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
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 */
45 const char *extension_string
;
46 GL_SupportedExt extension
;
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 },
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 },
64 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT
, 0 },
65 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS
, 0 },
66 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM
, 0 },
67 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER
, 0 },
68 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL
, 0 },
69 {"GL_ARB_imaging", ARB_IMAGING
, 0 },
70 {"GL_ARB_multisample", ARB_MULTISAMPLE
, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
71 {"GL_ARB_multitexture", ARB_MULTITEXTURE
, 0 },
72 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY
, 0 },
73 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT
, 0 },
74 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS
, 0 },
75 {"GL_ARB_point_sprite", ARB_POINT_SPRITE
, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP
, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION
, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP
, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD
, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE
, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3
, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT
, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT
, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO
, 0 },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE
, 0 },
86 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND
, 0 },
87 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT
, 0 },
88 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM
, 0 },
89 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER
, 0 },
90 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS
, 0 },
93 {"GL_EXT_blend_color", EXT_BLEND_COLOR
, 0 },
94 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX
, 0 },
95 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE
, 0 },
96 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE
, 0 },
97 {"GL_EXT_fog_coord", EXT_FOG_COORD
, 0 },
98 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT
, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT
, 0 },
100 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE
, 0 },
101 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS
, 0 },
102 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR
, 0 },
103 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE
, 0 },
104 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP
, 0 },
105 {"GL_EXT_texture3D", EXT_TEXTURE3D
, MAKEDWORD_VERSION(1, 2) },
106 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC
, 0 },
107 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD
, 0 },
108 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE
, 0 },
109 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3
, 0 },
110 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB
, 0 },
111 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC
, 0 },
112 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD
, 0 },
113 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS
, 0 },
114 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER
, 0 },
115 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING
, 0 },
116 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS
, 0 },
119 {"GL_NV_half_float", NV_HALF_FLOAT
, 0 },
120 {"GL_NV_fence", NV_FENCE
, 0 },
121 {"GL_NV_fog_distance", NV_FOG_DISTANCE
, 0 },
122 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM
, 0 },
123 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2
, 0 },
124 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS
, 0 },
125 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2
, 0 },
126 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION
, 0 },
127 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4
, 0 },
128 {"GL_NV_texture_shader", NV_TEXTURE_SHADER
, 0 },
129 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2
, 0 },
130 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3
, 0 },
131 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY
, 0 },
132 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM
, 0 },
133 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1
, 0 },
134 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2
, 0 },
135 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3
, 0 },
136 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP
, 0 },
137 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT
, 0 },
140 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP
, 0 },
143 /**********************************************************
144 * Utility functions follow
145 **********************************************************/
148 static int numAdapters
= 0;
149 static struct WineD3DAdapter Adapters
[1];
151 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceFormat(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
, WINED3DFORMAT AdapterFormat
, DWORD Usage
, WINED3DRESOURCETYPE RType
, WINED3DFORMAT CheckFormat
);
154 int minLookup
[MAX_LOOKUPS
];
155 int maxLookup
[MAX_LOOKUPS
];
156 DWORD
*stateLookup
[MAX_LOOKUPS
];
158 DWORD minMipLookup
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1];
159 DWORD minMipLookup_noFilter
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1] = {
160 {GL_NEAREST
, GL_NEAREST
, GL_NEAREST
},
161 {GL_NEAREST
, GL_NEAREST
, GL_NEAREST
},
162 {GL_NEAREST
, GL_NEAREST
, GL_NEAREST
},
163 {GL_NEAREST
, GL_NEAREST
, GL_NEAREST
},
166 DWORD magLookup
[WINED3DTEXF_ANISOTROPIC
+ 1];
167 DWORD magLookup_noFilter
[WINED3DTEXF_ANISOTROPIC
+ 1] = {
168 GL_NEAREST
, GL_NEAREST
, GL_NEAREST
, GL_NEAREST
171 /* drawStridedSlow attributes */
172 glAttribFunc position_funcs
[WINED3DDECLTYPE_UNUSED
];
173 glAttribFunc diffuse_funcs
[WINED3DDECLTYPE_UNUSED
];
174 glAttribFunc specular_funcs
[WINED3DDECLTYPE_UNUSED
];
175 glAttribFunc normal_funcs
[WINED3DDECLTYPE_UNUSED
];
176 glTexAttribFunc texcoord_funcs
[WINED3DDECLTYPE_UNUSED
];
179 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
180 * i.e., there is no GL Context - Get a default rendering context to enable the
181 * function query some info from GL.
184 static int wined3d_fake_gl_context_ref
= 0;
185 static BOOL wined3d_fake_gl_context_foreign
;
186 static BOOL wined3d_fake_gl_context_available
= FALSE
;
187 static HDC wined3d_fake_gl_context_hdc
= NULL
;
188 static HWND wined3d_fake_gl_context_hwnd
= NULL
;
190 static CRITICAL_SECTION wined3d_fake_gl_context_cs
;
191 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug
=
193 0, 0, &wined3d_fake_gl_context_cs
,
194 { &wined3d_fake_gl_context_cs_debug
.ProcessLocksList
,
195 &wined3d_fake_gl_context_cs_debug
.ProcessLocksList
},
196 0, 0, { (DWORD_PTR
)(__FILE__
": wined3d_fake_gl_context_cs") }
198 static CRITICAL_SECTION wined3d_fake_gl_context_cs
= { &wined3d_fake_gl_context_cs_debug
, -1, 0, 0, 0, 0 };
200 static void WineD3D_ReleaseFakeGLContext(void) {
203 EnterCriticalSection(&wined3d_fake_gl_context_cs
);
205 if(!wined3d_fake_gl_context_available
) {
206 TRACE_(d3d_caps
)("context not available\n");
207 LeaveCriticalSection(&wined3d_fake_gl_context_cs
);
211 glCtx
= pwglGetCurrentContext();
213 TRACE_(d3d_caps
)("decrementing ref from %i\n", wined3d_fake_gl_context_ref
);
214 if (0 == (--wined3d_fake_gl_context_ref
) ) {
215 if(!wined3d_fake_gl_context_foreign
&& glCtx
) {
216 TRACE_(d3d_caps
)("destroying fake GL context\n");
217 pwglMakeCurrent(NULL
, NULL
);
218 pwglDeleteContext(glCtx
);
220 if(wined3d_fake_gl_context_hdc
)
221 ReleaseDC(wined3d_fake_gl_context_hwnd
, wined3d_fake_gl_context_hdc
);
222 wined3d_fake_gl_context_hdc
= NULL
; /* Make sure we don't think that it is still around */
223 if(wined3d_fake_gl_context_hwnd
)
224 DestroyWindow(wined3d_fake_gl_context_hwnd
);
225 wined3d_fake_gl_context_hwnd
= NULL
;
226 wined3d_fake_gl_context_available
= FALSE
;
228 assert(wined3d_fake_gl_context_ref
>= 0);
230 LeaveCriticalSection(&wined3d_fake_gl_context_cs
);
233 static BOOL
WineD3D_CreateFakeGLContext(void) {
236 EnterCriticalSection(&wined3d_fake_gl_context_cs
);
238 TRACE("getting context...\n");
239 if(wined3d_fake_gl_context_ref
> 0) goto ret
;
240 assert(0 == wined3d_fake_gl_context_ref
);
242 wined3d_fake_gl_context_foreign
= TRUE
;
244 glCtx
= pwglGetCurrentContext();
246 PIXELFORMATDESCRIPTOR pfd
;
249 wined3d_fake_gl_context_foreign
= FALSE
;
251 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
252 wined3d_fake_gl_context_hwnd
= CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW
, 10, 10, 10, 10, NULL
, NULL
, NULL
, NULL
);
253 if(!wined3d_fake_gl_context_hwnd
) {
254 ERR("HWND creation failed!\n");
257 wined3d_fake_gl_context_hdc
= GetDC(wined3d_fake_gl_context_hwnd
);
258 if(!wined3d_fake_gl_context_hdc
) {
259 ERR("GetDC failed!\n");
263 /* PixelFormat selection */
264 ZeroMemory(&pfd
, sizeof(pfd
));
265 pfd
.nSize
= sizeof(pfd
);
267 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
268 pfd
.iPixelType
= PFD_TYPE_RGBA
;
270 pfd
.iLayerType
= PFD_MAIN_PLANE
;
272 iPixelFormat
= ChoosePixelFormat(wined3d_fake_gl_context_hdc
, &pfd
);
274 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
275 ERR("Can't find a suitable iPixelFormat\n");
278 DescribePixelFormat(wined3d_fake_gl_context_hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
279 SetPixelFormat(wined3d_fake_gl_context_hdc
, iPixelFormat
, &pfd
);
281 /* Create a GL context */
282 glCtx
= pwglCreateContext(wined3d_fake_gl_context_hdc
);
284 WARN_(d3d_caps
)("Error creating default context for capabilities initialization\n");
288 /* Make it the current GL context */
289 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc
, glCtx
)) {
290 WARN_(d3d_caps
)("Error setting default context as current for capabilities initialization\n");
296 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref
);
297 wined3d_fake_gl_context_ref
++;
298 wined3d_fake_gl_context_available
= TRUE
;
299 LeaveCriticalSection(&wined3d_fake_gl_context_cs
);
302 if(wined3d_fake_gl_context_hdc
)
303 ReleaseDC(wined3d_fake_gl_context_hwnd
, wined3d_fake_gl_context_hdc
);
304 wined3d_fake_gl_context_hdc
= NULL
;
305 if(wined3d_fake_gl_context_hwnd
)
306 DestroyWindow(wined3d_fake_gl_context_hwnd
);
307 wined3d_fake_gl_context_hwnd
= NULL
;
308 if(glCtx
) pwglDeleteContext(glCtx
);
309 LeaveCriticalSection(&wined3d_fake_gl_context_cs
);
313 /* Adjust the amount of used texture memory */
314 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl
*D3DDevice
, long glram
){
315 UINT Adapter
= D3DDevice
->adapterNo
;
317 Adapters
[Adapter
].UsedTextureRam
+= glram
;
318 TRACE("Adjusted gl ram by %ld to %d\n", glram
, Adapters
[Adapter
].UsedTextureRam
);
319 return Adapters
[Adapter
].UsedTextureRam
;
322 /**********************************************************
323 * IUnknown parts follows
324 **********************************************************/
326 static HRESULT WINAPI
IWineD3DImpl_QueryInterface(IWineD3D
*iface
,REFIID riid
,LPVOID
*ppobj
)
328 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
330 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
331 if (IsEqualGUID(riid
, &IID_IUnknown
)
332 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
333 || IsEqualGUID(riid
, &IID_IWineD3DDevice
)) {
334 IUnknown_AddRef(iface
);
339 return E_NOINTERFACE
;
342 static ULONG WINAPI
IWineD3DImpl_AddRef(IWineD3D
*iface
) {
343 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
344 ULONG refCount
= InterlockedIncrement(&This
->ref
);
346 TRACE("(%p) : AddRef increasing from %d\n", This
, refCount
- 1);
350 static ULONG WINAPI
IWineD3DImpl_Release(IWineD3D
*iface
) {
351 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
353 TRACE("(%p) : Releasing from %d\n", This
, This
->ref
);
354 ref
= InterlockedDecrement(&This
->ref
);
356 HeapFree(GetProcessHeap(), 0, This
);
362 /* Set the shader type for this device, depending on the given capabilities,
363 * the device type, and the user preferences in wined3d_settings */
365 void select_shader_mode(
366 WineD3D_GL_Info
*gl_info
,
367 WINED3DDEVTYPE DeviceType
,
371 if (wined3d_settings
.vs_mode
== VS_NONE
) {
372 *vs_selected
= SHADER_NONE
;
373 } else if (gl_info
->supported
[ARB_VERTEX_SHADER
] && wined3d_settings
.glslRequested
) {
374 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
375 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
376 * shaders only on this card. */
377 if(gl_info
->vs_nv_version
&& gl_info
->vs_nv_version
< VS_VERSION_20
)
378 *vs_selected
= SHADER_ARB
;
380 *vs_selected
= SHADER_GLSL
;
381 } else if (gl_info
->supported
[ARB_VERTEX_PROGRAM
]) {
382 *vs_selected
= SHADER_ARB
;
384 *vs_selected
= SHADER_NONE
;
387 if (wined3d_settings
.ps_mode
== PS_NONE
) {
388 *ps_selected
= SHADER_NONE
;
389 } else if (gl_info
->supported
[ARB_FRAGMENT_SHADER
] && wined3d_settings
.glslRequested
) {
390 *ps_selected
= SHADER_GLSL
;
391 } else if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
]) {
392 *ps_selected
= SHADER_ARB
;
393 } else if (gl_info
->supported
[ATI_FRAGMENT_SHADER
]) {
394 *ps_selected
= SHADER_ATI
;
396 *ps_selected
= SHADER_NONE
;
400 /** Select the number of report maximum shader constants based on the selected shader modes */
401 static void select_shader_max_constants(
402 int ps_selected_mode
,
403 int vs_selected_mode
,
404 WineD3D_GL_Info
*gl_info
) {
406 switch (vs_selected_mode
) {
408 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
409 gl_info
->max_vshader_constantsF
= gl_info
->vs_glsl_constantsF
- (MAX_CONST_B
/ 4) - MAX_CONST_I
- 1;
412 /* We have to subtract any other PARAMs that we might use in our shader programs.
413 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
414 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
415 gl_info
->max_vshader_constantsF
= gl_info
->vs_arb_constantsF
- 3;
418 gl_info
->max_vshader_constantsF
= 0;
422 switch (ps_selected_mode
) {
424 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
425 * In theory the texbem instruction may need one more shader constant too. But lets assume
426 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
427 * and lets not take away a uniform needlessly from all other shaders.
429 gl_info
->max_pshader_constantsF
= gl_info
->ps_glsl_constantsF
- (MAX_CONST_B
/ 4) - MAX_CONST_I
- 2;
432 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
433 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
435 gl_info
->max_pshader_constantsF
= gl_info
->ps_arb_constantsF
- 2;
438 gl_info
->max_pshader_constantsF
= 0;
443 /**********************************************************
444 * IWineD3D parts follows
445 **********************************************************/
447 #define GLINFO_LOCATION (*gl_info)
448 static inline BOOL
test_arb_vs_offset_limit(WineD3D_GL_Info
*gl_info
) {
451 const char *testcode
=
453 "PARAM C[66] = { program.env[0..65] };\n"
455 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
456 "ARL A0.x, zero.x;\n"
457 "MOV result.position, C[A0.x + 65];\n"
461 GL_EXTCALL(glGenProgramsARB(1, &prog
));
463 ERR("Failed to create an ARB offset limit test program\n");
465 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, prog
));
466 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
467 strlen(testcode
), testcode
));
468 if(glGetError() != 0) {
469 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
470 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
472 } else TRACE("OpenGL implementation allows offsets > 63\n");
474 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, 0));
475 GL_EXTCALL(glDeleteProgramsARB(1, &prog
));
476 checkGLcall("ARB vp offset limit test cleanup\n");
481 static DWORD
ver_for_ext(GL_SupportedExt ext
)
484 for (i
= 0; i
< (sizeof(EXTENSION_MAP
) / sizeof(*EXTENSION_MAP
)); ++i
) {
485 if(EXTENSION_MAP
[i
].extension
== ext
) {
486 return EXTENSION_MAP
[i
].version
;
492 BOOL
IWineD3DImpl_FillGLCaps(WineD3D_GL_Info
*gl_info
) {
493 const char *GL_Extensions
= NULL
;
494 const char *WGL_Extensions
= NULL
;
495 const char *gl_string
= NULL
;
496 const char *gl_string_cursor
= NULL
;
498 GLfloat gl_floatv
[2];
499 int major
= 1, minor
= 0;
500 BOOL return_value
= TRUE
;
503 unsigned int vidmem
=0;
505 TRACE_(d3d_caps
)("(%p)\n", gl_info
);
509 gl_string
= (const char *) glGetString(GL_RENDERER
);
510 if (NULL
== gl_string
)
512 strcpy(gl_info
->gl_renderer
, gl_string
);
514 gl_string
= (const char *) glGetString(GL_VENDOR
);
515 TRACE_(d3d_caps
)("Filling vendor string %s\n", gl_string
);
516 if (gl_string
!= NULL
) {
517 /* Fill in the GL vendor */
518 if (strstr(gl_string
, "NVIDIA")) {
519 gl_info
->gl_vendor
= VENDOR_NVIDIA
;
520 } else if (strstr(gl_string
, "ATI")) {
521 gl_info
->gl_vendor
= VENDOR_ATI
;
522 } else if (strstr(gl_string
, "Intel(R)") ||
523 strstr(gl_info
->gl_renderer
, "Intel(R)") ||
524 strstr(gl_string
, "Intel Inc.")) {
525 gl_info
->gl_vendor
= VENDOR_INTEL
;
526 } else if (strstr(gl_string
, "Mesa")) {
527 gl_info
->gl_vendor
= VENDOR_MESA
;
529 gl_info
->gl_vendor
= VENDOR_WINE
;
532 gl_info
->gl_vendor
= VENDOR_WINE
;
536 TRACE_(d3d_caps
)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string
), gl_info
->gl_vendor
);
538 /* Parse the GL_VERSION field into major and minor information */
539 gl_string
= (const char *) glGetString(GL_VERSION
);
540 if (gl_string
!= NULL
) {
542 /* First, parse the generic opengl version. This is supposed not to be convoluted with
543 * driver specific information
545 gl_string_cursor
= gl_string
;
546 major
= atoi(gl_string_cursor
);
548 ERR("Invalid opengl major version: %d\n", major
);
550 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
553 if (*gl_string_cursor
++ != '.') {
554 ERR_(d3d_caps
)("Invalid opengl version string: %s\n", debugstr_a(gl_string
));
556 minor
= atoi(gl_string_cursor
);
557 TRACE_(d3d_caps
)("Found OpenGL version: %d.%d\n", major
, minor
);
558 gl_info
->gl_version
= MAKEDWORD_VERSION(major
, minor
);
560 /* Now parse the driver specific string which we'll report to the app */
561 switch (gl_info
->gl_vendor
) {
563 gl_string_cursor
= strstr(gl_string
, "NVIDIA");
564 if (!gl_string_cursor
) {
565 ERR_(d3d_caps
)("Invalid nVidia version string: %s\n", debugstr_a(gl_string
));
569 gl_string_cursor
= strstr(gl_string_cursor
, " ");
570 if (!gl_string_cursor
) {
571 ERR_(d3d_caps
)("Invalid nVidia version string: %s\n", debugstr_a(gl_string
));
575 while (*gl_string_cursor
== ' ') {
579 if (!*gl_string_cursor
) {
580 ERR_(d3d_caps
)("Invalid nVidia version string: %s\n", debugstr_a(gl_string
));
584 major
= atoi(gl_string_cursor
);
585 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
589 if (*gl_string_cursor
++ != '.') {
590 ERR_(d3d_caps
)("Invalid nVidia version string: %s\n", debugstr_a(gl_string
));
594 minor
= atoi(gl_string_cursor
);
595 minor
= major
*100+minor
;
602 gl_string_cursor
= strchr(gl_string
, '-');
603 if (gl_string_cursor
) {
607 /* Check if version number is of the form x.y.z */
608 if (*gl_string_cursor
> '9' && *gl_string_cursor
< '0')
610 if (!error
&& *(gl_string_cursor
+2) > '9' && *(gl_string_cursor
+2) < '0')
612 if (!error
&& *(gl_string_cursor
+4) > '9' && *(gl_string_cursor
+4) < '0')
614 if (!error
&& *(gl_string_cursor
+1) != '.' && *(gl_string_cursor
+3) != '.')
617 /* Mark version number as malformed */
619 gl_string_cursor
= 0;
622 if (!gl_string_cursor
)
623 WARN_(d3d_caps
)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string
));
625 major
= *gl_string_cursor
- '0';
626 minor
= (*(gl_string_cursor
+2) - '0') * 256 + (*(gl_string_cursor
+4) - '0');
631 /* Apple and Mesa version strings look differently, but both provide intel drivers */
632 if(strstr(gl_string
, "APPLE")) {
633 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
634 * We only need the first part, and use the APPLE as identification
637 gl_string_cursor
= gl_string
;
638 major
= atoi(gl_string_cursor
);
639 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
643 if (*gl_string_cursor
++ != '.') {
644 ERR_(d3d_caps
)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string
));
648 minor
= atoi(gl_string_cursor
);
653 gl_string_cursor
= strstr(gl_string
, "Mesa");
654 gl_string_cursor
= strstr(gl_string_cursor
, " ");
655 while (*gl_string_cursor
&& ' ' == *gl_string_cursor
) ++gl_string_cursor
;
656 if (*gl_string_cursor
) {
660 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
661 tmp
[cursor
++] = *gl_string_cursor
;
667 if (*gl_string_cursor
!= '.') WARN_(d3d_caps
)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string
));
671 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
672 tmp
[cursor
++] = *gl_string_cursor
;
684 gl_info
->driver_version
= MAKEDWORD_VERSION(major
, minor
);
685 TRACE_(d3d_caps
)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string
), major
, minor
, gl_info
->driver_version
);
686 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
687 gl_info
->driver_version_hipart
= MAKEDWORD_VERSION(6, 14);
689 FIXME("OpenGL driver did not return version information\n");
690 gl_info
->driver_version
= MAKEDWORD_VERSION(0, 0);
691 gl_info
->driver_version_hipart
= MAKEDWORD_VERSION(6, 14);
694 TRACE_(d3d_caps
)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info
->gl_renderer
), gl_info
->gl_card
);
697 * Initialize openGL extension related variables
698 * with Default values
700 memset(&gl_info
->supported
, 0, sizeof(gl_info
->supported
));
701 gl_info
->max_buffers
= 1;
702 gl_info
->max_textures
= 1;
703 gl_info
->max_texture_stages
= 1;
704 gl_info
->max_fragment_samplers
= 1;
705 gl_info
->max_vertex_samplers
= 0;
706 gl_info
->max_combined_samplers
= 0;
707 gl_info
->max_sampler_stages
= 1;
708 gl_info
->ps_arb_version
= PS_VERSION_NOT_SUPPORTED
;
709 gl_info
->ps_arb_max_temps
= 0;
710 gl_info
->ps_arb_max_instructions
= 0;
711 gl_info
->vs_arb_version
= VS_VERSION_NOT_SUPPORTED
;
712 gl_info
->vs_arb_max_temps
= 0;
713 gl_info
->vs_arb_max_instructions
= 0;
714 gl_info
->vs_nv_version
= VS_VERSION_NOT_SUPPORTED
;
715 gl_info
->vs_ati_version
= VS_VERSION_NOT_SUPPORTED
;
716 gl_info
->vs_glsl_constantsF
= 0;
717 gl_info
->ps_glsl_constantsF
= 0;
718 gl_info
->vs_arb_constantsF
= 0;
719 gl_info
->ps_arb_constantsF
= 0;
721 /* Retrieve opengl defaults */
722 glGetIntegerv(GL_MAX_CLIP_PLANES
, &gl_max
);
723 gl_info
->max_clipplanes
= min(WINED3DMAXUSERCLIPPLANES
, gl_max
);
724 TRACE_(d3d_caps
)("ClipPlanes support - num Planes=%d\n", gl_max
);
726 glGetIntegerv(GL_MAX_LIGHTS
, &gl_max
);
727 gl_info
->max_lights
= gl_max
;
728 TRACE_(d3d_caps
)("Lights support - max lights=%d\n", gl_max
);
730 glGetIntegerv(GL_MAX_TEXTURE_SIZE
, &gl_max
);
731 gl_info
->max_texture_size
= gl_max
;
732 TRACE_(d3d_caps
)("Maximum texture size support - max texture size=%d\n", gl_max
);
734 glGetFloatv(GL_POINT_SIZE_RANGE
, gl_floatv
);
735 gl_info
->max_pointsizemin
= gl_floatv
[0];
736 gl_info
->max_pointsize
= gl_floatv
[1];
737 TRACE_(d3d_caps
)("Maximum point size support - max point size=%f\n", gl_floatv
[1]);
739 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
740 GL_Extensions
= (const char *) glGetString(GL_EXTENSIONS
);
741 TRACE_(d3d_caps
)("GL_Extensions reported:\n");
743 if (NULL
== GL_Extensions
) {
744 ERR(" GL_Extensions returns NULL\n");
746 while (*GL_Extensions
!= 0x00) {
751 while (isspace(*GL_Extensions
)) GL_Extensions
++;
752 Start
= GL_Extensions
;
753 while (!isspace(*GL_Extensions
) && *GL_Extensions
!= 0x00) {
757 len
= GL_Extensions
- Start
;
758 if (len
== 0 || len
>= sizeof(ThisExtn
))
761 memcpy(ThisExtn
, Start
, len
);
762 ThisExtn
[len
] = '\0';
763 TRACE_(d3d_caps
)("- %s\n", ThisExtn
);
765 for (i
= 0; i
< (sizeof(EXTENSION_MAP
) / sizeof(*EXTENSION_MAP
)); ++i
) {
766 if (!strcmp(ThisExtn
, EXTENSION_MAP
[i
].extension_string
)) {
767 TRACE_(d3d_caps
)(" FOUND: %s support\n", EXTENSION_MAP
[i
].extension_string
);
768 gl_info
->supported
[EXTENSION_MAP
[i
].extension
] = TRUE
;
776 /* Now work out what GL support this card really has */
777 #define USE_GL_FUNC(type, pfn, ext, replace) { \
778 DWORD ver = ver_for_ext(ext); \
779 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
780 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
781 else gl_info->pfn = NULL; \
786 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
791 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
792 * loading the functions, otherwise the code above will load the extension entry points instead of the
793 * core functions, which may not work
795 for (i
= 0; i
< (sizeof(EXTENSION_MAP
) / sizeof(*EXTENSION_MAP
)); ++i
) {
796 if (gl_info
->supported
[EXTENSION_MAP
[i
].extension
] == FALSE
&&
797 EXTENSION_MAP
[i
].version
<= gl_info
->gl_version
&& EXTENSION_MAP
[i
].version
) {
798 TRACE_(d3d_caps
)(" GL CORE: %s support\n", EXTENSION_MAP
[i
].extension_string
);
799 gl_info
->supported
[EXTENSION_MAP
[i
].extension
] = TRUE
;
803 if (gl_info
->supported
[APPLE_FENCE
]) {
804 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
805 * The apple extension interacts with some other apple exts. Disable the NV
806 * extension if the apple one is support to prevent confusion in other parts
809 gl_info
->supported
[NV_FENCE
] = FALSE
;
811 if (gl_info
->supported
[APPLE_FLOAT_PIXELS
]) {
812 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
814 * The enums are the same:
815 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
816 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
817 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
818 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
819 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
821 if(!gl_info
->supported
[ARB_TEXTURE_FLOAT
]) {
822 TRACE_(d3d_caps
)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
823 gl_info
->supported
[ARB_TEXTURE_FLOAT
] = TRUE
;
825 if(!gl_info
->supported
[ARB_HALF_FLOAT_PIXEL
]) {
826 TRACE_(d3d_caps
)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
827 gl_info
->supported
[ARB_HALF_FLOAT_PIXEL
] = TRUE
;
830 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
]) {
831 TRACE_(d3d_caps
)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
832 gl_info
->supported
[NV_TEXGEN_REFLECTION
] = TRUE
;
834 if (gl_info
->supported
[NV_TEXTURE_SHADER2
]) {
835 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
836 * Won't occur in any real world situation though
838 gl_info
->supported
[ATI_ENVMAP_BUMPMAP
] = FALSE
;
839 if(gl_info
->supported
[NV_REGISTER_COMBINERS
]) {
840 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
841 * are supported. The nv extensions provide the same functionality as the
842 * ATI one, and a bit more(signed pixelformats)
844 gl_info
->supported
[ATI_FRAGMENT_SHADER
] = FALSE
;
847 if (gl_info
->supported
[ARB_DRAW_BUFFERS
]) {
848 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB
, &gl_max
);
849 gl_info
->max_buffers
= gl_max
;
850 TRACE_(d3d_caps
)("Max draw buffers: %u\n", gl_max
);
852 if (gl_info
->supported
[ARB_MULTITEXTURE
]) {
853 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB
, &gl_max
);
854 gl_info
->max_textures
= min(MAX_TEXTURES
, gl_max
);
855 TRACE_(d3d_caps
)("Max textures: %d\n", gl_info
->max_textures
);
857 if (gl_info
->supported
[NV_REGISTER_COMBINERS
]) {
859 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV
, &tmp
);
860 gl_info
->max_texture_stages
= min(MAX_TEXTURES
, tmp
);
862 gl_info
->max_texture_stages
= min(MAX_TEXTURES
, gl_max
);
864 TRACE_(d3d_caps
)("Max texture stages: %d\n", gl_info
->max_texture_stages
);
866 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
]) {
868 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB
, &tmp
);
869 gl_info
->max_fragment_samplers
= min(MAX_FRAGMENT_SAMPLERS
, tmp
);
871 gl_info
->max_fragment_samplers
= max(gl_info
->max_fragment_samplers
, gl_max
);
873 TRACE_(d3d_caps
)("Max fragment samplers: %d\n", gl_info
->max_fragment_samplers
);
875 if (gl_info
->supported
[ARB_VERTEX_SHADER
]) {
877 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB
, &tmp
);
878 gl_info
->max_vertex_samplers
= tmp
;
879 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB
, &tmp
);
880 gl_info
->max_combined_samplers
= tmp
;
882 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
883 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
884 * an issue because then the sampler setup only depends on the two shaders. If a pixel
885 * shader is used with fixed function vertex processing we're fine too because fixed function
886 * vertex processing doesn't use any samplers. If fixed function fragment processing is
887 * used we have to make sure that all vertex sampler setups are valid together with all
888 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
889 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
890 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
891 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
892 * a fixed function pipeline anymore.
894 * So this is just a check to check that our assumption holds true. If not, write a warning
895 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
897 if(gl_info
->max_vertex_samplers
&&
898 MAX_TEXTURES
+ gl_info
->max_vertex_samplers
> gl_info
->max_combined_samplers
) {
899 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
900 gl_info
->max_vertex_samplers
, gl_info
->max_combined_samplers
);
901 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
902 if( gl_info
->max_combined_samplers
> MAX_TEXTURES
)
903 gl_info
->max_vertex_samplers
=
904 gl_info
->max_combined_samplers
- MAX_TEXTURES
;
906 gl_info
->max_vertex_samplers
= 0;
909 gl_info
->max_combined_samplers
= gl_info
->max_fragment_samplers
;
911 TRACE_(d3d_caps
)("Max vertex samplers: %u\n", gl_info
->max_vertex_samplers
);
912 TRACE_(d3d_caps
)("Max combined samplers: %u\n", gl_info
->max_combined_samplers
);
914 if (gl_info
->supported
[ARB_VERTEX_BLEND
]) {
915 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB
, &gl_max
);
916 gl_info
->max_blends
= gl_max
;
917 TRACE_(d3d_caps
)("Max blends: %u\n", gl_info
->max_blends
);
919 if (gl_info
->supported
[EXT_TEXTURE3D
]) {
920 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT
, &gl_max
);
921 gl_info
->max_texture3d_size
= gl_max
;
922 TRACE_(d3d_caps
)("Max texture3D size: %d\n", gl_info
->max_texture3d_size
);
924 if (gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
]) {
925 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
, &gl_max
);
926 gl_info
->max_anisotropy
= gl_max
;
927 TRACE_(d3d_caps
)("Max anisotropy: %d\n", gl_info
->max_anisotropy
);
929 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
]) {
930 gl_info
->ps_arb_version
= PS_VERSION_11
;
931 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB
, &gl_max
));
932 gl_info
->ps_arb_constantsF
= gl_max
;
933 TRACE_(d3d_caps
)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info
->ps_arb_constantsF
);
934 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB
, &gl_max
));
935 gl_info
->ps_arb_max_temps
= gl_max
;
936 TRACE_(d3d_caps
)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info
->ps_arb_max_temps
);
937 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB
, &gl_max
));
938 gl_info
->ps_arb_max_instructions
= gl_max
;
939 TRACE_(d3d_caps
)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info
->ps_arb_max_instructions
);
941 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
]) {
942 gl_info
->vs_arb_version
= VS_VERSION_11
;
943 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB
, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB
, &gl_max
));
944 gl_info
->vs_arb_constantsF
= gl_max
;
945 TRACE_(d3d_caps
)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info
->vs_arb_constantsF
);
946 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB
, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB
, &gl_max
));
947 gl_info
->vs_arb_max_temps
= gl_max
;
948 TRACE_(d3d_caps
)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info
->vs_arb_max_temps
);
949 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB
, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB
, &gl_max
));
950 gl_info
->vs_arb_max_instructions
= gl_max
;
951 TRACE_(d3d_caps
)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info
->vs_arb_max_instructions
);
953 gl_info
->arb_vs_offset_limit
= test_arb_vs_offset_limit(gl_info
);
955 if (gl_info
->supported
[ARB_VERTEX_SHADER
]) {
956 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB
, &gl_max
);
957 gl_info
->vs_glsl_constantsF
= gl_max
/ 4;
958 TRACE_(d3d_caps
)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info
->vs_glsl_constantsF
);
960 if (gl_info
->supported
[ARB_FRAGMENT_SHADER
]) {
961 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB
, &gl_max
);
962 gl_info
->ps_glsl_constantsF
= gl_max
/ 4;
963 TRACE_(d3d_caps
)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info
->ps_glsl_constantsF
);
964 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB
, &gl_max
);
965 gl_info
->max_glsl_varyings
= gl_max
;
966 TRACE_(d3d_caps
)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max
, gl_max
/ 4);
968 if (gl_info
->supported
[EXT_VERTEX_SHADER
]) {
969 gl_info
->vs_ati_version
= VS_VERSION_11
;
971 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
]) {
972 gl_info
->vs_nv_version
= VS_VERSION_30
;
973 } else if (gl_info
->supported
[NV_VERTEX_PROGRAM2
]) {
974 gl_info
->vs_nv_version
= VS_VERSION_20
;
975 } else if (gl_info
->supported
[NV_VERTEX_PROGRAM1_1
]) {
976 gl_info
->vs_nv_version
= VS_VERSION_11
;
977 } else if (gl_info
->supported
[NV_VERTEX_PROGRAM
]) {
978 gl_info
->vs_nv_version
= VS_VERSION_10
;
980 if (gl_info
->supported
[NV_FRAGMENT_PROGRAM2
]) {
981 gl_info
->ps_nv_version
= PS_VERSION_30
;
982 } else if (gl_info
->supported
[NV_FRAGMENT_PROGRAM
]) {
983 gl_info
->ps_nv_version
= PS_VERSION_20
;
985 if (gl_info
->supported
[NV_LIGHT_MAX_EXPONENT
]) {
986 glGetFloatv(GL_MAX_SHININESS_NV
, &gl_info
->max_shininess
);
988 gl_info
->max_shininess
= 128.0;
990 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
]) {
991 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
992 * This saves a few redundant glDisable calls
994 gl_info
->supported
[ARB_TEXTURE_RECTANGLE
] = FALSE
;
996 if(gl_info
->supported
[ATI_FRAGMENT_SHADER
]) {
997 /* Disable NV_register_combiners and fragment shader if this is supported.
998 * generally the NV extensions are preferred over the ATI ones, and this
999 * extension is disabled if register_combiners and texture_shader2 are both
1000 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1001 * fragment processing support
1003 gl_info
->supported
[NV_REGISTER_COMBINERS
] = FALSE
;
1004 gl_info
->supported
[NV_REGISTER_COMBINERS2
] = FALSE
;
1005 gl_info
->supported
[NV_TEXTURE_SHADER
] = FALSE
;
1006 gl_info
->supported
[NV_TEXTURE_SHADER2
] = FALSE
;
1007 gl_info
->supported
[NV_TEXTURE_SHADER3
] = FALSE
;
1011 checkGLcall("extension detection\n");
1013 /* In some cases the number of texture stages can be larger than the number
1014 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1015 * shaders), but 8 texture stages (register combiners). */
1016 gl_info
->max_sampler_stages
= max(gl_info
->max_fragment_samplers
, gl_info
->max_texture_stages
);
1018 /* We can only use ORM_FBO when the hardware supports it. */
1019 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& !gl_info
->supported
[EXT_FRAMEBUFFER_OBJECT
]) {
1020 WARN_(d3d_caps
)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1021 wined3d_settings
.offscreen_rendering_mode
= ORM_PBUFFER
;
1024 /* MRTs are currently only supported when FBOs are used. */
1025 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1026 gl_info
->max_buffers
= 1;
1029 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1030 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1031 * in case of the latest videocards in the number of pixel/vertex pipelines.
1033 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1034 * rendering. Various games use this information to get a rough estimation of the features of the card
1035 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1036 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1037 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1040 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1041 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1042 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1043 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1044 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1045 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1046 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1049 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1050 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1051 * similar 3d features.
1053 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1054 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1055 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1056 * won't pass we return a default card. This way is better than maintaining a full card database as even
1057 * without a full database we can return a card with similar features. Second the size of the database
1058 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1059 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1060 * to distinguishes between different models from that family.
1062 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1063 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1064 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1065 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1066 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1067 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1068 * memory behind our backs if really needed.
1069 * Note that the amount of video memory can be overruled using a registry setting.
1071 switch (gl_info
->gl_vendor
) {
1073 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1074 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1076 if(WINE_D3D9_CAPABLE(gl_info
) && (gl_info
->vs_nv_version
== VS_VERSION_30
)) {
1077 /* Geforce9 - highend */
1078 if(strstr(gl_info
->gl_renderer
, "9800")) {
1079 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_9800GT
;
1082 /* Geforce9 - midend */
1083 else if(strstr(gl_info
->gl_renderer
, "9600")) {
1084 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_9600GT
;
1085 vidmem
= 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1087 /* Geforce8 - highend */
1088 if (strstr(gl_info
->gl_renderer
, "8800")) {
1089 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_8800GTS
;
1090 vidmem
= 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1092 /* Geforce8 - midend mobile */
1093 else if(strstr(gl_info
->gl_renderer
, "8600 M")) {
1094 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_8600MGT
;
1097 /* Geforce8 - midend */
1098 else if(strstr(gl_info
->gl_renderer
, "8600") ||
1099 strstr(gl_info
->gl_renderer
, "8700"))
1101 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_8600GT
;
1104 /* Geforce8 - lowend */
1105 else if(strstr(gl_info
->gl_renderer
, "8300") ||
1106 strstr(gl_info
->gl_renderer
, "8400") ||
1107 strstr(gl_info
->gl_renderer
, "8500"))
1109 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_8300GS
;
1110 vidmem
= 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1112 /* Geforce7 - highend */
1113 else if(strstr(gl_info
->gl_renderer
, "7800") ||
1114 strstr(gl_info
->gl_renderer
, "7900") ||
1115 strstr(gl_info
->gl_renderer
, "7950") ||
1116 strstr(gl_info
->gl_renderer
, "Quadro FX 4") ||
1117 strstr(gl_info
->gl_renderer
, "Quadro FX 5"))
1119 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_7800GT
;
1120 vidmem
= 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1122 /* Geforce7 midend */
1123 else if(strstr(gl_info
->gl_renderer
, "7600") ||
1124 strstr(gl_info
->gl_renderer
, "7700")) {
1125 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_7600
;
1126 vidmem
= 256; /* The 7600 uses 256-512MB */
1127 /* Geforce7 lower medium */
1128 } else if(strstr(gl_info
->gl_renderer
, "7400")) {
1129 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_7400
;
1130 vidmem
= 256; /* The 7400 uses 256-512MB */
1132 /* Geforce7 lowend */
1133 else if(strstr(gl_info
->gl_renderer
, "7300")) {
1134 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_7300
;
1135 vidmem
= 256; /* Mac Pros with this card have 256 MB */
1137 /* Geforce6 highend */
1138 else if(strstr(gl_info
->gl_renderer
, "6800"))
1140 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_6800
;
1141 vidmem
= 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1143 /* Geforce6 - midend */
1144 else if(strstr(gl_info
->gl_renderer
, "6600") ||
1145 strstr(gl_info
->gl_renderer
, "6610") ||
1146 strstr(gl_info
->gl_renderer
, "6700"))
1148 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_6600GT
;
1149 vidmem
= 128; /* A 6600GT has 128-256MB */
1151 /* Geforce6/7 lowend */
1153 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_6200
; /* Geforce 6100/6150/6200/7300/7400/7500 */
1156 } else if(WINE_D3D9_CAPABLE(gl_info
)) {
1157 /* GeforceFX - highend */
1158 if (strstr(gl_info
->gl_renderer
, "5800") ||
1159 strstr(gl_info
->gl_renderer
, "5900") ||
1160 strstr(gl_info
->gl_renderer
, "5950") ||
1161 strstr(gl_info
->gl_renderer
, "Quadro FX"))
1163 gl_info
->gl_card
= CARD_NVIDIA_GEFORCEFX_5800
;
1164 vidmem
= 256; /* 5800-5900 cards use 256MB */
1166 /* GeforceFX - midend */
1167 else if(strstr(gl_info
->gl_renderer
, "5600") ||
1168 strstr(gl_info
->gl_renderer
, "5650") ||
1169 strstr(gl_info
->gl_renderer
, "5700") ||
1170 strstr(gl_info
->gl_renderer
, "5750"))
1172 gl_info
->gl_card
= CARD_NVIDIA_GEFORCEFX_5600
;
1173 vidmem
= 128; /* A 5600 uses 128-256MB */
1175 /* GeforceFX - lowend */
1177 gl_info
->gl_card
= CARD_NVIDIA_GEFORCEFX_5200
; /* GeforceFX 5100/5200/5250/5300/5500 */
1178 vidmem
= 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1180 } else if(WINE_D3D8_CAPABLE(gl_info
)) {
1181 if (strstr(gl_info
->gl_renderer
, "GeForce4 Ti") || strstr(gl_info
->gl_renderer
, "Quadro4")) {
1182 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE4_TI4200
; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1183 vidmem
= 64; /* Geforce4 Ti cards have 64-128MB */
1186 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE3
; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1187 vidmem
= 64; /* Geforce3 cards have 64-128MB */
1189 } else if(WINE_D3D7_CAPABLE(gl_info
)) {
1190 if (strstr(gl_info
->gl_renderer
, "GeForce4 MX")) {
1191 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE4_MX
; /* MX420/MX440/MX460/MX4000 */
1192 vidmem
= 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1194 else if(strstr(gl_info
->gl_renderer
, "GeForce2 MX") || strstr(gl_info
->gl_renderer
, "Quadro2 MXR")) {
1195 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE2_MX
; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1196 vidmem
= 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1198 else if(strstr(gl_info
->gl_renderer
, "GeForce2") || strstr(gl_info
->gl_renderer
, "Quadro2")) {
1199 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE2
; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1200 vidmem
= 32; /* Geforce2 GPUs have 32-64MB of video memory */
1203 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE
; /* Geforce 256/DDR, Quadro */
1204 vidmem
= 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1207 if (strstr(gl_info
->gl_renderer
, "TNT2")) {
1208 gl_info
->gl_card
= CARD_NVIDIA_RIVA_TNT2
; /* Riva TNT2 standard/M64/Pro/Ultra */
1209 vidmem
= 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1212 gl_info
->gl_card
= CARD_NVIDIA_RIVA_TNT
; /* Riva TNT, Vanta */
1213 vidmem
= 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1218 if(WINE_D3D9_CAPABLE(gl_info
)) {
1219 /* Radeon R6xx HD2900/HD3800 - highend */
1220 if (strstr(gl_info
->gl_renderer
, "HD 2900") ||
1221 strstr(gl_info
->gl_renderer
, "HD 3870") ||
1222 strstr(gl_info
->gl_renderer
, "HD 3850"))
1224 gl_info
->gl_card
= CARD_ATI_RADEON_HD2900
;
1225 vidmem
= 512; /* HD2900/HD3800 uses 256-1024MB */
1227 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1228 else if (strstr(gl_info
->gl_renderer
, "HD 2600") ||
1229 strstr(gl_info
->gl_renderer
, "HD 3830") ||
1230 strstr(gl_info
->gl_renderer
, "HD 3690") ||
1231 strstr(gl_info
->gl_renderer
, "HD 3650"))
1233 gl_info
->gl_card
= CARD_ATI_RADEON_HD2600
;
1234 vidmem
= 256; /* HD2600/HD3600 uses 256-512MB */
1236 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1237 else if (strstr(gl_info
->gl_renderer
, "HD 2300") ||
1238 strstr(gl_info
->gl_renderer
, "HD 2400") ||
1239 strstr(gl_info
->gl_renderer
, "HD 3470") ||
1240 strstr(gl_info
->gl_renderer
, "HD 3450") ||
1241 strstr(gl_info
->gl_renderer
, "HD 3430"))
1243 gl_info
->gl_card
= CARD_ATI_RADEON_HD2300
;
1244 vidmem
= 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1246 /* Radeon R6xx/R7xx integrated */
1247 else if (strstr(gl_info
->gl_renderer
, "HD 3100") ||
1248 strstr(gl_info
->gl_renderer
, "HD 3200") ||
1249 strstr(gl_info
->gl_renderer
, "HD 3300"))
1251 gl_info
->gl_card
= CARD_ATI_RADEON_HD3200
;
1252 vidmem
= 128; /* 128MB */
1255 else if (strstr(gl_info
->gl_renderer
, "X1600") ||
1256 strstr(gl_info
->gl_renderer
, "X1650") ||
1257 strstr(gl_info
->gl_renderer
, "X1800") ||
1258 strstr(gl_info
->gl_renderer
, "X1900") ||
1259 strstr(gl_info
->gl_renderer
, "X1950"))
1261 gl_info
->gl_card
= CARD_ATI_RADEON_X1600
;
1262 vidmem
= 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1264 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1265 else if(strstr(gl_info
->gl_renderer
, "X700") ||
1266 strstr(gl_info
->gl_renderer
, "X800") ||
1267 strstr(gl_info
->gl_renderer
, "X850") ||
1268 strstr(gl_info
->gl_renderer
, "X1300") ||
1269 strstr(gl_info
->gl_renderer
, "X1400") ||
1270 strstr(gl_info
->gl_renderer
, "X1450") ||
1271 strstr(gl_info
->gl_renderer
, "X1550"))
1273 gl_info
->gl_card
= CARD_ATI_RADEON_X700
;
1274 vidmem
= 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1278 gl_info
->gl_card
= CARD_ATI_RADEON_9500
; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1279 vidmem
= 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1281 } else if(WINE_D3D8_CAPABLE(gl_info
)) {
1282 gl_info
->gl_card
= CARD_ATI_RADEON_8500
; /* Radeon 8500/9000/9100/9200/9300 */
1283 vidmem
= 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1284 } else if(WINE_D3D7_CAPABLE(gl_info
)) {
1285 gl_info
->gl_card
= CARD_ATI_RADEON_7200
; /* Radeon 7000/7100/7200/7500 */
1286 vidmem
= 32; /* There are models with up to 64MB */
1288 gl_info
->gl_card
= CARD_ATI_RAGE_128PRO
;
1289 vidmem
= 16; /* There are 16-32MB models */
1293 if (strstr(gl_info
->gl_renderer
, "GMA 950")) {
1294 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1295 gl_info
->gl_card
= CARD_INTEL_I945GM
;
1297 } else if (strstr(gl_info
->gl_renderer
, "915GM")) {
1298 gl_info
->gl_card
= CARD_INTEL_I915GM
;
1299 } else if (strstr(gl_info
->gl_renderer
, "915G")) {
1300 gl_info
->gl_card
= CARD_INTEL_I915G
;
1301 } else if (strstr(gl_info
->gl_renderer
, "865G")) {
1302 gl_info
->gl_card
= CARD_INTEL_I865G
;
1303 } else if (strstr(gl_info
->gl_renderer
, "855G")) {
1304 gl_info
->gl_card
= CARD_INTEL_I855G
;
1305 } else if (strstr(gl_info
->gl_renderer
, "830G")) {
1306 gl_info
->gl_card
= CARD_INTEL_I830G
;
1308 gl_info
->gl_card
= CARD_INTEL_I915G
;
1314 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1315 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1316 * them a good generic choice.
1318 gl_info
->gl_vendor
= VENDOR_NVIDIA
;
1319 if(WINE_D3D9_CAPABLE(gl_info
))
1320 gl_info
->gl_card
= CARD_NVIDIA_GEFORCEFX_5600
;
1321 else if(WINE_D3D8_CAPABLE(gl_info
))
1322 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE3
;
1323 else if(WINE_D3D7_CAPABLE(gl_info
))
1324 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE
;
1325 else if(WINE_D3D6_CAPABLE(gl_info
))
1326 gl_info
->gl_card
= CARD_NVIDIA_RIVA_TNT
;
1328 gl_info
->gl_card
= CARD_NVIDIA_RIVA_128
;
1330 TRACE_(d3d_caps
)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info
->gl_vendor
, gl_info
->gl_card
);
1332 /* If we have an estimate use it, else default to 64MB; */
1334 gl_info
->vidmem
= vidmem
*1024*1024; /* convert from MBs to bytes */
1336 gl_info
->vidmem
= WINE_DEFAULT_VIDMEM
;
1338 /* Load all the lookup tables
1339 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1340 minLookup
[WINELOOKUP_WARPPARAM
] = WINED3DTADDRESS_WRAP
;
1341 maxLookup
[WINELOOKUP_WARPPARAM
] = WINED3DTADDRESS_MIRRORONCE
;
1343 for (i
= 0; i
< MAX_LOOKUPS
; i
++) {
1344 stateLookup
[i
] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup
[i
]) * (1 + maxLookup
[i
] - minLookup
[i
]) );
1347 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_WRAP
- minLookup
[WINELOOKUP_WARPPARAM
]] = GL_REPEAT
;
1348 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_CLAMP
- minLookup
[WINELOOKUP_WARPPARAM
]] = GL_CLAMP_TO_EDGE
;
1349 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_BORDER
- minLookup
[WINELOOKUP_WARPPARAM
]] =
1350 gl_info
->supported
[ARB_TEXTURE_BORDER_CLAMP
] ? GL_CLAMP_TO_BORDER_ARB
: GL_REPEAT
;
1351 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_BORDER
- minLookup
[WINELOOKUP_WARPPARAM
]] =
1352 gl_info
->supported
[ARB_TEXTURE_BORDER_CLAMP
] ? GL_CLAMP_TO_BORDER_ARB
: GL_REPEAT
;
1353 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_MIRROR
- minLookup
[WINELOOKUP_WARPPARAM
]] =
1354 gl_info
->supported
[ARB_TEXTURE_MIRRORED_REPEAT
] ? GL_MIRRORED_REPEAT_ARB
: GL_REPEAT
;
1355 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_MIRRORONCE
- minLookup
[WINELOOKUP_WARPPARAM
]] =
1356 gl_info
->supported
[ATI_TEXTURE_MIRROR_ONCE
] ? GL_MIRROR_CLAMP_TO_EDGE_ATI
: GL_REPEAT
;
1358 magLookup
[WINED3DTEXF_NONE
- WINED3DTEXF_NONE
] = GL_NEAREST
;
1359 magLookup
[WINED3DTEXF_POINT
- WINED3DTEXF_NONE
] = GL_NEAREST
;
1360 magLookup
[WINED3DTEXF_LINEAR
- WINED3DTEXF_NONE
] = GL_LINEAR
;
1361 magLookup
[WINED3DTEXF_ANISOTROPIC
- WINED3DTEXF_NONE
] =
1362 gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
] ? GL_LINEAR
: GL_NEAREST
;
1365 minMipLookup
[WINED3DTEXF_NONE
][WINED3DTEXF_NONE
] = GL_LINEAR
;
1366 minMipLookup
[WINED3DTEXF_NONE
][WINED3DTEXF_POINT
] = GL_LINEAR
;
1367 minMipLookup
[WINED3DTEXF_NONE
][WINED3DTEXF_LINEAR
] = GL_LINEAR
;
1368 minMipLookup
[WINED3DTEXF_POINT
][WINED3DTEXF_NONE
] = GL_NEAREST
;
1369 minMipLookup
[WINED3DTEXF_POINT
][WINED3DTEXF_POINT
] = GL_NEAREST_MIPMAP_NEAREST
;
1370 minMipLookup
[WINED3DTEXF_POINT
][WINED3DTEXF_LINEAR
] = GL_NEAREST_MIPMAP_LINEAR
;
1371 minMipLookup
[WINED3DTEXF_LINEAR
][WINED3DTEXF_NONE
] = GL_LINEAR
;
1372 minMipLookup
[WINED3DTEXF_LINEAR
][WINED3DTEXF_POINT
] = GL_LINEAR_MIPMAP_NEAREST
;
1373 minMipLookup
[WINED3DTEXF_LINEAR
][WINED3DTEXF_LINEAR
] = GL_LINEAR_MIPMAP_LINEAR
;
1374 minMipLookup
[WINED3DTEXF_ANISOTROPIC
][WINED3DTEXF_NONE
] = gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
] ?
1375 GL_LINEAR_MIPMAP_LINEAR
: GL_LINEAR
;
1376 minMipLookup
[WINED3DTEXF_ANISOTROPIC
][WINED3DTEXF_POINT
] = gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
] ? GL_LINEAR_MIPMAP_NEAREST
: GL_LINEAR
;
1377 minMipLookup
[WINED3DTEXF_ANISOTROPIC
][WINED3DTEXF_LINEAR
] = gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
] ? GL_LINEAR_MIPMAP_LINEAR
: GL_LINEAR
;
1379 /* TODO: config lookups */
1381 /* Make sure there's an active HDC else the WGL extensions will fail */
1382 hdc
= pwglGetCurrentDC();
1384 WGL_Extensions
= GL_EXTCALL(wglGetExtensionsStringARB(hdc
));
1385 TRACE_(d3d_caps
)("WGL_Extensions reported:\n");
1387 if (NULL
== WGL_Extensions
) {
1388 ERR(" WGL_Extensions returns NULL\n");
1390 while (*WGL_Extensions
!= 0x00) {
1395 while (isspace(*WGL_Extensions
)) WGL_Extensions
++;
1396 Start
= WGL_Extensions
;
1397 while (!isspace(*WGL_Extensions
) && *WGL_Extensions
!= 0x00) {
1401 len
= WGL_Extensions
- Start
;
1402 if (len
== 0 || len
>= sizeof(ThisExtn
))
1405 memcpy(ThisExtn
, Start
, len
);
1406 ThisExtn
[len
] = '\0';
1407 TRACE_(d3d_caps
)("- %s\n", ThisExtn
);
1409 if (!strcmp(ThisExtn
, "WGL_ARB_pbuffer")) {
1410 gl_info
->supported
[WGL_ARB_PBUFFER
] = TRUE
;
1411 TRACE_(d3d_caps
)("FOUND: WGL_ARB_pbuffer support\n");
1413 if (!strcmp(ThisExtn
, "WGL_WINE_pixel_format_passthrough")) {
1414 gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
] = TRUE
;
1415 TRACE_(d3d_caps
)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1422 return return_value
;
1424 #undef GLINFO_LOCATION
1426 /**********************************************************
1427 * IWineD3D implementation follows
1428 **********************************************************/
1430 static UINT WINAPI
IWineD3DImpl_GetAdapterCount (IWineD3D
*iface
) {
1431 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1433 TRACE_(d3d_caps
)("(%p): Reporting %d adapters\n", This
, numAdapters
);
1437 static HRESULT WINAPI
IWineD3DImpl_RegisterSoftwareDevice(IWineD3D
*iface
, void* pInitializeFunction
) {
1438 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1439 FIXME("(%p)->(%p): stub\n", This
, pInitializeFunction
);
1443 static HMONITOR WINAPI
IWineD3DImpl_GetAdapterMonitor(IWineD3D
*iface
, UINT Adapter
) {
1444 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1446 if (Adapter
>= IWineD3DImpl_GetAdapterCount(iface
)) {
1450 TRACE_(d3d_caps
)("(%p)->(%d)\n", This
, Adapter
);
1451 return MonitorFromPoint(Adapters
[Adapter
].monitorPoint
, MONITOR_DEFAULTTOPRIMARY
);
1454 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1455 of the same bpp but different resolutions */
1457 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1458 static UINT WINAPI
IWineD3DImpl_GetAdapterModeCount(IWineD3D
*iface
, UINT Adapter
, WINED3DFORMAT Format
) {
1459 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1460 TRACE_(d3d_caps
)("(%p}->(Adapter: %d, Format: %s)\n", This
, Adapter
, debug_d3dformat(Format
));
1462 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1466 /* TODO: Store modes per adapter and read it from the adapter structure */
1467 if (Adapter
== 0) { /* Display */
1471 if (!DEBUG_SINGLE_MODE
) {
1474 ZeroMemory(&DevModeW
, sizeof(DevModeW
));
1475 DevModeW
.dmSize
= sizeof(DevModeW
);
1476 while (EnumDisplaySettingsExW(NULL
, j
, &DevModeW
, 0)) {
1480 case WINED3DFMT_UNKNOWN
:
1481 /* This is for D3D8, do not enumerate P8 here */
1482 if (DevModeW
.dmBitsPerPel
== 32 ||
1483 DevModeW
.dmBitsPerPel
== 16) i
++;
1485 case WINED3DFMT_X8R8G8B8
:
1486 if (DevModeW
.dmBitsPerPel
== 32) i
++;
1488 case WINED3DFMT_R5G6B5
:
1489 if (DevModeW
.dmBitsPerPel
== 16) i
++;
1492 if (DevModeW
.dmBitsPerPel
== 8) i
++;
1495 /* Skip other modes as they do not match the requested format */
1504 TRACE_(d3d_caps
)("(%p}->(Adapter: %d) => %d (out of %d)\n", This
, Adapter
, i
, j
);
1507 FIXME_(d3d_caps
)("Adapter not primary display\n");
1512 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1513 static HRESULT WINAPI
IWineD3DImpl_EnumAdapterModes(IWineD3D
*iface
, UINT Adapter
, WINED3DFORMAT Format
, UINT Mode
, WINED3DDISPLAYMODE
* pMode
) {
1514 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1515 TRACE_(d3d_caps
)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This
, Adapter
, Mode
, pMode
, debug_d3dformat(Format
));
1517 /* Validate the parameters as much as possible */
1518 if (NULL
== pMode
||
1519 Adapter
>= IWineD3DImpl_GetAdapterCount(iface
) ||
1520 Mode
>= IWineD3DImpl_GetAdapterModeCount(iface
, Adapter
, Format
)) {
1521 return WINED3DERR_INVALIDCALL
;
1524 /* TODO: Store modes per adapter and read it from the adapter structure */
1525 if (Adapter
== 0 && !DEBUG_SINGLE_MODE
) { /* Display */
1531 ZeroMemory(&DevModeW
, sizeof(DevModeW
));
1532 DevModeW
.dmSize
= sizeof(DevModeW
);
1534 /* If we are filtering to a specific format (D3D9), then need to skip
1535 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1536 just count through the ones with valid bit depths */
1537 while ((i
<=Mode
) && EnumDisplaySettingsExW(NULL
, j
++, &DevModeW
, 0)) {
1540 case WINED3DFMT_UNKNOWN
:
1541 /* This is D3D8. Do not enumerate P8 here */
1542 if (DevModeW
.dmBitsPerPel
== 32 ||
1543 DevModeW
.dmBitsPerPel
== 16) i
++;
1545 case WINED3DFMT_X8R8G8B8
:
1546 if (DevModeW
.dmBitsPerPel
== 32) i
++;
1548 case WINED3DFMT_R5G6B5
:
1549 if (DevModeW
.dmBitsPerPel
== 16) i
++;
1552 if (DevModeW
.dmBitsPerPel
== 8) i
++;
1555 /* Modes that don't match what we support can get an early-out */
1556 TRACE_(d3d_caps
)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format
));
1557 return WINED3DERR_INVALIDCALL
;
1562 TRACE_(d3d_caps
)("No modes found for format (%x - %s)\n", Format
, debug_d3dformat(Format
));
1563 return WINED3DERR_INVALIDCALL
;
1567 /* Now get the display mode via the calculated index */
1568 if (EnumDisplaySettingsExW(NULL
, ModeIdx
, &DevModeW
, 0)) {
1569 pMode
->Width
= DevModeW
.dmPelsWidth
;
1570 pMode
->Height
= DevModeW
.dmPelsHeight
;
1571 pMode
->RefreshRate
= WINED3DADAPTER_DEFAULT
;
1572 if (DevModeW
.dmFields
& DM_DISPLAYFREQUENCY
)
1573 pMode
->RefreshRate
= DevModeW
.dmDisplayFrequency
;
1575 if (Format
== WINED3DFMT_UNKNOWN
) {
1576 pMode
->Format
= pixelformat_for_depth(DevModeW
.dmBitsPerPel
);
1578 pMode
->Format
= Format
;
1581 TRACE_(d3d_caps
)("Requested mode out of range %d\n", Mode
);
1582 return WINED3DERR_INVALIDCALL
;
1585 TRACE_(d3d_caps
)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode
->Width
, pMode
->Height
,
1586 pMode
->RefreshRate
, pMode
->Format
, debug_d3dformat(pMode
->Format
),
1587 DevModeW
.dmBitsPerPel
);
1589 } else if (DEBUG_SINGLE_MODE
) {
1590 /* Return one setting of the format requested */
1591 if (Mode
> 0) return WINED3DERR_INVALIDCALL
;
1593 pMode
->Height
= 600;
1594 pMode
->RefreshRate
= 60;
1595 pMode
->Format
= (Format
== WINED3DFMT_UNKNOWN
) ? WINED3DFMT_X8R8G8B8
: Format
;
1597 FIXME_(d3d_caps
)("Adapter not primary display\n");
1603 static HRESULT WINAPI
IWineD3DImpl_GetAdapterDisplayMode(IWineD3D
*iface
, UINT Adapter
, WINED3DDISPLAYMODE
* pMode
) {
1604 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1605 TRACE_(d3d_caps
)("(%p}->(Adapter: %d, pMode: %p)\n", This
, Adapter
, pMode
);
1607 if (NULL
== pMode
||
1608 Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1609 return WINED3DERR_INVALIDCALL
;
1612 if (Adapter
== 0) { /* Display */
1616 ZeroMemory(&DevModeW
, sizeof(DevModeW
));
1617 DevModeW
.dmSize
= sizeof(DevModeW
);
1619 EnumDisplaySettingsExW(NULL
, ENUM_CURRENT_SETTINGS
, &DevModeW
, 0);
1620 pMode
->Width
= DevModeW
.dmPelsWidth
;
1621 pMode
->Height
= DevModeW
.dmPelsHeight
;
1622 bpp
= DevModeW
.dmBitsPerPel
;
1623 pMode
->RefreshRate
= WINED3DADAPTER_DEFAULT
;
1624 if (DevModeW
.dmFields
&DM_DISPLAYFREQUENCY
)
1626 pMode
->RefreshRate
= DevModeW
.dmDisplayFrequency
;
1629 pMode
->Format
= pixelformat_for_depth(bpp
);
1631 FIXME_(d3d_caps
)("Adapter not primary display\n");
1634 TRACE_(d3d_caps
)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode
->Width
,
1635 pMode
->Height
, pMode
->RefreshRate
, debug_d3dformat(pMode
->Format
));
1639 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1640 and fields being inserted in the middle, a new structure is used in place */
1641 static HRESULT WINAPI
IWineD3DImpl_GetAdapterIdentifier(IWineD3D
*iface
, UINT Adapter
, DWORD Flags
,
1642 WINED3DADAPTER_IDENTIFIER
* pIdentifier
) {
1643 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1645 TRACE_(d3d_caps
)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This
, Adapter
, Flags
, pIdentifier
);
1647 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1648 return WINED3DERR_INVALIDCALL
;
1651 /* Return the information requested */
1652 TRACE_(d3d_caps
)("device/Vendor Name and Version detection using FillGLCaps\n");
1653 strcpy(pIdentifier
->Driver
, Adapters
[Adapter
].driver
);
1654 strcpy(pIdentifier
->Description
, Adapters
[Adapter
].description
);
1656 /* Note dx8 doesn't supply a DeviceName */
1657 if (NULL
!= pIdentifier
->DeviceName
) strcpy(pIdentifier
->DeviceName
, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1658 pIdentifier
->DriverVersion
->u
.HighPart
= Adapters
[Adapter
].gl_info
.driver_version_hipart
;
1659 pIdentifier
->DriverVersion
->u
.LowPart
= Adapters
[Adapter
].gl_info
.driver_version
;
1660 *(pIdentifier
->VendorId
) = Adapters
[Adapter
].gl_info
.gl_vendor
;
1661 *(pIdentifier
->DeviceId
) = Adapters
[Adapter
].gl_info
.gl_card
;
1662 *(pIdentifier
->SubSysId
) = 0;
1663 *(pIdentifier
->Revision
) = 0;
1664 *pIdentifier
->DeviceIdentifier
= IID_D3DDEVICE_D3DUID
;
1666 if (Flags
& WINED3DENUM_NO_WHQL_LEVEL
) {
1667 *(pIdentifier
->WHQLLevel
) = 0;
1669 *(pIdentifier
->WHQLLevel
) = 1;
1675 static BOOL
IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat
*cfg
, WINED3DFORMAT Format
) {
1676 short redSize
, greenSize
, blueSize
, alphaSize
, colorBits
;
1681 if(cfg
->iPixelType
== WGL_TYPE_RGBA_ARB
) { /* Integer RGBA formats */
1682 if(!getColorBits(Format
, &redSize
, &greenSize
, &blueSize
, &alphaSize
, &colorBits
)) {
1683 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format
));
1687 if(cfg
->redSize
< redSize
)
1690 if(cfg
->greenSize
< greenSize
)
1693 if(cfg
->blueSize
< blueSize
)
1696 if(cfg
->alphaSize
< alphaSize
)
1700 } else if(cfg
->iPixelType
== WGL_TYPE_RGBA_FLOAT_ARB
) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1701 if(Format
== WINED3DFMT_R16F
)
1702 return (cfg
->redSize
== 16 && cfg
->greenSize
== 0 && cfg
->blueSize
== 0 && cfg
->alphaSize
== 0);
1703 if(Format
== WINED3DFMT_G16R16F
)
1704 return (cfg
->redSize
== 16 && cfg
->greenSize
== 16 && cfg
->blueSize
== 0 && cfg
->alphaSize
== 0);
1705 if(Format
== WINED3DFMT_A16B16G16R16F
)
1706 return (cfg
->redSize
== 16 && cfg
->greenSize
== 16 && cfg
->blueSize
== 16 && cfg
->alphaSize
== 16);
1707 if(Format
== WINED3DFMT_R32F
)
1708 return (cfg
->redSize
== 32 && cfg
->greenSize
== 0 && cfg
->blueSize
== 0 && cfg
->alphaSize
== 0);
1709 if(Format
== WINED3DFMT_G32R32F
)
1710 return (cfg
->redSize
== 32 && cfg
->greenSize
== 32 && cfg
->blueSize
== 0 && cfg
->alphaSize
== 0);
1711 if(Format
== WINED3DFMT_A32B32G32R32F
)
1712 return (cfg
->redSize
== 32 && cfg
->greenSize
== 32 && cfg
->blueSize
== 32 && cfg
->alphaSize
== 32);
1714 /* Probably a color index mode */
1721 static BOOL
IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat
*cfg
, WINED3DFORMAT Format
) {
1722 short depthSize
, stencilSize
;
1723 BOOL lockable
= FALSE
;
1728 if(!getDepthStencilBits(Format
, &depthSize
, &stencilSize
)) {
1729 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format
));
1733 if((Format
== WINED3DFMT_D16_LOCKABLE
) || (Format
== WINED3DFMT_D32F_LOCKABLE
))
1736 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1737 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1738 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1739 if(!(cfg
->depthSize
== depthSize
|| (!lockable
&& cfg
->depthSize
> depthSize
)))
1742 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1743 * allow more stencil bits than requested. */
1744 if(cfg
->stencilSize
< stencilSize
)
1750 static HRESULT WINAPI
IWineD3DImpl_CheckDepthStencilMatch(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
1751 WINED3DFORMAT AdapterFormat
,
1752 WINED3DFORMAT RenderTargetFormat
,
1753 WINED3DFORMAT DepthStencilFormat
) {
1754 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1756 WineD3D_PixelFormat
*cfgs
;
1759 WARN_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1761 DeviceType
, debug_d3ddevicetype(DeviceType
),
1762 AdapterFormat
, debug_d3dformat(AdapterFormat
),
1763 RenderTargetFormat
, debug_d3dformat(RenderTargetFormat
),
1764 DepthStencilFormat
, debug_d3dformat(DepthStencilFormat
));
1766 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1767 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This
, Adapter
, IWineD3D_GetAdapterCount(iface
));
1768 return WINED3DERR_INVALIDCALL
;
1771 cfgs
= Adapters
[Adapter
].cfgs
;
1772 nCfgs
= Adapters
[Adapter
].nCfgs
;
1773 for (it
= 0; it
< nCfgs
; ++it
) {
1774 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs
[it
], RenderTargetFormat
)) {
1775 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs
[it
], DepthStencilFormat
)) {
1776 TRACE_(d3d_caps
)("(%p) : Formats matched\n", This
);
1781 WARN_(d3d_caps
)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat
), debug_d3dformat(DepthStencilFormat
));
1783 return WINED3DERR_NOTAVAILABLE
;
1786 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
1787 WINED3DFORMAT SurfaceFormat
,
1788 BOOL Windowed
, WINED3DMULTISAMPLE_TYPE MultiSampleType
, DWORD
* pQualityLevels
) {
1790 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1791 const GlPixelFormatDesc
*glDesc
;
1792 const StaticPixelFormatDesc
*desc
;
1794 TRACE_(d3d_caps
)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1797 DeviceType
, debug_d3ddevicetype(DeviceType
),
1798 SurfaceFormat
, debug_d3dformat(SurfaceFormat
),
1803 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1804 return WINED3DERR_INVALIDCALL
;
1807 /* TODO: handle Windowed, add more quality levels */
1809 if (WINED3DMULTISAMPLE_NONE
== MultiSampleType
) return WINED3D_OK
;
1811 /* By default multisampling is disabled right now as it causes issues
1812 * on some Nvidia driver versions and it doesn't work well in combination
1814 if(!wined3d_settings
.allow_multisampling
)
1815 return WINED3DERR_NOTAVAILABLE
;
1817 desc
= getFormatDescEntry(SurfaceFormat
, &Adapters
[Adapter
].gl_info
, &glDesc
);
1818 if(!desc
|| !glDesc
) {
1819 return WINED3DERR_INVALIDCALL
;
1822 if(glDesc
->Flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
)) {
1824 WineD3D_PixelFormat
*cfgs
;
1826 cfgs
= Adapters
[Adapter
].cfgs
;
1827 nCfgs
= Adapters
[Adapter
].nCfgs
;
1828 for(i
=0; i
<nCfgs
; i
++) {
1829 if(cfgs
[i
].numSamples
!= MultiSampleType
)
1832 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs
[i
], SurfaceFormat
))
1835 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs
[i
].iPixelFormat
, MultiSampleType
, debug_d3dformat(SurfaceFormat
));
1838 *pQualityLevels
= 1; /* Guess at a value! */
1842 else if(glDesc
->Flags
& WINED3DFMT_FLAG_RENDERTARGET
) {
1843 short redSize
, greenSize
, blueSize
, alphaSize
, colorBits
;
1845 WineD3D_PixelFormat
*cfgs
;
1847 if(!getColorBits(SurfaceFormat
, &redSize
, &greenSize
, &blueSize
, &alphaSize
, &colorBits
)) {
1848 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat
);
1849 return WINED3DERR_NOTAVAILABLE
;
1852 cfgs
= Adapters
[Adapter
].cfgs
;
1853 nCfgs
= Adapters
[Adapter
].nCfgs
;
1854 for(i
=0; i
<nCfgs
; i
++) {
1855 if(cfgs
[i
].numSamples
!= MultiSampleType
)
1857 if(cfgs
[i
].redSize
!= redSize
)
1859 if(cfgs
[i
].greenSize
!= greenSize
)
1861 if(cfgs
[i
].blueSize
!= blueSize
)
1863 if(cfgs
[i
].alphaSize
!= alphaSize
)
1866 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs
[i
].iPixelFormat
, MultiSampleType
, debug_d3dformat(SurfaceFormat
));
1869 *pQualityLevels
= 1; /* Guess at a value! */
1873 return WINED3DERR_NOTAVAILABLE
;
1876 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceType(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
1877 WINED3DFORMAT DisplayFormat
, WINED3DFORMAT BackBufferFormat
, BOOL Windowed
) {
1879 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1880 HRESULT hr
= WINED3DERR_NOTAVAILABLE
;
1883 TRACE_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1886 DeviceType
, debug_d3ddevicetype(DeviceType
),
1887 DisplayFormat
, debug_d3dformat(DisplayFormat
),
1888 BackBufferFormat
, debug_d3dformat(BackBufferFormat
),
1891 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1892 WARN_(d3d_caps
)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1893 return WINED3DERR_INVALIDCALL
;
1896 /* The task of this function is to check whether a certain display / backbuffer format
1897 * combination is available on the given adapter. In fullscreen mode microsoft specified
1898 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1899 * and display format should match exactly.
1900 * In windowed mode format conversion can occur and this depends on the driver. When format
1901 * conversion is done, this function should nevertheless fail and applications need to use
1902 * CheckDeviceFormatConversion.
1903 * At the moment we assume that fullscreen and windowed have the same capabilities */
1905 /* There are only 4 display formats */
1906 if(!((DisplayFormat
== WINED3DFMT_R5G6B5
) ||
1907 (DisplayFormat
== WINED3DFMT_X1R5G5B5
) ||
1908 (DisplayFormat
== WINED3DFMT_X8R8G8B8
) ||
1909 (DisplayFormat
== WINED3DFMT_A2R10G10B10
)))
1911 TRACE_(d3d_caps
)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat
));
1912 return WINED3DERR_NOTAVAILABLE
;
1915 /* If the requested DisplayFormat is not available, don't continue */
1916 nmodes
= IWineD3DImpl_GetAdapterModeCount(iface
, Adapter
, DisplayFormat
);
1918 TRACE_(d3d_caps
)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat
));
1919 return WINED3DERR_NOTAVAILABLE
;
1922 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1923 if(!Windowed
&& BackBufferFormat
== WINED3DFMT_UNKNOWN
) {
1924 TRACE_(d3d_caps
)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1925 return WINED3DERR_NOTAVAILABLE
;
1928 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1929 if( (DisplayFormat
== WINED3DFMT_R5G6B5
) && (BackBufferFormat
!= WINED3DFMT_R5G6B5
) ) {
1930 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
1931 return WINED3DERR_NOTAVAILABLE
;
1934 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1935 if( (DisplayFormat
== WINED3DFMT_X1R5G5B5
) && !((BackBufferFormat
== WINED3DFMT_X1R5G5B5
) || (BackBufferFormat
== WINED3DFMT_A1R5G5B5
)) ) {
1936 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
1937 return WINED3DERR_NOTAVAILABLE
;
1940 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1941 if( (DisplayFormat
== WINED3DFMT_X8R8G8B8
) && !((BackBufferFormat
== WINED3DFMT_X8R8G8B8
) || (BackBufferFormat
== WINED3DFMT_A8R8G8B8
)) ) {
1942 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
1943 return WINED3DERR_NOTAVAILABLE
;
1946 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1947 if( (DisplayFormat
== WINED3DFMT_A2R10G10B10
) && ((BackBufferFormat
!= WINED3DFMT_A2R10G10B10
) || Windowed
)) {
1948 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
1949 return WINED3DERR_NOTAVAILABLE
;
1952 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1953 hr
= IWineD3DImpl_CheckDeviceFormat(iface
, Adapter
, DeviceType
, DisplayFormat
, WINED3DUSAGE_RENDERTARGET
, WINED3DRTYPE_SURFACE
, BackBufferFormat
);
1955 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
1961 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1962 /* Check if we support bumpmapping for a format */
1963 static BOOL
CheckBumpMapCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
1965 if(GL_SUPPORT(NV_REGISTER_COMBINERS
) && GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
1966 switch (CheckFormat
) {
1967 case WINED3DFMT_V8U8
:
1968 TRACE_(d3d_caps
)("[OK]\n");
1970 /* TODO: Other bump map formats */
1972 TRACE_(d3d_caps
)("[FAILED]\n");
1976 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) || GL_SUPPORT(ATI_FRAGMENT_SHADER
)) {
1977 switch (CheckFormat
) {
1978 case WINED3DFMT_V8U8
:
1979 TRACE_(d3d_caps
)("[OK]\n");
1982 TRACE_(d3d_caps
)("[FAILED]\n");
1986 TRACE_(d3d_caps
)("[FAILED]\n");
1990 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1991 static BOOL
CheckDepthStencilCapability(UINT Adapter
, WINED3DFORMAT DisplayFormat
, WINED3DFORMAT DepthStencilFormat
)
1994 WineD3D_PixelFormat
*cfgs
= Adapters
[Adapter
].cfgs
;
1995 const GlPixelFormatDesc
*glDesc
;
1996 const StaticPixelFormatDesc
*desc
= getFormatDescEntry(DepthStencilFormat
, &GLINFO_LOCATION
, &glDesc
);
1998 /* Fail if we weren't able to get a description of the format */
1999 if(!desc
|| !glDesc
)
2002 /* Only allow depth/stencil formats */
2003 if(!(glDesc
->Flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
)))
2006 /* Walk through all WGL pixel formats to find a match */
2007 cfgs
= Adapters
[Adapter
].cfgs
;
2008 for (it
= 0; it
< Adapters
[Adapter
].nCfgs
; ++it
) {
2009 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs
[it
], DisplayFormat
)) {
2010 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs
[it
], DepthStencilFormat
)) {
2019 static BOOL
CheckFilterCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
2021 const GlPixelFormatDesc
*glDesc
;
2022 const StaticPixelFormatDesc
*desc
= getFormatDescEntry(CheckFormat
, &GLINFO_LOCATION
, &glDesc
);
2024 /* Fail if we weren't able to get a description of the format */
2025 if(!desc
|| !glDesc
)
2028 /* The flags entry of a format contains the filtering capability */
2029 if(glDesc
->Flags
& WINED3DFMT_FLAG_FILTERING
)
2035 /* Check the render target capabilities of a format */
2036 static BOOL
CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat
, WINED3DFORMAT CheckFormat
)
2039 const GlPixelFormatDesc
*glDesc
;
2040 const StaticPixelFormatDesc
*desc
= getFormatDescEntry(CheckFormat
, &GLINFO_LOCATION
, &glDesc
);
2042 /* Fail if we weren't able to get a description of the format */
2043 if(!desc
|| !glDesc
)
2046 /* Filter out non-RT formats */
2047 if(!(glDesc
->Flags
& WINED3DFMT_FLAG_RENDERTARGET
))
2050 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
2051 WineD3D_PixelFormat
*cfgs
= Adapters
[Adapter
].cfgs
;
2053 short AdapterRed
, AdapterGreen
, AdapterBlue
, AdapterAlpha
, AdapterTotalSize
;
2054 short CheckRed
, CheckGreen
, CheckBlue
, CheckAlpha
, CheckTotalSize
;
2056 getColorBits(AdapterFormat
, &AdapterRed
, &AdapterGreen
, &AdapterBlue
, &AdapterAlpha
, &AdapterTotalSize
);
2057 getColorBits(CheckFormat
, &CheckRed
, &CheckGreen
, &CheckBlue
, &CheckAlpha
, &CheckTotalSize
);
2059 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2060 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2061 if(!((AdapterRed
== CheckRed
) && (AdapterGreen
== CheckGreen
) && (AdapterBlue
== CheckBlue
))) {
2062 TRACE_(d3d_caps
)("[FAILED]\n");
2066 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2067 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2068 for (it
= 0; it
< Adapters
[Adapter
].nCfgs
; ++it
) {
2069 if (cfgs
[it
].windowDrawable
&& IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs
[it
], CheckFormat
)) {
2070 TRACE_(d3d_caps
)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs
[it
].iPixelFormat
, debug_d3dformat(CheckFormat
));
2074 } else if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
2075 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2076 WineD3D_PixelFormat
*cfgs
= Adapters
[Adapter
].cfgs
;
2079 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2080 for (it
= 0; it
< Adapters
[Adapter
].nCfgs
; ++it
) {
2081 if (cfgs
[it
].pbufferDrawable
&& IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs
[it
], CheckFormat
)) {
2082 TRACE_(d3d_caps
)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs
[it
].iPixelFormat
, debug_d3dformat(CheckFormat
));
2086 } else if(wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
){
2087 /* For now return TRUE for FBOs until we have some proper checks.
2088 * Note that this function will only be called when the format is around for texturing. */
2094 static BOOL
CheckSrgbReadCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
2096 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2097 if(!GL_SUPPORT(EXT_TEXTURE_SRGB
)) {
2098 TRACE_(d3d_caps
)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2102 switch (CheckFormat
) {
2103 case WINED3DFMT_A8R8G8B8
:
2104 case WINED3DFMT_X8R8G8B8
:
2105 case WINED3DFMT_A4R4G4B4
:
2107 case WINED3DFMT_A8L8
:
2108 case WINED3DFMT_DXT1
:
2109 case WINED3DFMT_DXT2
:
2110 case WINED3DFMT_DXT3
:
2111 case WINED3DFMT_DXT4
:
2112 case WINED3DFMT_DXT5
:
2113 TRACE_(d3d_caps
)("[OK]\n");
2117 TRACE_(d3d_caps
)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat
));
2123 static BOOL
CheckSrgbWriteCapability(UINT Adapter
, WINED3DDEVTYPE DeviceType
, WINED3DFORMAT CheckFormat
)
2125 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2126 * doing the color fixup in shaders.
2127 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2128 if((CheckFormat
== WINED3DFMT_X8R8G8B8
) || (CheckFormat
== WINED3DFMT_A8R8G8B8
)) {
2129 int vs_selected_mode
;
2130 int ps_selected_mode
;
2131 select_shader_mode(&GLINFO_LOCATION
, DeviceType
, &ps_selected_mode
, &vs_selected_mode
);
2133 if((ps_selected_mode
== SHADER_ARB
) || (ps_selected_mode
== SHADER_GLSL
)) {
2134 TRACE_(d3d_caps
)("[OK]\n");
2139 TRACE_(d3d_caps
)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat
));
2143 /* Check if a format support blending in combination with pixel shaders */
2144 static BOOL
CheckPostPixelShaderBlendingCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
2146 const GlPixelFormatDesc
*glDesc
;
2147 const StaticPixelFormatDesc
*desc
= getFormatDescEntry(CheckFormat
, &GLINFO_LOCATION
, &glDesc
);
2149 /* Fail if we weren't able to get a description of the format */
2150 if(!desc
|| !glDesc
)
2153 /* The flags entry of a format contains the post pixel shader blending capability */
2154 if(glDesc
->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)
2160 static BOOL
CheckWrapAndMipCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
) {
2161 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2162 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2163 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2164 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2165 * capability anyway.
2167 * For now lets report this on all formats, but in the future we may want to
2168 * restrict it to some should games need that
2173 /* Check if a texture format is supported on the given adapter */
2174 static BOOL
CheckTextureCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
2176 switch (CheckFormat
) {
2179 * supported: RGB(A) formats
2181 case WINED3DFMT_R8G8B8
: /* Enable for dx7, blacklisted for 8 and 9 above */
2182 case WINED3DFMT_A8R8G8B8
:
2183 case WINED3DFMT_X8R8G8B8
:
2184 case WINED3DFMT_R5G6B5
:
2185 case WINED3DFMT_X1R5G5B5
:
2186 case WINED3DFMT_A1R5G5B5
:
2187 case WINED3DFMT_A4R4G4B4
:
2188 case WINED3DFMT_R3G3B2
:
2190 case WINED3DFMT_X4R4G4B4
:
2191 case WINED3DFMT_A8B8G8R8
:
2192 case WINED3DFMT_X8B8G8R8
:
2193 case WINED3DFMT_A2R10G10B10
:
2194 case WINED3DFMT_A2B10G10R10
:
2195 case WINED3DFMT_G16R16
:
2196 TRACE_(d3d_caps
)("[OK]\n");
2200 * supported: Palettized
2203 TRACE_(d3d_caps
)("[OK]\n");
2205 /* No Windows driver offers A8P8, so don't offer it either */
2206 case WINED3DFMT_A8P8
:
2210 * Supported: (Alpha)-Luminance
2213 case WINED3DFMT_A8L8
:
2214 case WINED3DFMT_A4L4
:
2215 case WINED3DFMT_L16
:
2216 TRACE_(d3d_caps
)("[OK]\n");
2220 * Supported: Depth/Stencil formats
2222 case WINED3DFMT_D16_LOCKABLE
:
2223 case WINED3DFMT_D16
:
2224 case WINED3DFMT_D15S1
:
2225 case WINED3DFMT_D24X8
:
2226 case WINED3DFMT_D24X4S4
:
2227 case WINED3DFMT_D24S8
:
2228 case WINED3DFMT_D24FS8
:
2229 case WINED3DFMT_D32
:
2230 case WINED3DFMT_D32F_LOCKABLE
:
2234 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2235 * GL_NV_texture_shader), but advertized to make apps happy.
2236 * Enable some because games often fail when they are not available
2237 * and are still playable even without bump mapping
2239 case WINED3DFMT_V8U8
:
2240 if(GL_SUPPORT(NV_TEXTURE_SHADER
) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) ||
2241 GL_SUPPORT(ATI_FRAGMENT_SHADER
)) {
2244 if(GL_SUPPORT(ARB_FRAGMENT_SHADER
) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2245 /* Shader emulated */
2248 TRACE_(d3d_caps
)("[FAILED] - No converted formats on volumes\n");
2251 case WINED3DFMT_X8L8V8U8
:
2252 case WINED3DFMT_L6V5U5
:
2253 if(GL_SUPPORT(ARB_FRAGMENT_SHADER
) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2254 /* Shader emulated */
2257 WARN_(d3d_caps
)("[FAILED]\n");
2260 case WINED3DFMT_Q8W8V8U8
:
2261 case WINED3DFMT_V16U16
:
2262 if(GL_SUPPORT(NV_TEXTURE_SHADER
)) {
2263 WARN_(d3d_caps
)("[Not supported, but pretended to do]\n");
2266 if(GL_SUPPORT(ARB_FRAGMENT_SHADER
) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2267 /* Shader emulated */
2270 TRACE_(d3d_caps
)("[FAILED] - No converted formats on volumes\n");
2273 /* Those are not advertized by the nvidia windows driver, and not
2274 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2275 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2276 * ARGB format if needed
2278 case WINED3DFMT_W11V11U10
:
2279 case WINED3DFMT_A2W10V10U10
:
2280 WARN_(d3d_caps
)("[FAILED]\n");
2283 case WINED3DFMT_DXT1
:
2284 case WINED3DFMT_DXT2
:
2285 case WINED3DFMT_DXT3
:
2286 case WINED3DFMT_DXT4
:
2287 case WINED3DFMT_DXT5
:
2288 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC
)) {
2289 TRACE_(d3d_caps
)("[OK]\n");
2292 TRACE_(d3d_caps
)("[FAILED]\n");
2297 * Odd formats - not supported
2299 case WINED3DFMT_VERTEXDATA
:
2300 case WINED3DFMT_INDEX16
:
2301 case WINED3DFMT_INDEX32
:
2302 case WINED3DFMT_Q16W16V16U16
:
2303 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2307 * WINED3DFMT_CxV8U8: Not supported right now
2309 case WINED3DFMT_CxV8U8
:
2310 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2313 /* YUV formats, not supported for now */
2314 case WINED3DFMT_UYVY
:
2315 case WINED3DFMT_YUY2
:
2316 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2320 case WINED3DFMT_A16B16G16R16
:
2321 case WINED3DFMT_A8R3G3B2
:
2322 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2325 /* Floating point formats */
2326 case WINED3DFMT_R16F
:
2327 case WINED3DFMT_A16B16G16R16F
:
2328 if(GL_SUPPORT(ARB_TEXTURE_FLOAT
) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL
)) {
2329 TRACE_(d3d_caps
)("[OK]\n");
2332 TRACE_(d3d_caps
)("[FAILED]\n");
2335 case WINED3DFMT_R32F
:
2336 case WINED3DFMT_A32B32G32R32F
:
2337 if (GL_SUPPORT(ARB_TEXTURE_FLOAT
)) {
2338 TRACE_(d3d_caps
)("[OK]\n");
2341 TRACE_(d3d_caps
)("[FAILED]\n");
2344 case WINED3DFMT_G16R16F
:
2345 case WINED3DFMT_G32R32F
:
2346 TRACE_(d3d_caps
)("[FAILED]\n");
2349 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2350 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2351 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2352 * We can do instancing with all shader versions, but we need vertex shaders.
2354 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2355 * to enable instancing. WineD3D doesn't need that and just ignores it.
2357 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2359 case WINEMAKEFOURCC('I','N','S','T'):
2360 TRACE("ATI Instancing check hack\n");
2361 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
) || GL_SUPPORT(ARB_VERTEX_SHADER
)) {
2362 TRACE_(d3d_caps
)("[OK]\n");
2365 TRACE_(d3d_caps
)("[FAILED]\n");
2368 /* Some weird FOURCC formats */
2369 case WINED3DFMT_R8G8_B8G8
:
2370 case WINED3DFMT_G8R8_G8B8
:
2371 case WINED3DFMT_MULTI2_ARGB8
:
2372 TRACE_(d3d_caps
)("[FAILED]\n");
2375 case WINED3DFMT_UNKNOWN
:
2379 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat
));
2385 static BOOL
CheckVertexTextureCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
2387 if (!GL_LIMITS(vertex_samplers
)) {
2388 TRACE_(d3d_caps
)("[FAILED]\n");
2392 switch (CheckFormat
) {
2393 case WINED3DFMT_A32B32G32R32F
:
2394 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT
)) {
2395 TRACE_(d3d_caps
)("[FAILED]\n");
2398 TRACE_(d3d_caps
)("[OK]\n");
2402 TRACE_(d3d_caps
)("[FAILED]\n");
2408 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceFormat(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
2409 WINED3DFORMAT AdapterFormat
, DWORD Usage
, WINED3DRESOURCETYPE RType
, WINED3DFORMAT CheckFormat
) {
2410 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
2411 DWORD UsageCaps
= 0;
2413 TRACE_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2416 DeviceType
, debug_d3ddevicetype(DeviceType
),
2417 AdapterFormat
, debug_d3dformat(AdapterFormat
),
2418 Usage
, debug_d3dusage(Usage
), debug_d3dusagequery(Usage
),
2419 RType
, debug_d3dresourcetype(RType
),
2420 CheckFormat
, debug_d3dformat(CheckFormat
));
2422 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
2423 return WINED3DERR_INVALIDCALL
;
2426 if(RType
== WINED3DRTYPE_CUBETEXTURE
) {
2427 /* Cubetexture allows:
2428 * - D3DUSAGE_AUTOGENMIPMAP
2429 * - D3DUSAGE_DEPTHSTENCIL
2430 * - D3DUSAGE_DYNAMIC
2431 * - D3DUSAGE_NONSECURE (d3d9ex)
2432 * - D3DUSAGE_RENDERTARGET
2433 * - D3DUSAGE_SOFTWAREPROCESSING
2434 * - D3DUSAGE_QUERY_WRAPANDMIP
2436 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
2437 /* Check if the texture format is around */
2438 if(CheckTextureCapability(Adapter
, CheckFormat
)) {
2439 if(Usage
& WINED3DUSAGE_AUTOGENMIPMAP
) {
2440 /* Check for automatic mipmap generation support */
2441 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP
)) {
2442 UsageCaps
|= WINED3DUSAGE_AUTOGENMIPMAP
;
2444 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2445 TRACE_(d3d_caps
)("[FAILED] - No autogenmipmap support, but continuing\n");
2449 /* Always report dynamic locking */
2450 if(Usage
& WINED3DUSAGE_DYNAMIC
)
2451 UsageCaps
|= WINED3DUSAGE_DYNAMIC
;
2453 if(Usage
& WINED3DUSAGE_RENDERTARGET
) {
2454 if(CheckRenderTargetCapability(AdapterFormat
, CheckFormat
)) {
2455 UsageCaps
|= WINED3DUSAGE_RENDERTARGET
;
2457 TRACE_(d3d_caps
)("[FAILED] - No rendertarget support\n");
2458 return WINED3DERR_NOTAVAILABLE
;
2462 /* Always report software processing */
2463 if(Usage
& WINED3DUSAGE_SOFTWAREPROCESSING
)
2464 UsageCaps
|= WINED3DUSAGE_SOFTWAREPROCESSING
;
2466 /* Check QUERY_FILTER support */
2467 if(Usage
& WINED3DUSAGE_QUERY_FILTER
) {
2468 if(CheckFilterCapability(Adapter
, CheckFormat
)) {
2469 UsageCaps
|= WINED3DUSAGE_QUERY_FILTER
;
2471 TRACE_(d3d_caps
)("[FAILED] - No query filter support\n");
2472 return WINED3DERR_NOTAVAILABLE
;
2476 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2477 if(Usage
& WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
) {
2478 if(CheckPostPixelShaderBlendingCapability(Adapter
, CheckFormat
)) {
2479 UsageCaps
|= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
;
2481 TRACE_(d3d_caps
)("[FAILED] - No query post pixelshader blending support\n");
2482 return WINED3DERR_NOTAVAILABLE
;
2486 /* Check QUERY_SRGBREAD support */
2487 if(Usage
& WINED3DUSAGE_QUERY_SRGBREAD
) {
2488 if(CheckSrgbReadCapability(Adapter
, CheckFormat
)) {
2489 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBREAD
;
2491 TRACE_(d3d_caps
)("[FAILED] - No query srgbread support\n");
2492 return WINED3DERR_NOTAVAILABLE
;
2496 /* Check QUERY_SRGBWRITE support */
2497 if(Usage
& WINED3DUSAGE_QUERY_SRGBWRITE
) {
2498 if(CheckSrgbWriteCapability(Adapter
, DeviceType
, CheckFormat
)) {
2499 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBWRITE
;
2501 TRACE_(d3d_caps
)("[FAILED] - No query srgbwrite support\n");
2502 return WINED3DERR_NOTAVAILABLE
;
2506 /* Check QUERY_VERTEXTEXTURE support */
2507 if(Usage
& WINED3DUSAGE_QUERY_VERTEXTEXTURE
) {
2508 if(CheckVertexTextureCapability(Adapter
, CheckFormat
)) {
2509 UsageCaps
|= WINED3DUSAGE_QUERY_VERTEXTEXTURE
;
2511 TRACE_(d3d_caps
)("[FAILED] - No query vertextexture support\n");
2512 return WINED3DERR_NOTAVAILABLE
;
2516 /* Check QUERY_WRAPANDMIP support */
2517 if(Usage
& WINED3DUSAGE_QUERY_WRAPANDMIP
) {
2518 if(CheckWrapAndMipCapability(Adapter
, CheckFormat
)) {
2519 UsageCaps
|= WINED3DUSAGE_QUERY_WRAPANDMIP
;
2521 TRACE_(d3d_caps
)("[FAILED] - No wrapping and mipmapping support\n");
2522 return WINED3DERR_NOTAVAILABLE
;
2526 TRACE_(d3d_caps
)("[FAILED] - Cube texture format not supported\n");
2527 return WINED3DERR_NOTAVAILABLE
;
2530 TRACE_(d3d_caps
)("[FAILED] - No cube texture support\n");
2531 return WINED3DERR_NOTAVAILABLE
;
2533 } else if(RType
== WINED3DRTYPE_SURFACE
) {
2535 * - D3DUSAGE_DEPTHSTENCIL
2536 * - D3DUSAGE_NONSECURE (d3d9ex)
2537 * - D3DUSAGE_RENDERTARGET
2540 if(Usage
& WINED3DUSAGE_DEPTHSTENCIL
) {
2541 if(CheckDepthStencilCapability(Adapter
, AdapterFormat
, CheckFormat
)) {
2542 UsageCaps
|= WINED3DUSAGE_DEPTHSTENCIL
;
2544 TRACE_(d3d_caps
)("[FAILED] - No depthstencil support\n");
2545 return WINED3DERR_NOTAVAILABLE
;
2549 if(Usage
& WINED3DUSAGE_RENDERTARGET
) {
2550 if(CheckRenderTargetCapability(AdapterFormat
, CheckFormat
)) {
2551 UsageCaps
|= WINED3DUSAGE_RENDERTARGET
;
2553 TRACE_(d3d_caps
)("[FAILED] - No rendertarget support\n");
2554 return WINED3DERR_NOTAVAILABLE
;
2558 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2559 if(Usage
& WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
) {
2560 if(CheckPostPixelShaderBlendingCapability(Adapter
, CheckFormat
)) {
2561 UsageCaps
|= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
;
2563 TRACE_(d3d_caps
)("[FAILED] - No query post pixelshader blending support\n");
2564 return WINED3DERR_NOTAVAILABLE
;
2567 } else if(RType
== WINED3DRTYPE_TEXTURE
) {
2569 * - D3DUSAGE_AUTOGENMIPMAP
2570 * - D3DUSAGE_DEPTHSTENCIL
2572 * - D3DUSAGE_DYNAMIC
2573 * - D3DUSAGE_NONSECURE (d3d9ex)
2574 * - D3DUSAGE_RENDERTARGET
2575 * - D3DUSAGE_SOFTWAREPROCESSING
2576 * - D3DUSAGE_TEXTAPI (d3d9ex)
2577 * - D3DUSAGE_QUERY_WRAPANDMIP
2580 /* Check if the texture format is around */
2581 if(CheckTextureCapability(Adapter
, CheckFormat
)) {
2582 if(Usage
& WINED3DUSAGE_AUTOGENMIPMAP
) {
2583 /* Check for automatic mipmap generation support */
2584 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP
)) {
2585 UsageCaps
|= WINED3DUSAGE_AUTOGENMIPMAP
;
2587 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2588 TRACE_(d3d_caps
)("[FAILED] - No autogenmipmap support, but continuing\n");
2592 /* Always report dynamic locking */
2593 if(Usage
& WINED3DUSAGE_DYNAMIC
)
2594 UsageCaps
|= WINED3DUSAGE_DYNAMIC
;
2596 if(Usage
& WINED3DUSAGE_RENDERTARGET
) {
2597 if(CheckRenderTargetCapability(AdapterFormat
, CheckFormat
)) {
2598 UsageCaps
|= WINED3DUSAGE_RENDERTARGET
;
2600 TRACE_(d3d_caps
)("[FAILED] - No rendertarget support\n");
2601 return WINED3DERR_NOTAVAILABLE
;
2605 /* Always report software processing */
2606 if(Usage
& WINED3DUSAGE_SOFTWAREPROCESSING
)
2607 UsageCaps
|= WINED3DUSAGE_SOFTWAREPROCESSING
;
2609 /* Check QUERY_FILTER support */
2610 if(Usage
& WINED3DUSAGE_QUERY_FILTER
) {
2611 if(CheckFilterCapability(Adapter
, CheckFormat
)) {
2612 UsageCaps
|= WINED3DUSAGE_QUERY_FILTER
;
2614 TRACE_(d3d_caps
)("[FAILED] - No query filter support\n");
2615 return WINED3DERR_NOTAVAILABLE
;
2619 /* Check QUERY_LEGACYBUMPMAP support */
2620 if(Usage
& WINED3DUSAGE_QUERY_LEGACYBUMPMAP
) {
2621 if(CheckBumpMapCapability(Adapter
, CheckFormat
)) {
2622 UsageCaps
|= WINED3DUSAGE_QUERY_LEGACYBUMPMAP
;
2624 TRACE_(d3d_caps
)("[FAILED] - No legacy bumpmap support\n");
2625 return WINED3DERR_NOTAVAILABLE
;
2629 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2630 if(Usage
& WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
) {
2631 if(CheckPostPixelShaderBlendingCapability(Adapter
, CheckFormat
)) {
2632 UsageCaps
|= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
;
2634 TRACE_(d3d_caps
)("[FAILED] - No query post pixelshader blending support\n");
2635 return WINED3DERR_NOTAVAILABLE
;
2639 /* Check QUERY_SRGBREAD support */
2640 if(Usage
& WINED3DUSAGE_QUERY_SRGBREAD
) {
2641 if(CheckSrgbReadCapability(Adapter
, CheckFormat
)) {
2642 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBREAD
;
2644 TRACE_(d3d_caps
)("[FAILED] - No query srgbread support\n");
2645 return WINED3DERR_NOTAVAILABLE
;
2649 /* Check QUERY_SRGBWRITE support */
2650 if(Usage
& WINED3DUSAGE_QUERY_SRGBWRITE
) {
2651 if(CheckSrgbWriteCapability(Adapter
, DeviceType
, CheckFormat
)) {
2652 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBWRITE
;
2654 TRACE_(d3d_caps
)("[FAILED] - No query srgbwrite support\n");
2655 return WINED3DERR_NOTAVAILABLE
;
2659 /* Check QUERY_VERTEXTEXTURE support */
2660 if(Usage
& WINED3DUSAGE_QUERY_VERTEXTEXTURE
) {
2661 if(CheckVertexTextureCapability(Adapter
, CheckFormat
)) {
2662 UsageCaps
|= WINED3DUSAGE_QUERY_VERTEXTEXTURE
;
2664 TRACE_(d3d_caps
)("[FAILED] - No query vertextexture support\n");
2665 return WINED3DERR_NOTAVAILABLE
;
2669 /* Check QUERY_WRAPANDMIP support */
2670 if(Usage
& WINED3DUSAGE_QUERY_WRAPANDMIP
) {
2671 if(CheckWrapAndMipCapability(Adapter
, CheckFormat
)) {
2672 UsageCaps
|= WINED3DUSAGE_QUERY_WRAPANDMIP
;
2674 TRACE_(d3d_caps
)("[FAILED] - No wrapping and mipmapping support\n");
2675 return WINED3DERR_NOTAVAILABLE
;
2679 if(Usage
& WINED3DUSAGE_DEPTHSTENCIL
) {
2680 if(CheckDepthStencilCapability(Adapter
, AdapterFormat
, CheckFormat
)) {
2681 UsageCaps
|= WINED3DUSAGE_DEPTHSTENCIL
;
2683 TRACE_(d3d_caps
)("[FAILED] - No depth stencil support\n");
2684 return WINED3DERR_NOTAVAILABLE
;
2688 TRACE_(d3d_caps
)("[FAILED] - Texture format not supported\n");
2689 return WINED3DERR_NOTAVAILABLE
;
2691 } else if((RType
== WINED3DRTYPE_VOLUME
) || (RType
== WINED3DRTYPE_VOLUMETEXTURE
)) {
2692 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2693 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2695 * Volumetexture allows:
2696 * - D3DUSAGE_DYNAMIC
2697 * - D3DUSAGE_NONSECURE (d3d9ex)
2698 * - D3DUSAGE_SOFTWAREPROCESSING
2699 * - D3DUSAGE_QUERY_WRAPANDMIP
2702 /* Check volume texture and volume usage caps */
2703 if(GL_SUPPORT(EXT_TEXTURE3D
)) {
2704 if(CheckTextureCapability(Adapter
, CheckFormat
) == FALSE
) {
2705 TRACE_(d3d_caps
)("[FAILED] - Format not supported\n");
2706 return WINED3DERR_NOTAVAILABLE
;
2709 /* Always report dynamic locking */
2710 if(Usage
& WINED3DUSAGE_DYNAMIC
)
2711 UsageCaps
|= WINED3DUSAGE_DYNAMIC
;
2713 /* Always report software processing */
2714 if(Usage
& WINED3DUSAGE_SOFTWAREPROCESSING
)
2715 UsageCaps
|= WINED3DUSAGE_SOFTWAREPROCESSING
;
2717 /* Check QUERY_FILTER support */
2718 if(Usage
& WINED3DUSAGE_QUERY_FILTER
) {
2719 if(CheckFilterCapability(Adapter
, CheckFormat
)) {
2720 UsageCaps
|= WINED3DUSAGE_QUERY_FILTER
;
2722 TRACE_(d3d_caps
)("[FAILED] - No query filter support\n");
2723 return WINED3DERR_NOTAVAILABLE
;
2727 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2728 if(Usage
& WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
) {
2729 if(CheckPostPixelShaderBlendingCapability(Adapter
, CheckFormat
)) {
2730 UsageCaps
|= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
;
2732 TRACE_(d3d_caps
)("[FAILED] - No query post pixelshader blending support\n");
2733 return WINED3DERR_NOTAVAILABLE
;
2737 /* Check QUERY_SRGBREAD support */
2738 if(Usage
& WINED3DUSAGE_QUERY_SRGBREAD
) {
2739 if(CheckSrgbReadCapability(Adapter
, CheckFormat
)) {
2740 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBREAD
;
2742 TRACE_(d3d_caps
)("[FAILED] - No query srgbread support\n");
2743 return WINED3DERR_NOTAVAILABLE
;
2747 /* Check QUERY_SRGBWRITE support */
2748 if(Usage
& WINED3DUSAGE_QUERY_SRGBWRITE
) {
2749 if(CheckSrgbWriteCapability(Adapter
, DeviceType
, CheckFormat
)) {
2750 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBWRITE
;
2752 TRACE_(d3d_caps
)("[FAILED] - No query srgbwrite support\n");
2753 return WINED3DERR_NOTAVAILABLE
;
2757 /* Check QUERY_VERTEXTEXTURE support */
2758 if(Usage
& WINED3DUSAGE_QUERY_VERTEXTEXTURE
) {
2759 if(CheckVertexTextureCapability(Adapter
, CheckFormat
)) {
2760 UsageCaps
|= WINED3DUSAGE_QUERY_VERTEXTEXTURE
;
2762 TRACE_(d3d_caps
)("[FAILED] - No query vertextexture support\n");
2763 return WINED3DERR_NOTAVAILABLE
;
2767 /* Check QUERY_WRAPANDMIP support */
2768 if(Usage
& WINED3DUSAGE_QUERY_WRAPANDMIP
) {
2769 if(CheckWrapAndMipCapability(Adapter
, CheckFormat
)) {
2770 UsageCaps
|= WINED3DUSAGE_QUERY_WRAPANDMIP
;
2772 TRACE_(d3d_caps
)("[FAILED] - No wrapping and mipmapping support\n");
2773 return WINED3DERR_NOTAVAILABLE
;
2777 TRACE_(d3d_caps
)("[FAILED] - No volume texture support\n");
2778 return WINED3DERR_NOTAVAILABLE
;
2781 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2782 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2783 * app needing one of those formats, don't advertize them to avoid leading apps into
2784 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2787 switch(CheckFormat
) {
2789 case WINED3DFMT_A4L4
:
2790 case WINED3DFMT_R32F
:
2791 case WINED3DFMT_R16F
:
2792 case WINED3DFMT_X8L8V8U8
:
2793 case WINED3DFMT_L6V5U5
:
2794 case WINED3DFMT_G16R16
:
2795 TRACE_(d3d_caps
)("[FAILED] - No converted formats on volumes\n");
2796 return WINED3DERR_NOTAVAILABLE
;
2798 case WINED3DFMT_Q8W8V8U8
:
2799 case WINED3DFMT_V16U16
:
2800 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
2801 TRACE_(d3d_caps
)("[FAILED] - No converted formats on volumes\n");
2802 return WINED3DERR_NOTAVAILABLE
;
2806 case WINED3DFMT_V8U8
:
2807 if(!GL_SUPPORT(NV_TEXTURE_SHADER
) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP
)) {
2808 TRACE_(d3d_caps
)("[FAILED] - No converted formats on volumes\n");
2809 return WINED3DERR_NOTAVAILABLE
;
2813 case WINED3DFMT_DXT1
:
2814 case WINED3DFMT_DXT2
:
2815 case WINED3DFMT_DXT3
:
2816 case WINED3DFMT_DXT4
:
2817 case WINED3DFMT_DXT5
:
2818 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2819 * compressed texture results in an error. While the D3D refrast does
2820 * support s3tc volumes, at least the nvidia windows driver does not, so
2821 * we're free not to support this format.
2823 TRACE_(d3d_caps
)("[FAILED] - DXTn does not support 3D textures\n");
2824 return WINED3DERR_NOTAVAILABLE
;
2827 /* Do nothing, continue with checking the format below */
2830 } else if((RType
== WINED3DRTYPE_INDEXBUFFER
) || (RType
== WINED3DRTYPE_VERTEXBUFFER
)){
2831 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2832 TRACE_(d3d_caps
)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2833 return WINED3DERR_NOTAVAILABLE
;
2836 /* This format is nothing special and it is supported perfectly.
2837 * However, ati and nvidia driver on windows do not mark this format as
2838 * supported (tested with the dxCapsViewer) and pretending to
2839 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2840 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2841 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2843 if(This
->dxVersion
> 7 && CheckFormat
== WINED3DFMT_R8G8B8
) {
2844 TRACE_(d3d_caps
)("[FAILED]\n");
2845 return WINED3DERR_NOTAVAILABLE
;
2848 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2849 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2850 * usage flags match. */
2851 if(UsageCaps
== Usage
) {
2853 } else if((UsageCaps
== (Usage
& ~WINED3DUSAGE_AUTOGENMIPMAP
)) && (Usage
& WINED3DUSAGE_AUTOGENMIPMAP
)){
2854 return WINED3DOK_NOAUTOGEN
;
2856 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
);
2857 return WINED3DERR_NOTAVAILABLE
;
2861 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
2862 WINED3DFORMAT SourceFormat
, WINED3DFORMAT TargetFormat
) {
2863 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
2865 FIXME_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2868 DeviceType
, debug_d3ddevicetype(DeviceType
),
2869 SourceFormat
, debug_d3dformat(SourceFormat
),
2870 TargetFormat
, debug_d3dformat(TargetFormat
));
2874 static const shader_backend_t
*select_shader_backend(UINT Adapter
, WINED3DDEVTYPE DeviceType
) {
2875 const shader_backend_t
*ret
;
2876 int vs_selected_mode
;
2877 int ps_selected_mode
;
2879 select_shader_mode(&GLINFO_LOCATION
, DeviceType
, &ps_selected_mode
, &vs_selected_mode
);
2880 if (vs_selected_mode
== SHADER_GLSL
|| ps_selected_mode
== SHADER_GLSL
) {
2881 ret
= &glsl_shader_backend
;
2882 } else if (vs_selected_mode
== SHADER_ARB
&& ps_selected_mode
!= SHADER_NONE
&&
2883 !GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2884 ret
= &atifs_shader_backend
;
2885 } else if (vs_selected_mode
== SHADER_ARB
|| ps_selected_mode
== SHADER_ARB
) {
2886 ret
= &arb_program_shader_backend
;
2888 ret
= &none_shader_backend
;
2893 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2894 subset of a D3DCAPS9 structure. However, it has to come via a void *
2895 as the d3d8 interface cannot import the d3d9 header */
2896 static HRESULT WINAPI
IWineD3DImpl_GetDeviceCaps(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
, WINED3DCAPS
* pCaps
) {
2898 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
2899 int vs_selected_mode
;
2900 int ps_selected_mode
;
2901 struct shader_caps shader_caps
;
2902 const shader_backend_t
*shader_backend
;
2904 TRACE_(d3d_caps
)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This
, Adapter
, DeviceType
, pCaps
);
2906 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
2907 return WINED3DERR_INVALIDCALL
;
2910 select_shader_mode(&Adapters
[Adapter
].gl_info
, DeviceType
, &ps_selected_mode
, &vs_selected_mode
);
2912 /* This function should *not* be modifying GL caps
2913 * TODO: move the functionality where it belongs */
2914 select_shader_max_constants(ps_selected_mode
, vs_selected_mode
, &Adapters
[Adapter
].gl_info
);
2916 /* ------------------------------------------------
2917 The following fields apply to both d3d8 and d3d9
2918 ------------------------------------------------ */
2919 pCaps
->DeviceType
= (DeviceType
== WINED3DDEVTYPE_HAL
) ? WINED3DDEVTYPE_HAL
: WINED3DDEVTYPE_REF
; /* Not quite true, but use h/w supported by opengl I suppose */
2920 pCaps
->AdapterOrdinal
= Adapter
;
2923 pCaps
->Caps2
= WINED3DCAPS2_CANRENDERWINDOWED
|
2924 WINED3DCAPS2_FULLSCREENGAMMA
|
2925 WINED3DCAPS2_DYNAMICTEXTURES
;
2926 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP
)) {
2927 pCaps
->Caps2
|= WINED3DCAPS2_CANAUTOGENMIPMAP
;
2929 pCaps
->Caps3
= WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD
;
2930 pCaps
->PresentationIntervals
= WINED3DPRESENT_INTERVAL_IMMEDIATE
|
2931 WINED3DPRESENT_INTERVAL_ONE
;
2933 pCaps
->CursorCaps
= WINED3DCURSORCAPS_COLOR
|
2934 WINED3DCURSORCAPS_LOWRES
;
2936 pCaps
->DevCaps
= WINED3DDEVCAPS_FLOATTLVERTEX
|
2937 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY
|
2938 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY
|
2939 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY
|
2940 WINED3DDEVCAPS_DRAWPRIMTLVERTEX
|
2941 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT
|
2942 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY
|
2943 WINED3DDEVCAPS_PUREDEVICE
|
2944 WINED3DDEVCAPS_HWRASTERIZATION
|
2945 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY
|
2946 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY
|
2947 WINED3DDEVCAPS_CANRENDERAFTERFLIP
|
2948 WINED3DDEVCAPS_DRAWPRIMITIVES2
|
2949 WINED3DDEVCAPS_DRAWPRIMITIVES2EX
|
2950 WINED3DDEVCAPS_RTPATCHES
;
2952 pCaps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_CULLNONE
|
2953 WINED3DPMISCCAPS_CULLCCW
|
2954 WINED3DPMISCCAPS_CULLCW
|
2955 WINED3DPMISCCAPS_COLORWRITEENABLE
|
2956 WINED3DPMISCCAPS_CLIPTLVERTS
|
2957 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS
|
2958 WINED3DPMISCCAPS_MASKZ
|
2959 WINED3DPMISCCAPS_BLENDOP
|
2960 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
;
2962 WINED3DPMISCCAPS_NULLREFERENCE
2963 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2964 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2965 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2966 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2968 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE
) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE
))
2969 pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_SEPARATEALPHABLEND
;
2971 pCaps
->RasterCaps
= WINED3DPRASTERCAPS_DITHER
|
2972 WINED3DPRASTERCAPS_PAT
|
2973 WINED3DPRASTERCAPS_WFOG
|
2974 WINED3DPRASTERCAPS_ZFOG
|
2975 WINED3DPRASTERCAPS_FOGVERTEX
|
2976 WINED3DPRASTERCAPS_FOGTABLE
|
2977 WINED3DPRASTERCAPS_STIPPLE
|
2978 WINED3DPRASTERCAPS_SUBPIXEL
|
2979 WINED3DPRASTERCAPS_ZTEST
|
2980 WINED3DPRASTERCAPS_SCISSORTEST
|
2981 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS
|
2982 WINED3DPRASTERCAPS_DEPTHBIAS
;
2984 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
)) {
2985 pCaps
->RasterCaps
|= WINED3DPRASTERCAPS_ANISOTROPY
|
2986 WINED3DPRASTERCAPS_ZBIAS
|
2987 WINED3DPRASTERCAPS_MIPMAPLODBIAS
;
2989 if(GL_SUPPORT(NV_FOG_DISTANCE
)) {
2990 pCaps
->RasterCaps
|= WINED3DPRASTERCAPS_FOGRANGE
;
2993 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2994 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2995 WINED3DPRASTERCAPS_ANTIALIASEDGES
2996 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2997 WINED3DPRASTERCAPS_WBUFFER */
2999 pCaps
->ZCmpCaps
= WINED3DPCMPCAPS_ALWAYS
|
3000 WINED3DPCMPCAPS_EQUAL
|
3001 WINED3DPCMPCAPS_GREATER
|
3002 WINED3DPCMPCAPS_GREATEREQUAL
|
3003 WINED3DPCMPCAPS_LESS
|
3004 WINED3DPCMPCAPS_LESSEQUAL
|
3005 WINED3DPCMPCAPS_NEVER
|
3006 WINED3DPCMPCAPS_NOTEQUAL
;
3008 pCaps
->SrcBlendCaps
= WINED3DPBLENDCAPS_BOTHINVSRCALPHA
|
3009 WINED3DPBLENDCAPS_BOTHSRCALPHA
|
3010 WINED3DPBLENDCAPS_DESTALPHA
|
3011 WINED3DPBLENDCAPS_DESTCOLOR
|
3012 WINED3DPBLENDCAPS_INVDESTALPHA
|
3013 WINED3DPBLENDCAPS_INVDESTCOLOR
|
3014 WINED3DPBLENDCAPS_INVSRCALPHA
|
3015 WINED3DPBLENDCAPS_INVSRCCOLOR
|
3016 WINED3DPBLENDCAPS_ONE
|
3017 WINED3DPBLENDCAPS_SRCALPHA
|
3018 WINED3DPBLENDCAPS_SRCALPHASAT
|
3019 WINED3DPBLENDCAPS_SRCCOLOR
|
3020 WINED3DPBLENDCAPS_ZERO
;
3022 pCaps
->DestBlendCaps
= WINED3DPBLENDCAPS_DESTALPHA
|
3023 WINED3DPBLENDCAPS_DESTCOLOR
|
3024 WINED3DPBLENDCAPS_INVDESTALPHA
|
3025 WINED3DPBLENDCAPS_INVDESTCOLOR
|
3026 WINED3DPBLENDCAPS_INVSRCALPHA
|
3027 WINED3DPBLENDCAPS_INVSRCCOLOR
|
3028 WINED3DPBLENDCAPS_ONE
|
3029 WINED3DPBLENDCAPS_SRCALPHA
|
3030 WINED3DPBLENDCAPS_SRCCOLOR
|
3031 WINED3DPBLENDCAPS_ZERO
;
3032 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3033 * according to the glBlendFunc manpage
3035 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3036 * legacy settings for srcblend only
3039 if( GL_SUPPORT(EXT_BLEND_COLOR
)) {
3040 pCaps
->SrcBlendCaps
|= WINED3DPBLENDCAPS_BLENDFACTOR
;
3041 pCaps
->DestBlendCaps
|= WINED3DPBLENDCAPS_BLENDFACTOR
;
3045 pCaps
->AlphaCmpCaps
= WINED3DPCMPCAPS_ALWAYS
|
3046 WINED3DPCMPCAPS_EQUAL
|
3047 WINED3DPCMPCAPS_GREATER
|
3048 WINED3DPCMPCAPS_GREATEREQUAL
|
3049 WINED3DPCMPCAPS_LESS
|
3050 WINED3DPCMPCAPS_LESSEQUAL
|
3051 WINED3DPCMPCAPS_NEVER
|
3052 WINED3DPCMPCAPS_NOTEQUAL
;
3054 pCaps
->ShadeCaps
= WINED3DPSHADECAPS_SPECULARGOURAUDRGB
|
3055 WINED3DPSHADECAPS_COLORGOURAUDRGB
|
3056 WINED3DPSHADECAPS_ALPHAFLATBLEND
|
3057 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND
|
3058 WINED3DPSHADECAPS_COLORFLATRGB
|
3059 WINED3DPSHADECAPS_FOGFLAT
|
3060 WINED3DPSHADECAPS_FOGGOURAUD
|
3061 WINED3DPSHADECAPS_SPECULARFLATRGB
;
3063 pCaps
->TextureCaps
= WINED3DPTEXTURECAPS_ALPHA
|
3064 WINED3DPTEXTURECAPS_ALPHAPALETTE
|
3065 WINED3DPTEXTURECAPS_BORDER
|
3066 WINED3DPTEXTURECAPS_MIPMAP
|
3067 WINED3DPTEXTURECAPS_PROJECTED
|
3068 WINED3DPTEXTURECAPS_PERSPECTIVE
;
3070 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO
)) {
3071 pCaps
->TextureCaps
|= WINED3DPTEXTURECAPS_POW2
|
3072 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL
;
3075 if( GL_SUPPORT(EXT_TEXTURE3D
)) {
3076 pCaps
->TextureCaps
|= WINED3DPTEXTURECAPS_VOLUMEMAP
|
3077 WINED3DPTEXTURECAPS_MIPVOLUMEMAP
|
3078 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2
;
3081 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
3082 pCaps
->TextureCaps
|= WINED3DPTEXTURECAPS_CUBEMAP
|
3083 WINED3DPTEXTURECAPS_MIPCUBEMAP
|
3084 WINED3DPTEXTURECAPS_CUBEMAP_POW2
;
3088 pCaps
->TextureFilterCaps
= WINED3DPTFILTERCAPS_MAGFLINEAR
|
3089 WINED3DPTFILTERCAPS_MAGFPOINT
|
3090 WINED3DPTFILTERCAPS_MINFLINEAR
|
3091 WINED3DPTFILTERCAPS_MINFPOINT
|
3092 WINED3DPTFILTERCAPS_MIPFLINEAR
|
3093 WINED3DPTFILTERCAPS_MIPFPOINT
|
3094 WINED3DPTFILTERCAPS_LINEAR
|
3095 WINED3DPTFILTERCAPS_LINEARMIPLINEAR
|
3096 WINED3DPTFILTERCAPS_LINEARMIPNEAREST
|
3097 WINED3DPTFILTERCAPS_MIPLINEAR
|
3098 WINED3DPTFILTERCAPS_MIPNEAREST
|
3099 WINED3DPTFILTERCAPS_NEAREST
;
3101 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
)) {
3102 pCaps
->TextureFilterCaps
|= WINED3DPTFILTERCAPS_MAGFANISOTROPIC
|
3103 WINED3DPTFILTERCAPS_MINFANISOTROPIC
;
3106 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
3107 pCaps
->CubeTextureFilterCaps
= WINED3DPTFILTERCAPS_MAGFLINEAR
|
3108 WINED3DPTFILTERCAPS_MAGFPOINT
|
3109 WINED3DPTFILTERCAPS_MINFLINEAR
|
3110 WINED3DPTFILTERCAPS_MINFPOINT
|
3111 WINED3DPTFILTERCAPS_MIPFLINEAR
|
3112 WINED3DPTFILTERCAPS_MIPFPOINT
|
3113 WINED3DPTFILTERCAPS_LINEAR
|
3114 WINED3DPTFILTERCAPS_LINEARMIPLINEAR
|
3115 WINED3DPTFILTERCAPS_LINEARMIPNEAREST
|
3116 WINED3DPTFILTERCAPS_MIPLINEAR
|
3117 WINED3DPTFILTERCAPS_MIPNEAREST
|
3118 WINED3DPTFILTERCAPS_NEAREST
;
3120 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
)) {
3121 pCaps
->CubeTextureFilterCaps
|= WINED3DPTFILTERCAPS_MAGFANISOTROPIC
|
3122 WINED3DPTFILTERCAPS_MINFANISOTROPIC
;
3125 pCaps
->CubeTextureFilterCaps
= 0;
3127 if (GL_SUPPORT(EXT_TEXTURE3D
)) {
3128 pCaps
->VolumeTextureFilterCaps
= WINED3DPTFILTERCAPS_MAGFLINEAR
|
3129 WINED3DPTFILTERCAPS_MAGFPOINT
|
3130 WINED3DPTFILTERCAPS_MINFLINEAR
|
3131 WINED3DPTFILTERCAPS_MINFPOINT
|
3132 WINED3DPTFILTERCAPS_MIPFLINEAR
|
3133 WINED3DPTFILTERCAPS_MIPFPOINT
|
3134 WINED3DPTFILTERCAPS_LINEAR
|
3135 WINED3DPTFILTERCAPS_LINEARMIPLINEAR
|
3136 WINED3DPTFILTERCAPS_LINEARMIPNEAREST
|
3137 WINED3DPTFILTERCAPS_MIPLINEAR
|
3138 WINED3DPTFILTERCAPS_MIPNEAREST
|
3139 WINED3DPTFILTERCAPS_NEAREST
;
3141 pCaps
->VolumeTextureFilterCaps
= 0;
3143 pCaps
->TextureAddressCaps
= WINED3DPTADDRESSCAPS_INDEPENDENTUV
|
3144 WINED3DPTADDRESSCAPS_CLAMP
|
3145 WINED3DPTADDRESSCAPS_WRAP
;
3147 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP
)) {
3148 pCaps
->TextureAddressCaps
|= WINED3DPTADDRESSCAPS_BORDER
;
3150 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT
)) {
3151 pCaps
->TextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRROR
;
3153 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE
)) {
3154 pCaps
->TextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRRORONCE
;
3157 if (GL_SUPPORT(EXT_TEXTURE3D
)) {
3158 pCaps
->VolumeTextureAddressCaps
= WINED3DPTADDRESSCAPS_INDEPENDENTUV
|
3159 WINED3DPTADDRESSCAPS_CLAMP
|
3160 WINED3DPTADDRESSCAPS_WRAP
;
3161 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP
)) {
3162 pCaps
->VolumeTextureAddressCaps
|= WINED3DPTADDRESSCAPS_BORDER
;
3164 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT
)) {
3165 pCaps
->VolumeTextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRROR
;
3167 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE
)) {
3168 pCaps
->VolumeTextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRRORONCE
;
3171 pCaps
->VolumeTextureAddressCaps
= 0;
3173 pCaps
->LineCaps
= WINED3DLINECAPS_TEXTURE
|
3174 WINED3DLINECAPS_ZTEST
;
3176 WINED3DLINECAPS_BLEND
3177 WINED3DLINECAPS_ALPHACMP
3178 WINED3DLINECAPS_FOG */
3180 pCaps
->MaxTextureWidth
= GL_LIMITS(texture_size
);
3181 pCaps
->MaxTextureHeight
= GL_LIMITS(texture_size
);
3183 if(GL_SUPPORT(EXT_TEXTURE3D
))
3184 pCaps
->MaxVolumeExtent
= GL_LIMITS(texture3d_size
);
3186 pCaps
->MaxVolumeExtent
= 0;
3188 pCaps
->MaxTextureRepeat
= 32768;
3189 pCaps
->MaxTextureAspectRatio
= GL_LIMITS(texture_size
);
3190 pCaps
->MaxVertexW
= 1.0;
3192 pCaps
->GuardBandLeft
= 0;
3193 pCaps
->GuardBandTop
= 0;
3194 pCaps
->GuardBandRight
= 0;
3195 pCaps
->GuardBandBottom
= 0;
3197 pCaps
->ExtentsAdjust
= 0;
3199 pCaps
->StencilCaps
= WINED3DSTENCILCAPS_DECRSAT
|
3200 WINED3DSTENCILCAPS_INCRSAT
|
3201 WINED3DSTENCILCAPS_INVERT
|
3202 WINED3DSTENCILCAPS_KEEP
|
3203 WINED3DSTENCILCAPS_REPLACE
|
3204 WINED3DSTENCILCAPS_ZERO
;
3205 if (GL_SUPPORT(EXT_STENCIL_WRAP
)) {
3206 pCaps
->StencilCaps
|= WINED3DSTENCILCAPS_DECR
|
3207 WINED3DSTENCILCAPS_INCR
;
3209 if ( This
->dxVersion
> 8 &&
3210 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE
) ||
3211 GL_SUPPORT(ATI_SEPARATE_STENCIL
) ) ) {
3212 pCaps
->StencilCaps
|= WINED3DSTENCILCAPS_TWOSIDED
;
3215 pCaps
->FVFCaps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
3217 pCaps
->MaxUserClipPlanes
= GL_LIMITS(clipplanes
);
3218 pCaps
->MaxActiveLights
= GL_LIMITS(lights
);
3220 pCaps
->MaxVertexBlendMatrices
= GL_LIMITS(blends
);
3221 pCaps
->MaxVertexBlendMatrixIndex
= 0;
3223 pCaps
->MaxAnisotropy
= GL_LIMITS(anisotropy
);
3224 pCaps
->MaxPointSize
= GL_LIMITS(pointsize
);
3227 pCaps
->VertexProcessingCaps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
|
3228 WINED3DVTXPCAPS_MATERIALSOURCE7
|
3229 WINED3DVTXPCAPS_POSITIONALLIGHTS
|
3230 WINED3DVTXPCAPS_LOCALVIEWER
|
3231 WINED3DVTXPCAPS_VERTEXFOG
|
3232 WINED3DVTXPCAPS_TEXGEN
;
3234 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3236 pCaps
->MaxPrimitiveCount
= 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3237 pCaps
->MaxVertexIndex
= 0xFFFFF;
3238 pCaps
->MaxStreams
= MAX_STREAMS
;
3239 pCaps
->MaxStreamStride
= 1024;
3241 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3242 pCaps
->DevCaps2
= WINED3DDEVCAPS2_STREAMOFFSET
;
3243 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3244 pCaps
->MaxNpatchTessellationLevel
= 0;
3245 pCaps
->MasterAdapterOrdinal
= 0;
3246 pCaps
->AdapterOrdinalInGroup
= 0;
3247 pCaps
->NumberOfAdaptersInGroup
= 1;
3249 pCaps
->NumSimultaneousRTs
= GL_LIMITS(buffers
);
3251 pCaps
->StretchRectFilterCaps
= WINED3DPTFILTERCAPS_MINFPOINT
|
3252 WINED3DPTFILTERCAPS_MAGFPOINT
|
3253 WINED3DPTFILTERCAPS_MINFLINEAR
|
3254 WINED3DPTFILTERCAPS_MAGFLINEAR
;
3255 pCaps
->VertexTextureFilterCaps
= 0;
3257 memset(&shader_caps
, 0, sizeof(shader_caps
));
3258 shader_backend
= select_shader_backend(Adapter
, DeviceType
);
3259 shader_backend
->shader_get_caps(DeviceType
, &GLINFO_LOCATION
, &shader_caps
);
3261 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3262 pCaps
->PrimitiveMiscCaps
|= shader_caps
.PrimitiveMiscCaps
;
3264 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3265 * Ignore shader model capabilities if disabled in config
3267 if(vs_selected_mode
== SHADER_NONE
) {
3268 TRACE_(d3d_caps
)("Vertex shader disabled in config, reporting version 0.0\n");
3269 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(0,0);
3270 pCaps
->MaxVertexShaderConst
= 0;
3272 pCaps
->VertexShaderVersion
= shader_caps
.VertexShaderVersion
;
3273 pCaps
->MaxVertexShaderConst
= shader_caps
.MaxVertexShaderConst
;
3276 if(ps_selected_mode
== SHADER_NONE
) {
3277 TRACE_(d3d_caps
)("Pixel shader disabled in config, reporting version 0.0\n");
3278 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(0,0);
3279 pCaps
->PixelShader1xMaxValue
= 0.0;
3281 pCaps
->PixelShaderVersion
= shader_caps
.PixelShaderVersion
;
3282 pCaps
->PixelShader1xMaxValue
= shader_caps
.PixelShader1xMaxValue
;
3285 pCaps
->TextureOpCaps
= shader_caps
.TextureOpCaps
;
3286 pCaps
->MaxTextureBlendStages
= shader_caps
.MaxTextureBlendStages
;
3287 pCaps
->MaxSimultaneousTextures
= shader_caps
.MaxSimultaneousTextures
;
3288 pCaps
->VS20Caps
= shader_caps
.VS20Caps
;
3289 pCaps
->MaxVShaderInstructionsExecuted
= shader_caps
.MaxVShaderInstructionsExecuted
;
3290 pCaps
->MaxVertexShader30InstructionSlots
= shader_caps
.MaxVertexShader30InstructionSlots
;
3291 pCaps
->PS20Caps
= shader_caps
.PS20Caps
;
3292 pCaps
->MaxPShaderInstructionsExecuted
= shader_caps
.MaxPShaderInstructionsExecuted
;
3293 pCaps
->MaxPixelShader30InstructionSlots
= shader_caps
.MaxPixelShader30InstructionSlots
;
3295 /* The following caps are shader specific, but they are things we cannot detect, or which
3296 * are the same among all shader models. So to avoid code duplication set the shader version
3297 * specific, but otherwise constant caps here
3299 if(pCaps
->VertexShaderVersion
== WINED3DVS_VERSION(3,0)) {
3300 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3301 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3302 pCaps
->VS20Caps
.Caps
= WINED3DVS20CAPS_PREDICATION
;
3303 pCaps
->VS20Caps
.DynamicFlowControlDepth
= WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH
; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3304 pCaps
->VS20Caps
.NumTemps
= max(32, GLINFO_LOCATION
.vs_arb_max_temps
);
3305 pCaps
->VS20Caps
.StaticFlowControlDepth
= WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH
; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3307 pCaps
->MaxVShaderInstructionsExecuted
= 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3308 pCaps
->MaxVertexShader30InstructionSlots
= max(512, GLINFO_LOCATION
.vs_arb_max_instructions
);
3309 } else if(pCaps
->VertexShaderVersion
== WINED3DVS_VERSION(2,0)) {
3310 pCaps
->VS20Caps
.Caps
= 0;
3311 pCaps
->VS20Caps
.DynamicFlowControlDepth
= WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH
;
3312 pCaps
->VS20Caps
.NumTemps
= max(12, GLINFO_LOCATION
.vs_arb_max_temps
);
3313 pCaps
->VS20Caps
.StaticFlowControlDepth
= 1;
3315 pCaps
->MaxVShaderInstructionsExecuted
= 65535;
3316 pCaps
->MaxVertexShader30InstructionSlots
= 0;
3317 } else { /* VS 1.x */
3318 pCaps
->VS20Caps
.Caps
= 0;
3319 pCaps
->VS20Caps
.DynamicFlowControlDepth
= 0;
3320 pCaps
->VS20Caps
.NumTemps
= 0;
3321 pCaps
->VS20Caps
.StaticFlowControlDepth
= 0;
3323 pCaps
->MaxVShaderInstructionsExecuted
= 0;
3324 pCaps
->MaxVertexShader30InstructionSlots
= 0;
3327 if(pCaps
->PixelShaderVersion
== WINED3DPS_VERSION(3,0)) {
3328 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3329 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3331 /* 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 */
3332 pCaps
->PS20Caps
.Caps
= WINED3DPS20CAPS_ARBITRARYSWIZZLE
|
3333 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS
|
3334 WINED3DPS20CAPS_PREDICATION
|
3335 WINED3DPS20CAPS_NODEPENDENTREADLIMIT
|
3336 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT
;
3337 pCaps
->PS20Caps
.DynamicFlowControlDepth
= WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH
; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3338 pCaps
->PS20Caps
.NumTemps
= max(32, GLINFO_LOCATION
.ps_arb_max_temps
);
3339 pCaps
->PS20Caps
.StaticFlowControlDepth
= WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH
; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3340 pCaps
->PS20Caps
.NumInstructionSlots
= WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS
; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3342 pCaps
->MaxPShaderInstructionsExecuted
= 65535;
3343 pCaps
->MaxPixelShader30InstructionSlots
= max(WINED3DMIN30SHADERINSTRUCTIONS
, GLINFO_LOCATION
.ps_arb_max_instructions
);
3344 } else if(pCaps
->PixelShaderVersion
== WINED3DPS_VERSION(2,0)) {
3345 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3346 pCaps
->PS20Caps
.Caps
= 0;
3347 pCaps
->PS20Caps
.DynamicFlowControlDepth
= 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3348 pCaps
->PS20Caps
.NumTemps
= max(12, GLINFO_LOCATION
.ps_arb_max_temps
);
3349 pCaps
->PS20Caps
.StaticFlowControlDepth
= WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH
; /* Minimum: 1 */
3350 pCaps
->PS20Caps
.NumInstructionSlots
= WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS
; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3352 pCaps
->MaxPShaderInstructionsExecuted
= 512; /* Minimum value, a GeforceFX uses 1024 */
3353 pCaps
->MaxPixelShader30InstructionSlots
= 0;
3354 } else { /* PS 1.x */
3355 pCaps
->PS20Caps
.Caps
= 0;
3356 pCaps
->PS20Caps
.DynamicFlowControlDepth
= 0;
3357 pCaps
->PS20Caps
.NumTemps
= 0;
3358 pCaps
->PS20Caps
.StaticFlowControlDepth
= 0;
3359 pCaps
->PS20Caps
.NumInstructionSlots
= 0;
3361 pCaps
->MaxPShaderInstructionsExecuted
= 0;
3362 pCaps
->MaxPixelShader30InstructionSlots
= 0;
3365 if(pCaps
->VertexShaderVersion
>= WINED3DVS_VERSION(2,0)) {
3366 /* OpenGL supports all the formats below, perhaps not always
3367 * without conversion, but it supports them.
3368 * Further GLSL doesn't seem to have an official unsigned type so
3369 * don't advertise it yet as I'm not sure how we handle it.
3370 * We might need to add some clamping in the shader engine to
3372 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3373 pCaps
->DeclTypes
= WINED3DDTCAPS_UBYTE4
|
3374 WINED3DDTCAPS_UBYTE4N
|
3375 WINED3DDTCAPS_SHORT2N
|
3376 WINED3DDTCAPS_SHORT4N
;
3377 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
3378 pCaps
->DeclTypes
|= WINED3DDTCAPS_FLOAT16_2
|
3379 WINED3DDTCAPS_FLOAT16_4
;
3382 pCaps
->DeclTypes
= 0;
3387 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3388 and fields being inserted in the middle, a new structure is used in place */
3389 static HRESULT WINAPI
IWineD3DImpl_CreateDevice(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
, HWND hFocusWindow
,
3390 DWORD BehaviourFlags
, IWineD3DDevice
** ppReturnedDeviceInterface
,
3393 IWineD3DDeviceImpl
*object
= NULL
;
3394 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
3395 WINED3DDISPLAYMODE mode
;
3398 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3399 * number and create a device without a 3D adapter for 2D only operation.
3401 if (IWineD3D_GetAdapterCount(iface
) && Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
3402 return WINED3DERR_INVALIDCALL
;
3405 /* Create a WineD3DDevice object */
3406 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(IWineD3DDeviceImpl
));
3407 *ppReturnedDeviceInterface
= (IWineD3DDevice
*)object
;
3408 TRACE("Created WineD3DDevice object @ %p\n", object
);
3409 if (NULL
== object
) {
3410 return WINED3DERR_OUTOFVIDEOMEMORY
;
3413 /* Set up initial COM information */
3414 object
->lpVtbl
= &IWineD3DDevice_Vtbl
;
3416 object
->wineD3D
= iface
;
3417 object
->adapter
= numAdapters
? &Adapters
[Adapter
] : NULL
;
3418 IWineD3D_AddRef(object
->wineD3D
);
3419 object
->parent
= parent
;
3420 list_init(&object
->resources
);
3421 list_init(&object
->shaders
);
3423 if(This
->dxVersion
== 7) {
3424 object
->surface_alignment
= 8;
3426 object
->surface_alignment
= 4;
3428 object
->posFixup
[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3430 /* Set the state up as invalid until the device is fully created */
3431 object
->state
= WINED3DERR_DRIVERINTERNALERROR
;
3433 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This
, Adapter
, DeviceType
,
3434 hFocusWindow
, BehaviourFlags
, ppReturnedDeviceInterface
);
3436 /* Save the creation parameters */
3437 object
->createParms
.AdapterOrdinal
= Adapter
;
3438 object
->createParms
.DeviceType
= DeviceType
;
3439 object
->createParms
.hFocusWindow
= hFocusWindow
;
3440 object
->createParms
.BehaviorFlags
= BehaviourFlags
;
3442 /* Initialize other useful values */
3443 object
->adapterNo
= Adapter
;
3444 object
->devType
= DeviceType
;
3446 select_shader_mode(&GLINFO_LOCATION
, DeviceType
, &object
->ps_selected_mode
, &object
->vs_selected_mode
);
3447 object
->shader_backend
= select_shader_backend(Adapter
, DeviceType
);
3449 compile_state_table(object
->StateTable
, object
->multistate_funcs
,
3450 ffp_vertexstate_template
, NULL
, misc_state_template
,
3451 object
->shader_backend
->StateTable_remove
);
3453 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3454 * model can deal with that. It is essentially the same, just with adjusted
3455 * Set*ShaderConstantF implementations
3457 if(object
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) object
)) {
3458 object
->lpVtbl
= &IWineD3DDevice_DirtyConst_Vtbl
;
3461 /* set the state of the device to valid */
3462 object
->state
= WINED3D_OK
;
3464 /* Get the initial screen setup for ddraw */
3465 IWineD3DImpl_GetAdapterDisplayMode(iface
, Adapter
, &mode
);
3467 object
->ddraw_width
= mode
.Width
;
3468 object
->ddraw_height
= mode
.Height
;
3469 object
->ddraw_format
= mode
.Format
;
3471 for(i
= 0; i
< PATCHMAP_SIZE
; i
++) {
3472 list_init(&object
->patches
[i
]);
3476 #undef GLINFO_LOCATION
3478 static HRESULT WINAPI
IWineD3DImpl_GetParent(IWineD3D
*iface
, IUnknown
**pParent
) {
3479 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
3480 IUnknown_AddRef(This
->parent
);
3481 *pParent
= This
->parent
;
3485 ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
) {
3486 IUnknown
* surfaceParent
;
3487 TRACE("(%p) call back\n", pSurface
);
3489 /* Now, release the parent, which will take care of cleaning up the surface for us */
3490 IWineD3DSurface_GetParent(pSurface
, &surfaceParent
);
3491 IUnknown_Release(surfaceParent
);
3492 return IUnknown_Release(surfaceParent
);
3495 ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pVolume
) {
3496 IUnknown
* volumeParent
;
3497 TRACE("(%p) call back\n", pVolume
);
3499 /* Now, release the parent, which will take care of cleaning up the volume for us */
3500 IWineD3DVolume_GetParent(pVolume
, &volumeParent
);
3501 IUnknown_Release(volumeParent
);
3502 return IUnknown_Release(volumeParent
);
3505 static BOOL
implementation_is_apple(WineD3D_GL_Info
*gl_info
) {
3506 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3507 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3508 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3510 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3511 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3512 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3513 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3514 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3515 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3516 * DirectDraw, not OpenGL.
3518 if(gl_info
->supported
[APPLE_FENCE
] &&
3519 gl_info
->supported
[APPLE_CLIENT_STORAGE
] &&
3520 gl_info
->supported
[APPLE_FLUSH_RENDER
] &&
3521 gl_info
->supported
[APPLE_YCBCR_422
]) {
3522 TRACE_(d3d_caps
)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3523 TRACE_(d3d_caps
)("Activating MacOS fixups\n");
3526 TRACE_(d3d_caps
)("Apple extensions are not supported\n");
3527 TRACE_(d3d_caps
)("Not activating MacOS fixups\n");
3532 #define GLINFO_LOCATION (*gl_info)
3533 static void test_pbo_functionality(WineD3D_GL_Info
*gl_info
) {
3534 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3535 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3536 * all the texture. This function detects this bug by its symptom and disables PBOs
3537 * if the test fails.
3539 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3540 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3541 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3542 * read back is compared to the original. If they are equal PBOs are assumed to work,
3543 * otherwise the PBO extension is disabled.
3545 GLuint texture
, pbo
;
3546 static const unsigned int pattern
[] = {
3547 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3548 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3549 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3550 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3552 unsigned int check
[sizeof(pattern
) / sizeof(pattern
[0])];
3554 if(!gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
]) {
3555 /* No PBO -> No point in testing them */
3559 while(glGetError());
3560 glGenTextures(1, &texture
);
3561 glBindTexture(GL_TEXTURE_2D
, texture
);
3562 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA
, 4, 4, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0);
3563 checkGLcall("Specifying the PBO test texture\n");
3565 GL_EXTCALL(glGenBuffersARB(1, &pbo
));
3566 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, pbo
));
3567 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, sizeof(pattern
), pattern
, GL_STREAM_DRAW_ARB
));
3568 checkGLcall("Specifying the PBO test pbo\n");
3570 glTexSubImage2D(GL_TEXTURE_2D
, 0, 0, 0, 4, 4, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, NULL
);
3571 checkGLcall("Loading the PBO test texture\n");
3573 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
3574 glFinish(); /* just to be sure */
3576 memset(check
, 0, sizeof(check
));
3577 glGetTexImage(GL_TEXTURE_2D
, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, check
);
3578 checkGLcall("Reading back the PBO test texture\n");
3580 glDeleteTextures(1, &texture
);
3581 GL_EXTCALL(glDeleteBuffersARB(1, &pbo
));
3582 checkGLcall("PBO test cleanup\n");
3584 if(memcmp(check
, pattern
, sizeof(check
)) != 0) {
3585 WARN_(d3d_caps
)("PBO test failed, read back data doesn't match original\n");
3586 WARN_(d3d_caps
)("Disabling PBOs. This may result in slower performance\n");
3587 gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
] = FALSE
;
3589 TRACE_(d3d_caps
)("PBO test successful\n");
3592 #undef GLINFO_LOCATION
3594 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3595 * reporting a driver version is moot because we are not the Windows driver, and we have different
3596 * bugs, features, etc.
3598 * If a card is not found in this table, the gl driver version is reported
3600 struct driver_version_information
{
3601 WORD vendor
; /* reported PCI card vendor ID */
3602 WORD card
; /* reported PCI card device ID */
3603 WORD hipart_hi
, hipart_lo
; /* driver hiword to report */
3604 WORD lopart_hi
, lopart_lo
; /* driver loword to report */
3607 static const struct driver_version_information driver_version_table
[] = {
3608 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3609 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 upto 96.x, TNT/Geforce1/2 upto 71.x */
3610 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3611 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCEFX_5200
, 7, 15, 11, 7341 },
3612 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCEFX_5600
, 7, 15, 11, 7341 },
3613 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCEFX_5800
, 7, 15, 11, 7341 },
3614 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_6200
, 7, 15, 11, 7341 },
3615 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_6600GT
, 7, 15, 11, 7341 },
3616 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_6800
, 7, 15, 11, 7341 },
3617 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_7400
, 7, 15, 11, 7341 },
3618 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_7300
, 7, 15, 11, 7341 },
3619 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_7600
, 7, 15, 11, 7341 },
3620 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_7800GT
, 7, 15, 11, 7341 },
3621 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_8300GS
, 7, 15, 11, 7341 },
3622 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_8600GT
, 7, 15, 11, 7341 },
3623 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_8600MGT
, 7, 15, 11, 7341 },
3624 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_8800GTS
, 7, 15, 11, 7341 },
3625 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_9600GT
, 7, 15, 11, 7341 },
3626 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_9800GT
, 7, 15, 11, 7341 },
3628 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3629 {VENDOR_ATI
, CARD_ATI_RADEON_9500
, 6, 14, 10, 6764 },
3630 {VENDOR_ATI
, CARD_ATI_RADEON_X700
, 6, 14, 10, 6764 },
3631 {VENDOR_ATI
, CARD_ATI_RADEON_X1600
, 6, 14, 10, 6764 },
3632 {VENDOR_ATI
, CARD_ATI_RADEON_HD2300
, 6, 14, 10, 6764 },
3633 {VENDOR_ATI
, CARD_ATI_RADEON_HD2600
, 6, 14, 10, 6764 },
3634 {VENDOR_ATI
, CARD_ATI_RADEON_HD2900
, 6, 14, 10, 6764 },
3636 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3639 static void fixup_extensions(WineD3D_GL_Info
*gl_info
) {
3641 BOOL apple
= implementation_is_apple(gl_info
);
3644 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3645 * used it falls back to software. While the compiler can detect if the shader uses all declared
3646 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3647 * using relative addressing falls back to software.
3649 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3651 if(gl_info
->vs_glsl_constantsF
<= gl_info
->vs_arb_constantsF
) {
3652 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3654 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3655 gl_info
->vs_glsl_constantsF
, gl_info
->vs_arb_constantsF
);
3656 gl_info
->vs_glsl_constantsF
= gl_info
->vs_arb_constantsF
;
3659 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3660 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3661 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3662 * flag for this extension
3664 if(gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] && gl_info
->gl_vendor
== VENDOR_ATI
) {
3665 if(gl_info
->gl_card
== CARD_ATI_RADEON_X700
|| gl_info
->gl_card
== CARD_ATI_RADEON_X1600
||
3666 gl_info
->gl_card
== CARD_ATI_RADEON_9500
|| gl_info
->gl_card
== CARD_ATI_RADEON_8500
||
3667 gl_info
->gl_card
== CARD_ATI_RADEON_7200
|| gl_info
->gl_card
== CARD_ATI_RAGE_128PRO
) {
3668 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3669 gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] = FALSE
;
3670 gl_info
->supported
[ARB_TEXTURE_RECTANGLE
] = TRUE
;
3674 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3675 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3676 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3677 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3678 * according to the spec.
3680 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3681 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3683 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3684 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3685 * this workaround is activated on cards that do not need it, it won't break things, just affect
3686 * performance negatively.
3688 if(gl_info
->gl_vendor
== VENDOR_INTEL
||
3689 (gl_info
->gl_vendor
== VENDOR_ATI
&& gl_info
->gl_card
!= CARD_ATI_RADEON_X1600
)) {
3690 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3691 gl_info
->set_texcoord_w
= TRUE
;
3695 /* Find out if PBOs work as they are supposed to */
3696 test_pbo_functionality(gl_info
);
3698 /* Fixup the driver version */
3699 for(i
= 0; i
< (sizeof(driver_version_table
) / sizeof(driver_version_table
[0])); i
++) {
3700 if(gl_info
->gl_vendor
== driver_version_table
[i
].vendor
&&
3701 gl_info
->gl_card
== driver_version_table
[i
].card
) {
3702 TRACE_(d3d_caps
)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info
->gl_vendor
, gl_info
->gl_card
);
3704 gl_info
->driver_version
= MAKEDWORD_VERSION(driver_version_table
[i
].lopart_hi
,
3705 driver_version_table
[i
].lopart_lo
);
3706 gl_info
->driver_version_hipart
= MAKEDWORD_VERSION(driver_version_table
[i
].hipart_hi
,
3707 driver_version_table
[i
].hipart_lo
);
3713 void invalid_func(void *data
) {
3714 ERR("Invalid vertex attribute function called\n");
3718 #define GLINFO_LOCATION (Adapters[0].gl_info)
3720 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3721 * the extension detection and are used in drawStridedSlow
3723 static void position_d3dcolor(void *data
) {
3724 DWORD pos
= *((DWORD
*) data
);
3726 FIXME("Add a test for fixed function position from d3dcolor type\n");
3727 glVertex4s(D3DCOLOR_B_R(pos
),
3732 static void position_float4(void *data
) {
3733 GLfloat
*pos
= (float *) data
;
3735 if (pos
[3] < eps
&& pos
[3] > -eps
)
3738 float w
= 1.0 / pos
[3];
3740 glVertex4f(pos
[0] * w
, pos
[1] * w
, pos
[2] * w
, w
);
3744 static void diffuse_d3dcolor(void *data
) {
3745 DWORD diffuseColor
= *((DWORD
*) data
);
3747 glColor4ub(D3DCOLOR_B_R(diffuseColor
),
3748 D3DCOLOR_B_G(diffuseColor
),
3749 D3DCOLOR_B_B(diffuseColor
),
3750 D3DCOLOR_B_A(diffuseColor
));
3753 static void specular_d3dcolor(void *data
) {
3754 DWORD specularColor
= *((DWORD
*) data
);
3756 GL_EXTCALL(glSecondaryColor3ubEXT
)(D3DCOLOR_B_R(specularColor
),
3757 D3DCOLOR_B_G(specularColor
),
3758 D3DCOLOR_B_B(specularColor
));
3760 static void warn_no_specular_func(void *data
) {
3761 WARN("GL_EXT_secondary_color not supported\n");
3764 void fillGLAttribFuncs(WineD3D_GL_Info
*gl_info
) {
3765 position_funcs
[WINED3DDECLTYPE_FLOAT1
] = (void *) invalid_func
;
3766 position_funcs
[WINED3DDECLTYPE_FLOAT2
] = (void *) invalid_func
;
3767 position_funcs
[WINED3DDECLTYPE_FLOAT3
] = (void *) glVertex3fv
;
3768 position_funcs
[WINED3DDECLTYPE_FLOAT4
] = (void *) position_float4
;
3769 position_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = (void *) position_d3dcolor
;
3770 position_funcs
[WINED3DDECLTYPE_UBYTE4
] = (void *) invalid_func
;
3771 position_funcs
[WINED3DDECLTYPE_SHORT2
] = (void *) invalid_func
;
3772 position_funcs
[WINED3DDECLTYPE_SHORT4
] = (void *) glVertex2sv
;
3773 position_funcs
[WINED3DDECLTYPE_UBYTE4N
] = (void *) invalid_func
;
3774 position_funcs
[WINED3DDECLTYPE_SHORT2N
] = (void *) invalid_func
;
3775 position_funcs
[WINED3DDECLTYPE_SHORT4N
] = (void *) invalid_func
;
3776 position_funcs
[WINED3DDECLTYPE_USHORT2N
] = (void *) invalid_func
;
3777 position_funcs
[WINED3DDECLTYPE_USHORT4N
] = (void *) invalid_func
;
3778 position_funcs
[WINED3DDECLTYPE_UDEC3
] = (void *) invalid_func
;
3779 position_funcs
[WINED3DDECLTYPE_DEC3N
] = (void *) invalid_func
;
3780 position_funcs
[WINED3DDECLTYPE_FLOAT16_2
] = (void *) invalid_func
;
3781 position_funcs
[WINED3DDECLTYPE_FLOAT16_4
] = (void *) invalid_func
;
3783 diffuse_funcs
[WINED3DDECLTYPE_FLOAT1
] = (void *) invalid_func
;
3784 diffuse_funcs
[WINED3DDECLTYPE_FLOAT2
] = (void *) invalid_func
;
3785 diffuse_funcs
[WINED3DDECLTYPE_FLOAT3
] = (void *) glColor3fv
;
3786 diffuse_funcs
[WINED3DDECLTYPE_FLOAT4
] = (void *) glColor4fv
;
3787 diffuse_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = (void *) diffuse_d3dcolor
;
3788 diffuse_funcs
[WINED3DDECLTYPE_UBYTE4
] = (void *) invalid_func
;
3789 diffuse_funcs
[WINED3DDECLTYPE_SHORT2
] = (void *) invalid_func
;
3790 diffuse_funcs
[WINED3DDECLTYPE_SHORT4
] = (void *) invalid_func
;
3791 diffuse_funcs
[WINED3DDECLTYPE_UBYTE4N
] = (void *) glColor4ubv
;
3792 diffuse_funcs
[WINED3DDECLTYPE_SHORT2N
] = (void *) invalid_func
;
3793 diffuse_funcs
[WINED3DDECLTYPE_SHORT4N
] = (void *) glColor4sv
;
3794 diffuse_funcs
[WINED3DDECLTYPE_USHORT2N
] = (void *) invalid_func
;
3795 diffuse_funcs
[WINED3DDECLTYPE_USHORT4N
] = (void *) glColor4usv
;
3796 diffuse_funcs
[WINED3DDECLTYPE_UDEC3
] = (void *) invalid_func
;
3797 diffuse_funcs
[WINED3DDECLTYPE_DEC3N
] = (void *) invalid_func
;
3798 diffuse_funcs
[WINED3DDECLTYPE_FLOAT16_2
] = (void *) invalid_func
;
3799 diffuse_funcs
[WINED3DDECLTYPE_FLOAT16_4
] = (void *) invalid_func
;
3801 /* No 4 component entry points here */
3802 specular_funcs
[WINED3DDECLTYPE_FLOAT1
] = (void *) invalid_func
;
3803 specular_funcs
[WINED3DDECLTYPE_FLOAT2
] = (void *) invalid_func
;
3804 if(GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
3805 specular_funcs
[WINED3DDECLTYPE_FLOAT3
] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT
);
3807 specular_funcs
[WINED3DDECLTYPE_FLOAT3
] = (void *) warn_no_specular_func
;
3809 specular_funcs
[WINED3DDECLTYPE_FLOAT4
] = (void *) invalid_func
;
3810 if(GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
3811 specular_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = (void *) specular_d3dcolor
;
3813 specular_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = (void *) warn_no_specular_func
;
3815 specular_funcs
[WINED3DDECLTYPE_UBYTE4
] = (void *) invalid_func
;
3816 specular_funcs
[WINED3DDECLTYPE_SHORT2
] = (void *) invalid_func
;
3817 specular_funcs
[WINED3DDECLTYPE_SHORT4
] = (void *) invalid_func
;
3818 specular_funcs
[WINED3DDECLTYPE_UBYTE4N
] = (void *) invalid_func
;
3819 specular_funcs
[WINED3DDECLTYPE_SHORT2N
] = (void *) invalid_func
;
3820 specular_funcs
[WINED3DDECLTYPE_SHORT4N
] = (void *) invalid_func
;
3821 specular_funcs
[WINED3DDECLTYPE_USHORT2N
] = (void *) invalid_func
;
3822 specular_funcs
[WINED3DDECLTYPE_USHORT4N
] = (void *) invalid_func
;
3823 specular_funcs
[WINED3DDECLTYPE_UDEC3
] = (void *) invalid_func
;
3824 specular_funcs
[WINED3DDECLTYPE_DEC3N
] = (void *) invalid_func
;
3825 specular_funcs
[WINED3DDECLTYPE_FLOAT16_2
] = (void *) invalid_func
;
3826 specular_funcs
[WINED3DDECLTYPE_FLOAT16_4
] = (void *) invalid_func
;
3828 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3829 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3831 normal_funcs
[WINED3DDECLTYPE_FLOAT1
] = (void *) invalid_func
;
3832 normal_funcs
[WINED3DDECLTYPE_FLOAT2
] = (void *) invalid_func
;
3833 normal_funcs
[WINED3DDECLTYPE_FLOAT3
] = (void *) glNormal3fv
;
3834 normal_funcs
[WINED3DDECLTYPE_FLOAT4
] = (void *) glNormal3fv
; /* Just ignore the 4th value */
3835 normal_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = (void *) invalid_func
;
3836 normal_funcs
[WINED3DDECLTYPE_UBYTE4
] = (void *) invalid_func
;
3837 normal_funcs
[WINED3DDECLTYPE_SHORT2
] = (void *) invalid_func
;
3838 normal_funcs
[WINED3DDECLTYPE_SHORT4
] = (void *) invalid_func
;
3839 normal_funcs
[WINED3DDECLTYPE_UBYTE4N
] = (void *) invalid_func
;
3840 normal_funcs
[WINED3DDECLTYPE_SHORT2N
] = (void *) invalid_func
;
3841 normal_funcs
[WINED3DDECLTYPE_SHORT4N
] = (void *) invalid_func
;
3842 normal_funcs
[WINED3DDECLTYPE_USHORT2N
] = (void *) invalid_func
;
3843 normal_funcs
[WINED3DDECLTYPE_USHORT4N
] = (void *) invalid_func
;
3844 normal_funcs
[WINED3DDECLTYPE_UDEC3
] = (void *) invalid_func
;
3845 normal_funcs
[WINED3DDECLTYPE_DEC3N
] = (void *) invalid_func
;
3846 normal_funcs
[WINED3DDECLTYPE_FLOAT16_2
] = (void *) invalid_func
;
3847 normal_funcs
[WINED3DDECLTYPE_FLOAT16_4
] = (void *) invalid_func
;
3850 #define PUSH1(att) attribs[nAttribs++] = (att);
3851 BOOL
InitAdapters(void) {
3852 static HMODULE mod_gl
;
3854 int ps_selected_mode
, vs_selected_mode
;
3856 /* No need to hold any lock. The calling library makes sure only one thread calls
3857 * wined3d simultaneously
3859 if(numAdapters
> 0) return Adapters
[0].opengl
;
3861 TRACE("Initializing adapters\n");
3864 #ifdef USE_WIN32_OPENGL
3865 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3866 mod_gl
= LoadLibraryA("opengl32.dll");
3868 ERR("Can't load opengl32.dll!\n");
3872 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3873 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3874 mod_gl
= GetModuleHandleA("gdi32.dll");
3878 /* Load WGL core functions from opengl32.dll */
3879 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3883 if(!pwglGetProcAddress
) {
3884 ERR("Unable to load wglGetProcAddress!\n");
3888 /* Dynamically load all GL core functions */
3892 /* For now only one default adapter */
3900 WineD3D_PixelFormat
*cfgs
;
3902 DISPLAY_DEVICEW DisplayDevice
;
3905 TRACE("Initializing default adapter\n");
3906 Adapters
[0].num
= 0;
3907 Adapters
[0].monitorPoint
.x
= -1;
3908 Adapters
[0].monitorPoint
.y
= -1;
3910 if (!WineD3D_CreateFakeGLContext()) {
3911 ERR("Failed to get a gl context for default adapter\n");
3912 WineD3D_ReleaseFakeGLContext();
3916 ret
= IWineD3DImpl_FillGLCaps(&Adapters
[0].gl_info
);
3918 ERR("Failed to initialize gl caps for default adapter\n");
3919 WineD3D_ReleaseFakeGLContext();
3922 ret
= initPixelFormats(&Adapters
[0].gl_info
);
3924 ERR("Failed to init gl formats\n");
3925 WineD3D_ReleaseFakeGLContext();
3929 hdc
= pwglGetCurrentDC();
3931 ERR("Failed to get gl HDC\n");
3932 WineD3D_ReleaseFakeGLContext();
3936 Adapters
[0].driver
= "Display";
3937 Adapters
[0].description
= "Direct3D HAL";
3939 /* Use the VideoRamSize registry setting when set */
3940 if(wined3d_settings
.emulated_textureram
)
3941 Adapters
[0].TextureRam
= wined3d_settings
.emulated_textureram
;
3943 Adapters
[0].TextureRam
= Adapters
[0].gl_info
.vidmem
;
3944 Adapters
[0].UsedTextureRam
= 0;
3945 TRACE("Emulating %dMB of texture ram\n", Adapters
[0].TextureRam
/(1024*1024));
3947 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3948 DisplayDevice
.cb
= sizeof(DisplayDevice
);
3949 EnumDisplayDevicesW(NULL
, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice
, 0);
3950 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice
.DeviceName
));
3951 strcpyW(Adapters
[0].DeviceName
, DisplayDevice
.DeviceName
);
3953 attribute
= WGL_NUMBER_PIXEL_FORMATS_ARB
;
3954 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc
, 0, 0, 1, &attribute
, &Adapters
[0].nCfgs
));
3956 Adapters
[0].cfgs
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, Adapters
[0].nCfgs
*sizeof(WineD3D_PixelFormat
));
3957 cfgs
= Adapters
[0].cfgs
;
3958 PUSH1(WGL_RED_BITS_ARB
)
3959 PUSH1(WGL_GREEN_BITS_ARB
)
3960 PUSH1(WGL_BLUE_BITS_ARB
)
3961 PUSH1(WGL_ALPHA_BITS_ARB
)
3962 PUSH1(WGL_DEPTH_BITS_ARB
)
3963 PUSH1(WGL_STENCIL_BITS_ARB
)
3964 PUSH1(WGL_DRAW_TO_WINDOW_ARB
)
3965 PUSH1(WGL_PIXEL_TYPE_ARB
)
3966 PUSH1(WGL_DOUBLE_BUFFER_ARB
)
3967 PUSH1(WGL_AUX_BUFFERS_ARB
)
3969 for(iPixelFormat
=1; iPixelFormat
<=Adapters
[0].nCfgs
; iPixelFormat
++) {
3970 res
= GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc
, iPixelFormat
, 0, nAttribs
, attribs
, values
));
3975 /* Cache the pixel format */
3976 cfgs
->iPixelFormat
= iPixelFormat
;
3977 cfgs
->redSize
= values
[0];
3978 cfgs
->greenSize
= values
[1];
3979 cfgs
->blueSize
= values
[2];
3980 cfgs
->alphaSize
= values
[3];
3981 cfgs
->depthSize
= values
[4];
3982 cfgs
->stencilSize
= values
[5];
3983 cfgs
->windowDrawable
= values
[6];
3984 cfgs
->iPixelType
= values
[7];
3985 cfgs
->doubleBuffer
= values
[8];
3986 cfgs
->auxBuffers
= values
[9];
3988 cfgs
->pbufferDrawable
= FALSE
;
3989 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
3990 if(GL_SUPPORT(WGL_ARB_PBUFFER
)) {
3991 int attrib
= WGL_DRAW_TO_PBUFFER_ARB
;
3993 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc
, iPixelFormat
, 0, 1, &attrib
, &value
)))
3994 cfgs
->pbufferDrawable
= value
;
3997 cfgs
->numSamples
= 0;
3998 /* Check multisample support */
3999 if(GL_SUPPORT(ARB_MULTISAMPLE
)) {
4000 int attrib
[2] = {WGL_SAMPLE_BUFFERS_ARB
, WGL_SAMPLES_ARB
};
4002 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc
, iPixelFormat
, 0, 2, attrib
, value
))) {
4003 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4004 * value[1] = number of multi sample buffers*/
4006 cfgs
->numSamples
= value
[1];
4010 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
);
4014 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4015 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4016 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4017 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4018 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4019 * driver is allowed to consume more bits EXCEPT for stencil bits.
4021 * Mark an adapter with this broken stencil behavior.
4023 Adapters
[0].brokenStencil
= TRUE
;
4024 for(i
=0, cfgs
=Adapters
[0].cfgs
; i
<Adapters
[0].nCfgs
; i
++) {
4025 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4026 if(cfgs
[i
].depthSize
&& !cfgs
[i
].stencilSize
) {
4027 Adapters
[0].brokenStencil
= FALSE
;
4032 fixup_extensions(&Adapters
[0].gl_info
);
4034 WineD3D_ReleaseFakeGLContext();
4036 select_shader_mode(&Adapters
[0].gl_info
, WINED3DDEVTYPE_HAL
, &ps_selected_mode
, &vs_selected_mode
);
4037 select_shader_max_constants(ps_selected_mode
, vs_selected_mode
, &Adapters
[0].gl_info
);
4038 fillGLAttribFuncs(&Adapters
[0].gl_info
);
4039 init_type_lookup(&Adapters
[0].gl_info
);
4040 Adapters
[0].opengl
= TRUE
;
4043 TRACE("%d adapters successfully initialized\n", numAdapters
);
4048 /* Initialize an adapter for ddraw-only memory counting */
4049 memset(Adapters
, 0, sizeof(Adapters
));
4050 Adapters
[0].num
= 0;
4051 Adapters
[0].opengl
= FALSE
;
4052 Adapters
[0].monitorPoint
.x
= -1;
4053 Adapters
[0].monitorPoint
.y
= -1;
4055 Adapters
[0].driver
= "Display";
4056 Adapters
[0].description
= "WineD3D DirectDraw Emulation";
4057 if(wined3d_settings
.emulated_textureram
) {
4058 Adapters
[0].TextureRam
= wined3d_settings
.emulated_textureram
;
4060 Adapters
[0].TextureRam
= 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4067 #undef GLINFO_LOCATION
4069 /**********************************************************
4070 * IWineD3D VTbl follows
4071 **********************************************************/
4073 const IWineD3DVtbl IWineD3D_Vtbl
=
4076 IWineD3DImpl_QueryInterface
,
4077 IWineD3DImpl_AddRef
,
4078 IWineD3DImpl_Release
,
4080 IWineD3DImpl_GetParent
,
4081 IWineD3DImpl_GetAdapterCount
,
4082 IWineD3DImpl_RegisterSoftwareDevice
,
4083 IWineD3DImpl_GetAdapterMonitor
,
4084 IWineD3DImpl_GetAdapterModeCount
,
4085 IWineD3DImpl_EnumAdapterModes
,
4086 IWineD3DImpl_GetAdapterDisplayMode
,
4087 IWineD3DImpl_GetAdapterIdentifier
,
4088 IWineD3DImpl_CheckDeviceMultiSampleType
,
4089 IWineD3DImpl_CheckDepthStencilMatch
,
4090 IWineD3DImpl_CheckDeviceType
,
4091 IWineD3DImpl_CheckDeviceFormat
,
4092 IWineD3DImpl_CheckDeviceFormatConversion
,
4093 IWineD3DImpl_GetDeviceCaps
,
4094 IWineD3DImpl_CreateDevice