wined3d: Add a registry key to allow/disallow multisampling.
[wine/multimedia.git] / dlls / wined3d / directx.c
blob51013eb208d80883d6123fcb0961b166f80f425f
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
33 #include "config.h"
34 #include <assert.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 /* The d3d device ID */
41 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
43 /* Extension detection */
44 static const struct {
45 const char *extension_string;
46 GL_SupportedExt extension;
47 DWORD version;
48 } EXTENSION_MAP[] = {
49 /* APPLE */
50 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
51 {"GL_APPLE_fence", APPLE_FENCE, 0 },
52 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
53 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
56 /* ATI */
57 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
58 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
59 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
60 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
63 /* ARB */
64 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
65 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
66 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
67 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
68 {"GL_ARB_imaging", ARB_IMAGING, 0 },
69 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
70 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
71 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
72 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
73 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
74 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
75 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
76 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
77 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
78 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
79 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
80 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
81 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
82 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
83 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, 0 },
84 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
85 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
86 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
87 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
88 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
89 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
91 /* EXT */
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
98 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
99 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
100 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
101 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
102 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
103 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
104 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
105 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
106 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
107 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
108 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
109 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
110 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
111 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
112 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
113 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
114 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 0 },
115 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
117 /* NV */
118 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
119 {"GL_NV_fence", NV_FENCE, 0 },
120 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
121 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
122 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
123 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
124 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
125 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
126 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
127 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
128 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
129 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
130 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
131 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
132 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
133 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
134 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
138 /* SGI */
139 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
142 /**********************************************************
143 * Utility functions follow
144 **********************************************************/
146 /* Adapters */
147 static int numAdapters = 0;
148 static struct WineD3DAdapter Adapters[1];
150 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
152 /* lookup tables */
153 int minLookup[MAX_LOOKUPS];
154 int maxLookup[MAX_LOOKUPS];
155 DWORD *stateLookup[MAX_LOOKUPS];
157 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
158 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
159 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
160 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
161 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
162 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
166 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
167 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
170 /* drawStridedSlow attributes */
171 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
172 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
173 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
174 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
175 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
178 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
179 * i.e., there is no GL Context - Get a default rendering context to enable the
180 * function query some info from GL.
183 static int wined3d_fake_gl_context_ref = 0;
184 static BOOL wined3d_fake_gl_context_foreign;
185 static BOOL wined3d_fake_gl_context_available = FALSE;
186 static HDC wined3d_fake_gl_context_hdc = NULL;
187 static HWND wined3d_fake_gl_context_hwnd = NULL;
189 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
190 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
192 0, 0, &wined3d_fake_gl_context_cs,
193 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
194 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
195 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
197 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
199 static void WineD3D_ReleaseFakeGLContext(void) {
200 HGLRC glCtx;
202 EnterCriticalSection(&wined3d_fake_gl_context_cs);
204 if(!wined3d_fake_gl_context_available) {
205 TRACE_(d3d_caps)("context not available\n");
206 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
207 return;
210 glCtx = pwglGetCurrentContext();
212 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
213 if (0 == (--wined3d_fake_gl_context_ref) ) {
214 if(!wined3d_fake_gl_context_foreign && glCtx) {
215 TRACE_(d3d_caps)("destroying fake GL context\n");
216 pwglMakeCurrent(NULL, NULL);
217 pwglDeleteContext(glCtx);
219 if(wined3d_fake_gl_context_hdc)
220 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
221 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
222 if(wined3d_fake_gl_context_hwnd)
223 DestroyWindow(wined3d_fake_gl_context_hwnd);
224 wined3d_fake_gl_context_hwnd = NULL;
225 wined3d_fake_gl_context_available = FALSE;
227 assert(wined3d_fake_gl_context_ref >= 0);
229 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
232 static BOOL WineD3D_CreateFakeGLContext(void) {
233 HGLRC glCtx = NULL;
235 EnterCriticalSection(&wined3d_fake_gl_context_cs);
237 TRACE("getting context...\n");
238 if(wined3d_fake_gl_context_ref > 0) goto ret;
239 assert(0 == wined3d_fake_gl_context_ref);
241 wined3d_fake_gl_context_foreign = TRUE;
243 glCtx = pwglGetCurrentContext();
244 if (!glCtx) {
245 PIXELFORMATDESCRIPTOR pfd;
246 int iPixelFormat;
248 wined3d_fake_gl_context_foreign = FALSE;
250 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
251 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
252 if(!wined3d_fake_gl_context_hwnd) {
253 ERR("HWND creation failed!\n");
254 goto fail;
256 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
257 if(!wined3d_fake_gl_context_hdc) {
258 ERR("GetDC failed!\n");
259 goto fail;
262 /* PixelFormat selection */
263 ZeroMemory(&pfd, sizeof(pfd));
264 pfd.nSize = sizeof(pfd);
265 pfd.nVersion = 1;
266 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
267 pfd.iPixelType = PFD_TYPE_RGBA;
268 pfd.cColorBits = 32;
269 pfd.iLayerType = PFD_MAIN_PLANE;
271 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
272 if(!iPixelFormat) {
273 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
274 ERR("Can't find a suitable iPixelFormat\n");
275 goto fail;
277 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
278 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
280 /* Create a GL context */
281 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
282 if (!glCtx) {
283 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
284 goto fail;
287 /* Make it the current GL context */
288 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
289 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
290 goto fail;
294 ret:
295 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
296 wined3d_fake_gl_context_ref++;
297 wined3d_fake_gl_context_available = TRUE;
298 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
299 return TRUE;
300 fail:
301 if(wined3d_fake_gl_context_hdc)
302 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
303 wined3d_fake_gl_context_hdc = NULL;
304 if(wined3d_fake_gl_context_hwnd)
305 DestroyWindow(wined3d_fake_gl_context_hwnd);
306 wined3d_fake_gl_context_hwnd = NULL;
307 if(glCtx) pwglDeleteContext(glCtx);
308 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
309 return FALSE;
312 /* Adjust the amount of used texture memory */
313 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
314 UINT Adapter = D3DDevice->adapterNo;
316 Adapters[Adapter].UsedTextureRam += glram;
317 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
318 return Adapters[Adapter].UsedTextureRam;
321 /**********************************************************
322 * IUnknown parts follows
323 **********************************************************/
325 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
327 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
329 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
330 if (IsEqualGUID(riid, &IID_IUnknown)
331 || IsEqualGUID(riid, &IID_IWineD3DBase)
332 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
333 IUnknown_AddRef(iface);
334 *ppobj = This;
335 return S_OK;
337 *ppobj = NULL;
338 return E_NOINTERFACE;
341 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
342 IWineD3DImpl *This = (IWineD3DImpl *)iface;
343 ULONG refCount = InterlockedIncrement(&This->ref);
345 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
346 return refCount;
349 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
350 IWineD3DImpl *This = (IWineD3DImpl *)iface;
351 ULONG ref;
352 TRACE("(%p) : Releasing from %d\n", This, This->ref);
353 ref = InterlockedDecrement(&This->ref);
354 if (ref == 0) {
355 HeapFree(GetProcessHeap(), 0, This);
358 return ref;
361 /* Set the shader type for this device, depending on the given capabilities,
362 * the device type, and the user preferences in wined3d_settings */
364 void select_shader_mode(
365 WineD3D_GL_Info *gl_info,
366 WINED3DDEVTYPE DeviceType,
367 int* ps_selected,
368 int* vs_selected) {
370 if (wined3d_settings.vs_mode == VS_NONE) {
371 *vs_selected = SHADER_NONE;
372 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
373 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
374 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
375 * shaders only on this card. */
376 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
377 *vs_selected = SHADER_ARB;
378 else
379 *vs_selected = SHADER_GLSL;
380 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
381 *vs_selected = SHADER_ARB;
382 } else {
383 *vs_selected = SHADER_NONE;
386 if (wined3d_settings.ps_mode == PS_NONE) {
387 *ps_selected = SHADER_NONE;
388 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
389 *ps_selected = SHADER_GLSL;
390 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
391 *ps_selected = SHADER_ARB;
392 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
393 *ps_selected = SHADER_ATI;
394 } else {
395 *ps_selected = SHADER_NONE;
399 /** Select the number of report maximum shader constants based on the selected shader modes */
400 static void select_shader_max_constants(
401 int ps_selected_mode,
402 int vs_selected_mode,
403 WineD3D_GL_Info *gl_info) {
405 switch (vs_selected_mode) {
406 case SHADER_GLSL:
407 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
408 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
409 break;
410 case SHADER_ARB:
411 /* We have to subtract any other PARAMs that we might use in our shader programs.
412 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
413 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
414 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
415 break;
416 default:
417 gl_info->max_vshader_constantsF = 0;
418 break;
421 switch (ps_selected_mode) {
422 case SHADER_GLSL:
423 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
424 * In theory the texbem instruction may need one more shader constant too. But lets assume
425 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
426 * and lets not take away a uniform needlessly from all other shaders.
428 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
429 break;
430 case SHADER_ARB:
431 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
432 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
434 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
435 break;
436 default:
437 gl_info->max_pshader_constantsF = 0;
438 break;
442 /**********************************************************
443 * IWineD3D parts follows
444 **********************************************************/
446 #define GLINFO_LOCATION (*gl_info)
447 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
448 GLuint prog;
449 BOOL ret = FALSE;
450 const char *testcode =
451 "!!ARBvp1.0\n"
452 "PARAM C[66] = { program.env[0..65] };\n"
453 "ADDRESS A0;"
454 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
455 "ARL A0.x, zero.x;\n"
456 "MOV result.position, C[A0.x + 65];\n"
457 "END\n";
459 while(glGetError());
460 GL_EXTCALL(glGenProgramsARB(1, &prog));
461 if(!prog) {
462 ERR("Failed to create an ARB offset limit test program\n");
464 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
465 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
466 strlen(testcode), testcode));
467 if(glGetError() != 0) {
468 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
469 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
470 ret = TRUE;
471 } else TRACE("OpenGL implementation allows offsets > 63\n");
473 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
474 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
475 checkGLcall("ARB vp offset limit test cleanup\n");
477 return ret;
480 static DWORD ver_for_ext(GL_SupportedExt ext)
482 unsigned int i;
483 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
484 if(EXTENSION_MAP[i].extension == ext) {
485 return EXTENSION_MAP[i].version;
488 return 0;
491 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
492 const char *GL_Extensions = NULL;
493 const char *WGL_Extensions = NULL;
494 const char *gl_string = NULL;
495 const char *gl_string_cursor = NULL;
496 GLint gl_max;
497 GLfloat gl_floatv[2];
498 int major = 1, minor = 0;
499 BOOL return_value = TRUE;
500 unsigned i;
501 HDC hdc;
502 unsigned int vidmem=0;
504 TRACE_(d3d_caps)("(%p)\n", gl_info);
506 ENTER_GL();
508 gl_string = (const char *) glGetString(GL_RENDERER);
509 if (NULL == gl_string)
510 gl_string = "None";
511 strcpy(gl_info->gl_renderer, gl_string);
513 gl_string = (const char *) glGetString(GL_VENDOR);
514 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
515 if (gl_string != NULL) {
516 /* Fill in the GL vendor */
517 if (strstr(gl_string, "NVIDIA")) {
518 gl_info->gl_vendor = VENDOR_NVIDIA;
519 } else if (strstr(gl_string, "ATI")) {
520 gl_info->gl_vendor = VENDOR_ATI;
521 } else if (strstr(gl_string, "Intel(R)") ||
522 strstr(gl_info->gl_renderer, "Intel(R)") ||
523 strstr(gl_string, "Intel Inc.")) {
524 gl_info->gl_vendor = VENDOR_INTEL;
525 } else if (strstr(gl_string, "Mesa")) {
526 gl_info->gl_vendor = VENDOR_MESA;
527 } else {
528 gl_info->gl_vendor = VENDOR_WINE;
530 } else {
531 gl_info->gl_vendor = VENDOR_WINE;
535 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
537 /* Parse the GL_VERSION field into major and minor information */
538 gl_string = (const char *) glGetString(GL_VERSION);
539 if (gl_string != NULL) {
541 /* First, parse the generic opengl version. This is supposed not to be convoluted with
542 * driver specific information
544 gl_string_cursor = gl_string;
545 major = atoi(gl_string_cursor);
546 if(major <= 0) {
547 ERR("Invalid opengl major version: %d\n", major);
549 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
550 ++gl_string_cursor;
552 if (*gl_string_cursor++ != '.') {
553 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
555 minor = atoi(gl_string_cursor);
556 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
557 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
559 /* Now parse the driver specific string which we'll report to the app */
560 switch (gl_info->gl_vendor) {
561 case VENDOR_NVIDIA:
562 gl_string_cursor = strstr(gl_string, "NVIDIA");
563 if (!gl_string_cursor) {
564 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
565 break;
568 gl_string_cursor = strstr(gl_string_cursor, " ");
569 if (!gl_string_cursor) {
570 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
571 break;
574 while (*gl_string_cursor == ' ') {
575 ++gl_string_cursor;
578 if (!*gl_string_cursor) {
579 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
580 break;
583 major = atoi(gl_string_cursor);
584 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
585 ++gl_string_cursor;
588 if (*gl_string_cursor++ != '.') {
589 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
590 break;
593 minor = atoi(gl_string_cursor);
594 minor = major*100+minor;
595 major = 10;
597 break;
599 case VENDOR_ATI:
600 major = minor = 0;
601 gl_string_cursor = strchr(gl_string, '-');
602 if (gl_string_cursor) {
603 int error = 0;
604 gl_string_cursor++;
606 /* Check if version number is of the form x.y.z */
607 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
608 error = 1;
609 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
610 error = 1;
611 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
612 error = 1;
613 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
614 error = 1;
616 /* Mark version number as malformed */
617 if (error)
618 gl_string_cursor = 0;
621 if (!gl_string_cursor)
622 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
623 else {
624 major = *gl_string_cursor - '0';
625 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
627 break;
629 case VENDOR_INTEL:
630 /* Apple and Mesa version strings look differently, but both provide intel drivers */
631 if(strstr(gl_string, "APPLE")) {
632 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
633 * We only need the first part, and use the APPLE as identification
634 * "1.2 APPLE-1.4.56"
636 gl_string_cursor = gl_string;
637 major = atoi(gl_string_cursor);
638 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
639 ++gl_string_cursor;
642 if (*gl_string_cursor++ != '.') {
643 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
644 break;
647 minor = atoi(gl_string_cursor);
648 break;
651 case VENDOR_MESA:
652 gl_string_cursor = strstr(gl_string, "Mesa");
653 gl_string_cursor = strstr(gl_string_cursor, " ");
654 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
655 if (*gl_string_cursor) {
656 char tmp[16];
657 int cursor = 0;
659 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
660 tmp[cursor++] = *gl_string_cursor;
661 ++gl_string_cursor;
663 tmp[cursor] = 0;
664 major = atoi(tmp);
666 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
667 ++gl_string_cursor;
669 cursor = 0;
670 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
671 tmp[cursor++] = *gl_string_cursor;
672 ++gl_string_cursor;
674 tmp[cursor] = 0;
675 minor = atoi(tmp);
677 break;
679 default:
680 major = 0;
681 minor = 9;
683 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
684 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
685 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
686 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
687 } else {
688 FIXME("OpenGL driver did not return version information\n");
689 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
690 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
693 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
696 * Initialize openGL extension related variables
697 * with Default values
699 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
700 gl_info->max_buffers = 1;
701 gl_info->max_textures = 1;
702 gl_info->max_texture_stages = 1;
703 gl_info->max_fragment_samplers = 1;
704 gl_info->max_vertex_samplers = 0;
705 gl_info->max_combined_samplers = 0;
706 gl_info->max_sampler_stages = 1;
707 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
708 gl_info->ps_arb_max_temps = 0;
709 gl_info->ps_arb_max_instructions = 0;
710 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
711 gl_info->vs_arb_max_temps = 0;
712 gl_info->vs_arb_max_instructions = 0;
713 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
714 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
715 gl_info->vs_glsl_constantsF = 0;
716 gl_info->ps_glsl_constantsF = 0;
717 gl_info->vs_arb_constantsF = 0;
718 gl_info->ps_arb_constantsF = 0;
720 /* Retrieve opengl defaults */
721 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
722 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
723 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
725 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
726 gl_info->max_lights = gl_max;
727 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
729 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
730 gl_info->max_texture_size = gl_max;
731 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
733 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
734 gl_info->max_pointsizemin = gl_floatv[0];
735 gl_info->max_pointsize = gl_floatv[1];
736 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
738 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
739 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
740 TRACE_(d3d_caps)("GL_Extensions reported:\n");
742 if (NULL == GL_Extensions) {
743 ERR(" GL_Extensions returns NULL\n");
744 } else {
745 while (*GL_Extensions != 0x00) {
746 const char *Start;
747 char ThisExtn[256];
748 size_t len;
750 while (isspace(*GL_Extensions)) GL_Extensions++;
751 Start = GL_Extensions;
752 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
753 GL_Extensions++;
756 len = GL_Extensions - Start;
757 if (len == 0 || len >= sizeof(ThisExtn))
758 continue;
760 memcpy(ThisExtn, Start, len);
761 ThisExtn[len] = '\0';
762 TRACE_(d3d_caps)("- %s\n", ThisExtn);
764 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
765 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
766 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
767 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
768 break;
772 /* Now work out what GL support this card really has */
773 #define USE_GL_FUNC(type, pfn, ext, replace) { \
774 DWORD ver = ver_for_ext(ext); \
775 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
776 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
777 else gl_info->pfn = NULL; \
779 GL_EXT_FUNCS_GEN;
780 #undef USE_GL_FUNC
782 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
783 WGL_EXT_FUNCS_GEN;
784 #undef USE_GL_FUNC
786 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
787 * loading the functions, otherwise the code above will load the extension entry points instead of the
788 * core functions, which may not work
790 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
791 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
792 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
793 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
794 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
798 if (gl_info->supported[APPLE_FENCE]) {
799 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
800 * The apple extension interacts with some other apple exts. Disable the NV
801 * extension if the apple one is support to prevent confusion in other parts
802 * of the code
804 gl_info->supported[NV_FENCE] = FALSE;
806 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
807 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
809 * The enums are the same:
810 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
811 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
812 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
813 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
814 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
816 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
817 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
818 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
820 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
821 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
822 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
825 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
826 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
827 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
829 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
830 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
831 * Won't occur in any real world situation though
833 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
834 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
835 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
836 * are supported. The nv extensions provide the same functionality as the
837 * ATI one, and a bit more(signed pixelformats)
839 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
842 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
843 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
844 gl_info->max_buffers = gl_max;
845 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
847 if (gl_info->supported[ARB_MULTITEXTURE]) {
848 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
849 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
850 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
852 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
853 GLint tmp;
854 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
855 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
856 } else {
857 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
859 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
861 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
862 GLint tmp;
863 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
864 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
865 } else {
866 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
868 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
870 if (gl_info->supported[ARB_VERTEX_SHADER]) {
871 GLint tmp;
872 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
873 gl_info->max_vertex_samplers = tmp;
874 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
875 gl_info->max_combined_samplers = tmp;
877 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
878 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
879 * an issue because then the sampler setup only depends on the two shaders. If a pixel
880 * shader is used with fixed function vertex processing we're fine too because fixed function
881 * vertex processing doesn't use any samplers. If fixed function fragment processing is
882 * used we have to make sure that all vertex sampler setups are valid together with all
883 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
884 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
885 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
886 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
887 * a fixed function pipeline anymore.
889 * So this is just a check to check that our assumption holds true. If not, write a warning
890 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
892 if(gl_info->max_vertex_samplers &&
893 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
894 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
895 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
896 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
897 if( gl_info->max_combined_samplers > MAX_TEXTURES )
898 gl_info->max_vertex_samplers =
899 gl_info->max_combined_samplers - MAX_TEXTURES;
900 else
901 gl_info->max_vertex_samplers = 0;
903 } else {
904 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
906 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
907 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
909 if (gl_info->supported[ARB_VERTEX_BLEND]) {
910 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
911 gl_info->max_blends = gl_max;
912 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
914 if (gl_info->supported[EXT_TEXTURE3D]) {
915 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
916 gl_info->max_texture3d_size = gl_max;
917 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
919 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
920 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
921 gl_info->max_anisotropy = gl_max;
922 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
924 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
925 gl_info->ps_arb_version = PS_VERSION_11;
926 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
927 gl_info->ps_arb_constantsF = gl_max;
928 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
929 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
930 gl_info->ps_arb_max_temps = gl_max;
931 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
932 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
933 gl_info->ps_arb_max_instructions = gl_max;
934 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
936 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
937 gl_info->vs_arb_version = VS_VERSION_11;
938 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
939 gl_info->vs_arb_constantsF = gl_max;
940 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
941 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
942 gl_info->vs_arb_max_temps = gl_max;
943 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
944 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
945 gl_info->vs_arb_max_instructions = gl_max;
946 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
948 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
950 if (gl_info->supported[ARB_VERTEX_SHADER]) {
951 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
952 gl_info->vs_glsl_constantsF = gl_max / 4;
953 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
955 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
956 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
957 gl_info->ps_glsl_constantsF = gl_max / 4;
958 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
959 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
960 gl_info->max_glsl_varyings = gl_max;
961 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
963 if (gl_info->supported[EXT_VERTEX_SHADER]) {
964 gl_info->vs_ati_version = VS_VERSION_11;
966 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
967 gl_info->vs_nv_version = VS_VERSION_30;
968 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
969 gl_info->vs_nv_version = VS_VERSION_20;
970 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
971 gl_info->vs_nv_version = VS_VERSION_11;
972 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
973 gl_info->vs_nv_version = VS_VERSION_10;
975 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
976 gl_info->ps_nv_version = PS_VERSION_30;
977 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
978 gl_info->ps_nv_version = PS_VERSION_20;
980 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
981 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
982 } else {
983 gl_info->max_shininess = 128.0;
985 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
986 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
987 * This saves a few redundant glDisable calls
989 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
991 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
992 /* Disable NV_register_combiners and fragment shader if this is supported.
993 * generally the NV extensions are preferred over the ATI ones, and this
994 * extension is disabled if register_combiners and texture_shader2 are both
995 * supported. So we reach this place only if we have incomplete NV dxlevel 8
996 * fragment processing support
998 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
999 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1000 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1001 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1002 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1006 checkGLcall("extension detection\n");
1008 /* In some cases the number of texture stages can be larger than the number
1009 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1010 * shaders), but 8 texture stages (register combiners). */
1011 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1013 /* We can only use ORM_FBO when the hardware supports it. */
1014 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1015 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1016 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1019 /* MRTs are currently only supported when FBOs are used. */
1020 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1021 gl_info->max_buffers = 1;
1024 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1025 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1026 * in case of the latest videocards in the number of pixel/vertex pipelines.
1028 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1029 * rendering. Various games use this information to get a rough estimation of the features of the card
1030 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1031 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1032 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1033 * not the PCI id.
1035 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1036 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1037 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1038 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1039 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1040 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1041 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1042 * is limited.
1044 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1045 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1046 * similar 3d features.
1048 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1049 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1050 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1051 * won't pass we return a default card. This way is better than maintaining a full card database as even
1052 * without a full database we can return a card with similar features. Second the size of the database
1053 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1054 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1055 * to distinguishes between different models from that family.
1057 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1058 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1059 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1060 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1061 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1062 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1063 * memory behind our backs if really needed.
1064 * Note that the amount of video memory can be overruled using a registry setting.
1066 switch (gl_info->gl_vendor) {
1067 case VENDOR_NVIDIA:
1068 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1069 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1071 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1072 /* Geforce8 - highend */
1073 if (strstr(gl_info->gl_renderer, "8800")) {
1074 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1075 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1077 /* Geforce8 - midend mobile */
1078 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1079 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1080 vidmem = 512;
1082 /* Geforce8 - midend */
1083 else if(strstr(gl_info->gl_renderer, "8600") ||
1084 strstr(gl_info->gl_renderer, "8700"))
1086 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1087 vidmem = 256;
1089 /* Geforce8 - lowend */
1090 else if(strstr(gl_info->gl_renderer, "8300") ||
1091 strstr(gl_info->gl_renderer, "8400") ||
1092 strstr(gl_info->gl_renderer, "8500"))
1094 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1095 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1097 /* Geforce7 - highend */
1098 else if(strstr(gl_info->gl_renderer, "7800") ||
1099 strstr(gl_info->gl_renderer, "7900") ||
1100 strstr(gl_info->gl_renderer, "7950") ||
1101 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1102 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1104 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1105 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1107 /* Geforce7 midend */
1108 else if(strstr(gl_info->gl_renderer, "7600") ||
1109 strstr(gl_info->gl_renderer, "7700")) {
1110 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1111 vidmem = 256; /* The 7600 uses 256-512MB */
1112 /* Geforce7 lower medium */
1113 } else if(strstr(gl_info->gl_renderer, "7400")) {
1114 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1115 vidmem = 256; /* The 7400 uses 256-512MB */
1117 /* Geforce7 lowend */
1118 else if(strstr(gl_info->gl_renderer, "7300")) {
1119 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1120 vidmem = 256; /* Mac Pros with this card have 256 MB */
1122 /* Geforce6 highend */
1123 else if(strstr(gl_info->gl_renderer, "6800"))
1125 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1126 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1128 /* Geforce6 - midend */
1129 else if(strstr(gl_info->gl_renderer, "6600") ||
1130 strstr(gl_info->gl_renderer, "6610") ||
1131 strstr(gl_info->gl_renderer, "6700"))
1133 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1134 vidmem = 128; /* A 6600GT has 128-256MB */
1136 /* Geforce6/7 lowend */
1137 else {
1138 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1139 vidmem = 64; /* */
1141 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1142 /* GeforceFX - highend */
1143 if (strstr(gl_info->gl_renderer, "5800") ||
1144 strstr(gl_info->gl_renderer, "5900") ||
1145 strstr(gl_info->gl_renderer, "5950") ||
1146 strstr(gl_info->gl_renderer, "Quadro FX"))
1148 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1149 vidmem = 256; /* 5800-5900 cards use 256MB */
1151 /* GeforceFX - midend */
1152 else if(strstr(gl_info->gl_renderer, "5600") ||
1153 strstr(gl_info->gl_renderer, "5650") ||
1154 strstr(gl_info->gl_renderer, "5700") ||
1155 strstr(gl_info->gl_renderer, "5750"))
1157 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1158 vidmem = 128; /* A 5600 uses 128-256MB */
1160 /* GeforceFX - lowend */
1161 else {
1162 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1163 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1165 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1166 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1167 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1168 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1170 else {
1171 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1172 vidmem = 64; /* Geforce3 cards have 64-128MB */
1174 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1175 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1176 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1177 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1179 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1180 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1181 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1183 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1184 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1185 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1187 else {
1188 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1189 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1191 } else {
1192 if (strstr(gl_info->gl_renderer, "TNT2")) {
1193 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1194 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1196 else {
1197 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1198 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1201 break;
1202 case VENDOR_ATI:
1203 if(WINE_D3D9_CAPABLE(gl_info)) {
1204 /* Radeon R6xx HD2900 - highend */
1205 if (strstr(gl_info->gl_renderer, "HD 2900")) {
1206 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1207 vidmem = 512; /* HD2900 uses 512-1024MB */
1209 /* Radeon R6xx HD2600- midend */
1210 else if (strstr(gl_info->gl_renderer, "HD 2600")) {
1211 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1212 vidmem = 256; /* HD2600 uses 256-512MB */
1214 /* Radeon R6xx HD2300/HD2400 - lowend */
1215 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1216 strstr(gl_info->gl_renderer, "HD 2400"))
1218 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1219 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1221 /* Radeon R5xx */
1222 else if (strstr(gl_info->gl_renderer, "X1600") ||
1223 strstr(gl_info->gl_renderer, "X1650") ||
1224 strstr(gl_info->gl_renderer, "X1800") ||
1225 strstr(gl_info->gl_renderer, "X1900") ||
1226 strstr(gl_info->gl_renderer, "X1950"))
1228 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1229 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1231 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1232 else if(strstr(gl_info->gl_renderer, "X700") ||
1233 strstr(gl_info->gl_renderer, "X800") ||
1234 strstr(gl_info->gl_renderer, "X850") ||
1235 strstr(gl_info->gl_renderer, "X1300") ||
1236 strstr(gl_info->gl_renderer, "X1400") ||
1237 strstr(gl_info->gl_renderer, "X1450") ||
1238 strstr(gl_info->gl_renderer, "X1550"))
1240 gl_info->gl_card = CARD_ATI_RADEON_X700;
1241 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1243 /* Radeon R3xx */
1244 else {
1245 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1246 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1248 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1249 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1250 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1251 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1252 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1253 vidmem = 32; /* There are models with up to 64MB */
1254 } else {
1255 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1256 vidmem = 16; /* There are 16-32MB models */
1258 break;
1259 case VENDOR_INTEL:
1260 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1261 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1262 gl_info->gl_card = CARD_INTEL_I945GM;
1263 vidmem = 64;
1264 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1265 gl_info->gl_card = CARD_INTEL_I915GM;
1266 } else if (strstr(gl_info->gl_renderer, "915G")) {
1267 gl_info->gl_card = CARD_INTEL_I915G;
1268 } else if (strstr(gl_info->gl_renderer, "865G")) {
1269 gl_info->gl_card = CARD_INTEL_I865G;
1270 } else if (strstr(gl_info->gl_renderer, "855G")) {
1271 gl_info->gl_card = CARD_INTEL_I855G;
1272 } else if (strstr(gl_info->gl_renderer, "830G")) {
1273 gl_info->gl_card = CARD_INTEL_I830G;
1274 } else {
1275 gl_info->gl_card = CARD_INTEL_I915G;
1277 break;
1278 case VENDOR_MESA:
1279 case VENDOR_WINE:
1280 default:
1281 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1282 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1283 * them a good generic choice.
1285 gl_info->gl_vendor = VENDOR_NVIDIA;
1286 if(WINE_D3D9_CAPABLE(gl_info))
1287 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1288 else if(WINE_D3D8_CAPABLE(gl_info))
1289 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1290 else if(WINE_D3D7_CAPABLE(gl_info))
1291 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1292 else if(WINE_D3D6_CAPABLE(gl_info))
1293 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1294 else
1295 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1297 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1299 /* If we have an estimate use it, else default to 64MB; */
1300 if(vidmem)
1301 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1302 else
1303 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1305 /* Load all the lookup tables
1306 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1307 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1308 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1310 for (i = 0; i < MAX_LOOKUPS; i++) {
1311 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1314 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1315 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1316 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1317 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1318 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1319 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1320 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1321 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1322 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1323 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1325 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1326 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1327 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1328 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1329 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1332 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1333 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1334 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1335 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1336 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1337 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1338 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1339 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1340 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1341 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1342 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1343 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1344 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1346 /* TODO: config lookups */
1348 /* Make sure there's an active HDC else the WGL extensions will fail */
1349 hdc = pwglGetCurrentDC();
1350 if (hdc) {
1351 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1352 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1354 if (NULL == WGL_Extensions) {
1355 ERR(" WGL_Extensions returns NULL\n");
1356 } else {
1357 while (*WGL_Extensions != 0x00) {
1358 const char *Start;
1359 char ThisExtn[256];
1360 size_t len;
1362 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1363 Start = WGL_Extensions;
1364 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1365 WGL_Extensions++;
1368 len = WGL_Extensions - Start;
1369 if (len == 0 || len >= sizeof(ThisExtn))
1370 continue;
1372 memcpy(ThisExtn, Start, len);
1373 ThisExtn[len] = '\0';
1374 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1376 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1377 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1378 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1380 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1381 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1382 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1387 LEAVE_GL();
1389 return return_value;
1391 #undef GLINFO_LOCATION
1393 /**********************************************************
1394 * IWineD3D implementation follows
1395 **********************************************************/
1397 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1398 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1400 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1401 return numAdapters;
1404 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1405 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1406 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1407 return WINED3D_OK;
1410 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1411 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1413 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1414 return NULL;
1417 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1418 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1421 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1422 of the same bpp but different resolutions */
1424 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1425 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1426 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1427 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1429 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1430 return 0;
1433 /* TODO: Store modes per adapter and read it from the adapter structure */
1434 if (Adapter == 0) { /* Display */
1435 int i = 0;
1436 int j = 0;
1438 if (!DEBUG_SINGLE_MODE) {
1439 DEVMODEW DevModeW;
1441 ZeroMemory(&DevModeW, sizeof(DevModeW));
1442 DevModeW.dmSize = sizeof(DevModeW);
1443 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1444 j++;
1445 switch (Format)
1447 case WINED3DFMT_UNKNOWN:
1448 /* This is for D3D8, do not enumerate P8 here */
1449 if (DevModeW.dmBitsPerPel == 32 ||
1450 DevModeW.dmBitsPerPel == 16) i++;
1451 break;
1452 case WINED3DFMT_X8R8G8B8:
1453 if (DevModeW.dmBitsPerPel == 32) i++;
1454 break;
1455 case WINED3DFMT_R5G6B5:
1456 if (DevModeW.dmBitsPerPel == 16) i++;
1457 break;
1458 case WINED3DFMT_P8:
1459 if (DevModeW.dmBitsPerPel == 8) i++;
1460 break;
1461 default:
1462 /* Skip other modes as they do not match the requested format */
1463 break;
1466 } else {
1467 i = 1;
1468 j = 1;
1471 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1472 return i;
1473 } else {
1474 FIXME_(d3d_caps)("Adapter not primary display\n");
1476 return 0;
1479 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1480 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1481 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1482 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1484 /* Validate the parameters as much as possible */
1485 if (NULL == pMode ||
1486 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1487 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1488 return WINED3DERR_INVALIDCALL;
1491 /* TODO: Store modes per adapter and read it from the adapter structure */
1492 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1493 DEVMODEW DevModeW;
1494 int ModeIdx = 0;
1495 int i = 0;
1496 int j = 0;
1498 ZeroMemory(&DevModeW, sizeof(DevModeW));
1499 DevModeW.dmSize = sizeof(DevModeW);
1501 /* If we are filtering to a specific format (D3D9), then need to skip
1502 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1503 just count through the ones with valid bit depths */
1504 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1505 switch (Format)
1507 case WINED3DFMT_UNKNOWN:
1508 /* This is D3D8. Do not enumerate P8 here */
1509 if (DevModeW.dmBitsPerPel == 32 ||
1510 DevModeW.dmBitsPerPel == 16) i++;
1511 break;
1512 case WINED3DFMT_X8R8G8B8:
1513 if (DevModeW.dmBitsPerPel == 32) i++;
1514 break;
1515 case WINED3DFMT_R5G6B5:
1516 if (DevModeW.dmBitsPerPel == 16) i++;
1517 break;
1518 case WINED3DFMT_P8:
1519 if (DevModeW.dmBitsPerPel == 8) i++;
1520 break;
1521 default:
1522 /* Modes that don't match what we support can get an early-out */
1523 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1524 return WINED3DERR_INVALIDCALL;
1528 if (i == 0) {
1529 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1530 return WINED3DERR_INVALIDCALL;
1532 ModeIdx = j - 1;
1534 /* Now get the display mode via the calculated index */
1535 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1536 pMode->Width = DevModeW.dmPelsWidth;
1537 pMode->Height = DevModeW.dmPelsHeight;
1538 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1539 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1540 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1542 if (Format == WINED3DFMT_UNKNOWN) {
1543 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1544 } else {
1545 pMode->Format = Format;
1547 } else {
1548 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1549 return WINED3DERR_INVALIDCALL;
1552 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1553 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1554 DevModeW.dmBitsPerPel);
1556 } else if (DEBUG_SINGLE_MODE) {
1557 /* Return one setting of the format requested */
1558 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1559 pMode->Width = 800;
1560 pMode->Height = 600;
1561 pMode->RefreshRate = 60;
1562 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1563 } else {
1564 FIXME_(d3d_caps)("Adapter not primary display\n");
1567 return WINED3D_OK;
1570 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1571 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1572 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1574 if (NULL == pMode ||
1575 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1576 return WINED3DERR_INVALIDCALL;
1579 if (Adapter == 0) { /* Display */
1580 int bpp = 0;
1581 DEVMODEW DevModeW;
1583 ZeroMemory(&DevModeW, sizeof(DevModeW));
1584 DevModeW.dmSize = sizeof(DevModeW);
1586 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1587 pMode->Width = DevModeW.dmPelsWidth;
1588 pMode->Height = DevModeW.dmPelsHeight;
1589 bpp = DevModeW.dmBitsPerPel;
1590 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1591 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1593 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1596 pMode->Format = pixelformat_for_depth(bpp);
1597 } else {
1598 FIXME_(d3d_caps)("Adapter not primary display\n");
1601 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1602 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1603 return WINED3D_OK;
1606 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1607 and fields being inserted in the middle, a new structure is used in place */
1608 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1609 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1610 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1612 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1614 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1615 return WINED3DERR_INVALIDCALL;
1618 /* Return the information requested */
1619 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1620 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1621 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1623 /* Note dx8 doesn't supply a DeviceName */
1624 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1625 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1626 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1627 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1628 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1629 *(pIdentifier->SubSysId) = 0;
1630 *(pIdentifier->Revision) = 0;
1631 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1633 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1634 *(pIdentifier->WHQLLevel) = 0;
1635 } else {
1636 *(pIdentifier->WHQLLevel) = 1;
1639 return WINED3D_OK;
1642 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1643 short redSize, greenSize, blueSize, alphaSize, colorBits;
1645 if(!cfg)
1646 return FALSE;
1648 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1649 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1650 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1651 return FALSE;
1654 if(cfg->redSize < redSize)
1655 return FALSE;
1657 if(cfg->greenSize < greenSize)
1658 return FALSE;
1660 if(cfg->blueSize < blueSize)
1661 return FALSE;
1663 if(cfg->alphaSize < alphaSize)
1664 return FALSE;
1666 return TRUE;
1667 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1668 if(Format == WINED3DFMT_R16F)
1669 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1670 if(Format == WINED3DFMT_G16R16F)
1671 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1672 if(Format == WINED3DFMT_A16B16G16R16F)
1673 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1674 if(Format == WINED3DFMT_R32F)
1675 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1676 if(Format == WINED3DFMT_G32R32F)
1677 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1678 if(Format == WINED3DFMT_A32B32G32R32F)
1679 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1680 } else {
1681 /* Probably a color index mode */
1682 return FALSE;
1685 return FALSE;
1688 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1689 short depthSize, stencilSize;
1690 BOOL lockable = FALSE;
1692 if(!cfg)
1693 return FALSE;
1695 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1696 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1697 return FALSE;
1700 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1701 lockable = TRUE;
1703 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1704 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1705 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1706 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1707 return FALSE;
1709 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1710 * allow more stencil bits than requested. */
1711 if(cfg->stencilSize < stencilSize)
1712 return FALSE;
1714 return TRUE;
1717 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1718 WINED3DFORMAT AdapterFormat,
1719 WINED3DFORMAT RenderTargetFormat,
1720 WINED3DFORMAT DepthStencilFormat) {
1721 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1722 int nCfgs;
1723 WineD3D_PixelFormat *cfgs;
1724 int it;
1726 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1727 This, Adapter,
1728 DeviceType, debug_d3ddevicetype(DeviceType),
1729 AdapterFormat, debug_d3dformat(AdapterFormat),
1730 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1731 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1733 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1734 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1735 return WINED3DERR_INVALIDCALL;
1738 cfgs = Adapters[Adapter].cfgs;
1739 nCfgs = Adapters[Adapter].nCfgs;
1740 for (it = 0; it < nCfgs; ++it) {
1741 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1742 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1743 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1744 return WINED3D_OK;
1748 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1750 return WINED3DERR_NOTAVAILABLE;
1753 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1754 WINED3DFORMAT SurfaceFormat,
1755 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1757 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1758 const GlPixelFormatDesc *glDesc;
1759 const StaticPixelFormatDesc *desc;
1761 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1762 This,
1763 Adapter,
1764 DeviceType, debug_d3ddevicetype(DeviceType),
1765 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1766 Windowed,
1767 MultiSampleType,
1768 pQualityLevels);
1770 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1771 return WINED3DERR_INVALIDCALL;
1774 /* TODO: handle Windowed, add more quality levels */
1776 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1778 /* By default multisampling is disabled right now as it causes issues
1779 * on some Nvidia driver versions and it doesn't work well in combination
1780 * with FBOs yet. */
1781 if(!wined3d_settings.allow_multisampling)
1782 return WINED3DERR_NOTAVAILABLE;
1784 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1785 if(!desc || !glDesc) {
1786 return WINED3DERR_INVALIDCALL;
1789 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1790 int i, nCfgs;
1791 WineD3D_PixelFormat *cfgs;
1793 cfgs = Adapters[Adapter].cfgs;
1794 nCfgs = Adapters[Adapter].nCfgs;
1795 for(i=0; i<nCfgs; i++) {
1796 if(cfgs[i].numSamples != MultiSampleType)
1797 continue;
1799 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1800 continue;
1802 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1804 if(pQualityLevels)
1805 *pQualityLevels = 1; /* Guess at a value! */
1806 return WINED3D_OK;
1809 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1810 short redSize, greenSize, blueSize, alphaSize, colorBits;
1811 int i, nCfgs;
1812 WineD3D_PixelFormat *cfgs;
1814 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1815 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1816 return WINED3DERR_NOTAVAILABLE;
1819 cfgs = Adapters[Adapter].cfgs;
1820 nCfgs = Adapters[Adapter].nCfgs;
1821 for(i=0; i<nCfgs; i++) {
1822 if(cfgs[i].numSamples != MultiSampleType)
1823 continue;
1824 if(cfgs[i].redSize != redSize)
1825 continue;
1826 if(cfgs[i].greenSize != greenSize)
1827 continue;
1828 if(cfgs[i].blueSize != blueSize)
1829 continue;
1830 if(cfgs[i].alphaSize != alphaSize)
1831 continue;
1833 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1835 if(pQualityLevels)
1836 *pQualityLevels = 1; /* Guess at a value! */
1837 return WINED3D_OK;
1840 return WINED3DERR_NOTAVAILABLE;
1843 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1844 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1846 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1847 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1848 UINT nmodes;
1850 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1851 This,
1852 Adapter,
1853 DeviceType, debug_d3ddevicetype(DeviceType),
1854 DisplayFormat, debug_d3dformat(DisplayFormat),
1855 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1856 Windowed);
1858 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1859 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1860 return WINED3DERR_INVALIDCALL;
1863 /* The task of this function is to check whether a certain display / backbuffer format
1864 * combination is available on the given adapter. In fullscreen mode microsoft specified
1865 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1866 * and display format should match exactly.
1867 * In windowed mode format conversion can occur and this depends on the driver. When format
1868 * conversion is done, this function should nevertheless fail and applications need to use
1869 * CheckDeviceFormatConversion.
1870 * At the moment we assume that fullscreen and windowed have the same capabilities */
1872 /* There are only 4 display formats */
1873 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1874 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1875 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1876 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1878 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1879 return WINED3DERR_NOTAVAILABLE;
1882 /* If the requested DisplayFormat is not available, don't continue */
1883 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1884 if(!nmodes) {
1885 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1886 return WINED3DERR_NOTAVAILABLE;
1889 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1890 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1891 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1892 return WINED3DERR_NOTAVAILABLE;
1895 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1896 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1897 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1898 return WINED3DERR_NOTAVAILABLE;
1901 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1902 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1903 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1904 return WINED3DERR_NOTAVAILABLE;
1907 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1908 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1909 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1910 return WINED3DERR_NOTAVAILABLE;
1913 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1914 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1915 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1916 return WINED3DERR_NOTAVAILABLE;
1919 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1920 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1921 if(FAILED(hr))
1922 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1924 return hr;
1928 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1929 /* Check if we support bumpmapping for a format */
1930 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1932 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1933 switch (CheckFormat) {
1934 case WINED3DFMT_V8U8:
1935 TRACE_(d3d_caps)("[OK]\n");
1936 return TRUE;
1937 /* TODO: Other bump map formats */
1938 default:
1939 TRACE_(d3d_caps)("[FAILED]\n");
1940 return FALSE;
1943 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1944 switch (CheckFormat) {
1945 case WINED3DFMT_V8U8:
1946 TRACE_(d3d_caps)("[OK]\n");
1947 return TRUE;
1948 default:
1949 TRACE_(d3d_caps)("[FAILED]\n");
1950 return FALSE;
1953 TRACE_(d3d_caps)("[FAILED]\n");
1954 return FALSE;
1957 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1958 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
1960 int it=0;
1961 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1962 const GlPixelFormatDesc *glDesc;
1963 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
1965 /* Fail if we weren't able to get a description of the format */
1966 if(!desc || !glDesc)
1967 return FALSE;
1969 /* Only allow depth/stencil formats */
1970 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1971 return FALSE;
1973 /* Walk through all WGL pixel formats to find a match */
1974 cfgs = Adapters[Adapter].cfgs;
1975 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1976 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
1977 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1978 return TRUE;
1983 return FALSE;
1986 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1988 const GlPixelFormatDesc *glDesc;
1989 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1991 /* Fail if we weren't able to get a description of the format */
1992 if(!desc || !glDesc)
1993 return FALSE;
1995 /* The flags entry of a format contains the filtering capability */
1996 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
1997 return TRUE;
1999 return FALSE;
2002 /* Check the render target capabilities of a format */
2003 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2005 UINT Adapter = 0;
2006 const GlPixelFormatDesc *glDesc;
2007 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2009 /* Fail if we weren't able to get a description of the format */
2010 if(!desc || !glDesc)
2011 return FALSE;
2013 /* Filter out non-RT formats */
2014 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2015 return FALSE;
2017 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2018 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2019 int it;
2020 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2021 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2023 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2024 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2026 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2027 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2028 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2029 TRACE_(d3d_caps)("[FAILED]\n");
2030 return FALSE;
2033 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2034 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2035 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2036 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2037 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2038 return TRUE;
2041 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2042 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2043 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2044 int it;
2046 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2047 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2048 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2049 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2050 return TRUE;
2053 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2054 /* For now return TRUE for FBOs until we have some proper checks.
2055 * Note that this function will only be called when the format is around for texturing. */
2056 return TRUE;
2058 return FALSE;
2061 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2063 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2064 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2065 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2066 return FALSE;
2069 switch (CheckFormat) {
2070 case WINED3DFMT_A8R8G8B8:
2071 case WINED3DFMT_X8R8G8B8:
2072 case WINED3DFMT_A4R4G4B4:
2073 case WINED3DFMT_L8:
2074 case WINED3DFMT_A8L8:
2075 case WINED3DFMT_DXT1:
2076 case WINED3DFMT_DXT2:
2077 case WINED3DFMT_DXT3:
2078 case WINED3DFMT_DXT4:
2079 case WINED3DFMT_DXT5:
2080 TRACE_(d3d_caps)("[OK]\n");
2081 return TRUE;
2083 default:
2084 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2085 return FALSE;
2087 return FALSE;
2090 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2092 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2093 * doing the color fixup in shaders.
2094 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2095 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2096 int vs_selected_mode;
2097 int ps_selected_mode;
2098 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2100 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2101 TRACE_(d3d_caps)("[OK]\n");
2102 return TRUE;
2106 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2107 return FALSE;
2110 /* Check if a format support blending in combination with pixel shaders */
2111 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2113 const GlPixelFormatDesc *glDesc;
2114 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2116 /* Fail if we weren't able to get a description of the format */
2117 if(!desc || !glDesc)
2118 return FALSE;
2120 /* The flags entry of a format contains the post pixel shader blending capability */
2121 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2122 return TRUE;
2124 return FALSE;
2127 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2128 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2129 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2130 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2131 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2132 * capability anyway.
2134 * For now lets report this on all formats, but in the future we may want to
2135 * restrict it to some should games need that
2137 return TRUE;
2140 /* Check if a texture format is supported on the given adapter */
2141 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2143 switch (CheckFormat) {
2145 /*****
2146 * supported: RGB(A) formats
2148 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2149 case WINED3DFMT_A8R8G8B8:
2150 case WINED3DFMT_X8R8G8B8:
2151 case WINED3DFMT_R5G6B5:
2152 case WINED3DFMT_X1R5G5B5:
2153 case WINED3DFMT_A1R5G5B5:
2154 case WINED3DFMT_A4R4G4B4:
2155 case WINED3DFMT_R3G3B2:
2156 case WINED3DFMT_A8:
2157 case WINED3DFMT_X4R4G4B4:
2158 case WINED3DFMT_A8B8G8R8:
2159 case WINED3DFMT_X8B8G8R8:
2160 case WINED3DFMT_A2R10G10B10:
2161 case WINED3DFMT_A2B10G10R10:
2162 case WINED3DFMT_G16R16:
2163 TRACE_(d3d_caps)("[OK]\n");
2164 return TRUE;
2166 /*****
2167 * supported: Palettized
2169 case WINED3DFMT_P8:
2170 TRACE_(d3d_caps)("[OK]\n");
2171 return TRUE;
2172 /* No Windows driver offers A8P8, so don't offer it either */
2173 case WINED3DFMT_A8P8:
2174 return FALSE;
2176 /*****
2177 * Supported: (Alpha)-Luminance
2179 case WINED3DFMT_L8:
2180 case WINED3DFMT_A8L8:
2181 case WINED3DFMT_A4L4:
2182 case WINED3DFMT_L16:
2183 TRACE_(d3d_caps)("[OK]\n");
2184 return TRUE;
2186 /* Depth/stencil is handled using checkDepthStencilCapability, return FALSE here */
2187 case WINED3DFMT_D16_LOCKABLE:
2188 case WINED3DFMT_D16:
2189 case WINED3DFMT_D15S1:
2190 case WINED3DFMT_D24X8:
2191 case WINED3DFMT_D24X4S4:
2192 case WINED3DFMT_D24S8:
2193 case WINED3DFMT_D24FS8:
2194 case WINED3DFMT_D32:
2195 case WINED3DFMT_D32F_LOCKABLE:
2196 return FALSE;
2198 /*****
2199 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2200 * GL_NV_texture_shader), but advertized to make apps happy.
2201 * Enable some because games often fail when they are not available
2202 * and are still playable even without bump mapping
2204 case WINED3DFMT_V8U8:
2205 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
2206 GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
2207 return TRUE;
2209 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2210 /* Shader emulated */
2211 return TRUE;
2213 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2214 return FALSE;
2216 case WINED3DFMT_X8L8V8U8:
2217 case WINED3DFMT_L6V5U5:
2218 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2219 /* Shader emulated */
2220 return TRUE;
2222 WARN_(d3d_caps)("[FAILED]\n");
2223 return FALSE;
2225 case WINED3DFMT_Q8W8V8U8:
2226 case WINED3DFMT_V16U16:
2227 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2228 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2229 return TRUE;
2231 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2232 /* Shader emulated */
2233 return TRUE;
2235 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2236 return FALSE;
2238 /* Those are not advertized by the nvidia windows driver, and not
2239 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2240 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2241 * ARGB format if needed
2243 case WINED3DFMT_W11V11U10:
2244 case WINED3DFMT_A2W10V10U10:
2245 WARN_(d3d_caps)("[FAILED]\n");
2246 return FALSE;
2248 case WINED3DFMT_DXT1:
2249 case WINED3DFMT_DXT2:
2250 case WINED3DFMT_DXT3:
2251 case WINED3DFMT_DXT4:
2252 case WINED3DFMT_DXT5:
2253 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2254 TRACE_(d3d_caps)("[OK]\n");
2255 return TRUE;
2257 TRACE_(d3d_caps)("[FAILED]\n");
2258 return FALSE;
2261 /*****
2262 * Odd formats - not supported
2264 case WINED3DFMT_VERTEXDATA:
2265 case WINED3DFMT_INDEX16:
2266 case WINED3DFMT_INDEX32:
2267 case WINED3DFMT_Q16W16V16U16:
2268 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2269 return FALSE;
2271 /*****
2272 * WINED3DFMT_CxV8U8: Not supported right now
2274 case WINED3DFMT_CxV8U8:
2275 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2276 return FALSE;
2278 /* YUV formats, not supported for now */
2279 case WINED3DFMT_UYVY:
2280 case WINED3DFMT_YUY2:
2281 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2282 return FALSE;
2284 /* Not supported */
2285 case WINED3DFMT_A16B16G16R16:
2286 case WINED3DFMT_A8R3G3B2:
2287 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2288 return FALSE;
2290 /* Floating point formats */
2291 case WINED3DFMT_R16F:
2292 case WINED3DFMT_A16B16G16R16F:
2293 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2294 TRACE_(d3d_caps)("[OK]\n");
2295 return TRUE;
2297 TRACE_(d3d_caps)("[FAILED]\n");
2298 return FALSE;
2300 case WINED3DFMT_R32F:
2301 case WINED3DFMT_A32B32G32R32F:
2302 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2303 TRACE_(d3d_caps)("[OK]\n");
2304 return TRUE;
2306 TRACE_(d3d_caps)("[FAILED]\n");
2307 return FALSE;
2309 case WINED3DFMT_G16R16F:
2310 case WINED3DFMT_G32R32F:
2311 TRACE_(d3d_caps)("[FAILED]\n");
2312 return FALSE;
2314 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2315 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2316 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2317 * We can do instancing with all shader versions, but we need vertex shaders.
2319 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2320 * to enable instancing. WineD3D doesn't need that and just ignores it.
2322 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2324 case WINEMAKEFOURCC('I','N','S','T'):
2325 TRACE("ATI Instancing check hack\n");
2326 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2327 TRACE_(d3d_caps)("[OK]\n");
2328 return TRUE;
2330 TRACE_(d3d_caps)("[FAILED]\n");
2331 return FALSE;
2333 /* Some weird FOURCC formats */
2334 case WINED3DFMT_R8G8_B8G8:
2335 case WINED3DFMT_G8R8_G8B8:
2336 case WINED3DFMT_MULTI2_ARGB8:
2337 TRACE_(d3d_caps)("[FAILED]\n");
2338 return FALSE;
2340 case WINED3DFMT_UNKNOWN:
2341 return FALSE;
2343 default:
2344 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2345 break;
2347 return FALSE;
2350 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2352 if (!GL_LIMITS(vertex_samplers)) {
2353 TRACE_(d3d_caps)("[FAILED]\n");
2354 return FALSE;
2357 switch (CheckFormat) {
2358 case WINED3DFMT_A32B32G32R32F:
2359 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2360 TRACE_(d3d_caps)("[FAILED]\n");
2361 return FALSE;
2363 TRACE_(d3d_caps)("[OK]\n");
2364 return TRUE;
2366 default:
2367 TRACE_(d3d_caps)("[FAILED]\n");
2368 return FALSE;
2370 return FALSE;
2373 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2374 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2376 DWORD UsageCaps = 0;
2378 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2379 This,
2380 Adapter,
2381 DeviceType, debug_d3ddevicetype(DeviceType),
2382 AdapterFormat, debug_d3dformat(AdapterFormat),
2383 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2384 RType, debug_d3dresourcetype(RType),
2385 CheckFormat, debug_d3dformat(CheckFormat));
2387 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2388 return WINED3DERR_INVALIDCALL;
2391 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2392 /* Cubetexture allows:
2393 * - D3DUSAGE_AUTOGENMIPMAP
2394 * - D3DUSAGE_DEPTHSTENCIL
2395 * - D3DUSAGE_DYNAMIC
2396 * - D3DUSAGE_NONSECURE (d3d9ex)
2397 * - D3DUSAGE_RENDERTARGET
2398 * - D3DUSAGE_SOFTWAREPROCESSING
2399 * - D3DUSAGE_QUERY_WRAPANDMIP
2401 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2402 /* Check if the texture format is around */
2403 if(CheckTextureCapability(Adapter, CheckFormat)) {
2404 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2405 /* Check for automatic mipmap generation support */
2406 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2407 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2408 } else {
2409 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2410 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2414 /* Always report dynamic locking */
2415 if(Usage & WINED3DUSAGE_DYNAMIC)
2416 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2418 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2419 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2420 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2421 } else {
2422 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2423 return WINED3DERR_NOTAVAILABLE;
2427 /* Always report software processing */
2428 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2429 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2431 /* Check QUERY_FILTER support */
2432 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2433 if(CheckFilterCapability(Adapter, CheckFormat)) {
2434 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2435 } else {
2436 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2437 return WINED3DERR_NOTAVAILABLE;
2441 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2442 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2443 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2444 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2445 } else {
2446 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2447 return WINED3DERR_NOTAVAILABLE;
2451 /* Check QUERY_SRGBREAD support */
2452 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2453 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2454 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2455 } else {
2456 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2457 return WINED3DERR_NOTAVAILABLE;
2461 /* Check QUERY_SRGBWRITE support */
2462 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2463 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2464 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2465 } else {
2466 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2467 return WINED3DERR_NOTAVAILABLE;
2471 /* Check QUERY_VERTEXTEXTURE support */
2472 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2473 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2474 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2475 } else {
2476 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2477 return WINED3DERR_NOTAVAILABLE;
2481 /* Check QUERY_WRAPANDMIP support */
2482 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2483 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2484 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2485 } else {
2486 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2487 return WINED3DERR_NOTAVAILABLE;
2490 } else {
2491 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2492 return WINED3DERR_NOTAVAILABLE;
2494 } else {
2495 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2496 return WINED3DERR_NOTAVAILABLE;
2498 } else if(RType == WINED3DRTYPE_SURFACE) {
2499 /* Surface allows:
2500 * - D3DUSAGE_DEPTHSTENCIL
2501 * - D3DUSAGE_NONSECURE (d3d9ex)
2502 * - D3DUSAGE_RENDERTARGET
2505 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2506 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2507 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2508 } else {
2509 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2510 return WINED3DERR_NOTAVAILABLE;
2514 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2515 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2516 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2517 } else {
2518 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2519 return WINED3DERR_NOTAVAILABLE;
2523 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2524 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2525 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2526 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2527 } else {
2528 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2529 return WINED3DERR_NOTAVAILABLE;
2532 } else if(RType == WINED3DRTYPE_TEXTURE) {
2533 /* Texture allows:
2534 * - D3DUSAGE_AUTOGENMIPMAP
2535 * - D3DUSAGE_DEPTHSTENCIL
2536 * - D3DUSAGE_DMAP
2537 * - D3DUSAGE_DYNAMIC
2538 * - D3DUSAGE_NONSECURE (d3d9ex)
2539 * - D3DUSAGE_RENDERTARGET
2540 * - D3DUSAGE_SOFTWAREPROCESSING
2541 * - D3DUSAGE_TEXTAPI (d3d9ex)
2542 * - D3DUSAGE_QUERY_WRAPANDMIP
2545 /* Check if the texture format is around */
2546 if(CheckTextureCapability(Adapter, CheckFormat)) {
2547 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2548 /* Check for automatic mipmap generation support */
2549 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2550 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2551 } else {
2552 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2553 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2557 /* Always report dynamic locking */
2558 if(Usage & WINED3DUSAGE_DYNAMIC)
2559 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2561 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2562 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2563 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2564 } else {
2565 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2566 return WINED3DERR_NOTAVAILABLE;
2570 /* Always report software processing */
2571 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2572 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2574 /* Check QUERY_FILTER support */
2575 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2576 if(CheckFilterCapability(Adapter, CheckFormat)) {
2577 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2578 } else {
2579 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2580 return WINED3DERR_NOTAVAILABLE;
2584 /* Check QUERY_LEGACYBUMPMAP support */
2585 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2586 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2587 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2588 } else {
2589 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2590 return WINED3DERR_NOTAVAILABLE;
2594 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2595 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2596 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2597 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2598 } else {
2599 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2600 return WINED3DERR_NOTAVAILABLE;
2604 /* Check QUERY_SRGBREAD support */
2605 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2606 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2607 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2608 } else {
2609 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2610 return WINED3DERR_NOTAVAILABLE;
2614 /* Check QUERY_SRGBWRITE support */
2615 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2616 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2617 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2618 } else {
2619 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2620 return WINED3DERR_NOTAVAILABLE;
2624 /* Check QUERY_VERTEXTEXTURE support */
2625 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2626 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2627 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2628 } else {
2629 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2630 return WINED3DERR_NOTAVAILABLE;
2634 /* Check QUERY_WRAPANDMIP support */
2635 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2636 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2637 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2638 } else {
2639 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2640 return WINED3DERR_NOTAVAILABLE;
2643 } else if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2644 if(Usage & WINED3DUSAGE_DEPTHSTENCIL)
2645 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2646 } else {
2647 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2648 return WINED3DERR_NOTAVAILABLE;
2650 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2651 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2652 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2654 * Volumetexture allows:
2655 * - D3DUSAGE_DYNAMIC
2656 * - D3DUSAGE_NONSECURE (d3d9ex)
2657 * - D3DUSAGE_SOFTWAREPROCESSING
2658 * - D3DUSAGE_QUERY_WRAPANDMIP
2661 /* Check volume texture and volume usage caps */
2662 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2663 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2664 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2665 return WINED3DERR_NOTAVAILABLE;
2668 /* Always report dynamic locking */
2669 if(Usage & WINED3DUSAGE_DYNAMIC)
2670 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2672 /* Always report software processing */
2673 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2674 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2676 /* Check QUERY_FILTER support */
2677 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2678 if(CheckFilterCapability(Adapter, CheckFormat)) {
2679 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2680 } else {
2681 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2682 return WINED3DERR_NOTAVAILABLE;
2686 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2687 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2688 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2689 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2690 } else {
2691 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2692 return WINED3DERR_NOTAVAILABLE;
2696 /* Check QUERY_SRGBREAD support */
2697 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2698 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2699 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2700 } else {
2701 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2702 return WINED3DERR_NOTAVAILABLE;
2706 /* Check QUERY_SRGBWRITE support */
2707 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2708 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2709 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2710 } else {
2711 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2712 return WINED3DERR_NOTAVAILABLE;
2716 /* Check QUERY_VERTEXTEXTURE support */
2717 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2718 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2719 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2720 } else {
2721 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2722 return WINED3DERR_NOTAVAILABLE;
2726 /* Check QUERY_WRAPANDMIP support */
2727 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2728 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2729 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2730 } else {
2731 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2732 return WINED3DERR_NOTAVAILABLE;
2735 } else {
2736 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2737 return WINED3DERR_NOTAVAILABLE;
2740 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2741 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2742 * app needing one of those formats, don't advertize them to avoid leading apps into
2743 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2744 * except of R32F.
2746 switch(CheckFormat) {
2747 case WINED3DFMT_P8:
2748 case WINED3DFMT_A4L4:
2749 case WINED3DFMT_R32F:
2750 case WINED3DFMT_R16F:
2751 case WINED3DFMT_X8L8V8U8:
2752 case WINED3DFMT_L6V5U5:
2753 case WINED3DFMT_G16R16:
2754 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2755 return WINED3DERR_NOTAVAILABLE;
2757 case WINED3DFMT_Q8W8V8U8:
2758 case WINED3DFMT_V16U16:
2759 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2760 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2761 return WINED3DERR_NOTAVAILABLE;
2763 break;
2765 case WINED3DFMT_V8U8:
2766 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2767 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2768 return WINED3DERR_NOTAVAILABLE;
2770 break;
2772 case WINED3DFMT_DXT1:
2773 case WINED3DFMT_DXT2:
2774 case WINED3DFMT_DXT3:
2775 case WINED3DFMT_DXT4:
2776 case WINED3DFMT_DXT5:
2777 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2778 * compressed texture results in an error. While the D3D refrast does
2779 * support s3tc volumes, at least the nvidia windows driver does not, so
2780 * we're free not to support this format.
2782 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2783 return WINED3DERR_NOTAVAILABLE;
2785 default:
2786 /* Do nothing, continue with checking the format below */
2787 break;
2789 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2790 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2791 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2792 return WINED3DERR_NOTAVAILABLE;
2795 /* This format is nothing special and it is supported perfectly.
2796 * However, ati and nvidia driver on windows do not mark this format as
2797 * supported (tested with the dxCapsViewer) and pretending to
2798 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2799 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2800 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2802 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2803 TRACE_(d3d_caps)("[FAILED]\n");
2804 return WINED3DERR_NOTAVAILABLE;
2807 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2808 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2809 * usage flags match. */
2810 if(UsageCaps == Usage) {
2811 return WINED3D_OK;
2812 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2813 return WINED3DOK_NOAUTOGEN;
2814 } else {
2815 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
2816 return WINED3DERR_NOTAVAILABLE;
2820 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2821 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2822 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2824 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2825 This,
2826 Adapter,
2827 DeviceType, debug_d3ddevicetype(DeviceType),
2828 SourceFormat, debug_d3dformat(SourceFormat),
2829 TargetFormat, debug_d3dformat(TargetFormat));
2830 return WINED3D_OK;
2833 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2834 const shader_backend_t *ret;
2835 int vs_selected_mode;
2836 int ps_selected_mode;
2838 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2839 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2840 ret = &glsl_shader_backend;
2841 } else if (vs_selected_mode == SHADER_ARB && ps_selected_mode != SHADER_NONE &&
2842 !GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2843 ret = &atifs_shader_backend;
2844 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2845 ret = &arb_program_shader_backend;
2846 } else {
2847 ret = &none_shader_backend;
2849 return ret;
2852 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2853 subset of a D3DCAPS9 structure. However, it has to come via a void *
2854 as the d3d8 interface cannot import the d3d9 header */
2855 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2857 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2858 int vs_selected_mode;
2859 int ps_selected_mode;
2860 struct shader_caps shader_caps;
2861 const shader_backend_t *shader_backend;
2863 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2865 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2866 return WINED3DERR_INVALIDCALL;
2869 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2871 /* This function should *not* be modifying GL caps
2872 * TODO: move the functionality where it belongs */
2873 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2875 /* ------------------------------------------------
2876 The following fields apply to both d3d8 and d3d9
2877 ------------------------------------------------ */
2878 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2879 pCaps->AdapterOrdinal = Adapter;
2881 pCaps->Caps = 0;
2882 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2883 WINED3DCAPS2_FULLSCREENGAMMA |
2884 WINED3DCAPS2_DYNAMICTEXTURES;
2885 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2886 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2888 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2889 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2890 WINED3DPRESENT_INTERVAL_ONE;
2892 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2893 WINED3DCURSORCAPS_LOWRES;
2895 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2896 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2897 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2898 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2899 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2900 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2901 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2902 WINED3DDEVCAPS_PUREDEVICE |
2903 WINED3DDEVCAPS_HWRASTERIZATION |
2904 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2905 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2906 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2907 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2908 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2909 WINED3DDEVCAPS_RTPATCHES;
2911 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2912 WINED3DPMISCCAPS_CULLCCW |
2913 WINED3DPMISCCAPS_CULLCW |
2914 WINED3DPMISCCAPS_COLORWRITEENABLE |
2915 WINED3DPMISCCAPS_CLIPTLVERTS |
2916 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2917 WINED3DPMISCCAPS_MASKZ |
2918 WINED3DPMISCCAPS_BLENDOP;
2919 /* TODO:
2920 WINED3DPMISCCAPS_NULLREFERENCE
2921 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2922 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2923 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2924 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
2925 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2927 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
2928 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
2930 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2931 WINED3DPRASTERCAPS_PAT |
2932 WINED3DPRASTERCAPS_WFOG |
2933 WINED3DPRASTERCAPS_ZFOG |
2934 WINED3DPRASTERCAPS_FOGVERTEX |
2935 WINED3DPRASTERCAPS_FOGTABLE |
2936 WINED3DPRASTERCAPS_STIPPLE |
2937 WINED3DPRASTERCAPS_SUBPIXEL |
2938 WINED3DPRASTERCAPS_ZTEST |
2939 WINED3DPRASTERCAPS_SCISSORTEST |
2940 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2941 WINED3DPRASTERCAPS_DEPTHBIAS;
2943 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2944 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
2945 WINED3DPRASTERCAPS_ZBIAS |
2946 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
2948 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
2949 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
2951 /* FIXME Add:
2952 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2953 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2954 WINED3DPRASTERCAPS_ANTIALIASEDGES
2955 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2956 WINED3DPRASTERCAPS_WBUFFER */
2958 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2959 WINED3DPCMPCAPS_EQUAL |
2960 WINED3DPCMPCAPS_GREATER |
2961 WINED3DPCMPCAPS_GREATEREQUAL |
2962 WINED3DPCMPCAPS_LESS |
2963 WINED3DPCMPCAPS_LESSEQUAL |
2964 WINED3DPCMPCAPS_NEVER |
2965 WINED3DPCMPCAPS_NOTEQUAL;
2967 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
2968 WINED3DPBLENDCAPS_BOTHSRCALPHA |
2969 WINED3DPBLENDCAPS_DESTALPHA |
2970 WINED3DPBLENDCAPS_DESTCOLOR |
2971 WINED3DPBLENDCAPS_INVDESTALPHA |
2972 WINED3DPBLENDCAPS_INVDESTCOLOR |
2973 WINED3DPBLENDCAPS_INVSRCALPHA |
2974 WINED3DPBLENDCAPS_INVSRCCOLOR |
2975 WINED3DPBLENDCAPS_ONE |
2976 WINED3DPBLENDCAPS_SRCALPHA |
2977 WINED3DPBLENDCAPS_SRCALPHASAT |
2978 WINED3DPBLENDCAPS_SRCCOLOR |
2979 WINED3DPBLENDCAPS_ZERO;
2981 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
2982 WINED3DPBLENDCAPS_DESTCOLOR |
2983 WINED3DPBLENDCAPS_INVDESTALPHA |
2984 WINED3DPBLENDCAPS_INVDESTCOLOR |
2985 WINED3DPBLENDCAPS_INVSRCALPHA |
2986 WINED3DPBLENDCAPS_INVSRCCOLOR |
2987 WINED3DPBLENDCAPS_ONE |
2988 WINED3DPBLENDCAPS_SRCALPHA |
2989 WINED3DPBLENDCAPS_SRCCOLOR |
2990 WINED3DPBLENDCAPS_ZERO;
2991 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
2992 * according to the glBlendFunc manpage
2994 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
2995 * legacy settings for srcblend only
2998 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
2999 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3000 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3004 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3005 WINED3DPCMPCAPS_EQUAL |
3006 WINED3DPCMPCAPS_GREATER |
3007 WINED3DPCMPCAPS_GREATEREQUAL |
3008 WINED3DPCMPCAPS_LESS |
3009 WINED3DPCMPCAPS_LESSEQUAL |
3010 WINED3DPCMPCAPS_NEVER |
3011 WINED3DPCMPCAPS_NOTEQUAL;
3013 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3014 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3015 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3016 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3017 WINED3DPSHADECAPS_COLORFLATRGB |
3018 WINED3DPSHADECAPS_FOGFLAT |
3019 WINED3DPSHADECAPS_FOGGOURAUD |
3020 WINED3DPSHADECAPS_SPECULARFLATRGB;
3022 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3023 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3024 WINED3DPTEXTURECAPS_BORDER |
3025 WINED3DPTEXTURECAPS_MIPMAP |
3026 WINED3DPTEXTURECAPS_PROJECTED |
3027 WINED3DPTEXTURECAPS_PERSPECTIVE;
3029 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3030 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3031 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3034 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3035 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3036 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3037 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3040 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3041 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3042 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3043 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3047 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3048 WINED3DPTFILTERCAPS_MAGFPOINT |
3049 WINED3DPTFILTERCAPS_MINFLINEAR |
3050 WINED3DPTFILTERCAPS_MINFPOINT |
3051 WINED3DPTFILTERCAPS_MIPFLINEAR |
3052 WINED3DPTFILTERCAPS_MIPFPOINT |
3053 WINED3DPTFILTERCAPS_LINEAR |
3054 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3055 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3056 WINED3DPTFILTERCAPS_MIPLINEAR |
3057 WINED3DPTFILTERCAPS_MIPNEAREST |
3058 WINED3DPTFILTERCAPS_NEAREST;
3060 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3061 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3062 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3065 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3066 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3067 WINED3DPTFILTERCAPS_MAGFPOINT |
3068 WINED3DPTFILTERCAPS_MINFLINEAR |
3069 WINED3DPTFILTERCAPS_MINFPOINT |
3070 WINED3DPTFILTERCAPS_MIPFLINEAR |
3071 WINED3DPTFILTERCAPS_MIPFPOINT |
3072 WINED3DPTFILTERCAPS_LINEAR |
3073 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3074 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3075 WINED3DPTFILTERCAPS_MIPLINEAR |
3076 WINED3DPTFILTERCAPS_MIPNEAREST |
3077 WINED3DPTFILTERCAPS_NEAREST;
3079 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3080 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3081 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3083 } else
3084 pCaps->CubeTextureFilterCaps = 0;
3086 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3087 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3088 WINED3DPTFILTERCAPS_MAGFPOINT |
3089 WINED3DPTFILTERCAPS_MINFLINEAR |
3090 WINED3DPTFILTERCAPS_MINFPOINT |
3091 WINED3DPTFILTERCAPS_MIPFLINEAR |
3092 WINED3DPTFILTERCAPS_MIPFPOINT |
3093 WINED3DPTFILTERCAPS_LINEAR |
3094 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3095 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3096 WINED3DPTFILTERCAPS_MIPLINEAR |
3097 WINED3DPTFILTERCAPS_MIPNEAREST |
3098 WINED3DPTFILTERCAPS_NEAREST;
3099 } else
3100 pCaps->VolumeTextureFilterCaps = 0;
3102 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3103 WINED3DPTADDRESSCAPS_CLAMP |
3104 WINED3DPTADDRESSCAPS_WRAP;
3106 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3107 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3109 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3110 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3112 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3113 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3116 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3117 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3118 WINED3DPTADDRESSCAPS_CLAMP |
3119 WINED3DPTADDRESSCAPS_WRAP;
3120 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3121 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3123 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3124 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3126 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3127 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3129 } else
3130 pCaps->VolumeTextureAddressCaps = 0;
3132 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3133 WINED3DLINECAPS_ZTEST;
3134 /* FIXME: Add
3135 WINED3DLINECAPS_BLEND
3136 WINED3DLINECAPS_ALPHACMP
3137 WINED3DLINECAPS_FOG */
3139 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3140 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3142 if(GL_SUPPORT(EXT_TEXTURE3D))
3143 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3144 else
3145 pCaps->MaxVolumeExtent = 0;
3147 pCaps->MaxTextureRepeat = 32768;
3148 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3149 pCaps->MaxVertexW = 1.0;
3151 pCaps->GuardBandLeft = 0;
3152 pCaps->GuardBandTop = 0;
3153 pCaps->GuardBandRight = 0;
3154 pCaps->GuardBandBottom = 0;
3156 pCaps->ExtentsAdjust = 0;
3158 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3159 WINED3DSTENCILCAPS_INCRSAT |
3160 WINED3DSTENCILCAPS_INVERT |
3161 WINED3DSTENCILCAPS_KEEP |
3162 WINED3DSTENCILCAPS_REPLACE |
3163 WINED3DSTENCILCAPS_ZERO;
3164 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3165 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3166 WINED3DSTENCILCAPS_INCR;
3168 if ( This->dxVersion > 8 &&
3169 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3170 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3171 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3174 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3176 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3177 pCaps->MaxActiveLights = GL_LIMITS(lights);
3179 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3180 pCaps->MaxVertexBlendMatrixIndex = 0;
3182 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3183 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3186 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3187 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3188 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3189 WINED3DVTXPCAPS_LOCALVIEWER |
3190 WINED3DVTXPCAPS_VERTEXFOG |
3191 WINED3DVTXPCAPS_TEXGEN;
3192 /* FIXME: Add
3193 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3195 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3196 pCaps->MaxVertexIndex = 0xFFFFF;
3197 pCaps->MaxStreams = MAX_STREAMS;
3198 pCaps->MaxStreamStride = 1024;
3200 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3201 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
3202 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3203 pCaps->MaxNpatchTessellationLevel = 0;
3204 pCaps->MasterAdapterOrdinal = 0;
3205 pCaps->AdapterOrdinalInGroup = 0;
3206 pCaps->NumberOfAdaptersInGroup = 1;
3208 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3210 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3211 WINED3DPTFILTERCAPS_MAGFPOINT |
3212 WINED3DPTFILTERCAPS_MINFLINEAR |
3213 WINED3DPTFILTERCAPS_MAGFLINEAR;
3214 pCaps->VertexTextureFilterCaps = 0;
3216 memset(&shader_caps, 0, sizeof(shader_caps));
3217 shader_backend = select_shader_backend(Adapter, DeviceType);
3218 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3220 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3221 pCaps->PrimitiveMiscCaps |= shader_caps.PrimitiveMiscCaps;
3223 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3224 * Ignore shader model capabilities if disabled in config
3226 if(vs_selected_mode == SHADER_NONE) {
3227 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3228 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3229 pCaps->MaxVertexShaderConst = 0;
3230 } else {
3231 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3232 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3235 if(ps_selected_mode == SHADER_NONE) {
3236 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3237 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3238 pCaps->PixelShader1xMaxValue = 0.0;
3239 } else {
3240 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3241 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3244 pCaps->TextureOpCaps = shader_caps.TextureOpCaps;
3245 pCaps->MaxTextureBlendStages = shader_caps.MaxTextureBlendStages;
3246 pCaps->MaxSimultaneousTextures = shader_caps.MaxSimultaneousTextures;
3247 pCaps->VS20Caps = shader_caps.VS20Caps;
3248 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3249 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3250 pCaps->PS20Caps = shader_caps.PS20Caps;
3251 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3252 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3254 /* The following caps are shader specific, but they are things we cannot detect, or which
3255 * are the same among all shader models. So to avoid code duplication set the shader version
3256 * specific, but otherwise constant caps here
3258 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3259 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3260 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3261 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3262 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3263 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3264 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3266 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3267 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3268 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3269 pCaps->VS20Caps.Caps = 0;
3270 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3271 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3272 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3274 pCaps->MaxVShaderInstructionsExecuted = 65535;
3275 pCaps->MaxVertexShader30InstructionSlots = 0;
3276 } else { /* VS 1.x */
3277 pCaps->VS20Caps.Caps = 0;
3278 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3279 pCaps->VS20Caps.NumTemps = 0;
3280 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3282 pCaps->MaxVShaderInstructionsExecuted = 0;
3283 pCaps->MaxVertexShader30InstructionSlots = 0;
3286 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3287 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3288 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3290 /* 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 */
3291 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3292 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3293 WINED3DPS20CAPS_PREDICATION |
3294 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3295 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3296 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3297 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3298 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3299 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3301 pCaps->MaxPShaderInstructionsExecuted = 65535;
3302 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3303 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3304 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3305 pCaps->PS20Caps.Caps = 0;
3306 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3307 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3308 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3309 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3311 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3312 pCaps->MaxPixelShader30InstructionSlots = 0;
3313 } else { /* PS 1.x */
3314 pCaps->PS20Caps.Caps = 0;
3315 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3316 pCaps->PS20Caps.NumTemps = 0;
3317 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3318 pCaps->PS20Caps.NumInstructionSlots = 0;
3320 pCaps->MaxPShaderInstructionsExecuted = 0;
3321 pCaps->MaxPixelShader30InstructionSlots = 0;
3324 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3325 /* OpenGL supports all the formats below, perhaps not always
3326 * without conversion, but it supports them.
3327 * Further GLSL doesn't seem to have an official unsigned type so
3328 * don't advertise it yet as I'm not sure how we handle it.
3329 * We might need to add some clamping in the shader engine to
3330 * support it.
3331 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3332 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3333 WINED3DDTCAPS_UBYTE4N |
3334 WINED3DDTCAPS_SHORT2N |
3335 WINED3DDTCAPS_SHORT4N;
3336 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3337 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3338 WINED3DDTCAPS_FLOAT16_4;
3340 } else
3341 pCaps->DeclTypes = 0;
3343 return WINED3D_OK;
3346 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3347 and fields being inserted in the middle, a new structure is used in place */
3348 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3349 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3350 IUnknown *parent) {
3352 IWineD3DDeviceImpl *object = NULL;
3353 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3354 WINED3DDISPLAYMODE mode;
3355 int i;
3357 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3358 * number and create a device without a 3D adapter for 2D only operation.
3360 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3361 return WINED3DERR_INVALIDCALL;
3364 /* Create a WineD3DDevice object */
3365 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3366 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3367 TRACE("Created WineD3DDevice object @ %p\n", object);
3368 if (NULL == object) {
3369 return WINED3DERR_OUTOFVIDEOMEMORY;
3372 /* Set up initial COM information */
3373 object->lpVtbl = &IWineD3DDevice_Vtbl;
3374 object->ref = 1;
3375 object->wineD3D = iface;
3376 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3377 IWineD3D_AddRef(object->wineD3D);
3378 object->parent = parent;
3379 list_init(&object->resources);
3380 list_init(&object->shaders);
3382 if(This->dxVersion == 7) {
3383 object->surface_alignment = 8;
3384 } else {
3385 object->surface_alignment = 4;
3387 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3389 /* Set the state up as invalid until the device is fully created */
3390 object->state = WINED3DERR_DRIVERINTERNALERROR;
3392 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3393 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3395 /* Save the creation parameters */
3396 object->createParms.AdapterOrdinal = Adapter;
3397 object->createParms.DeviceType = DeviceType;
3398 object->createParms.hFocusWindow = hFocusWindow;
3399 object->createParms.BehaviorFlags = BehaviourFlags;
3401 /* Initialize other useful values */
3402 object->adapterNo = Adapter;
3403 object->devType = DeviceType;
3405 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3406 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3408 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3409 * model can deal with that. It is essentially the same, just with adjusted
3410 * Set*ShaderConstantF implementations
3412 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3413 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3416 /* set the state of the device to valid */
3417 object->state = WINED3D_OK;
3419 /* Get the initial screen setup for ddraw */
3420 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3422 object->ddraw_width = mode.Width;
3423 object->ddraw_height = mode.Height;
3424 object->ddraw_format = mode.Format;
3426 for(i = 0; i < PATCHMAP_SIZE; i++) {
3427 list_init(&object->patches[i]);
3429 return WINED3D_OK;
3431 #undef GLINFO_LOCATION
3433 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3434 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3435 IUnknown_AddRef(This->parent);
3436 *pParent = This->parent;
3437 return WINED3D_OK;
3440 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3441 IUnknown* surfaceParent;
3442 TRACE("(%p) call back\n", pSurface);
3444 /* Now, release the parent, which will take care of cleaning up the surface for us */
3445 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3446 IUnknown_Release(surfaceParent);
3447 return IUnknown_Release(surfaceParent);
3450 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3451 IUnknown* volumeParent;
3452 TRACE("(%p) call back\n", pVolume);
3454 /* Now, release the parent, which will take care of cleaning up the volume for us */
3455 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3456 IUnknown_Release(volumeParent);
3457 return IUnknown_Release(volumeParent);
3460 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3461 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3462 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3463 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3465 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3466 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3467 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3468 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3469 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3470 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3471 * DirectDraw, not OpenGL.
3473 if(gl_info->supported[APPLE_FENCE] &&
3474 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3475 gl_info->supported[APPLE_FLUSH_RENDER] &&
3476 gl_info->supported[APPLE_YCBCR_422]) {
3477 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3478 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3479 return TRUE;
3480 } else {
3481 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3482 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3483 return FALSE;
3487 #define GLINFO_LOCATION (*gl_info)
3488 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3489 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3490 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3491 * all the texture. This function detects this bug by its symptom and disables PBOs
3492 * if the test fails.
3494 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3495 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3496 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3497 * read back is compared to the original. If they are equal PBOs are assumed to work,
3498 * otherwise the PBO extension is disabled.
3500 GLuint texture, pbo;
3501 static const unsigned int pattern[] = {
3502 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3503 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3504 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3505 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3507 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3509 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3510 /* No PBO -> No point in testing them */
3511 return;
3514 while(glGetError());
3515 glGenTextures(1, &texture);
3516 glBindTexture(GL_TEXTURE_2D, texture);
3517 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3518 checkGLcall("Specifying the PBO test texture\n");
3520 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3521 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3522 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3523 checkGLcall("Specifying the PBO test pbo\n");
3525 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3526 checkGLcall("Loading the PBO test texture\n");
3528 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3529 glFinish(); /* just to be sure */
3531 memset(check, 0, sizeof(check));
3532 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3533 checkGLcall("Reading back the PBO test texture\n");
3535 glDeleteTextures(1, &texture);
3536 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3537 checkGLcall("PBO test cleanup\n");
3539 if(memcmp(check, pattern, sizeof(check)) != 0) {
3540 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3541 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3542 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3543 } else {
3544 TRACE_(d3d_caps)("PBO test successful\n");
3547 #undef GLINFO_LOCATION
3549 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3550 * reporting a driver version is moot because we are not the Windows driver, and we have different
3551 * bugs, features, etc.
3553 * If a card is not found in this table, the gl driver version is reported
3555 struct driver_version_information {
3556 WORD vendor; /* reported PCI card vendor ID */
3557 WORD card; /* reported PCI card device ID */
3558 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3559 WORD lopart_hi, lopart_lo; /* driver loword to report */
3562 static const struct driver_version_information driver_version_table[] = {
3563 /* Nvidia drivers. Geforce FX and newer cards are supported by the current driver */
3564 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 10, 16921 },
3565 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 10, 16921 },
3566 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 10, 16921 },
3567 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 10, 16921 },
3568 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 10, 16921 },
3569 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 10, 16921 },
3570 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 10, 16921 },
3571 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 10, 16921 },
3572 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 10, 16921 },
3573 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 10, 16921 },
3574 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 10, 16921 },
3575 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 10, 16921 },
3576 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 10, 16921 },
3577 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 10, 16921 },
3579 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3580 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3581 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3582 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3583 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3584 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3585 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3587 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3590 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3591 unsigned int i;
3592 BOOL apple = implementation_is_apple(gl_info);
3594 if(apple) {
3595 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3596 * used it falls back to software. While the compiler can detect if the shader uses all declared
3597 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3598 * using relative addressing falls back to software.
3600 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3602 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3603 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3604 } else {
3605 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3606 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3607 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3610 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3611 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3612 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3613 * flag for this extension
3615 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3616 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3617 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3618 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3619 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3620 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3621 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3625 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3626 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3627 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3628 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3629 * according to the spec.
3631 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3632 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3634 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3635 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3636 * this workaround is activated on cards that do not need it, it won't break things, just affect
3637 * performance negatively.
3639 if(gl_info->gl_vendor == VENDOR_INTEL ||
3640 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3641 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3642 gl_info->set_texcoord_w = TRUE;
3646 /* Find out if PBOs work as they are supposed to */
3647 test_pbo_functionality(gl_info);
3649 /* Fixup the driver version */
3650 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3651 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3652 gl_info->gl_card == driver_version_table[i].card) {
3653 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3655 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3656 driver_version_table[i].lopart_lo);
3657 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3658 driver_version_table[i].hipart_lo);
3659 break;
3664 void invalid_func(void *data) {
3665 ERR("Invalid vertex attribute function called\n");
3666 DebugBreak();
3669 #define GLINFO_LOCATION (Adapters[0].gl_info)
3671 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3672 * the extension detection and are used in drawStridedSlow
3674 static void position_d3dcolor(void *data) {
3675 DWORD pos = *((DWORD *) data);
3677 FIXME("Add a test for fixed function position from d3dcolor type\n");
3678 glVertex4s(D3DCOLOR_B_R(pos),
3679 D3DCOLOR_B_G(pos),
3680 D3DCOLOR_B_B(pos),
3681 D3DCOLOR_B_A(pos));
3683 static void position_float4(void *data) {
3684 GLfloat *pos = (float *) data;
3686 if (pos[3] < eps && pos[3] > -eps)
3687 glVertex3fv(pos);
3688 else {
3689 float w = 1.0 / pos[3];
3691 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3695 static void diffuse_d3dcolor(void *data) {
3696 DWORD diffuseColor = *((DWORD *) data);
3698 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3699 D3DCOLOR_B_G(diffuseColor),
3700 D3DCOLOR_B_B(diffuseColor),
3701 D3DCOLOR_B_A(diffuseColor));
3704 static void specular_d3dcolor(void *data) {
3705 DWORD specularColor = *((DWORD *) data);
3707 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3708 D3DCOLOR_B_G(specularColor),
3709 D3DCOLOR_B_B(specularColor));
3711 static void warn_no_specular_func(void *data) {
3712 WARN("GL_EXT_secondary_color not supported\n");
3715 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3716 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3717 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3718 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3719 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3720 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3721 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3722 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3723 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3724 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3725 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3726 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3727 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3728 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3729 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3730 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3731 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3732 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3734 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3735 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3736 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3737 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3738 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3739 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3740 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3741 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3742 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3743 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3744 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3745 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3746 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3747 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3748 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3749 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3750 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3752 /* No 4 component entry points here */
3753 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3754 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3755 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3756 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3757 } else {
3758 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3760 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3761 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3762 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3763 } else {
3764 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3766 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3767 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3768 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3769 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3770 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3771 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3772 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3773 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3774 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3775 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3776 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3777 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3779 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3780 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3782 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3783 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3784 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3785 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3786 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3787 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3788 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3789 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3790 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3791 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3792 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3793 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3794 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3795 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3796 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3797 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3798 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3801 #define PUSH1(att) attribs[nAttribs++] = (att);
3802 BOOL InitAdapters(void) {
3803 static HMODULE mod_gl;
3804 BOOL ret;
3805 int ps_selected_mode, vs_selected_mode;
3807 /* No need to hold any lock. The calling library makes sure only one thread calls
3808 * wined3d simultaneously
3810 if(numAdapters > 0) return Adapters[0].opengl;
3812 TRACE("Initializing adapters\n");
3814 if(!mod_gl) {
3815 #ifdef USE_WIN32_OPENGL
3816 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3817 mod_gl = LoadLibraryA("opengl32.dll");
3818 if(!mod_gl) {
3819 ERR("Can't load opengl32.dll!\n");
3820 goto nogl_adapter;
3822 #else
3823 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3824 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3825 mod_gl = GetModuleHandleA("gdi32.dll");
3826 #endif
3829 /* Load WGL core functions from opengl32.dll */
3830 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3831 WGL_FUNCS_GEN;
3832 #undef USE_WGL_FUNC
3834 if(!pwglGetProcAddress) {
3835 ERR("Unable to load wglGetProcAddress!\n");
3836 goto nogl_adapter;
3839 /* Dynamically load all GL core functions */
3840 GL_FUNCS_GEN;
3841 #undef USE_GL_FUNC
3843 /* For now only one default adapter */
3845 int iPixelFormat;
3846 int attribs[10];
3847 int values[10];
3848 int nAttribs = 0;
3849 int res;
3850 int i;
3851 WineD3D_PixelFormat *cfgs;
3852 int attribute;
3853 DISPLAY_DEVICEW DisplayDevice;
3854 HDC hdc;
3856 TRACE("Initializing default adapter\n");
3857 Adapters[0].num = 0;
3858 Adapters[0].monitorPoint.x = -1;
3859 Adapters[0].monitorPoint.y = -1;
3861 if (!WineD3D_CreateFakeGLContext()) {
3862 ERR("Failed to get a gl context for default adapter\n");
3863 WineD3D_ReleaseFakeGLContext();
3864 goto nogl_adapter;
3867 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3868 if(!ret) {
3869 ERR("Failed to initialize gl caps for default adapter\n");
3870 WineD3D_ReleaseFakeGLContext();
3871 goto nogl_adapter;
3873 ret = initPixelFormats(&Adapters[0].gl_info);
3874 if(!ret) {
3875 ERR("Failed to init gl formats\n");
3876 WineD3D_ReleaseFakeGLContext();
3877 goto nogl_adapter;
3880 hdc = pwglGetCurrentDC();
3881 if(!hdc) {
3882 ERR("Failed to get gl HDC\n");
3883 WineD3D_ReleaseFakeGLContext();
3884 goto nogl_adapter;
3887 Adapters[0].driver = "Display";
3888 Adapters[0].description = "Direct3D HAL";
3890 /* Use the VideoRamSize registry setting when set */
3891 if(wined3d_settings.emulated_textureram)
3892 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3893 else
3894 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3895 Adapters[0].UsedTextureRam = 0;
3896 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3898 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3899 DisplayDevice.cb = sizeof(DisplayDevice);
3900 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3901 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3902 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3904 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3905 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3907 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3908 cfgs = Adapters[0].cfgs;
3909 PUSH1(WGL_RED_BITS_ARB)
3910 PUSH1(WGL_GREEN_BITS_ARB)
3911 PUSH1(WGL_BLUE_BITS_ARB)
3912 PUSH1(WGL_ALPHA_BITS_ARB)
3913 PUSH1(WGL_DEPTH_BITS_ARB)
3914 PUSH1(WGL_STENCIL_BITS_ARB)
3915 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
3916 PUSH1(WGL_PIXEL_TYPE_ARB)
3917 PUSH1(WGL_DOUBLE_BUFFER_ARB)
3918 PUSH1(WGL_AUX_BUFFERS_ARB)
3920 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
3921 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
3923 if(!res)
3924 continue;
3926 /* Cache the pixel format */
3927 cfgs->iPixelFormat = iPixelFormat;
3928 cfgs->redSize = values[0];
3929 cfgs->greenSize = values[1];
3930 cfgs->blueSize = values[2];
3931 cfgs->alphaSize = values[3];
3932 cfgs->depthSize = values[4];
3933 cfgs->stencilSize = values[5];
3934 cfgs->windowDrawable = values[6];
3935 cfgs->iPixelType = values[7];
3936 cfgs->doubleBuffer = values[8];
3937 cfgs->auxBuffers = values[9];
3939 cfgs->pbufferDrawable = FALSE;
3940 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
3941 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
3942 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
3943 int value;
3944 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
3945 cfgs->pbufferDrawable = value;
3948 cfgs->numSamples = 0;
3949 /* Check multisample support */
3950 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
3951 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
3952 int value[2];
3953 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
3954 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
3955 * value[1] = number of multi sample buffers*/
3956 if(value[0])
3957 cfgs->numSamples = value[1];
3961 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
3962 cfgs++;
3965 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
3966 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
3967 * but just fake it using D24(X8?) which is fine. D3D also allows that.
3968 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
3969 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
3970 * driver is allowed to consume more bits EXCEPT for stencil bits.
3972 * Mark an adapter with this broken stencil behavior.
3974 Adapters[0].brokenStencil = TRUE;
3975 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
3976 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
3977 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
3978 Adapters[0].brokenStencil = FALSE;
3979 break;
3983 fixup_extensions(&Adapters[0].gl_info);
3985 WineD3D_ReleaseFakeGLContext();
3987 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
3988 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
3989 fillGLAttribFuncs(&Adapters[0].gl_info);
3990 init_type_lookup(&Adapters[0].gl_info);
3991 Adapters[0].opengl = TRUE;
3993 numAdapters = 1;
3994 TRACE("%d adapters successfully initialized\n", numAdapters);
3996 return TRUE;
3998 nogl_adapter:
3999 /* Initialize an adapter for ddraw-only memory counting */
4000 memset(Adapters, 0, sizeof(Adapters));
4001 Adapters[0].num = 0;
4002 Adapters[0].opengl = FALSE;
4003 Adapters[0].monitorPoint.x = -1;
4004 Adapters[0].monitorPoint.y = -1;
4006 Adapters[0].driver = "Display";
4007 Adapters[0].description = "WineD3D DirectDraw Emulation";
4008 if(wined3d_settings.emulated_textureram) {
4009 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4010 } else {
4011 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4014 numAdapters = 1;
4015 return FALSE;
4017 #undef PUSH1
4018 #undef GLINFO_LOCATION
4020 /**********************************************************
4021 * IWineD3D VTbl follows
4022 **********************************************************/
4024 const IWineD3DVtbl IWineD3D_Vtbl =
4026 /* IUnknown */
4027 IWineD3DImpl_QueryInterface,
4028 IWineD3DImpl_AddRef,
4029 IWineD3DImpl_Release,
4030 /* IWineD3D */
4031 IWineD3DImpl_GetParent,
4032 IWineD3DImpl_GetAdapterCount,
4033 IWineD3DImpl_RegisterSoftwareDevice,
4034 IWineD3DImpl_GetAdapterMonitor,
4035 IWineD3DImpl_GetAdapterModeCount,
4036 IWineD3DImpl_EnumAdapterModes,
4037 IWineD3DImpl_GetAdapterDisplayMode,
4038 IWineD3DImpl_GetAdapterIdentifier,
4039 IWineD3DImpl_CheckDeviceMultiSampleType,
4040 IWineD3DImpl_CheckDepthStencilMatch,
4041 IWineD3DImpl_CheckDeviceType,
4042 IWineD3DImpl_CheckDeviceFormat,
4043 IWineD3DImpl_CheckDeviceFormatConversion,
4044 IWineD3DImpl_GetDeviceCaps,
4045 IWineD3DImpl_CreateDevice