fence", NV_FENCE, 0 },
114 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
115 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
116 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
117 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
118 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
119 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
120 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
121 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
122 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
123 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
124 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
125 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
126 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
127 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
128 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
129 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
131 /* SGI */
132 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
135 /**********************************************************
136 * Utility functions follow
137 **********************************************************/
139 /* Adapters */
140 static int numAdapters = 0;
141 static struct WineD3DAdapter Adapters[1];
143 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
145 /* lookup tables */
146 int minLookup[MAX_LOOKUPS];
147 int maxLookup[MAX_LOOKUPS];
148 DWORD *stateLookup[MAX_LOOKUPS];
150 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
152 /* drawStridedSlow attributes */
153 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
154 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
155 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
156 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
157 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
160 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
161 * ie there is no GL Context - Get a default rendering context to enable the
162 * function query some info from GL
165 static int wined3d_fake_gl_context_ref = 0;
166 static BOOL wined3d_fake_gl_context_foreign;
167 static BOOL wined3d_fake_gl_context_available = FALSE;
168 static HDC wined3d_fake_gl_context_hdc = NULL;
169 static HWND wined3d_fake_gl_context_hwnd = NULL;
171 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
172 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
174 0, 0, &wined3d_fake_gl_context_cs,
175 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
176 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
177 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
179 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
181 static void WineD3D_ReleaseFakeGLContext(void) {
182 HGLRC glCtx;
184 EnterCriticalSection(&wined3d_fake_gl_context_cs);
186 if(!wined3d_fake_gl_context_available) {
187 TRACE_(d3d_caps)("context not available\n");
188 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
189 return;
192 glCtx = pwglGetCurrentContext();
194 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
195 if (0 == (--wined3d_fake_gl_context_ref) ) {
196 if(!wined3d_fake_gl_context_foreign && glCtx) {
197 TRACE_(d3d_caps)("destroying fake GL context\n");
198 pwglMakeCurrent(NULL, NULL);
199 pwglDeleteContext(glCtx);
201 if(wined3d_fake_gl_context_hdc)
202 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
203 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
204 if(wined3d_fake_gl_context_hwnd)
205 DestroyWindow(wined3d_fake_gl_context_hwnd);
206 wined3d_fake_gl_context_hwnd = NULL;
207 wined3d_fake_gl_context_available = FALSE;
209 assert(wined3d_fake_gl_context_ref >= 0);
211 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
214 static BOOL WineD3D_CreateFakeGLContext(void) {
215 HGLRC glCtx = NULL;
217 EnterCriticalSection(&wined3d_fake_gl_context_cs);
219 TRACE("getting context...\n");
220 if(wined3d_fake_gl_context_ref > 0) goto ret;
221 assert(0 == wined3d_fake_gl_context_ref);
223 wined3d_fake_gl_context_foreign = TRUE;
225 glCtx = pwglGetCurrentContext();
226 if (!glCtx) {
227 PIXELFORMATDESCRIPTOR pfd;
228 int iPixelFormat;
230 wined3d_fake_gl_context_foreign = FALSE;
232 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
233 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
234 if(!wined3d_fake_gl_context_hwnd) {
235 ERR("HWND creation failed!\n");
236 goto fail;
238 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
239 if(!wined3d_fake_gl_context_hdc) {
240 ERR("GetDC failed!\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(wined3d_fake_gl_context_hdc, &pfd);
254 if(!iPixelFormat) {
255 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
256 ERR("Can't find a suitable iPixelFormat\n");
257 goto fail;
259 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
260 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
262 /* Create a GL context */
263 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
264 if (!glCtx) {
265 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
266 goto fail;
269 /* Make it the current GL context */
270 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
271 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
272 goto fail;
276 ret:
277 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
278 wined3d_fake_gl_context_ref++;
279 wined3d_fake_gl_context_available = TRUE;
280 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
281 return TRUE;
282 fail:
283 if(wined3d_fake_gl_context_hdc)
284 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
285 wined3d_fake_gl_context_hdc = NULL;
286 if(wined3d_fake_gl_context_hwnd)
287 DestroyWindow(wined3d_fake_gl_context_hwnd);
288 wined3d_fake_gl_context_hwnd = NULL;
289 if(glCtx) pwglDeleteContext(glCtx);
290 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
291 return FALSE;
294 /* Adjust the amount of used texture memory */
295 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
296 UINT Adapter = D3DDevice->adapterNo;
298 Adapters[Adapter].UsedTextureRam += glram;
299 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
300 return Adapters[Adapter].UsedTextureRam;
303 /**********************************************************
304 * IUnknown parts follows
305 **********************************************************/
307 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
309 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
311 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
312 if (IsEqualGUID(riid, &IID_IUnknown)
313 || IsEqualGUID(riid, &IID_IWineD3DBase)
314 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
315 IUnknown_AddRef(iface);
316 *ppobj = This;
317 return S_OK;
319 *ppobj = NULL;
320 return E_NOINTERFACE;
323 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
324 IWineD3DImpl *This = (IWineD3DImpl *)iface;
325 ULONG refCount = InterlockedIncrement(&This->ref);
327 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
328 return refCount;
331 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
332 IWineD3DImpl *This = (IWineD3DImpl *)iface;
333 ULONG ref;
334 TRACE("(%p) : Releasing from %d\n", This, This->ref);
335 ref = InterlockedDecrement(&This->ref);
336 if (ref == 0) {
337 HeapFree(GetProcessHeap(), 0, This);
340 return ref;
343 /* Set the shader type for this device, depending on the given capabilities,
344 * the device type, and the user preferences in wined3d_settings */
346 static void select_shader_mode(
347 WineD3D_GL_Info *gl_info,
348 WINED3DDEVTYPE DeviceType,
349 int* ps_selected,
350 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 {
375 *ps_selected = SHADER_NONE;
379 /** Select the number of report maximum shader constants based on the selected shader modes */
380 static void select_shader_max_constants(
381 int ps_selected_mode,
382 int vs_selected_mode,
383 WineD3D_GL_Info *gl_info) {
385 switch (vs_selected_mode) {
386 case SHADER_GLSL:
387 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
388 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
389 break;
390 case SHADER_ARB:
391 /* We have to subtract any other PARAMs that we might use in our shader programs.
392 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
393 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
394 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
395 break;
396 default:
397 gl_info->max_vshader_constantsF = 0;
398 break;
401 switch (ps_selected_mode) {
402 case SHADER_GLSL:
403 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
404 * In theory the texbem instruction may need one more shader constant too. But lets assume
405 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
406 * and lets not take away a uniform needlessly from all other shaders.
408 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
409 break;
410 case SHADER_ARB:
411 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
412 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
414 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
415 break;
416 default:
417 gl_info->max_pshader_constantsF = 0;
418 break;
422 /**********************************************************
423 * IWineD3D parts follows
424 **********************************************************/
426 #define GLINFO_LOCATION (*gl_info)
427 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
428 GLuint prog;
429 BOOL ret = FALSE;
430 const char *testcode =
431 "!!ARBvp1.0\n"
432 "PARAM C[66] = { program.env[0..65] };\n"
433 "ADDRESS A0;"
434 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
435 "ARL A0.x, zero.x;\n"
436 "MOV result.position, C[A0.x + 65];\n"
437 "END\n";
439 while(glGetError());
440 GL_EXTCALL(glGenProgramsARB(1, &prog));
441 if(!prog) {
442 ERR("Failed to create an ARB offset limit test program\n");
444 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
445 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
446 strlen(testcode), testcode));
447 if(glGetError() != 0) {
448 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
449 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
450 ret = TRUE;
451 } else TRACE("OpenGL implementation allows offsets > 63\n");
453 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
454 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
455 checkGLcall("ARB vp offset limit test cleanup\n");
457 return ret;
460 static DWORD ver_for_ext(GL_SupportedExt ext)
462 unsigned int i;
463 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
464 if(EXTENSION_MAP[i].extension == ext) {
465 return EXTENSION_MAP[i].version;
468 return 0;
471 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
472 const char *GL_Extensions = NULL;
473 const char *WGL_Extensions = NULL;
474 const char *gl_string = NULL;
475 const char *gl_string_cursor = NULL;
476 GLint gl_max;
477 GLfloat gl_floatv[2];
478 int major = 1, minor = 0;
479 BOOL return_value = TRUE;
480 unsigned i;
481 HDC hdc;
482 unsigned int vidmem=0;
484 TRACE_(d3d_caps)("(%p)\n", gl_info);
486 ENTER_GL();
488 gl_string = (const char *) glGetString(GL_RENDERER);
489 if (NULL == gl_string)
490 gl_string = "None";
491 strcpy(gl_info->gl_renderer, gl_string);
493 gl_string = (const char *) glGetString(GL_VENDOR);
494 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
495 if (gl_string != NULL) {
496 /* Fill in the GL vendor */
497 if (strstr(gl_string, "NVIDIA")) {
498 gl_info->gl_vendor = VENDOR_NVIDIA;
499 } else if (strstr(gl_string, "ATI")) {
500 gl_info->gl_vendor = VENDOR_ATI;
501 } else if (strstr(gl_string, "Intel(R)") ||
502 strstr(gl_info->gl_renderer, "Intel(R)") ||
503 strstr(gl_string, "Intel Inc.")) {
504 gl_info->gl_vendor = VENDOR_INTEL;
505 } else if (strstr(gl_string, "Mesa")) {
506 gl_info->gl_vendor = VENDOR_MESA;
507 } else {
508 gl_info->gl_vendor = VENDOR_WINE;
510 } else {
511 gl_info->gl_vendor = VENDOR_WINE;
515 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
517 /* Parse the GL_VERSION field into major and minor information */
518 gl_string = (const char *) glGetString(GL_VERSION);
519 if (gl_string != NULL) {
521 /* First, parse the generic opengl version. This is supposed not to be convoluted with
522 * driver specific information
524 gl_string_cursor = gl_string;
525 major = atoi(gl_string_cursor);
526 if(major <= 0) {
527 ERR("Invalid opengl major version: %d\n", major);
529 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
530 ++gl_string_cursor;
532 if (*gl_string_cursor++ != '.') {
533 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
535 minor = atoi(gl_string_cursor);
536 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
537 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
539 /* Now parse the driver specific string which we'll report to the app */
540 switch (gl_info->gl_vendor) {
541 case VENDOR_NVIDIA:
542 gl_string_cursor = strstr(gl_string, "NVIDIA");
543 if (!gl_string_cursor) {
544 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
545 break;
548 gl_string_cursor = strstr(gl_string_cursor, " ");
549 if (!gl_string_cursor) {
550 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
551 break;
554 while (*gl_string_cursor == ' ') {
555 ++gl_string_cursor;
558 if (!*gl_string_cursor) {
559 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
560 break;
563 major = atoi(gl_string_cursor);
564 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
565 ++gl_string_cursor;
568 if (*gl_string_cursor++ != '.') {
569 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
570 break;
573 minor = atoi(gl_string_cursor);
574 minor = major*100+minor;
575 major = 10;
577 break;
579 case VENDOR_ATI:
580 major = minor = 0;
581 gl_string_cursor = strchr(gl_string, '-');
582 if (gl_string_cursor) {
583 int error = 0;
584 gl_string_cursor++;
586 /* Check if version number is of the form x.y.z */
587 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
588 error = 1;
589 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
590 error = 1;
591 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
592 error = 1;
593 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
594 error = 1;
596 /* Mark version number as malformed */
597 if (error)
598 gl_string_cursor = 0;
601 if (!gl_string_cursor)
602 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
603 else {
604 major = *gl_string_cursor - '0';
605 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
607 break;
609 case VENDOR_INTEL:
610 /* Apple and Mesa version strings look differently, but both provide intel drivers */
611 if(strstr(gl_string, "APPLE")) {
612 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
613 * We only need the first part, and use the APPLE as identification
614 * "1.2 APPLE-1.4.56"
616 gl_string_cursor = gl_string;
617 major = atoi(gl_string_cursor);
618 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
619 ++gl_string_cursor;
622 if (*gl_string_cursor++ != '.') {
623 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
624 break;
627 minor = atoi(gl_string_cursor);
628 break;
631 case VENDOR_MESA:
632 gl_string_cursor = strstr(gl_string, "Mesa");
633 gl_string_cursor = strstr(gl_string_cursor, " ");
634 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
635 if (*gl_string_cursor) {
636 char tmp[16];
637 int cursor = 0;
639 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
640 tmp[cursor++] = *gl_string_cursor;
641 ++gl_string_cursor;
643 tmp[cursor] = 0;
644 major = atoi(tmp);
646 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
647 ++gl_string_cursor;
649 cursor = 0;
650 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
651 tmp[cursor++] = *gl_string_cursor;
652 ++gl_string_cursor;
654 tmp[cursor] = 0;
655 minor = atoi(tmp);
657 break;
659 default:
660 major = 0;
661 minor = 9;
663 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
664 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
665 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
666 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
667 } else {
668 FIXME("OpenGL driver did not return version information\n");
669 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
670 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
673 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
676 * Initialize openGL extension related variables
677 * with Default values
679 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
680 gl_info->max_buffers = 1;
681 gl_info->max_textures = 1;
682 gl_info->max_texture_stages = 1;
683 gl_info->max_fragment_samplers = 1;
684 gl_info->max_vertex_samplers = 0;
685 gl_info->max_combined_samplers = 0;
686 gl_info->max_sampler_stages = 1;
687 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
688 gl_info->ps_arb_max_temps = 0;
689 gl_info->ps_arb_max_instructions = 0;
690 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
691 gl_info->vs_arb_max_temps = 0;
692 gl_info->vs_arb_max_instructions = 0;
693 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
694 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
695 gl_info->vs_glsl_constantsF = 0;
696 gl_info->ps_glsl_constantsF = 0;
697 gl_info->vs_arb_constantsF = 0;
698 gl_info->ps_arb_constantsF = 0;
700 /* Retrieve opengl defaults */
701 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
702 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
703 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
705 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
706 gl_info->max_lights = gl_max;
707 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
709 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
710 gl_info->max_texture_size = gl_max;
711 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
713 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
714 gl_info->max_pointsizemin = gl_floatv[0];
715 gl_info->max_pointsize = gl_floatv[1];
716 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
718 glGetIntegerv(GL_AUX_BUFFERS, &gl_max);
719 gl_info->max_aux_buffers = gl_max;
720 TRACE_(d3d_caps)("Offscreen rendering support - number of aux buffers=%d\n", gl_max);
722 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
723 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
724 TRACE_(d3d_caps)("GL_Extensions reported:\n");
726 if (NULL == GL_Extensions) {
727 ERR(" GL_Extensions returns NULL\n");
728 } else {
729 while (*GL_Extensions != 0x00) {
730 const char *Start;
731 char ThisExtn[256];
732 size_t len;
734 while (isspace(*GL_Extensions)) GL_Extensions++;
735 Start = GL_Extensions;
736 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
737 GL_Extensions++;
740 len = GL_Extensions - Start;
741 if (len == 0 || len >= sizeof(ThisExtn))
742 continue;
744 memcpy(ThisExtn, Start, len);
745 ThisExtn[len] = '\0';
746 TRACE_(d3d_caps)("- %s\n", ThisExtn);
748 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
749 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
750 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
751 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
752 break;
756 /* Now work out what GL support this card really has */
757 #define USE_GL_FUNC(type, pfn, ext, replace) { \
758 DWORD ver = ver_for_ext(ext); \
759 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
760 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
761 else gl_info->pfn = NULL; \
763 GL_EXT_FUNCS_GEN;
764 #undef USE_GL_FUNC
766 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
767 WGL_EXT_FUNCS_GEN;
768 #undef USE_GL_FUNC
770 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
771 * loading the functions, otherwise the code above will load the extension entry points instead of the
772 * core functions, which may not work
774 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
775 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
776 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
777 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
778 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
782 if (gl_info->supported[APPLE_FENCE]) {
783 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
784 * The apple extension interacts with some other apple exts. Disable the NV
785 * extension if the apple one is support to prevent confusion in other parts
786 * of the code
788 gl_info->supported[NV_FENCE] = FALSE;
790 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
791 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
793 * The enums are the same:
794 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
795 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
796 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
797 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
798 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
800 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
801 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
802 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
804 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
805 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
806 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
809 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
810 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
811 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
813 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
814 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
815 * Won't occur in any real world situation though
817 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
819 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
820 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
821 gl_info->max_buffers = gl_max;
822 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
824 if (gl_info->supported[ARB_MULTITEXTURE]) {
825 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
826 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
827 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
829 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
830 GLint tmp;
831 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
832 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
833 } else {
834 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
836 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
838 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
839 GLint tmp;
840 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
841 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
842 } else {
843 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
845 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
847 if (gl_info->supported[ARB_VERTEX_SHADER]) {
848 GLint tmp;
849 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
850 gl_info->max_vertex_samplers = tmp;
851 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
852 gl_info->max_combined_samplers = tmp;
854 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
855 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
856 * an issue because then the sampler setup only depends on the two shaders. If a pixel
857 * shader is used with fixed function vertex processing we're fine too because fixed function
858 * vertex processing doesn't use any samplers. If fixed function fragment processing is
859 * used we have to make sure that all vertex sampler setups are valid together with all
860 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
861 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
862 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
863 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
864 * a fixed function pipeline anymore.
866 * So this is just a check to check that our assumption holds true. If not, write a warning
867 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
869 if(gl_info->max_vertex_samplers &&
870 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
871 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
872 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
873 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
874 if( gl_info->max_combined_samplers > MAX_TEXTURES )
875 gl_info->max_vertex_samplers =
876 gl_info->max_combined_samplers - MAX_TEXTURES;
877 else
878 gl_info->max_vertex_samplers = 0;
880 } else {
881 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
883 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
884 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
886 if (gl_info->supported[ARB_VERTEX_BLEND]) {
887 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
888 gl_info->max_blends = gl_max;
889 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
891 if (gl_info->supported[EXT_TEXTURE3D]) {
892 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
893 gl_info->max_texture3d_size = gl_max;
894 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
896 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
897 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
898 gl_info->max_anisotropy = gl_max;
899 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
901 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
902 gl_info->ps_arb_version = PS_VERSION_11;
903 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
904 gl_info->ps_arb_constantsF = gl_max;
905 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
906 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
907 gl_info->ps_arb_max_temps = gl_max;
908 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
909 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
910 gl_info->ps_arb_max_instructions = gl_max;
911 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
913 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
914 gl_info->vs_arb_version = VS_VERSION_11;
915 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
916 gl_info->vs_arb_constantsF = gl_max;
917 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
918 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
919 gl_info->vs_arb_max_temps = gl_max;
920 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
921 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
922 gl_info->vs_arb_max_instructions = gl_max;
923 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
925 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
927 if (gl_info->supported[ARB_VERTEX_SHADER]) {
928 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
929 gl_info->vs_glsl_constantsF = gl_max / 4;
930 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
932 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
933 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
934 gl_info->ps_glsl_constantsF = gl_max / 4;
935 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
936 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
937 gl_info->max_glsl_varyings = gl_max;
938 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
940 if (gl_info->supported[EXT_VERTEX_SHADER]) {
941 gl_info->vs_ati_version = VS_VERSION_11;
943 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
944 gl_info->vs_nv_version = VS_VERSION_30;
945 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
946 gl_info->vs_nv_version = VS_VERSION_20;
947 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
948 gl_info->vs_nv_version = VS_VERSION_11;
949 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
950 gl_info->vs_nv_version = VS_VERSION_10;
952 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
953 gl_info->ps_nv_version = PS_VERSION_30;
954 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
955 gl_info->ps_nv_version = PS_VERSION_20;
957 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
958 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
959 * This saves a few redundant glDisable calls
961 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
965 checkGLcall("extension detection\n");
967 /* In some cases the number of texture stages can be larger than the number
968 * of samplers. The GF4 for example can use only 2 samplers (no fragment
969 * shaders), but 8 texture stages (register combiners). */
970 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
972 /* We can only use ORM_FBO when the hardware supports it. */
973 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
974 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
975 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
978 /* MRTs are currently only supported when FBOs are used. */
979 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
980 gl_info->max_buffers = 1;
983 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
984 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
985 * in case of the latest videocards in the number of pixel/vertex pipelines.
987 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
988 * rendering. Various games use this information to get a rough estimation of the features of the card
989 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
990 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
991 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
992 * not the PCI id.
994 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
995 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
996 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
997 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
998 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
999 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1000 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1001 * is limited.
1003 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1004 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1005 * similar 3d features.
1007 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1008 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1009 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1010 * won't pass we return a default card. This way is better than maintaining a full card database as even
1011 * without a full database we can return a card with similar features. Second the size of the database
1012 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1013 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1014 * to distinguishes between different models from that family.
1016 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1017 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1018 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1019 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1020 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1021 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1022 * memory behind our backs if really needed.
1023 * Note that the amount of video memory can be overruled using a registry setting.
1025 switch (gl_info->gl_vendor) {
1026 case VENDOR_NVIDIA:
1027 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1028 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1030 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1031 /* Geforce8 - highend */
1032 if (strstr(gl_info->gl_renderer, "8800")) {
1033 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1034 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1036 /* Geforce8 - midend mobile */
1037 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1038 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1039 vidmem = 512;
1041 /* Geforce8 - midend */
1042 else if(strstr(gl_info->gl_renderer, "8600") ||
1043 strstr(gl_info->gl_renderer, "8700"))
1045 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1046 vidmem = 256;
1048 /* Geforce8 - lowend */
1049 else if(strstr(gl_info->gl_renderer, "8300") ||
1050 strstr(gl_info->gl_renderer, "8400") ||
1051 strstr(gl_info->gl_renderer, "8500"))
1053 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1054 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1056 /* Geforce7 - highend */
1057 else if(strstr(gl_info->gl_renderer, "7800") ||
1058 strstr(gl_info->gl_renderer, "7900") ||
1059 strstr(gl_info->gl_renderer, "7950") ||
1060 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1061 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1063 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1064 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1066 /* Geforce7 midend */
1067 else if(strstr(gl_info->gl_renderer, "7600") ||
1068 strstr(gl_info->gl_renderer, "7700")) {
1069 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1070 vidmem = 256; /* The 7600 uses 256-512MB */
1071 /* Geforce7 lower medium */
1072 } else if(strstr(gl_info->gl_renderer, "7400")) {
1073 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1074 vidmem = 256; /* The 7400 uses 256-512MB */
1076 /* Geforce7 lowend */
1077 else if(strstr(gl_info->gl_renderer, "7300")) {
1078 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1079 vidmem = 256; /* Mac Pros with this card have 256 MB */
1081 /* Geforce6 highend */
1082 else if(strstr(gl_info->gl_renderer, "6800"))
1084 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1085 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1087 /* Geforce6 - midend */
1088 else if(strstr(gl_info->gl_renderer, "6600") ||
1089 strstr(gl_info->gl_renderer, "6610") ||
1090 strstr(gl_info->gl_renderer, "6700"))
1092 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1093 vidmem = 128; /* A 6600GT has 128-256MB */
1095 /* Geforce6/7 lowend */
1096 else {
1097 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1098 vidmem = 64; /* */
1100 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1101 /* GeforceFX - highend */
1102 if (strstr(gl_info->gl_renderer, "5800") ||
1103 strstr(gl_info->gl_renderer, "5900") ||
1104 strstr(gl_info->gl_renderer, "5950") ||
1105 strstr(gl_info->gl_renderer, "Quadro FX"))
1107 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1108 vidmem = 256; /* 5800-5900 cards use 256MB */
1110 /* GeforceFX - midend */
1111 else if(strstr(gl_info->gl_renderer, "5600") ||
1112 strstr(gl_info->gl_renderer, "5650") ||
1113 strstr(gl_info->gl_renderer, "5700") ||
1114 strstr(gl_info->gl_renderer, "5750"))
1116 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1117 vidmem = 128; /* A 5600 uses 128-256MB */
1119 /* GeforceFX - lowend */
1120 else {
1121 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1122 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1124 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1125 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1126 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1127 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1129 else {
1130 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1131 vidmem = 64; /* Geforce3 cards have 64-128MB */
1133 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1134 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1135 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1136 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1138 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1139 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1140 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1142 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1143 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1144 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1146 else {
1147 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1148 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1150 } else {
1151 if (strstr(gl_info->gl_renderer, "TNT2")) {
1152 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1153 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1155 else {
1156 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1157 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1160 break;
1161 case VENDOR_ATI:
1162 if(WINE_D3D9_CAPABLE(gl_info)) {
1163 /* Radeon R6xx HD2900 - highend */
1164 if (strstr(gl_info->gl_renderer, "HD 2900")) {
1165 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1166 vidmem = 512; /* HD2900 uses 512-1024MB */
1168 /* Radeon R6xx HD2600- midend */
1169 else if (strstr(gl_info->gl_renderer, "HD 2600")) {
1170 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1171 vidmem = 256; /* HD2600 uses 256-512MB */
1173 /* Radeon R6xx HD2300/HD2400 - lowend */
1174 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1175 strstr(gl_info->gl_renderer, "HD 2400"))
1177 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1178 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1180 /* Radeon R5xx */
1181 else if (strstr(gl_info->gl_renderer, "X1600") ||
1182 strstr(gl_info->gl_renderer, "X1650") ||
1183 strstr(gl_info->gl_renderer, "X1800") ||
1184 strstr(gl_info->gl_renderer, "X1900") ||
1185 strstr(gl_info->gl_renderer, "X1950"))
1187 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1188 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1190 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1191 else if(strstr(gl_info->gl_renderer, "X700") ||
1192 strstr(gl_info->gl_renderer, "X800") ||
1193 strstr(gl_info->gl_renderer, "X850") ||
1194 strstr(gl_info->gl_renderer, "X1300") ||
1195 strstr(gl_info->gl_renderer, "X1400") ||
1196 strstr(gl_info->gl_renderer, "X1450") ||
1197 strstr(gl_info->gl_renderer, "X1550"))
1199 gl_info->gl_card = CARD_ATI_RADEON_X700;
1200 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1202 /* Radeon R3xx */
1203 else {
1204 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1205 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1207 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1208 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1209 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1210 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1211 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1212 vidmem = 32; /* There are models with up to 64MB */
1213 } else {
1214 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1215 vidmem = 16; /* There are 16-32MB models */
1217 break;
1218 case VENDOR_INTEL:
1219 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1220 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1221 gl_info->gl_card = CARD_INTEL_I945GM;
1222 vidmem = 64;
1223 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1224 gl_info->gl_card = CARD_INTEL_I915GM;
1225 } else if (strstr(gl_info->gl_renderer, "915G")) {
1226 gl_info->gl_card = CARD_INTEL_I915G;
1227 } else if (strstr(gl_info->gl_renderer, "865G")) {
1228 gl_info->gl_card = CARD_INTEL_I865G;
1229 } else if (strstr(gl_info->gl_renderer, "855G")) {
1230 gl_info->gl_card = CARD_INTEL_I855G;
1231 } else if (strstr(gl_info->gl_renderer, "830G")) {
1232 gl_info->gl_card = CARD_INTEL_I830G;
1233 } else {
1234 gl_info->gl_card = CARD_INTEL_I915G;
1236 break;
1237 case VENDOR_MESA:
1238 case VENDOR_WINE:
1239 default:
1240 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1241 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1242 * them a good generic choice.
1244 gl_info->gl_vendor = VENDOR_NVIDIA;
1245 if(WINE_D3D9_CAPABLE(gl_info))
1246 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1247 else if(WINE_D3D8_CAPABLE(gl_info))
1248 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1249 else if(WINE_D3D7_CAPABLE(gl_info))
1250 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1251 else if(WINE_D3D6_CAPABLE(gl_info))
1252 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1253 else
1254 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1256 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1258 /* If we have an estimate use it, else default to 64MB; */
1259 if(vidmem)
1260 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1261 else
1262 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1264 /* Load all the lookup tables
1265 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1266 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1267 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1269 minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
1270 maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
1273 for (i = 0; i < MAX_LOOKUPS; i++) {
1274 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1277 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1278 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1279 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1280 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1281 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1282 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1283 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1284 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1285 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1286 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1288 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1289 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1290 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
1291 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
1292 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1295 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1296 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1297 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1298 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1299 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1300 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1301 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1302 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1303 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1304 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1305 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1306 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1307 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1309 /* TODO: config lookups */
1311 /* Make sure there's an active HDC else the WGL extensions will fail */
1312 hdc = pwglGetCurrentDC();
1313 if (hdc) {
1314 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1315 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1317 if (NULL == WGL_Extensions) {
1318 ERR(" WGL_Extensions returns NULL\n");
1319 } else {
1320 while (*WGL_Extensions != 0x00) {
1321 const char *Start;
1322 char ThisExtn[256];
1323 size_t len;
1325 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1326 Start = WGL_Extensions;
1327 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1328 WGL_Extensions++;
1331 len = WGL_Extensions - Start;
1332 if (len == 0 || len >= sizeof(ThisExtn))
1333 continue;
1335 memcpy(ThisExtn, Start, len);
1336 ThisExtn[len] = '\0';
1337 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1339 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1340 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1341 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1346 LEAVE_GL();
1348 return return_value;
1350 #undef GLINFO_LOCATION
1352 /**********************************************************
1353 * IWineD3D implementation follows
1354 **********************************************************/
1356 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1357 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1359 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1360 return numAdapters;
1363 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1364 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1365 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1366 return WINED3D_OK;
1369 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1370 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1372 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1373 return NULL;
1376 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1377 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1380 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1381 of the same bpp but different resolutions */
1383 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1384 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1385 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1386 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1388 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1389 return 0;
1392 /* TODO: Store modes per adapter and read it from the adapter structure */
1393 if (Adapter == 0) { /* Display */
1394 int i = 0;
1395 int j = 0;
1397 if (!DEBUG_SINGLE_MODE) {
1398 DEVMODEW DevModeW;
1400 ZeroMemory(&DevModeW, sizeof(DevModeW));
1401 DevModeW.dmSize = sizeof(DevModeW);
1402 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1403 j++;
1404 switch (Format)
1406 case WINED3DFMT_UNKNOWN:
1407 /* This is for D3D8, do not enumerate P8 here */
1408 if (DevModeW.dmBitsPerPel == 32 ||
1409 DevModeW.dmBitsPerPel == 16) i++;
1410 break;
1411 case WINED3DFMT_X8R8G8B8:
1412 if (DevModeW.dmBitsPerPel == 32) i++;
1413 break;
1414 case WINED3DFMT_R5G6B5:
1415 if (DevModeW.dmBitsPerPel == 16) i++;
1416 break;
1417 case WINED3DFMT_P8:
1418 if (DevModeW.dmBitsPerPel == 8) i++;
1419 break;
1420 default:
1421 /* Skip other modes as they do not match the requested format */
1422 break;
1425 } else {
1426 i = 1;
1427 j = 1;
1430 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1431 return i;
1432 } else {
1433 FIXME_(d3d_caps)("Adapter not primary display\n");
1435 return 0;
1438 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1439 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1440 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1441 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1443 /* Validate the parameters as much as possible */
1444 if (NULL == pMode ||
1445 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1446 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1447 return WINED3DERR_INVALIDCALL;
1450 /* TODO: Store modes per adapter and read it from the adapter structure */
1451 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1452 DEVMODEW DevModeW;
1453 int ModeIdx = 0;
1454 int i = 0;
1455 int j = 0;
1457 ZeroMemory(&DevModeW, sizeof(DevModeW));
1458 DevModeW.dmSize = sizeof(DevModeW);
1460 /* If we are filtering to a specific format (D3D9), then need to skip
1461 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1462 just count through the ones with valid bit depths */
1463 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1464 switch (Format)
1466 case WINED3DFMT_UNKNOWN:
1467 /* This is D3D8. Do not enumerate P8 here */
1468 if (DevModeW.dmBitsPerPel == 32 ||
1469 DevModeW.dmBitsPerPel == 16) i++;
1470 break;
1471 case WINED3DFMT_X8R8G8B8:
1472 if (DevModeW.dmBitsPerPel == 32) i++;
1473 break;
1474 case WINED3DFMT_R5G6B5:
1475 if (DevModeW.dmBitsPerPel == 16) i++;
1476 break;
1477 case WINED3DFMT_P8:
1478 if (DevModeW.dmBitsPerPel == 8) i++;
1479 break;
1480 default:
1481 /* Modes that don't match what we support can get an early-out */
1482 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1483 return WINED3DERR_INVALIDCALL;
1487 if (i == 0) {
1488 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1489 return WINED3DERR_INVALIDCALL;
1491 ModeIdx = j - 1;
1493 /* Now get the display mode via the calculated index */
1494 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1495 pMode->Width = DevModeW.dmPelsWidth;
1496 pMode->Height = DevModeW.dmPelsHeight;
1497 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1498 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1499 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1501 if (Format == WINED3DFMT_UNKNOWN) {
1502 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1503 } else {
1504 pMode->Format = Format;
1506 } else {
1507 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1508 return WINED3DERR_INVALIDCALL;
1511 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1512 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1513 DevModeW.dmBitsPerPel);
1515 } else if (DEBUG_SINGLE_MODE) {
1516 /* Return one setting of the format requested */
1517 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1518 pMode->Width = 800;
1519 pMode->Height = 600;
1520 pMode->RefreshRate = 60;
1521 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1522 } else {
1523 FIXME_(d3d_caps)("Adapter not primary display\n");
1526 return WINED3D_OK;
1529 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1530 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1531 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1533 if (NULL == pMode ||
1534 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1535 return WINED3DERR_INVALIDCALL;
1538 if (Adapter == 0) { /* Display */
1539 int bpp = 0;
1540 DEVMODEW DevModeW;
1542 ZeroMemory(&DevModeW, sizeof(DevModeW));
1543 DevModeW.dmSize = sizeof(DevModeW);
1545 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1546 pMode->Width = DevModeW.dmPelsWidth;
1547 pMode->Height = DevModeW.dmPelsHeight;
1548 bpp = DevModeW.dmBitsPerPel;
1549 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1550 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1552 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1555 pMode->Format = pixelformat_for_depth(bpp);
1556 } else {
1557 FIXME_(d3d_caps)("Adapter not primary display\n");
1560 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1561 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1562 return WINED3D_OK;
1565 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1566 and fields being inserted in the middle, a new structure is used in place */
1567 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1568 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1569 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1571 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1573 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1574 return WINED3DERR_INVALIDCALL;
1577 /* Return the information requested */
1578 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1579 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1580 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1582 /* Note dx8 doesn't supply a DeviceName */
1583 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1584 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1585 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1586 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1587 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1588 *(pIdentifier->SubSysId) = 0;
1589 *(pIdentifier->Revision) = 0;
1591 /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
1592 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1593 *(pIdentifier->WHQLLevel) = 0;
1594 } else {
1595 *(pIdentifier->WHQLLevel) = 1;
1598 return WINED3D_OK;
1601 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1602 short redSize, greenSize, blueSize, alphaSize, colorBits;
1604 if(!cfg)
1605 return FALSE;
1607 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1608 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1609 return FALSE;
1612 if(cfg->redSize < redSize)
1613 return FALSE;
1615 if(cfg->greenSize < greenSize)
1616 return FALSE;
1618 if(cfg->blueSize < blueSize)
1619 return FALSE;
1621 if(cfg->alphaSize < alphaSize)
1622 return FALSE;
1624 return TRUE;
1627 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1628 short depthSize, stencilSize;
1630 if(!cfg)
1631 return FALSE;
1633 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1634 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1635 return FALSE;
1638 if(cfg->depthSize != depthSize)
1639 return FALSE;
1641 if(cfg->stencilSize != stencilSize)
1642 return FALSE;
1644 return TRUE;
1647 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1648 WINED3DFORMAT AdapterFormat,
1649 WINED3DFORMAT RenderTargetFormat,
1650 WINED3DFORMAT DepthStencilFormat) {
1651 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1652 int nCfgs;
1653 WineD3D_PixelFormat *cfgs;
1654 int it;
1656 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1657 This, Adapter,
1658 DeviceType, debug_d3ddevicetype(DeviceType),
1659 AdapterFormat, debug_d3dformat(AdapterFormat),
1660 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1661 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1663 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1664 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1665 return WINED3DERR_INVALIDCALL;
1668 cfgs = Adapters[Adapter].cfgs;
1669 nCfgs = Adapters[Adapter].nCfgs;
1670 for (it = 0; it < nCfgs; ++it) {
1671 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1672 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1673 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1674 return WINED3D_OK;
1678 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1680 return WINED3DERR_NOTAVAILABLE;
1683 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1684 WINED3DFORMAT SurfaceFormat,
1685 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1687 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1688 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1689 This,
1690 Adapter,
1691 DeviceType, debug_d3ddevicetype(DeviceType),
1692 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1693 Windowed,
1694 MultiSampleType,
1695 pQualityLevels);
1697 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1698 return WINED3DERR_INVALIDCALL;
1701 /* TODO: Store in Adapter structure */
1702 if (pQualityLevels != NULL) {
1703 static int s_single_shot = 0;
1704 if (!s_single_shot) {
1705 FIXME("Quality levels unsupported at present\n");
1706 s_single_shot = 1;
1708 *pQualityLevels = 1; /* Guess at a value! */
1711 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1712 return WINED3DERR_NOTAVAILABLE;
1715 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1716 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1718 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1719 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1720 UINT nmodes;
1722 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1723 This,
1724 Adapter,
1725 DeviceType, debug_d3ddevicetype(DeviceType),
1726 DisplayFormat, debug_d3dformat(DisplayFormat),
1727 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1728 Windowed);
1730 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1731 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1732 return WINED3DERR_INVALIDCALL;
1735 /* The task of this function is to check whether a certain display / backbuffer format
1736 * combination is available on the given adapter. In fullscreen mode microsoft specified
1737 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1738 * and display format should match exactly.
1739 * In windowed mode format conversion can occur and this depends on the driver. When format
1740 * conversion is done, this function should nevertheless fail and applications need to use
1741 * CheckDeviceFormatConversion.
1742 * At the moment we assume that fullscreen and windowed have the same capabilities */
1744 /* There are only 4 display formats */
1745 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1746 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1747 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1748 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1750 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1751 return WINED3DERR_NOTAVAILABLE;
1754 /* If the requested DisplayFormat is not available, don't continue */
1755 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1756 if(!nmodes) {
1757 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1758 return WINED3DERR_NOTAVAILABLE;
1761 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1762 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1763 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1764 return WINED3DERR_NOTAVAILABLE;
1767 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1768 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1769 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1770 return WINED3DERR_NOTAVAILABLE;
1773 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1774 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1775 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1776 return WINED3DERR_NOTAVAILABLE;
1779 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1780 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1781 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1782 return WINED3DERR_NOTAVAILABLE;
1785 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1786 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1787 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1788 return WINED3DERR_NOTAVAILABLE;
1791 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1792 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1793 if(FAILED(hr))
1794 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1796 return hr;
1799 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1800 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1801 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
1802 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1803 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
1804 This,
1805 Adapter,
1806 DeviceType, debug_d3ddevicetype(DeviceType),
1807 AdapterFormat, debug_d3dformat(AdapterFormat),
1808 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
1809 RType, debug_d3dresourcetype(RType),
1810 CheckFormat, debug_d3dformat(CheckFormat));
1812 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1813 return WINED3DERR_INVALIDCALL;
1816 if (Usage & WINED3DUSAGE_QUERY_FILTER) {
1817 switch (CheckFormat) {
1818 /* Filtering not supported */
1819 case WINED3DFMT_R32F:
1820 case WINED3DFMT_A32B32G32R32F:
1821 TRACE_(d3d_caps)("[FAILED]\n");
1822 return WINED3DERR_NOTAVAILABLE;
1823 default:
1824 break;
1828 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
1829 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
1830 TRACE_(d3d_caps)("[FAILED] - No mipmap generation support\n");
1831 return WINED3DERR_NOTAVAILABLE;
1835 if(RType == WINED3DRTYPE_VOLUMETEXTURE) {
1836 if(!GL_SUPPORT(EXT_TEXTURE3D)) {
1837 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
1838 return WINED3DERR_NOTAVAILABLE;
1840 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
1841 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
1842 * app needing one of those formats, don't advertize them to avoid leading apps into
1843 * temptation. The windows drivers don't support most of those formats on volumes anyway,
1844 * except of R32F.
1846 switch(CheckFormat) {
1847 case WINED3DFMT_P8:
1848 case WINED3DFMT_A4L4:
1849 case WINED3DFMT_R32F:
1850 case WINED3DFMT_R16F:
1851 case WINED3DFMT_X8L8V8U8:
1852 case WINED3DFMT_L6V5U5:
1853 case WINED3DFMT_G16R16:
1854 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
1855 return WINED3DERR_NOTAVAILABLE;
1857 case WINED3DFMT_Q8W8V8U8:
1858 case WINED3DFMT_V16U16:
1859 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1860 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
1861 return WINED3DERR_NOTAVAILABLE;
1863 break;
1865 case WINED3DFMT_V8U8:
1866 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1867 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
1868 return WINED3DERR_NOTAVAILABLE;
1870 break;
1872 case WINED3DFMT_DXT1:
1873 case WINED3DFMT_DXT2:
1874 case WINED3DFMT_DXT3:
1875 case WINED3DFMT_DXT4:
1876 case WINED3DFMT_DXT5:
1877 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
1878 * compressed texture results in an error. While the D3D refrast does
1879 * support s3tc volumes, at least the nvidia windows driver does not, so
1880 * we're free not to support this format.
1882 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
1883 return WINED3DERR_NOTAVAILABLE;
1885 default:
1886 /* Do nothing, continue with checking the format below */
1887 break;
1890 /* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants */
1891 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
1892 if (!GL_LIMITS(vertex_samplers)) {
1893 TRACE_(d3d_caps)("[FAILED]\n");
1894 return WINED3DERR_NOTAVAILABLE;
1897 switch (CheckFormat) {
1898 case WINED3DFMT_A32B32G32R32F:
1899 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1900 TRACE_(d3d_caps)("[FAILED]\n");
1901 return WINED3DERR_NOTAVAILABLE;
1903 TRACE_(d3d_caps)("[OK]\n");
1904 return WINED3D_OK;
1906 default:
1907 TRACE_(d3d_caps)("[FAILED]\n");
1908 return WINED3DERR_NOTAVAILABLE;
1912 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
1913 switch (CheckFormat) {
1914 /* In theory we could do all formats, just fetch them accordingly should the buffer be locked.
1915 * Windows supports only those 3, and enumerating the other formats confuses applications
1917 case WINED3DFMT_D24S8:
1918 case WINED3DFMT_D24X8:
1919 case WINED3DFMT_D16:
1920 TRACE_(d3d_caps)("[OK]\n");
1921 return WINED3D_OK;
1922 case WINED3DFMT_D16_LOCKABLE:
1923 case WINED3DFMT_D24FS8:
1924 case WINED3DFMT_D32F_LOCKABLE:
1925 case WINED3DFMT_D24X4S4:
1926 case WINED3DFMT_D15S1:
1927 case WINED3DFMT_D32:
1928 TRACE_(d3d_caps)("[FAILED]. Disabled because not enumerated on windows\n");
1929 return WINED3DERR_NOTAVAILABLE;
1930 default:
1931 TRACE_(d3d_caps)("[FAILED]\n");
1932 return WINED3DERR_NOTAVAILABLE;
1934 } else if(Usage & WINED3DUSAGE_RENDERTARGET) {
1935 switch (CheckFormat) {
1936 case WINED3DFMT_R8G8B8:
1937 case WINED3DFMT_A8R8G8B8:
1938 case WINED3DFMT_X8R8G8B8:
1939 case WINED3DFMT_R5G6B5:
1940 case WINED3DFMT_X1R5G5B5:
1941 case WINED3DFMT_A1R5G5B5:
1942 case WINED3DFMT_A4R4G4B4:
1943 case WINED3DFMT_R3G3B2:
1944 case WINED3DFMT_X4R4G4B4:
1945 case WINED3DFMT_A8B8G8R8:
1946 case WINED3DFMT_X8B8G8R8:
1947 case WINED3DFMT_P8:
1948 case WINED3DFMT_G16R16:
1949 TRACE_(d3d_caps)("[OK]\n");
1950 return WINED3D_OK;
1951 case WINED3DFMT_R16F:
1952 case WINED3DFMT_A16B16G16R16F:
1953 if (!GL_SUPPORT(ARB_HALF_FLOAT_PIXEL) || !GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1954 TRACE_(d3d_caps)("[FAILED]\n");
1955 return WINED3DERR_NOTAVAILABLE;
1957 TRACE_(d3d_caps)("[OK]\n");
1958 return WINED3D_OK;
1959 case WINED3DFMT_A32B32G32R32F:
1960 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1961 TRACE_(d3d_caps)("[FAILED]\n");
1962 return WINED3DERR_NOTAVAILABLE;
1964 TRACE_(d3d_caps)("[OK]\n");
1965 return WINED3D_OK;
1966 default:
1967 TRACE_(d3d_caps)("[FAILED]\n");
1968 return WINED3DERR_NOTAVAILABLE;
1970 } else if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
1971 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1972 switch (CheckFormat) {
1973 case WINED3DFMT_V8U8:
1974 TRACE_(d3d_caps)("[OK]\n");
1975 return WINED3D_OK;
1976 /* TODO: Other bump map formats */
1977 default:
1978 TRACE_(d3d_caps)("[FAILED]\n");
1979 return WINED3DERR_NOTAVAILABLE;
1982 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1983 switch (CheckFormat) {
1984 case WINED3DFMT_V8U8:
1985 TRACE_(d3d_caps)("[OK]\n");
1986 return WINED3D_OK;
1987 default:
1988 TRACE_(d3d_caps)("[FAILED]\n");
1989 return WINED3DERR_NOTAVAILABLE;
1992 TRACE_(d3d_caps)("[FAILED]\n");
1993 return WINED3DERR_NOTAVAILABLE;
1996 /* Check for supported sRGB formats (Texture loading and framebuffer) */
1997 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
1998 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
1999 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2002 switch (CheckFormat) {
2003 case WINED3DFMT_A8R8G8B8:
2004 case WINED3DFMT_X8R8G8B8:
2005 case WINED3DFMT_A4R4G4B4:
2006 case WINED3DFMT_L8:
2007 case WINED3DFMT_A8L8:
2008 case WINED3DFMT_DXT1:
2009 case WINED3DFMT_DXT2:
2010 case WINED3DFMT_DXT3:
2011 case WINED3DFMT_DXT4:
2012 case WINED3DFMT_DXT5:
2013 TRACE_(d3d_caps)("[OK]\n");
2014 break; /* Continue with checking other flags */
2016 default:
2017 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2018 return WINED3DERR_NOTAVAILABLE;
2022 /* This format is nothing special and it is supported perfectly.
2023 * However, ati and nvidia driver on windows do not mark this format as
2024 * supported (tested with the dxCapsViewer) and pretending to
2025 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2026 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2027 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2029 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2030 TRACE_(d3d_caps)("[FAILED]\n");
2031 return WINED3DERR_NOTAVAILABLE;
2034 switch (CheckFormat) {
2036 /*****
2037 * supported: RGB(A) formats
2039 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2040 case WINED3DFMT_A8R8G8B8:
2041 case WINED3DFMT_X8R8G8B8:
2042 case WINED3DFMT_R5G6B5:
2043 case WINED3DFMT_X1R5G5B5:
2044 case WINED3DFMT_A1R5G5B5:
2045 case WINED3DFMT_A4R4G4B4:
2046 case WINED3DFMT_R3G3B2:
2047 case WINED3DFMT_A8:
2048 case WINED3DFMT_X4R4G4B4:
2049 case WINED3DFMT_A8B8G8R8:
2050 case WINED3DFMT_X8B8G8R8:
2051 case WINED3DFMT_A2R10G10B10:
2052 case WINED3DFMT_A2B10G10R10:
2053 case WINED3DFMT_G16R16:
2054 TRACE_(d3d_caps)("[OK]\n");
2055 return WINED3D_OK;
2057 /*****
2058 * supported: Palettized
2060 case WINED3DFMT_P8:
2061 TRACE_(d3d_caps)("[OK]\n");
2062 return WINED3D_OK;
2064 /*****
2065 * Supported: (Alpha)-Luminance
2067 case WINED3DFMT_L8:
2068 case WINED3DFMT_A8L8:
2069 case WINED3DFMT_A4L4:
2070 TRACE_(d3d_caps)("[OK]\n");
2071 return WINED3D_OK;
2073 /*****
2074 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2075 * GL_NV_texture_shader), but advertized to make apps happy.
2076 * Enable some because games often fail when they are not available
2077 * and are still playable even without bump mapping
2079 case WINED3DFMT_V8U8:
2080 case WINED3DFMT_V16U16:
2081 case WINED3DFMT_L6V5U5:
2082 case WINED3DFMT_X8L8V8U8:
2083 case WINED3DFMT_Q8W8V8U8:
2084 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2085 return WINED3D_OK;
2087 /* Those are not advertized by the nvidia windows driver, and not
2088 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2089 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2090 * ARGB format if needed
2092 case WINED3DFMT_W11V11U10:
2093 case WINED3DFMT_A2W10V10U10:
2094 WARN_(d3d_caps)("[FAILED]\n");
2095 return WINED3DERR_NOTAVAILABLE;
2097 case WINED3DFMT_DXT1:
2098 case WINED3DFMT_DXT2:
2099 case WINED3DFMT_DXT3:
2100 case WINED3DFMT_DXT4:
2101 case WINED3DFMT_DXT5:
2102 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2103 TRACE_(d3d_caps)("[OK]\n");
2104 return WINED3D_OK;
2105 } else {
2106 TRACE_(d3d_caps)("[FAILED]\n");
2107 return WINED3DERR_NOTAVAILABLE;
2111 /*****
2112 * Odd formats - not supported
2114 case WINED3DFMT_VERTEXDATA:
2115 case WINED3DFMT_INDEX16:
2116 case WINED3DFMT_INDEX32:
2117 case WINED3DFMT_Q16W16V16U16:
2118 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2119 return WINED3DERR_NOTAVAILABLE;
2121 /*****
2122 * WINED3DFMT_CxV8U8: Not supported right now
2124 case WINED3DFMT_CxV8U8:
2125 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2126 return WINED3DERR_NOTAVAILABLE;
2128 /* Not supported */
2129 case WINED3DFMT_A16B16G16R16:
2130 case WINED3DFMT_A8R3G3B2:
2131 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2132 return WINED3DERR_NOTAVAILABLE;
2134 /* Floating point formats */
2135 case WINED3DFMT_R16F:
2136 case WINED3DFMT_A16B16G16R16F:
2137 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2138 TRACE_(d3d_caps)("[OK]\n");
2139 return WINED3D_OK;
2140 } else {
2141 TRACE_(d3d_caps)("[FAILED]\n");
2142 return WINED3DERR_NOTAVAILABLE;
2144 case WINED3DFMT_R32F:
2145 case WINED3DFMT_A32B32G32R32F:
2146 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2147 TRACE_(d3d_caps)("[OK]\n");
2148 return WINED3D_OK;
2149 } else {
2150 TRACE_(d3d_caps)("[FAILED]\n");
2151 return WINED3DERR_NOTAVAILABLE;
2154 case WINED3DFMT_G16R16F:
2155 case WINED3DFMT_G32R32F:
2156 TRACE_(d3d_caps)("[FAILED]\n");
2157 return WINED3DERR_NOTAVAILABLE;
2159 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2160 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2161 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2162 * We can do instancing with all shader versions, but we need vertex shaders.
2164 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2165 * to enable instancing. WineD3D doesn't need that and just ignores it.
2167 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2169 case WINEMAKEFOURCC('I','N','S','T'):
2170 TRACE("ATI Instancing check hack\n");
2171 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2172 TRACE_(d3d_caps)("[OK]\n");
2173 return WINED3D_OK;
2174 } else {
2175 TRACE_(d3d_caps)("[FAILED]\n");
2176 return WINED3DERR_NOTAVAILABLE;
2179 default:
2180 break;
2183 TRACE_(d3d_caps)("[FAILED]\n");
2184 return WINED3DERR_NOTAVAILABLE;
2187 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2188 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2189 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2191 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2192 This,
2193 Adapter,
2194 DeviceType, debug_d3ddevicetype(DeviceType),
2195 SourceFormat, debug_d3dformat(SourceFormat),
2196 TargetFormat, debug_d3dformat(TargetFormat));
2197 return WINED3D_OK;
2200 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2201 subset of a D3DCAPS9 structure. However, it has to come via a void *
2202 as the d3d8 interface cannot import the d3d9 header */
2203 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2205 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2206 int vs_selected_mode;
2207 int ps_selected_mode;
2209 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2211 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2212 return WINED3DERR_INVALIDCALL;
2215 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2217 /* This function should *not* be modifying GL caps
2218 * TODO: move the functionality where it belongs */
2219 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2221 /* ------------------------------------------------
2222 The following fields apply to both d3d8 and d3d9
2223 ------------------------------------------------ */
2224 *pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2225 *pCaps->AdapterOrdinal = Adapter;
2227 *pCaps->Caps = 0;
2228 *pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2229 WINED3DCAPS2_FULLSCREENGAMMA |
2230 WINED3DCAPS2_DYNAMICTEXTURES;
2231 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2232 *pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2234 *pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2235 *pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2236 WINED3DPRESENT_INTERVAL_ONE;
2238 *pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2239 WINED3DCURSORCAPS_LOWRES;
2241 *pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2242 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2243 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2244 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2245 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2246 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2247 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2248 WINED3DDEVCAPS_PUREDEVICE |
2249 WINED3DDEVCAPS_HWRASTERIZATION |
2250 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2251 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2252 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2253 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2254 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2255 WINED3DDEVCAPS_RTPATCHES;
2257 *pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2258 WINED3DPMISCCAPS_CULLCCW |
2259 WINED3DPMISCCAPS_CULLCW |
2260 WINED3DPMISCCAPS_COLORWRITEENABLE |
2261 WINED3DPMISCCAPS_CLIPTLVERTS |
2262 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2263 WINED3DPMISCCAPS_MASKZ |
2264 WINED3DPMISCCAPS_BLENDOP;
2265 /* TODO:
2266 WINED3DPMISCCAPS_NULLREFERENCE
2267 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2268 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2269 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2270 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
2271 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2273 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
2274 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
2276 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
2277 #if 0
2278 if (GL_SUPPORT(NV_REGISTER_COMBINERS))
2279 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2280 if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
2281 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
2282 #endif
2284 *pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2285 WINED3DPRASTERCAPS_PAT |
2286 WINED3DPRASTERCAPS_WFOG |
2287 WINED3DPRASTERCAPS_ZFOG |
2288 WINED3DPRASTERCAPS_FOGVERTEX |
2289 WINED3DPRASTERCAPS_FOGTABLE |
2290 WINED3DPRASTERCAPS_STIPPLE |
2291 WINED3DPRASTERCAPS_SUBPIXEL |
2292 WINED3DPRASTERCAPS_ZTEST |
2293 WINED3DPRASTERCAPS_SCISSORTEST |
2294 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2295 WINED3DPRASTERCAPS_DEPTHBIAS;
2297 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2298 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
2299 WINED3DPRASTERCAPS_ZBIAS |
2300 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
2302 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
2303 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
2305 /* FIXME Add:
2306 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2307 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2308 WINED3DPRASTERCAPS_ANTIALIASEDGES
2309 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2310 WINED3DPRASTERCAPS_WBUFFER */
2312 *pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2313 WINED3DPCMPCAPS_EQUAL |
2314 WINED3DPCMPCAPS_GREATER |
2315 WINED3DPCMPCAPS_GREATEREQUAL |
2316 WINED3DPCMPCAPS_LESS |
2317 WINED3DPCMPCAPS_LESSEQUAL |
2318 WINED3DPCMPCAPS_NEVER |
2319 WINED3DPCMPCAPS_NOTEQUAL;
2321 *pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
2322 WINED3DPBLENDCAPS_BOTHSRCALPHA |
2323 WINED3DPBLENDCAPS_DESTALPHA |
2324 WINED3DPBLENDCAPS_DESTCOLOR |
2325 WINED3DPBLENDCAPS_INVDESTALPHA |
2326 WINED3DPBLENDCAPS_INVDESTCOLOR |
2327 WINED3DPBLENDCAPS_INVSRCALPHA |
2328 WINED3DPBLENDCAPS_INVSRCCOLOR |
2329 WINED3DPBLENDCAPS_ONE |
2330 WINED3DPBLENDCAPS_SRCALPHA |
2331 WINED3DPBLENDCAPS_SRCALPHASAT |
2332 WINED3DPBLENDCAPS_SRCCOLOR |
2333 WINED3DPBLENDCAPS_ZERO;
2335 *pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
2336 WINED3DPBLENDCAPS_DESTCOLOR |
2337 WINED3DPBLENDCAPS_INVDESTALPHA |
2338 WINED3DPBLENDCAPS_INVDESTCOLOR |
2339 WINED3DPBLENDCAPS_INVSRCALPHA |
2340 WINED3DPBLENDCAPS_INVSRCCOLOR |
2341 WINED3DPBLENDCAPS_ONE |
2342 WINED3DPBLENDCAPS_SRCALPHA |
2343 WINED3DPBLENDCAPS_SRCCOLOR |
2344 WINED3DPBLENDCAPS_ZERO;
2345 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
2346 * according to the glBlendFunc manpage
2348 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
2349 * legacy settings for srcblend only
2352 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
2353 *pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2354 *pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2358 *pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2359 WINED3DPCMPCAPS_EQUAL |
2360 WINED3DPCMPCAPS_GREATER |
2361 WINED3DPCMPCAPS_GREATEREQUAL |
2362 WINED3DPCMPCAPS_LESS |
2363 WINED3DPCMPCAPS_LESSEQUAL |
2364 WINED3DPCMPCAPS_NEVER |
2365 WINED3DPCMPCAPS_NOTEQUAL;
2367 *pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
2368 WINED3DPSHADECAPS_COLORGOURAUDRGB |
2369 WINED3DPSHADECAPS_ALPHAFLATBLEND |
2370 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
2371 WINED3DPSHADECAPS_COLORFLATRGB |
2372 WINED3DPSHADECAPS_FOGFLAT |
2373 WINED3DPSHADECAPS_FOGGOURAUD |
2374 WINED3DPSHADECAPS_SPECULARFLATRGB;
2376 *pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
2377 WINED3DPTEXTURECAPS_ALPHAPALETTE |
2378 WINED3DPTEXTURECAPS_BORDER |
2379 WINED3DPTEXTURECAPS_MIPMAP |
2380 WINED3DPTEXTURECAPS_PROJECTED |
2381 WINED3DPTEXTURECAPS_PERSPECTIVE;
2383 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
2384 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
2385 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
2388 if( GL_SUPPORT(EXT_TEXTURE3D)) {
2389 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
2390 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
2391 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
2394 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2395 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
2396 WINED3DPTEXTURECAPS_MIPCUBEMAP |
2397 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
2401 *pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2402 WINED3DPTFILTERCAPS_MAGFPOINT |
2403 WINED3DPTFILTERCAPS_MINFLINEAR |
2404 WINED3DPTFILTERCAPS_MINFPOINT |
2405 WINED3DPTFILTERCAPS_MIPFLINEAR |
2406 WINED3DPTFILTERCAPS_MIPFPOINT |
2407 WINED3DPTFILTERCAPS_LINEAR |
2408 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2409 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2410 WINED3DPTFILTERCAPS_MIPLINEAR |
2411 WINED3DPTFILTERCAPS_MIPNEAREST |
2412 WINED3DPTFILTERCAPS_NEAREST;
2414 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2415 *pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2416 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2419 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2420 *pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2421 WINED3DPTFILTERCAPS_MAGFPOINT |
2422 WINED3DPTFILTERCAPS_MINFLINEAR |
2423 WINED3DPTFILTERCAPS_MINFPOINT |
2424 WINED3DPTFILTERCAPS_MIPFLINEAR |
2425 WINED3DPTFILTERCAPS_MIPFPOINT |
2426 WINED3DPTFILTERCAPS_LINEAR |
2427 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2428 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2429 WINED3DPTFILTERCAPS_MIPLINEAR |
2430 WINED3DPTFILTERCAPS_MIPNEAREST |
2431 WINED3DPTFILTERCAPS_NEAREST;
2433 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2434 *pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2435 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2437 } else
2438 *pCaps->CubeTextureFilterCaps = 0;
2440 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2441 *pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2442 WINED3DPTFILTERCAPS_MAGFPOINT |
2443 WINED3DPTFILTERCAPS_MINFLINEAR |
2444 WINED3DPTFILTERCAPS_MINFPOINT |
2445 WINED3DPTFILTERCAPS_MIPFLINEAR |
2446 WINED3DPTFILTERCAPS_MIPFPOINT |
2447 WINED3DPTFILTERCAPS_LINEAR |
2448 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2449 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2450 WINED3DPTFILTERCAPS_MIPLINEAR |
2451 WINED3DPTFILTERCAPS_MIPNEAREST |
2452 WINED3DPTFILTERCAPS_NEAREST;
2453 } else
2454 *pCaps->VolumeTextureFilterCaps = 0;
2456 *pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2457 WINED3DPTADDRESSCAPS_CLAMP |
2458 WINED3DPTADDRESSCAPS_WRAP;
2460 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2461 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2463 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2464 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2466 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2467 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2470 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2471 *pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2472 WINED3DPTADDRESSCAPS_CLAMP |
2473 WINED3DPTADDRESSCAPS_WRAP;
2474 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2475 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2477 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2478 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2480 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2481 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2483 } else
2484 *pCaps->VolumeTextureAddressCaps = 0;
2486 *pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
2487 WINED3DLINECAPS_ZTEST;
2488 /* FIXME: Add
2489 WINED3DLINECAPS_BLEND
2490 WINED3DLINECAPS_ALPHACMP
2491 WINED3DLINECAPS_FOG */
2493 *pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
2494 *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
2496 if(GL_SUPPORT(EXT_TEXTURE3D))
2497 *pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
2498 else
2499 *pCaps->MaxVolumeExtent = 0;
2501 *pCaps->MaxTextureRepeat = 32768;
2502 *pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
2503 *pCaps->MaxVertexW = 1.0;
2505 *pCaps->GuardBandLeft = 0;
2506 *pCaps->GuardBandTop = 0;
2507 *pCaps->GuardBandRight = 0;
2508 *pCaps->GuardBandBottom = 0;
2510 *pCaps->ExtentsAdjust = 0;
2512 *pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
2513 WINED3DSTENCILCAPS_INCRSAT |
2514 WINED3DSTENCILCAPS_INVERT |
2515 WINED3DSTENCILCAPS_KEEP |
2516 WINED3DSTENCILCAPS_REPLACE |
2517 WINED3DSTENCILCAPS_ZERO;
2518 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
2519 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
2520 WINED3DSTENCILCAPS_INCR;
2522 if ( This->dxVersion > 8 &&
2523 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
2524 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
2525 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
2528 *pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
2530 *pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
2531 WINED3DTEXOPCAPS_ADDSIGNED |
2532 WINED3DTEXOPCAPS_ADDSIGNED2X |
2533 WINED3DTEXOPCAPS_MODULATE |
2534 WINED3DTEXOPCAPS_MODULATE2X |
2535 WINED3DTEXOPCAPS_MODULATE4X |
2536 WINED3DTEXOPCAPS_SELECTARG1 |
2537 WINED3DTEXOPCAPS_SELECTARG2 |
2538 WINED3DTEXOPCAPS_DISABLE;
2540 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
2541 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
2542 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2543 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2544 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2545 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2546 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2547 WINED3DTEXOPCAPS_LERP |
2548 WINED3DTEXOPCAPS_SUBTRACT;
2550 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
2551 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2552 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
2553 WINED3DTEXOPCAPS_MULTIPLYADD |
2554 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2555 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2556 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
2558 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
2559 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
2561 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2562 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2563 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
2566 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2567 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
2568 } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2569 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
2570 * not support 3D textures. This asks for trouble if an app uses both bump mapping
2571 * and 3D textures. It also allows us to keep the code simpler by having texture
2572 * shaders constantly enabled.
2574 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
2575 /* TODO: Luminance bump map? */
2577 #if 0
2578 /* FIXME: Add
2579 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
2580 WINED3DTEXOPCAPS_PREMODULATE */
2581 #endif
2583 *pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
2584 *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
2585 *pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
2586 *pCaps->MaxActiveLights = GL_LIMITS(lights);
2588 *pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
2589 *pCaps->MaxVertexBlendMatrixIndex = 0;
2591 *pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
2592 *pCaps->MaxPointSize = GL_LIMITS(pointsize);
2595 *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
2596 WINED3DVTXPCAPS_MATERIALSOURCE7 |
2597 WINED3DVTXPCAPS_POSITIONALLIGHTS |
2598 WINED3DVTXPCAPS_LOCALVIEWER |
2599 WINED3DVTXPCAPS_VERTEXFOG |
2600 WINED3DVTXPCAPS_TEXGEN;
2601 /* FIXME: Add
2602 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
2604 *pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
2605 *pCaps->MaxVertexIndex = 0xFFFFF;
2606 *pCaps->MaxStreams = MAX_STREAMS;
2607 *pCaps->MaxStreamStride = 1024;
2609 if (vs_selected_mode == SHADER_GLSL) {
2610 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
2611 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
2612 * vs_nv_version which is based on NV_vertex_program.
2613 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
2614 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
2615 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
2616 * of native instructions, so use that here. For more info see the pixel shader versioning code below. */
2617 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
2618 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
2619 else
2620 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
2621 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (*pCaps->VertexShaderVersion >> 8) & 0xff, *pCaps->VertexShaderVersion & 0xff);
2622 } else if (vs_selected_mode == SHADER_ARB) {
2623 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2624 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2625 } else {
2626 *pCaps->VertexShaderVersion = 0;
2627 TRACE_(d3d_caps)("Vertex shader functionality not available\n");
2630 *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2632 if (ps_selected_mode == SHADER_GLSL) {
2633 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
2634 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
2635 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
2636 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
2637 * in max native instructions. Intel and others also offer the info in this extension but they
2638 * don't support GLSL (at least on Windows).
2640 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
2641 * of instructions is 512 or less we have to do with ps2.0 hardware.
2642 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
2644 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
2645 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
2646 else
2647 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
2648 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
2649 * Direct3D minimum requirement.
2651 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
2652 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
2654 * The problem is that the refrast clamps temporary results in the shader to
2655 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
2656 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
2657 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
2658 * offer a way to query this.
2660 *pCaps->PixelShader1xMaxValue = 8.0;
2661 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (*pCaps->PixelShaderVersion >> 8) & 0xff, *pCaps->PixelShaderVersion & 0xff);
2662 } else if (ps_selected_mode == SHADER_ARB) {
2663 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2664 *pCaps->PixelShader1xMaxValue = 8.0;
2665 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2666 } else {
2667 *pCaps->PixelShaderVersion = 0;
2668 *pCaps->PixelShader1xMaxValue = 0.0;
2669 TRACE_(d3d_caps)("Pixel shader functionality not available\n");
2672 /* ------------------------------------------------
2673 The following fields apply to d3d9 only
2674 ------------------------------------------------ */
2675 if (This->dxVersion > 8) {
2676 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
2677 *pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
2678 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
2679 *pCaps->MaxNpatchTessellationLevel = 0;
2680 *pCaps->MasterAdapterOrdinal = 0;
2681 *pCaps->AdapterOrdinalInGroup = 0;
2682 *pCaps->NumberOfAdaptersInGroup = 1;
2684 if(*pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
2685 /* OpenGL supports all the formats below, perhaps not always
2686 * without conversion, but it supports them.
2687 * Further GLSL doesn't seem to have an official unsigned type so
2688 * don't advertise it yet as I'm not sure how we handle it.
2689 * We might need to add some clamping in the shader engine to
2690 * support it.
2691 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
2692 *pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
2693 WINED3DDTCAPS_UBYTE4N |
2694 WINED3DDTCAPS_SHORT2N |
2695 WINED3DDTCAPS_SHORT4N;
2696 if (GL_SUPPORT(NV_HALF_FLOAT)) {
2697 *pCaps->DeclTypes |=
2698 WINED3DDTCAPS_FLOAT16_2 |
2699 WINED3DDTCAPS_FLOAT16_4;
2701 } else
2702 *pCaps->DeclTypes = 0;
2704 *pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
2707 *pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
2708 WINED3DPTFILTERCAPS_MAGFPOINT |
2709 WINED3DPTFILTERCAPS_MINFLINEAR |
2710 WINED3DPTFILTERCAPS_MAGFLINEAR;
2711 *pCaps->VertexTextureFilterCaps = 0;
2713 if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
2714 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2715 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
2716 *pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
2717 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2718 *pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
2719 *pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
2721 *pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
2722 *pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
2723 } else if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
2724 *pCaps->VS20Caps.Caps = 0;
2725 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
2726 *pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
2727 *pCaps->VS20Caps.StaticFlowControlDepth = 1;
2729 *pCaps->MaxVShaderInstructionsExecuted = 65535;
2730 *pCaps->MaxVertexShader30InstructionSlots = 0;
2731 } else { /* VS 1.x */
2732 *pCaps->VS20Caps.Caps = 0;
2733 *pCaps->VS20Caps.DynamicFlowControlDepth = 0;
2734 *pCaps->VS20Caps.NumTemps = 0;
2735 *pCaps->VS20Caps.StaticFlowControlDepth = 0;
2737 *pCaps->MaxVShaderInstructionsExecuted = 0;
2738 *pCaps->MaxVertexShader30InstructionSlots = 0;
2741 if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
2742 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2743 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
2745 /* 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 */
2746 *pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
2747 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
2748 WINED3DPS20CAPS_PREDICATION |
2749 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
2750 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
2751 *pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2752 *pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
2753 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
2754 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
2756 *pCaps->MaxPShaderInstructionsExecuted = 65535;
2757 *pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
2758 } else if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
2759 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
2760 *pCaps->PS20Caps.Caps = 0;
2761 *pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
2762 *pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
2763 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
2764 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
2766 *pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
2767 *pCaps->MaxPixelShader30InstructionSlots = 0;
2768 } else { /* PS 1.x */
2769 *pCaps->PS20Caps.Caps = 0;
2770 *pCaps->PS20Caps.DynamicFlowControlDepth = 0;
2771 *pCaps->PS20Caps.NumTemps = 0;
2772 *pCaps->PS20Caps.StaticFlowControlDepth = 0;
2773 *pCaps->PS20Caps.NumInstructionSlots = 0;
2775 *pCaps->MaxPShaderInstructionsExecuted = 0;
2776 *pCaps->MaxPixelShader30InstructionSlots = 0;
2780 return WINED3D_OK;
2783 static unsigned int glsl_program_key_hash(void *key) {
2784 glsl_program_key_t *k = (glsl_program_key_t *)key;
2786 unsigned int hash = k->vshader | k->pshader << 16;
2787 hash += ~(hash << 15);
2788 hash ^= (hash >> 10);
2789 hash += (hash << 3);
2790 hash ^= (hash >> 6);
2791 hash += ~(hash << 11);
2792 hash ^= (hash >> 16);
2794 return hash;
2797 static BOOL glsl_program_key_compare(void *keya, void *keyb) {
2798 glsl_program_key_t *ka = (glsl_program_key_t *)keya;
2799 glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
2801 return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
2804 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
2805 and fields being inserted in the middle, a new structure is used in place */
2806 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
2807 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
2808 IUnknown *parent) {
2810 IWineD3DDeviceImpl *object = NULL;
2811 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2812 WINED3DDISPLAYMODE mode;
2813 int i;
2815 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
2816 * number and create a device without a 3D adapter for 2D only operation.
2818 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
2819 return WINED3DERR_INVALIDCALL;
2822 /* Create a WineD3DDevice object */
2823 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
2824 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
2825 TRACE("Created WineD3DDevice object @ %p\n", object);
2826 if (NULL == object) {
2827 return WINED3DERR_OUTOFVIDEOMEMORY;
2830 /* Set up initial COM information */
2831 object->lpVtbl = &IWineD3DDevice_Vtbl;
2832 object->ref = 1;
2833 object->wineD3D = iface;
2834 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
2835 IWineD3D_AddRef(object->wineD3D);
2836 object->parent = parent;
2837 list_init(&object->resources);
2838 list_init(&object->shaders);
2840 if(This->dxVersion == 7) {
2841 object->surface_alignment = 8;
2842 } else {
2843 object->surface_alignment = 4;
2845 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
2847 /* Set the state up as invalid until the device is fully created */
2848 object->state = WINED3DERR_DRIVERINTERNALERROR;
2850 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
2851 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
2853 /* Save the creation parameters */
2854 object->createParms.AdapterOrdinal = Adapter;
2855 object->createParms.DeviceType = DeviceType;
2856 object->createParms.hFocusWindow = hFocusWindow;
2857 object->createParms.BehaviorFlags = BehaviourFlags;
2859 /* Initialize other useful values */
2860 object->adapterNo = Adapter;
2861 object->devType = DeviceType;
2863 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
2864 if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
2865 object->shader_backend = &glsl_shader_backend;
2866 object->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
2867 } else if (object->ps_selected_mode == SHADER_ARB || object->vs_selected_mode == SHADER_ARB) {
2868 object->shader_backend = &arb_program_shader_backend;
2869 } else {
2870 object->shader_backend = &none_shader_backend;
2872 if(FAILED(object->shader_backend->shader_alloc_private((IWineD3DDevice *) object))) {
2873 IWineD3D_Release(object->wineD3D);
2874 HeapFree(GetProcessHeap(), 0, object);
2875 *ppReturnedDeviceInterface = NULL;
2876 return E_OUTOFMEMORY;
2879 /* set the state of the device to valid */
2880 object->state = WINED3D_OK;
2882 /* Get the initial screen setup for ddraw */
2883 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
2885 object->ddraw_width = mode.Width;
2886 object->ddraw_height = mode.Height;
2887 object->ddraw_format = mode.Format;
2889 for(i = 0; i < PATCHMAP_SIZE; i++) {
2890 list_init(&object->patches[i]);
2892 return WINED3D_OK;
2894 #undef GLINFO_LOCATION
2896 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
2897 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2898 IUnknown_AddRef(This->parent);
2899 *pParent = This->parent;
2900 return WINED3D_OK;
2903 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
2904 IUnknown* surfaceParent;
2905 TRACE("(%p) call back\n", pSurface);
2907 /* Now, release the parent, which will take care of cleaning up the surface for us */
2908 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
2909 IUnknown_Release(surfaceParent);
2910 return IUnknown_Release(surfaceParent);
2913 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
2914 IUnknown* volumeParent;
2915 TRACE("(%p) call back\n", pVolume);
2917 /* Now, release the parent, which will take care of cleaning up the volume for us */
2918 IWineD3DVolume_GetParent(pVolume, &volumeParent);
2919 IUnknown_Release(volumeParent);
2920 return IUnknown_Release(volumeParent);
2923 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
2924 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
2925 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
2926 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
2928 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
2929 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
2930 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
2931 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
2932 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
2933 * the chance that other implementations support them is rather small since Win32 QuickTime uses
2934 * DirectDraw, not OpenGL.
2936 if(gl_info->supported[APPLE_FENCE] &&
2937 gl_info->supported[APPLE_CLIENT_STORAGE] &&
2938 gl_info->supported[APPLE_FLUSH_RENDER] &&
2939 gl_info->supported[APPLE_YCBCR_422]) {
2940 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
2941 TRACE_(d3d_caps)("Activating MacOS fixups\n");
2942 return TRUE;
2943 } else {
2944 TRACE_(d3d_caps)("Apple extensions are not supported\n");
2945 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
2946 return FALSE;
2950 #define GLINFO_LOCATION (*gl_info)
2951 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
2952 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
2953 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
2954 * all the texture. This function detects this bug by its symptom and disables PBOs
2955 * if the test fails.
2957 * The test uplaods a 4x4 texture via the PBO in the "native" format GL_BGRA,
2958 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
2959 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
2960 * read back is compared to the original. If they are equal PBOs are assumed to work,
2961 * otherwise the PBO extension is disabled.
2963 GLuint texture, pbo;
2964 static const unsigned int pattern[] = {
2965 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
2966 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
2967 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
2968 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
2970 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
2972 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
2973 /* No PBO -> No point in testing them */
2974 return;
2977 while(glGetError());
2978 glGenTextures(1, &texture);
2979 glBindTexture(GL_TEXTURE_2D, texture);
2980 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
2981 checkGLcall("Specifying the PBO test texture\n");
2983 GL_EXTCALL(glGenBuffersARB(1, &pbo));
2984 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
2985 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
2986 checkGLcall("Specifying the PBO test pbo\n");
2988 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
2989 checkGLcall("Loading the PBO test texture\n");
2991 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
2992 glFinish(); /* just to be sure */
2994 memset(check, 0, sizeof(check));
2995 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
2996 checkGLcall("Reading back the PBO test texture\n");
2998 glDeleteTextures(1, &texture);
2999 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3000 checkGLcall("PBO test cleanup\n");
3002 if(memcmp(check, pattern, sizeof(check)) != 0) {
3003 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3004 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3005 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3006 } else {
3007 TRACE_(d3d_caps)("PBO test successfull\n");
3010 #undef GLINFO_LOCATION
3012 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3013 * reporting a driver version is moot because we are not the Windows driver, and we have different
3014 * bugs, features, etc.
3016 * If a card is not found in this table, the gl driver version is reported
3018 struct driver_version_information {
3019 WORD vendor; /* reported PCI card vendor ID */
3020 WORD card; /* reported PCI card device ID */
3021 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3022 WORD lopart_hi, lopart_lo; /* driver loword to report */
3025 static const struct driver_version_information driver_version_table[] = {
3026 /* Nvidia drivers. Geforce FX and newer cards are supported by the current driver */
3027 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 10, 16921 },
3028 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 10, 16921 },
3029 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 10, 16921 },
3030 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 10, 16921 },
3031 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 10, 16921 },
3032 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 10, 16921 },
3033 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 10, 16921 },
3034 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 10, 16921 },
3035 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 10, 16921 },
3036 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 10, 16921 },
3037 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 10, 16921 },
3038 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 10, 16921 },
3039 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 10, 16921 },
3040 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 10, 16921 },
3042 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3043 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3044 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3045 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3046 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3047 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3048 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3050 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3053 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3054 unsigned int i;
3055 BOOL apple = implementation_is_apple(gl_info);
3057 if(apple) {
3058 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3059 * used it falls back to software. While the compiler can detect if the shader uses all declared
3060 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3061 * using relative addressing falls back to software.
3063 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3065 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3066 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3067 } else {
3068 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3069 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3070 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3073 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3074 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3075 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3076 * flag for this extension
3078 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3079 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3080 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3081 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3082 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3083 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3084 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3088 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3089 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3090 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3091 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3092 * according to the spec.
3094 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3095 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3097 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards blacklist
3098 * all radeon cards on Macs but whitelist the good ones, that way we're prepared for the future. If
3099 * this workaround is activated on cards that do not need it it won't break things, just affect
3100 * performance negatively
3102 if(gl_info->gl_vendor == VENDOR_INTEL ||
3103 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3104 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3105 gl_info->set_texcoord_w = TRUE;
3109 /* Find out if PBOs work as they are supposed to */
3110 test_pbo_functionality(gl_info);
3112 /* Fixup the driver version */
3113 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3114 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3115 gl_info->gl_card == driver_version_table[i].card) {
3116 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3118 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3119 driver_version_table[i].lopart_lo);
3120 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3121 driver_version_table[i].hipart_lo);
3122 break;
3127 void invalid_func(void *data) {
3128 ERR("Invalid vertex attribute function called\n");
3129 DebugBreak();
3132 #define GLINFO_LOCATION (Adapters[0].gl_info)
3134 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3135 * the extension detection and are used in drawStridedSlow
3137 static void position_d3dcolor(void *data) {
3138 DWORD pos = *((DWORD *) data);
3140 FIXME("Add a test for fixed function position from d3dcolor type\n");
3141 glVertex4s(D3DCOLOR_B_R(pos),
3142 D3DCOLOR_B_G(pos),
3143 D3DCOLOR_B_B(pos),
3144 D3DCOLOR_B_A(pos));
3146 static void position_float4(void *data) {
3147 GLfloat *pos = (float *) data;
3149 if (pos[3] < eps && pos[3] > -eps)
3150 glVertex3fv(pos);
3151 else {
3152 float w = 1.0 / pos[3];
3154 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3158 static void diffuse_d3dcolor(void *data) {
3159 DWORD diffuseColor = *((DWORD *) data);
3161 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3162 D3DCOLOR_B_G(diffuseColor),
3163 D3DCOLOR_B_B(diffuseColor),
3164 D3DCOLOR_B_A(diffuseColor));
3167 static void specular_d3dcolor(void *data) {
3168 DWORD specularColor = *((DWORD *) data);
3170 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3171 D3DCOLOR_B_G(specularColor),
3172 D3DCOLOR_B_B(specularColor));
3174 static void warn_no_specular_func(void *data) {
3175 WARN("GL_EXT_secondary_color not supported\n");
3178 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3179 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3180 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3181 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3182 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3183 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3184 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3185 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3186 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3187 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3188 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3189 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3190 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3191 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3192 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3193 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3194 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3195 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3197 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3198 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3199 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3200 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3201 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3202 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3203 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3204 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3205 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3206 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3207 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3208 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3209 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3210 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3211 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3212 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3213 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3215 /* No 4 component entry points here */
3216 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3217 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3218 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3219 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3220 } else {
3221 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3223 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3224 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3225 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3226 } else {
3227 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3229 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3230 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3231 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3232 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3233 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3234 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3235 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3236 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3237 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3238 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3239 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3240 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3242 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3243 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3245 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3246 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3247 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3248 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3249 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3250 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3251 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3252 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3253 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3254 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3255 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3256 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3257 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3258 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3259 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3260 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3261 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3264 #define PUSH1(att) attribs[nAttribs++] = (att);
3265 BOOL InitAdapters(void) {
3266 static HMODULE mod_gl;
3267 BOOL ret;
3268 int ps_selected_mode, vs_selected_mode;
3270 /* No need to hold any lock. The calling library makes sure only one thread calls
3271 * wined3d simultaneously
3273 if(numAdapters > 0) return TRUE;
3275 TRACE("Initializing adapters\n");
3277 if(!mod_gl) {
3278 #ifdef USE_WIN32_OPENGL
3279 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3280 mod_gl = LoadLibraryA("opengl32.dll");
3281 if(!mod_gl) {
3282 ERR("Can't load opengl32.dll!\n");
3283 return FALSE;
3285 #else
3286 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3287 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3288 mod_gl = GetModuleHandleA("gdi32.dll");
3289 #endif
3292 /* Load WGL core functions from opengl32.dll */
3293 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3294 WGL_FUNCS_GEN;
3295 #undef USE_WGL_FUNC
3297 if(!pwglGetProcAddress) {
3298 ERR("Unable to load wglGetProcAddress!\n");
3299 return FALSE;
3302 /* Dynamically load all GL core functions */
3303 GL_FUNCS_GEN;
3304 #undef USE_GL_FUNC
3306 /* For now only one default adapter */
3308 int iPixelFormat;
3309 int attribs[8];
3310 int values[8];
3311 int nAttribs = 0;
3312 int res;
3313 WineD3D_PixelFormat *cfgs;
3314 int attribute;
3315 DISPLAY_DEVICEW DisplayDevice;
3316 HDC hdc;
3318 TRACE("Initializing default adapter\n");
3319 Adapters[0].num = 0;
3320 Adapters[0].monitorPoint.x = -1;
3321 Adapters[0].monitorPoint.y = -1;
3323 if (!WineD3D_CreateFakeGLContext()) {
3324 ERR("Failed to get a gl context for default adapter\n");
3325 HeapFree(GetProcessHeap(), 0, Adapters);
3326 WineD3D_ReleaseFakeGLContext();
3327 return FALSE;
3330 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3331 if(!ret) {
3332 ERR("Failed to initialize gl caps for default adapter\n");
3333 HeapFree(GetProcessHeap(), 0, Adapters);
3334 WineD3D_ReleaseFakeGLContext();
3335 return FALSE;
3337 ret = initPixelFormats(&Adapters[0].gl_info);
3338 if(!ret) {
3339 ERR("Failed to init gl formats\n");
3340 HeapFree(GetProcessHeap(), 0, Adapters);
3341 WineD3D_ReleaseFakeGLContext();
3342 return FALSE;
3345 hdc = pwglGetCurrentDC();
3346 if(!hdc) {
3347 ERR("Failed to get gl HDC\n");
3348 HeapFree(GetProcessHeap(), 0, Adapters);
3349 WineD3D_ReleaseFakeGLContext();
3350 return FALSE;
3353 Adapters[0].driver = "Display";
3354 Adapters[0].description = "Direct3D HAL";
3356 /* Use the VideoRamSize registry setting when set */
3357 if(wined3d_settings.emulated_textureram)
3358 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3359 else
3360 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3361 Adapters[0].UsedTextureRam = 0;
3362 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3364 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3365 DisplayDevice.cb = sizeof(DisplayDevice);
3366 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3367 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3368 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3370 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3371 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3373 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3374 cfgs = Adapters[0].cfgs;
3375 PUSH1(WGL_RED_BITS_ARB)
3376 PUSH1(WGL_GREEN_BITS_ARB)
3377 PUSH1(WGL_BLUE_BITS_ARB)
3378 PUSH1(WGL_ALPHA_BITS_ARB)
3379 PUSH1(WGL_DEPTH_BITS_ARB)
3380 PUSH1(WGL_STENCIL_BITS_ARB)
3382 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
3383 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
3385 if(!res)
3386 continue;
3388 /* Cache the pixel format */
3389 cfgs->iPixelFormat = iPixelFormat;
3390 cfgs->redSize = values[0];
3391 cfgs->greenSize = values[1];
3392 cfgs->blueSize = values[2];
3393 cfgs->alphaSize = values[3];
3394 cfgs->depthSize = values[4];
3395 cfgs->stencilSize = values[5];
3397 TRACE("iPixelFormat=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d\n", cfgs->iPixelFormat, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize);
3398 cfgs++;
3400 WineD3D_ReleaseFakeGLContext();
3402 fixup_extensions(&Adapters[0].gl_info);
3404 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
3405 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
3406 fillGLAttribFuncs(&Adapters[0].gl_info);
3407 init_type_lookup(&Adapters[0].gl_info);
3409 numAdapters = 1;
3410 TRACE("%d adapters successfully initialized\n", numAdapters);
3412 return TRUE;
3414 #undef PUSH1
3415 #undef GLINFO_LOCATION
3417 /**********************************************************
3418 * IWineD3D VTbl follows
3419 **********************************************************/
3421 const IWineD3DVtbl IWineD3D_Vtbl =
3423 /* IUnknown */
3424 IWineD3DImpl_QueryInterface,
3425 IWineD3DImpl_AddRef,
3426 IWineD3DImpl_Release,
3427 /* IWineD3D */
3428 IWineD3DImpl_GetParent,
3429 IWineD3DImpl_GetAdapterCount,
3430 IWineD3DImpl_RegisterSoftwareDevice,
3431 IWineD3DImpl_GetAdapterMonitor,
3432 IWineD3DImpl_GetAdapterModeCount,
3433 IWineD3DImpl_EnumAdapterModes,
3434 IWineD3DImpl_GetAdapterDisplayMode,
3435 IWineD3DImpl_GetAdapterIdentifier,
3436 IWineD3DImpl_CheckDeviceMultiSampleType,
3437 IWineD3DImpl_CheckDepthStencilMatch,
3438 IWineD3DImpl_CheckDeviceType,
3439 IWineD3DImpl_CheckDeviceFormat,
3440 IWineD3DImpl_CheckDeviceFormatConversion,
3441 IWineD3DImpl_GetDeviceCaps,
3442 IWineD3DImpl_CreateDevice