wined3d: Put vertex texture capability checking in its own function.
[wine/multimedia.git] / dlls / wined3d / directx.c
blob9a281ea39d6cc562816838c42500681963103c1d
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 /* Compile time diagnostics: */
26 #ifndef DEBUG_SINGLE_MODE
27 /* Set to 1 to force only a single display mode to be exposed: */
28 #define DEBUG_SINGLE_MODE 0
29 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
42 /* Extension detection */
43 static const struct {
44 const char *extension_string;
45 GL_SupportedExt extension;
46 DWORD version;
47 } EXTENSION_MAP[] = {
48 /* APPLE */
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
55 /* ATI */
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
59 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
61 /* ARB */
62 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
63 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
64 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
65 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
66 {"GL_ARB_imaging", ARB_IMAGING, 0 },
67 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
68 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
69 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
70 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
71 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
72 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
73 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
74 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
75 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
76 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
77 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
78 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
79 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
80 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
81 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, 0 },
82 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
83 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
84 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
85 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
86 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
87 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
89 /* EXT */
90 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
91 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
92 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
93 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
94 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
95 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
96 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
97 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
98 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
99 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
100 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
101 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
102 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
103 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
104 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
105 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
106 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
107 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
108 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
109 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
110 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
111 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
112 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 /* NV */
116 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
117 {"GL_NV_fence", NV_FENCE, 0 },
118 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
119 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
120 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
121 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
122 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
123 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
124 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
125 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
126 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
127 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
128 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
129 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
130 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
131 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
132 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
133 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
134 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
136 /* SGI */
137 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
140 /**********************************************************
141 * Utility functions follow
142 **********************************************************/
144 /* Adapters */
145 static int numAdapters = 0;
146 static struct WineD3DAdapter Adapters[1];
148 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
150 /* lookup tables */
151 int minLookup[MAX_LOOKUPS];
152 int maxLookup[MAX_LOOKUPS];
153 DWORD *stateLookup[MAX_LOOKUPS];
155 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
157 /* drawStridedSlow attributes */
158 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
159 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
160 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
161 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
162 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
165 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
166 * ie there is no GL Context - Get a default rendering context to enable the
167 * function query some info from GL
170 static int wined3d_fake_gl_context_ref = 0;
171 static BOOL wined3d_fake_gl_context_foreign;
172 static BOOL wined3d_fake_gl_context_available = FALSE;
173 static HDC wined3d_fake_gl_context_hdc = NULL;
174 static HWND wined3d_fake_gl_context_hwnd = NULL;
176 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
177 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
179 0, 0, &wined3d_fake_gl_context_cs,
180 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
181 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
182 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
184 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
186 static void WineD3D_ReleaseFakeGLContext(void) {
187 HGLRC glCtx;
189 EnterCriticalSection(&wined3d_fake_gl_context_cs);
191 if(!wined3d_fake_gl_context_available) {
192 TRACE_(d3d_caps)("context not available\n");
193 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
194 return;
197 glCtx = pwglGetCurrentContext();
199 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
200 if (0 == (--wined3d_fake_gl_context_ref) ) {
201 if(!wined3d_fake_gl_context_foreign && glCtx) {
202 TRACE_(d3d_caps)("destroying fake GL context\n");
203 pwglMakeCurrent(NULL, NULL);
204 pwglDeleteContext(glCtx);
206 if(wined3d_fake_gl_context_hdc)
207 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
208 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
209 if(wined3d_fake_gl_context_hwnd)
210 DestroyWindow(wined3d_fake_gl_context_hwnd);
211 wined3d_fake_gl_context_hwnd = NULL;
212 wined3d_fake_gl_context_available = FALSE;
214 assert(wined3d_fake_gl_context_ref >= 0);
216 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
219 static BOOL WineD3D_CreateFakeGLContext(void) {
220 HGLRC glCtx = NULL;
222 EnterCriticalSection(&wined3d_fake_gl_context_cs);
224 TRACE("getting context...\n");
225 if(wined3d_fake_gl_context_ref > 0) goto ret;
226 assert(0 == wined3d_fake_gl_context_ref);
228 wined3d_fake_gl_context_foreign = TRUE;
230 glCtx = pwglGetCurrentContext();
231 if (!glCtx) {
232 PIXELFORMATDESCRIPTOR pfd;
233 int iPixelFormat;
235 wined3d_fake_gl_context_foreign = FALSE;
237 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
238 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
239 if(!wined3d_fake_gl_context_hwnd) {
240 ERR("HWND creation failed!\n");
241 goto fail;
243 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
244 if(!wined3d_fake_gl_context_hdc) {
245 ERR("GetDC failed!\n");
246 goto fail;
249 /* PixelFormat selection */
250 ZeroMemory(&pfd, sizeof(pfd));
251 pfd.nSize = sizeof(pfd);
252 pfd.nVersion = 1;
253 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
254 pfd.iPixelType = PFD_TYPE_RGBA;
255 pfd.cColorBits = 32;
256 pfd.iLayerType = PFD_MAIN_PLANE;
258 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
259 if(!iPixelFormat) {
260 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
261 ERR("Can't find a suitable iPixelFormat\n");
262 goto fail;
264 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
265 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
267 /* Create a GL context */
268 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
269 if (!glCtx) {
270 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
271 goto fail;
274 /* Make it the current GL context */
275 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
276 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
277 goto fail;
281 ret:
282 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
283 wined3d_fake_gl_context_ref++;
284 wined3d_fake_gl_context_available = TRUE;
285 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
286 return TRUE;
287 fail:
288 if(wined3d_fake_gl_context_hdc)
289 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
290 wined3d_fake_gl_context_hdc = NULL;
291 if(wined3d_fake_gl_context_hwnd)
292 DestroyWindow(wined3d_fake_gl_context_hwnd);
293 wined3d_fake_gl_context_hwnd = NULL;
294 if(glCtx) pwglDeleteContext(glCtx);
295 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
296 return FALSE;
299 /* Adjust the amount of used texture memory */
300 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
301 UINT Adapter = D3DDevice->adapterNo;
303 Adapters[Adapter].UsedTextureRam += glram;
304 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
305 return Adapters[Adapter].UsedTextureRam;
308 /**********************************************************
309 * IUnknown parts follows
310 **********************************************************/
312 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
314 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
316 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
317 if (IsEqualGUID(riid, &IID_IUnknown)
318 || IsEqualGUID(riid, &IID_IWineD3DBase)
319 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
320 IUnknown_AddRef(iface);
321 *ppobj = This;
322 return S_OK;
324 *ppobj = NULL;
325 return E_NOINTERFACE;
328 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
329 IWineD3DImpl *This = (IWineD3DImpl *)iface;
330 ULONG refCount = InterlockedIncrement(&This->ref);
332 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
333 return refCount;
336 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
337 IWineD3DImpl *This = (IWineD3DImpl *)iface;
338 ULONG ref;
339 TRACE("(%p) : Releasing from %d\n", This, This->ref);
340 ref = InterlockedDecrement(&This->ref);
341 if (ref == 0) {
342 HeapFree(GetProcessHeap(), 0, This);
345 return ref;
348 /* Set the shader type for this device, depending on the given capabilities,
349 * the device type, and the user preferences in wined3d_settings */
351 static void select_shader_mode(
352 WineD3D_GL_Info *gl_info,
353 WINED3DDEVTYPE DeviceType,
354 int* ps_selected,
355 int* vs_selected) {
357 if (wined3d_settings.vs_mode == VS_NONE) {
358 *vs_selected = SHADER_NONE;
359 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
360 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
361 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
362 * shaders only on this card. */
363 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
364 *vs_selected = SHADER_ARB;
365 else
366 *vs_selected = SHADER_GLSL;
367 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
368 *vs_selected = SHADER_ARB;
369 } else {
370 *vs_selected = SHADER_NONE;
373 if (wined3d_settings.ps_mode == PS_NONE) {
374 *ps_selected = SHADER_NONE;
375 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
376 *ps_selected = SHADER_GLSL;
377 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
378 *ps_selected = SHADER_ARB;
379 } else {
380 *ps_selected = SHADER_NONE;
384 /** Select the number of report maximum shader constants based on the selected shader modes */
385 static void select_shader_max_constants(
386 int ps_selected_mode,
387 int vs_selected_mode,
388 WineD3D_GL_Info *gl_info) {
390 switch (vs_selected_mode) {
391 case SHADER_GLSL:
392 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
393 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
394 break;
395 case SHADER_ARB:
396 /* We have to subtract any other PARAMs that we might use in our shader programs.
397 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
398 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
399 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
400 break;
401 default:
402 gl_info->max_vshader_constantsF = 0;
403 break;
406 switch (ps_selected_mode) {
407 case SHADER_GLSL:
408 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
409 * In theory the texbem instruction may need one more shader constant too. But lets assume
410 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
411 * and lets not take away a uniform needlessly from all other shaders.
413 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
414 break;
415 case SHADER_ARB:
416 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
417 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
419 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
420 break;
421 default:
422 gl_info->max_pshader_constantsF = 0;
423 break;
427 /**********************************************************
428 * IWineD3D parts follows
429 **********************************************************/
431 #define GLINFO_LOCATION (*gl_info)
432 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
433 GLuint prog;
434 BOOL ret = FALSE;
435 const char *testcode =
436 "!!ARBvp1.0\n"
437 "PARAM C[66] = { program.env[0..65] };\n"
438 "ADDRESS A0;"
439 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
440 "ARL A0.x, zero.x;\n"
441 "MOV result.position, C[A0.x + 65];\n"
442 "END\n";
444 while(glGetError());
445 GL_EXTCALL(glGenProgramsARB(1, &prog));
446 if(!prog) {
447 ERR("Failed to create an ARB offset limit test program\n");
449 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
450 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
451 strlen(testcode), testcode));
452 if(glGetError() != 0) {
453 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
454 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
455 ret = TRUE;
456 } else TRACE("OpenGL implementation allows offsets > 63\n");
458 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
459 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
460 checkGLcall("ARB vp offset limit test cleanup\n");
462 return ret;
465 static DWORD ver_for_ext(GL_SupportedExt ext)
467 unsigned int i;
468 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
469 if(EXTENSION_MAP[i].extension == ext) {
470 return EXTENSION_MAP[i].version;
473 return 0;
476 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
477 const char *GL_Extensions = NULL;
478 const char *WGL_Extensions = NULL;
479 const char *gl_string = NULL;
480 const char *gl_string_cursor = NULL;
481 GLint gl_max;
482 GLfloat gl_floatv[2];
483 int major = 1, minor = 0;
484 BOOL return_value = TRUE;
485 unsigned i;
486 HDC hdc;
487 unsigned int vidmem=0;
489 TRACE_(d3d_caps)("(%p)\n", gl_info);
491 ENTER_GL();
493 gl_string = (const char *) glGetString(GL_RENDERER);
494 if (NULL == gl_string)
495 gl_string = "None";
496 strcpy(gl_info->gl_renderer, gl_string);
498 gl_string = (const char *) glGetString(GL_VENDOR);
499 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
500 if (gl_string != NULL) {
501 /* Fill in the GL vendor */
502 if (strstr(gl_string, "NVIDIA")) {
503 gl_info->gl_vendor = VENDOR_NVIDIA;
504 } else if (strstr(gl_string, "ATI")) {
505 gl_info->gl_vendor = VENDOR_ATI;
506 } else if (strstr(gl_string, "Intel(R)") ||
507 strstr(gl_info->gl_renderer, "Intel(R)") ||
508 strstr(gl_string, "Intel Inc.")) {
509 gl_info->gl_vendor = VENDOR_INTEL;
510 } else if (strstr(gl_string, "Mesa")) {
511 gl_info->gl_vendor = VENDOR_MESA;
512 } else {
513 gl_info->gl_vendor = VENDOR_WINE;
515 } else {
516 gl_info->gl_vendor = VENDOR_WINE;
520 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
522 /* Parse the GL_VERSION field into major and minor information */
523 gl_string = (const char *) glGetString(GL_VERSION);
524 if (gl_string != NULL) {
526 /* First, parse the generic opengl version. This is supposed not to be convoluted with
527 * driver specific information
529 gl_string_cursor = gl_string;
530 major = atoi(gl_string_cursor);
531 if(major <= 0) {
532 ERR("Invalid opengl major version: %d\n", major);
534 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
535 ++gl_string_cursor;
537 if (*gl_string_cursor++ != '.') {
538 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
540 minor = atoi(gl_string_cursor);
541 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
542 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
544 /* Now parse the driver specific string which we'll report to the app */
545 switch (gl_info->gl_vendor) {
546 case VENDOR_NVIDIA:
547 gl_string_cursor = strstr(gl_string, "NVIDIA");
548 if (!gl_string_cursor) {
549 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
550 break;
553 gl_string_cursor = strstr(gl_string_cursor, " ");
554 if (!gl_string_cursor) {
555 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
556 break;
559 while (*gl_string_cursor == ' ') {
560 ++gl_string_cursor;
563 if (!*gl_string_cursor) {
564 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
565 break;
568 major = atoi(gl_string_cursor);
569 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
570 ++gl_string_cursor;
573 if (*gl_string_cursor++ != '.') {
574 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
575 break;
578 minor = atoi(gl_string_cursor);
579 minor = major*100+minor;
580 major = 10;
582 break;
584 case VENDOR_ATI:
585 major = minor = 0;
586 gl_string_cursor = strchr(gl_string, '-');
587 if (gl_string_cursor) {
588 int error = 0;
589 gl_string_cursor++;
591 /* Check if version number is of the form x.y.z */
592 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
593 error = 1;
594 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
595 error = 1;
596 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
597 error = 1;
598 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
599 error = 1;
601 /* Mark version number as malformed */
602 if (error)
603 gl_string_cursor = 0;
606 if (!gl_string_cursor)
607 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
608 else {
609 major = *gl_string_cursor - '0';
610 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
612 break;
614 case VENDOR_INTEL:
615 /* Apple and Mesa version strings look differently, but both provide intel drivers */
616 if(strstr(gl_string, "APPLE")) {
617 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
618 * We only need the first part, and use the APPLE as identification
619 * "1.2 APPLE-1.4.56"
621 gl_string_cursor = gl_string;
622 major = atoi(gl_string_cursor);
623 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
624 ++gl_string_cursor;
627 if (*gl_string_cursor++ != '.') {
628 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
629 break;
632 minor = atoi(gl_string_cursor);
633 break;
636 case VENDOR_MESA:
637 gl_string_cursor = strstr(gl_string, "Mesa");
638 gl_string_cursor = strstr(gl_string_cursor, " ");
639 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
640 if (*gl_string_cursor) {
641 char tmp[16];
642 int cursor = 0;
644 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
645 tmp[cursor++] = *gl_string_cursor;
646 ++gl_string_cursor;
648 tmp[cursor] = 0;
649 major = atoi(tmp);
651 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
652 ++gl_string_cursor;
654 cursor = 0;
655 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
656 tmp[cursor++] = *gl_string_cursor;
657 ++gl_string_cursor;
659 tmp[cursor] = 0;
660 minor = atoi(tmp);
662 break;
664 default:
665 major = 0;
666 minor = 9;
668 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
669 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
670 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
671 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
672 } else {
673 FIXME("OpenGL driver did not return version information\n");
674 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
675 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
678 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
681 * Initialize openGL extension related variables
682 * with Default values
684 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
685 gl_info->max_buffers = 1;
686 gl_info->max_textures = 1;
687 gl_info->max_texture_stages = 1;
688 gl_info->max_fragment_samplers = 1;
689 gl_info->max_vertex_samplers = 0;
690 gl_info->max_combined_samplers = 0;
691 gl_info->max_sampler_stages = 1;
692 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
693 gl_info->ps_arb_max_temps = 0;
694 gl_info->ps_arb_max_instructions = 0;
695 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
696 gl_info->vs_arb_max_temps = 0;
697 gl_info->vs_arb_max_instructions = 0;
698 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
699 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
700 gl_info->vs_glsl_constantsF = 0;
701 gl_info->ps_glsl_constantsF = 0;
702 gl_info->vs_arb_constantsF = 0;
703 gl_info->ps_arb_constantsF = 0;
705 /* Retrieve opengl defaults */
706 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
707 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
708 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
710 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
711 gl_info->max_lights = gl_max;
712 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
714 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
715 gl_info->max_texture_size = gl_max;
716 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
718 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
719 gl_info->max_pointsizemin = gl_floatv[0];
720 gl_info->max_pointsize = gl_floatv[1];
721 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
723 glGetIntegerv(GL_AUX_BUFFERS, &gl_max);
724 gl_info->max_aux_buffers = gl_max;
725 TRACE_(d3d_caps)("Offscreen rendering support - number of aux buffers=%d\n", gl_max);
727 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
728 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
729 TRACE_(d3d_caps)("GL_Extensions reported:\n");
731 if (NULL == GL_Extensions) {
732 ERR(" GL_Extensions returns NULL\n");
733 } else {
734 while (*GL_Extensions != 0x00) {
735 const char *Start;
736 char ThisExtn[256];
737 size_t len;
739 while (isspace(*GL_Extensions)) GL_Extensions++;
740 Start = GL_Extensions;
741 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
742 GL_Extensions++;
745 len = GL_Extensions - Start;
746 if (len == 0 || len >= sizeof(ThisExtn))
747 continue;
749 memcpy(ThisExtn, Start, len);
750 ThisExtn[len] = '\0';
751 TRACE_(d3d_caps)("- %s\n", ThisExtn);
753 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
754 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
755 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
756 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
757 break;
761 /* Now work out what GL support this card really has */
762 #define USE_GL_FUNC(type, pfn, ext, replace) { \
763 DWORD ver = ver_for_ext(ext); \
764 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
765 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
766 else gl_info->pfn = NULL; \
768 GL_EXT_FUNCS_GEN;
769 #undef USE_GL_FUNC
771 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
772 WGL_EXT_FUNCS_GEN;
773 #undef USE_GL_FUNC
775 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
776 * loading the functions, otherwise the code above will load the extension entry points instead of the
777 * core functions, which may not work
779 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
780 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
781 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
782 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
783 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
787 if (gl_info->supported[APPLE_FENCE]) {
788 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
789 * The apple extension interacts with some other apple exts. Disable the NV
790 * extension if the apple one is support to prevent confusion in other parts
791 * of the code
793 gl_info->supported[NV_FENCE] = FALSE;
795 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
796 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
798 * The enums are the same:
799 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
800 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
801 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
802 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
803 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
805 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
806 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
807 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
809 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
810 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
811 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
814 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
815 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
816 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
818 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
819 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
820 * Won't occur in any real world situation though
822 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
824 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
825 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
826 gl_info->max_buffers = gl_max;
827 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
829 if (gl_info->supported[ARB_MULTITEXTURE]) {
830 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
831 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
832 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
834 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
835 GLint tmp;
836 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
837 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
838 } else {
839 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
841 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
843 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
844 GLint tmp;
845 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
846 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
847 } else {
848 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
850 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
852 if (gl_info->supported[ARB_VERTEX_SHADER]) {
853 GLint tmp;
854 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
855 gl_info->max_vertex_samplers = tmp;
856 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
857 gl_info->max_combined_samplers = tmp;
859 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
860 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
861 * an issue because then the sampler setup only depends on the two shaders. If a pixel
862 * shader is used with fixed function vertex processing we're fine too because fixed function
863 * vertex processing doesn't use any samplers. If fixed function fragment processing is
864 * used we have to make sure that all vertex sampler setups are valid together with all
865 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
866 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
867 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
868 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
869 * a fixed function pipeline anymore.
871 * So this is just a check to check that our assumption holds true. If not, write a warning
872 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
874 if(gl_info->max_vertex_samplers &&
875 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
876 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
877 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
878 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
879 if( gl_info->max_combined_samplers > MAX_TEXTURES )
880 gl_info->max_vertex_samplers =
881 gl_info->max_combined_samplers - MAX_TEXTURES;
882 else
883 gl_info->max_vertex_samplers = 0;
885 } else {
886 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
888 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
889 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
891 if (gl_info->supported[ARB_VERTEX_BLEND]) {
892 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
893 gl_info->max_blends = gl_max;
894 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
896 if (gl_info->supported[EXT_TEXTURE3D]) {
897 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
898 gl_info->max_texture3d_size = gl_max;
899 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
901 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
902 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
903 gl_info->max_anisotropy = gl_max;
904 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
906 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
907 gl_info->ps_arb_version = PS_VERSION_11;
908 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
909 gl_info->ps_arb_constantsF = gl_max;
910 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
911 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
912 gl_info->ps_arb_max_temps = gl_max;
913 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
914 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
915 gl_info->ps_arb_max_instructions = gl_max;
916 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
918 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
919 gl_info->vs_arb_version = VS_VERSION_11;
920 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
921 gl_info->vs_arb_constantsF = gl_max;
922 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
923 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
924 gl_info->vs_arb_max_temps = gl_max;
925 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
926 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
927 gl_info->vs_arb_max_instructions = gl_max;
928 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
930 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
932 if (gl_info->supported[ARB_VERTEX_SHADER]) {
933 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
934 gl_info->vs_glsl_constantsF = gl_max / 4;
935 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
937 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
938 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
939 gl_info->ps_glsl_constantsF = gl_max / 4;
940 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
941 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
942 gl_info->max_glsl_varyings = gl_max;
943 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
945 if (gl_info->supported[EXT_VERTEX_SHADER]) {
946 gl_info->vs_ati_version = VS_VERSION_11;
948 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
949 gl_info->vs_nv_version = VS_VERSION_30;
950 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
951 gl_info->vs_nv_version = VS_VERSION_20;
952 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
953 gl_info->vs_nv_version = VS_VERSION_11;
954 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
955 gl_info->vs_nv_version = VS_VERSION_10;
957 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
958 gl_info->ps_nv_version = PS_VERSION_30;
959 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
960 gl_info->ps_nv_version = PS_VERSION_20;
962 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
963 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
964 } else {
965 gl_info->max_shininess = 128.0;
967 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
968 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
969 * This saves a few redundant glDisable calls
971 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
975 checkGLcall("extension detection\n");
977 /* In some cases the number of texture stages can be larger than the number
978 * of samplers. The GF4 for example can use only 2 samplers (no fragment
979 * shaders), but 8 texture stages (register combiners). */
980 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
982 /* We can only use ORM_FBO when the hardware supports it. */
983 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
984 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
985 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
988 /* MRTs are currently only supported when FBOs are used. */
989 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
990 gl_info->max_buffers = 1;
993 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
994 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
995 * in case of the latest videocards in the number of pixel/vertex pipelines.
997 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
998 * rendering. Various games use this information to get a rough estimation of the features of the card
999 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1000 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1001 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1002 * not the PCI id.
1004 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1005 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1006 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1007 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1008 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1009 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1010 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1011 * is limited.
1013 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1014 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1015 * similar 3d features.
1017 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1018 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1019 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1020 * won't pass we return a default card. This way is better than maintaining a full card database as even
1021 * without a full database we can return a card with similar features. Second the size of the database
1022 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1023 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1024 * to distinguishes between different models from that family.
1026 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1027 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1028 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1029 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1030 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1031 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1032 * memory behind our backs if really needed.
1033 * Note that the amount of video memory can be overruled using a registry setting.
1035 switch (gl_info->gl_vendor) {
1036 case VENDOR_NVIDIA:
1037 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1038 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1040 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1041 /* Geforce8 - highend */
1042 if (strstr(gl_info->gl_renderer, "8800")) {
1043 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1044 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1046 /* Geforce8 - midend mobile */
1047 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1048 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1049 vidmem = 512;
1051 /* Geforce8 - midend */
1052 else if(strstr(gl_info->gl_renderer, "8600") ||
1053 strstr(gl_info->gl_renderer, "8700"))
1055 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1056 vidmem = 256;
1058 /* Geforce8 - lowend */
1059 else if(strstr(gl_info->gl_renderer, "8300") ||
1060 strstr(gl_info->gl_renderer, "8400") ||
1061 strstr(gl_info->gl_renderer, "8500"))
1063 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1064 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1066 /* Geforce7 - highend */
1067 else if(strstr(gl_info->gl_renderer, "7800") ||
1068 strstr(gl_info->gl_renderer, "7900") ||
1069 strstr(gl_info->gl_renderer, "7950") ||
1070 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1071 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1073 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1074 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1076 /* Geforce7 midend */
1077 else if(strstr(gl_info->gl_renderer, "7600") ||
1078 strstr(gl_info->gl_renderer, "7700")) {
1079 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1080 vidmem = 256; /* The 7600 uses 256-512MB */
1081 /* Geforce7 lower medium */
1082 } else if(strstr(gl_info->gl_renderer, "7400")) {
1083 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1084 vidmem = 256; /* The 7400 uses 256-512MB */
1086 /* Geforce7 lowend */
1087 else if(strstr(gl_info->gl_renderer, "7300")) {
1088 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1089 vidmem = 256; /* Mac Pros with this card have 256 MB */
1091 /* Geforce6 highend */
1092 else if(strstr(gl_info->gl_renderer, "6800"))
1094 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1095 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1097 /* Geforce6 - midend */
1098 else if(strstr(gl_info->gl_renderer, "6600") ||
1099 strstr(gl_info->gl_renderer, "6610") ||
1100 strstr(gl_info->gl_renderer, "6700"))
1102 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1103 vidmem = 128; /* A 6600GT has 128-256MB */
1105 /* Geforce6/7 lowend */
1106 else {
1107 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1108 vidmem = 64; /* */
1110 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1111 /* GeforceFX - highend */
1112 if (strstr(gl_info->gl_renderer, "5800") ||
1113 strstr(gl_info->gl_renderer, "5900") ||
1114 strstr(gl_info->gl_renderer, "5950") ||
1115 strstr(gl_info->gl_renderer, "Quadro FX"))
1117 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1118 vidmem = 256; /* 5800-5900 cards use 256MB */
1120 /* GeforceFX - midend */
1121 else if(strstr(gl_info->gl_renderer, "5600") ||
1122 strstr(gl_info->gl_renderer, "5650") ||
1123 strstr(gl_info->gl_renderer, "5700") ||
1124 strstr(gl_info->gl_renderer, "5750"))
1126 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1127 vidmem = 128; /* A 5600 uses 128-256MB */
1129 /* GeforceFX - lowend */
1130 else {
1131 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1132 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1134 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1135 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1136 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1137 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1139 else {
1140 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1141 vidmem = 64; /* Geforce3 cards have 64-128MB */
1143 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1144 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1145 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1146 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1148 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1149 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1150 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1152 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1153 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1154 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1156 else {
1157 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1158 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1160 } else {
1161 if (strstr(gl_info->gl_renderer, "TNT2")) {
1162 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1163 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1165 else {
1166 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1167 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1170 break;
1171 case VENDOR_ATI:
1172 if(WINE_D3D9_CAPABLE(gl_info)) {
1173 /* Radeon R6xx HD2900 - highend */
1174 if (strstr(gl_info->gl_renderer, "HD 2900")) {
1175 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1176 vidmem = 512; /* HD2900 uses 512-1024MB */
1178 /* Radeon R6xx HD2600- midend */
1179 else if (strstr(gl_info->gl_renderer, "HD 2600")) {
1180 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1181 vidmem = 256; /* HD2600 uses 256-512MB */
1183 /* Radeon R6xx HD2300/HD2400 - lowend */
1184 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1185 strstr(gl_info->gl_renderer, "HD 2400"))
1187 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1188 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1190 /* Radeon R5xx */
1191 else if (strstr(gl_info->gl_renderer, "X1600") ||
1192 strstr(gl_info->gl_renderer, "X1650") ||
1193 strstr(gl_info->gl_renderer, "X1800") ||
1194 strstr(gl_info->gl_renderer, "X1900") ||
1195 strstr(gl_info->gl_renderer, "X1950"))
1197 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1198 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1200 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1201 else if(strstr(gl_info->gl_renderer, "X700") ||
1202 strstr(gl_info->gl_renderer, "X800") ||
1203 strstr(gl_info->gl_renderer, "X850") ||
1204 strstr(gl_info->gl_renderer, "X1300") ||
1205 strstr(gl_info->gl_renderer, "X1400") ||
1206 strstr(gl_info->gl_renderer, "X1450") ||
1207 strstr(gl_info->gl_renderer, "X1550"))
1209 gl_info->gl_card = CARD_ATI_RADEON_X700;
1210 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1212 /* Radeon R3xx */
1213 else {
1214 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1215 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1217 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1218 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1219 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1220 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1221 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1222 vidmem = 32; /* There are models with up to 64MB */
1223 } else {
1224 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1225 vidmem = 16; /* There are 16-32MB models */
1227 break;
1228 case VENDOR_INTEL:
1229 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1230 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1231 gl_info->gl_card = CARD_INTEL_I945GM;
1232 vidmem = 64;
1233 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1234 gl_info->gl_card = CARD_INTEL_I915GM;
1235 } else if (strstr(gl_info->gl_renderer, "915G")) {
1236 gl_info->gl_card = CARD_INTEL_I915G;
1237 } else if (strstr(gl_info->gl_renderer, "865G")) {
1238 gl_info->gl_card = CARD_INTEL_I865G;
1239 } else if (strstr(gl_info->gl_renderer, "855G")) {
1240 gl_info->gl_card = CARD_INTEL_I855G;
1241 } else if (strstr(gl_info->gl_renderer, "830G")) {
1242 gl_info->gl_card = CARD_INTEL_I830G;
1243 } else {
1244 gl_info->gl_card = CARD_INTEL_I915G;
1246 break;
1247 case VENDOR_MESA:
1248 case VENDOR_WINE:
1249 default:
1250 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1251 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1252 * them a good generic choice.
1254 gl_info->gl_vendor = VENDOR_NVIDIA;
1255 if(WINE_D3D9_CAPABLE(gl_info))
1256 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1257 else if(WINE_D3D8_CAPABLE(gl_info))
1258 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1259 else if(WINE_D3D7_CAPABLE(gl_info))
1260 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1261 else if(WINE_D3D6_CAPABLE(gl_info))
1262 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1263 else
1264 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1266 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1268 /* If we have an estimate use it, else default to 64MB; */
1269 if(vidmem)
1270 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1271 else
1272 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1274 /* Load all the lookup tables
1275 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1276 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1277 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1279 minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
1280 maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
1283 for (i = 0; i < MAX_LOOKUPS; i++) {
1284 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1287 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1288 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1289 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1290 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1291 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1292 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1293 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1294 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1295 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1296 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1298 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1299 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1300 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
1301 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
1302 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1305 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1306 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1307 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1308 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1309 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1310 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1311 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1312 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1313 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1314 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1315 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1316 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1317 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1319 /* TODO: config lookups */
1321 /* Make sure there's an active HDC else the WGL extensions will fail */
1322 hdc = pwglGetCurrentDC();
1323 if (hdc) {
1324 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1325 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1327 if (NULL == WGL_Extensions) {
1328 ERR(" WGL_Extensions returns NULL\n");
1329 } else {
1330 while (*WGL_Extensions != 0x00) {
1331 const char *Start;
1332 char ThisExtn[256];
1333 size_t len;
1335 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1336 Start = WGL_Extensions;
1337 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1338 WGL_Extensions++;
1341 len = WGL_Extensions - Start;
1342 if (len == 0 || len >= sizeof(ThisExtn))
1343 continue;
1345 memcpy(ThisExtn, Start, len);
1346 ThisExtn[len] = '\0';
1347 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1349 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1350 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1351 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1356 LEAVE_GL();
1358 return return_value;
1360 #undef GLINFO_LOCATION
1362 /**********************************************************
1363 * IWineD3D implementation follows
1364 **********************************************************/
1366 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1369 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1370 return numAdapters;
1373 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1374 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1375 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1376 return WINED3D_OK;
1379 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1380 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1382 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1383 return NULL;
1386 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1387 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1390 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1391 of the same bpp but different resolutions */
1393 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1394 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1395 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1396 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1398 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1399 return 0;
1402 /* TODO: Store modes per adapter and read it from the adapter structure */
1403 if (Adapter == 0) { /* Display */
1404 int i = 0;
1405 int j = 0;
1407 if (!DEBUG_SINGLE_MODE) {
1408 DEVMODEW DevModeW;
1410 ZeroMemory(&DevModeW, sizeof(DevModeW));
1411 DevModeW.dmSize = sizeof(DevModeW);
1412 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1413 j++;
1414 switch (Format)
1416 case WINED3DFMT_UNKNOWN:
1417 /* This is for D3D8, do not enumerate P8 here */
1418 if (DevModeW.dmBitsPerPel == 32 ||
1419 DevModeW.dmBitsPerPel == 16) i++;
1420 break;
1421 case WINED3DFMT_X8R8G8B8:
1422 if (DevModeW.dmBitsPerPel == 32) i++;
1423 break;
1424 case WINED3DFMT_R5G6B5:
1425 if (DevModeW.dmBitsPerPel == 16) i++;
1426 break;
1427 case WINED3DFMT_P8:
1428 if (DevModeW.dmBitsPerPel == 8) i++;
1429 break;
1430 default:
1431 /* Skip other modes as they do not match the requested format */
1432 break;
1435 } else {
1436 i = 1;
1437 j = 1;
1440 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1441 return i;
1442 } else {
1443 FIXME_(d3d_caps)("Adapter not primary display\n");
1445 return 0;
1448 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1449 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1450 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1451 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1453 /* Validate the parameters as much as possible */
1454 if (NULL == pMode ||
1455 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1456 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1457 return WINED3DERR_INVALIDCALL;
1460 /* TODO: Store modes per adapter and read it from the adapter structure */
1461 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1462 DEVMODEW DevModeW;
1463 int ModeIdx = 0;
1464 int i = 0;
1465 int j = 0;
1467 ZeroMemory(&DevModeW, sizeof(DevModeW));
1468 DevModeW.dmSize = sizeof(DevModeW);
1470 /* If we are filtering to a specific format (D3D9), then need to skip
1471 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1472 just count through the ones with valid bit depths */
1473 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1474 switch (Format)
1476 case WINED3DFMT_UNKNOWN:
1477 /* This is D3D8. Do not enumerate P8 here */
1478 if (DevModeW.dmBitsPerPel == 32 ||
1479 DevModeW.dmBitsPerPel == 16) i++;
1480 break;
1481 case WINED3DFMT_X8R8G8B8:
1482 if (DevModeW.dmBitsPerPel == 32) i++;
1483 break;
1484 case WINED3DFMT_R5G6B5:
1485 if (DevModeW.dmBitsPerPel == 16) i++;
1486 break;
1487 case WINED3DFMT_P8:
1488 if (DevModeW.dmBitsPerPel == 8) i++;
1489 break;
1490 default:
1491 /* Modes that don't match what we support can get an early-out */
1492 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1493 return WINED3DERR_INVALIDCALL;
1497 if (i == 0) {
1498 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1499 return WINED3DERR_INVALIDCALL;
1501 ModeIdx = j - 1;
1503 /* Now get the display mode via the calculated index */
1504 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1505 pMode->Width = DevModeW.dmPelsWidth;
1506 pMode->Height = DevModeW.dmPelsHeight;
1507 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1508 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1509 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1511 if (Format == WINED3DFMT_UNKNOWN) {
1512 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1513 } else {
1514 pMode->Format = Format;
1516 } else {
1517 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1518 return WINED3DERR_INVALIDCALL;
1521 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1522 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1523 DevModeW.dmBitsPerPel);
1525 } else if (DEBUG_SINGLE_MODE) {
1526 /* Return one setting of the format requested */
1527 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1528 pMode->Width = 800;
1529 pMode->Height = 600;
1530 pMode->RefreshRate = 60;
1531 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1532 } else {
1533 FIXME_(d3d_caps)("Adapter not primary display\n");
1536 return WINED3D_OK;
1539 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1540 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1541 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1543 if (NULL == pMode ||
1544 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1545 return WINED3DERR_INVALIDCALL;
1548 if (Adapter == 0) { /* Display */
1549 int bpp = 0;
1550 DEVMODEW DevModeW;
1552 ZeroMemory(&DevModeW, sizeof(DevModeW));
1553 DevModeW.dmSize = sizeof(DevModeW);
1555 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1556 pMode->Width = DevModeW.dmPelsWidth;
1557 pMode->Height = DevModeW.dmPelsHeight;
1558 bpp = DevModeW.dmBitsPerPel;
1559 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1560 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1562 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1565 pMode->Format = pixelformat_for_depth(bpp);
1566 } else {
1567 FIXME_(d3d_caps)("Adapter not primary display\n");
1570 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1571 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1572 return WINED3D_OK;
1575 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1576 and fields being inserted in the middle, a new structure is used in place */
1577 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1578 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1579 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1581 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1583 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1584 return WINED3DERR_INVALIDCALL;
1587 /* Return the information requested */
1588 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1589 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1590 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1592 /* Note dx8 doesn't supply a DeviceName */
1593 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1594 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1595 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1596 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1597 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1598 *(pIdentifier->SubSysId) = 0;
1599 *(pIdentifier->Revision) = 0;
1600 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1602 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1603 *(pIdentifier->WHQLLevel) = 0;
1604 } else {
1605 *(pIdentifier->WHQLLevel) = 1;
1608 return WINED3D_OK;
1611 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1612 short redSize, greenSize, blueSize, alphaSize, colorBits;
1614 if(!cfg)
1615 return FALSE;
1617 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1618 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1619 return FALSE;
1622 if(cfg->redSize < redSize)
1623 return FALSE;
1625 if(cfg->greenSize < greenSize)
1626 return FALSE;
1628 if(cfg->blueSize < blueSize)
1629 return FALSE;
1631 if(cfg->alphaSize < alphaSize)
1632 return FALSE;
1634 return TRUE;
1637 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1638 short depthSize, stencilSize;
1640 if(!cfg)
1641 return FALSE;
1643 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1644 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1645 return FALSE;
1648 if(cfg->depthSize != depthSize)
1649 return FALSE;
1651 if(cfg->stencilSize != stencilSize)
1652 return FALSE;
1654 return TRUE;
1657 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1658 WINED3DFORMAT AdapterFormat,
1659 WINED3DFORMAT RenderTargetFormat,
1660 WINED3DFORMAT DepthStencilFormat) {
1661 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1662 int nCfgs;
1663 WineD3D_PixelFormat *cfgs;
1664 int it;
1666 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1667 This, Adapter,
1668 DeviceType, debug_d3ddevicetype(DeviceType),
1669 AdapterFormat, debug_d3dformat(AdapterFormat),
1670 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1671 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1673 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1674 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1675 return WINED3DERR_INVALIDCALL;
1678 cfgs = Adapters[Adapter].cfgs;
1679 nCfgs = Adapters[Adapter].nCfgs;
1680 for (it = 0; it < nCfgs; ++it) {
1681 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1682 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1683 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1684 return WINED3D_OK;
1688 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1690 return WINED3DERR_NOTAVAILABLE;
1693 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1694 WINED3DFORMAT SurfaceFormat,
1695 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1697 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1698 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1699 This,
1700 Adapter,
1701 DeviceType, debug_d3ddevicetype(DeviceType),
1702 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1703 Windowed,
1704 MultiSampleType,
1705 pQualityLevels);
1707 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1708 return WINED3DERR_INVALIDCALL;
1711 /* TODO: Store in Adapter structure */
1712 if (pQualityLevels != NULL) {
1713 static int s_single_shot = 0;
1714 if (!s_single_shot) {
1715 FIXME("Quality levels unsupported at present\n");
1716 s_single_shot = 1;
1718 *pQualityLevels = 1; /* Guess at a value! */
1721 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1722 return WINED3DERR_NOTAVAILABLE;
1725 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1726 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1728 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1729 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1730 UINT nmodes;
1732 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1733 This,
1734 Adapter,
1735 DeviceType, debug_d3ddevicetype(DeviceType),
1736 DisplayFormat, debug_d3dformat(DisplayFormat),
1737 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1738 Windowed);
1740 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1741 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1742 return WINED3DERR_INVALIDCALL;
1745 /* The task of this function is to check whether a certain display / backbuffer format
1746 * combination is available on the given adapter. In fullscreen mode microsoft specified
1747 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1748 * and display format should match exactly.
1749 * In windowed mode format conversion can occur and this depends on the driver. When format
1750 * conversion is done, this function should nevertheless fail and applications need to use
1751 * CheckDeviceFormatConversion.
1752 * At the moment we assume that fullscreen and windowed have the same capabilities */
1754 /* There are only 4 display formats */
1755 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1756 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1757 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1758 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1760 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1761 return WINED3DERR_NOTAVAILABLE;
1764 /* If the requested DisplayFormat is not available, don't continue */
1765 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1766 if(!nmodes) {
1767 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1768 return WINED3DERR_NOTAVAILABLE;
1771 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1772 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1773 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1774 return WINED3DERR_NOTAVAILABLE;
1777 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1778 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1779 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1780 return WINED3DERR_NOTAVAILABLE;
1783 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1784 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1785 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1786 return WINED3DERR_NOTAVAILABLE;
1789 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1790 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1791 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1792 return WINED3DERR_NOTAVAILABLE;
1795 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1796 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1797 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1798 return WINED3DERR_NOTAVAILABLE;
1801 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1802 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1803 if(FAILED(hr))
1804 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1806 return hr;
1810 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1811 /* Check if we support bumpmapping for a format */
1812 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1814 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1815 switch (CheckFormat) {
1816 case WINED3DFMT_V8U8:
1817 TRACE_(d3d_caps)("[OK]\n");
1818 return TRUE;
1819 /* TODO: Other bump map formats */
1820 default:
1821 TRACE_(d3d_caps)("[FAILED]\n");
1822 return FALSE;
1825 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1826 switch (CheckFormat) {
1827 case WINED3DFMT_V8U8:
1828 TRACE_(d3d_caps)("[OK]\n");
1829 return TRUE;
1830 default:
1831 TRACE_(d3d_caps)("[FAILED]\n");
1832 return FALSE;
1835 TRACE_(d3d_caps)("[FAILED]\n");
1836 return FALSE;
1839 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1840 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat,
1841 WINED3DFORMAT DepthStencilFormat)
1843 int it=0;
1844 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1846 /* Only allow depth/stencil formats */
1847 switch (DepthStencilFormat) {
1848 case WINED3DFMT_D16_LOCKABLE:
1849 case WINED3DFMT_D16:
1850 case WINED3DFMT_D15S1:
1851 case WINED3DFMT_D24X8:
1852 case WINED3DFMT_D24X4S4:
1853 case WINED3DFMT_D24S8:
1854 case WINED3DFMT_D24FS8:
1855 case WINED3DFMT_D32:
1856 case WINED3DFMT_D32F_LOCKABLE:
1857 break;
1859 default:
1860 return FALSE;
1863 /* Walk through all WGL pixel formats to find a match */
1864 cfgs = Adapters[Adapter].cfgs;
1865 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1866 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
1867 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1868 return TRUE;
1873 return FALSE;
1876 /* Check the render target capabilities of a format */
1877 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
1879 UINT Adapter = 0;
1881 /* Filter out non-RT formats */
1882 switch(CheckFormat)
1884 /* Don't offer 8bit, windows doesn't either although we could emulate it */
1885 case WINED3DFMT_A8P8:
1886 case WINED3DFMT_P8:
1888 /* No DXTC render targets */
1889 case WINED3DFMT_DXT1:
1890 case WINED3DFMT_DXT2:
1891 case WINED3DFMT_DXT3:
1892 case WINED3DFMT_DXT4:
1893 case WINED3DFMT_DXT5:
1894 return FALSE;
1895 default:
1896 break;
1899 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1900 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1901 int it;
1902 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
1903 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
1905 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
1906 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
1908 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
1909 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
1910 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
1911 TRACE_(d3d_caps)("[FAILED]\n");
1912 return FALSE;
1915 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
1916 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
1917 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1918 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
1919 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
1920 return TRUE;
1923 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1924 /* We can propably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
1925 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1926 int it;
1928 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
1929 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1930 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
1931 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
1932 return TRUE;
1935 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
1936 /* For now return TRUE for FBOs until we have some proper checks.
1937 * Note that this function will only be called when the format is around for texturing. */
1938 return TRUE;
1940 return FALSE;
1943 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1945 /* Check for supported sRGB formats (Texture loading and framebuffer) */
1946 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
1947 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
1948 return FALSE;
1951 switch (CheckFormat) {
1952 case WINED3DFMT_A8R8G8B8:
1953 case WINED3DFMT_X8R8G8B8:
1954 case WINED3DFMT_A4R4G4B4:
1955 case WINED3DFMT_L8:
1956 case WINED3DFMT_A8L8:
1957 case WINED3DFMT_DXT1:
1958 case WINED3DFMT_DXT2:
1959 case WINED3DFMT_DXT3:
1960 case WINED3DFMT_DXT4:
1961 case WINED3DFMT_DXT5:
1962 TRACE_(d3d_caps)("[OK]\n");
1963 return TRUE;
1965 default:
1966 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
1967 return FALSE;
1969 return FALSE;
1972 /* Check if a texture format is supported on the given adapter */
1973 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1975 switch (CheckFormat) {
1977 /*****
1978 * supported: RGB(A) formats
1980 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
1981 case WINED3DFMT_A8R8G8B8:
1982 case WINED3DFMT_X8R8G8B8:
1983 case WINED3DFMT_R5G6B5:
1984 case WINED3DFMT_X1R5G5B5:
1985 case WINED3DFMT_A1R5G5B5:
1986 case WINED3DFMT_A4R4G4B4:
1987 case WINED3DFMT_R3G3B2:
1988 case WINED3DFMT_A8:
1989 case WINED3DFMT_X4R4G4B4:
1990 case WINED3DFMT_A8B8G8R8:
1991 case WINED3DFMT_X8B8G8R8:
1992 case WINED3DFMT_A2R10G10B10:
1993 case WINED3DFMT_A2B10G10R10:
1994 case WINED3DFMT_G16R16:
1995 TRACE_(d3d_caps)("[OK]\n");
1996 return TRUE;
1998 /*****
1999 * supported: Palettized
2001 case WINED3DFMT_P8:
2002 TRACE_(d3d_caps)("[OK]\n");
2003 return TRUE;
2004 /* No Windows driver offers A8P8, so don't offer it either */
2005 case WINED3DFMT_A8P8:
2006 return FALSE;
2008 /*****
2009 * Supported: (Alpha)-Luminance
2011 case WINED3DFMT_L8:
2012 case WINED3DFMT_A8L8:
2013 case WINED3DFMT_A4L4:
2014 case WINED3DFMT_L16:
2015 TRACE_(d3d_caps)("[OK]\n");
2016 return TRUE;
2018 /* Depth/stencil is handled using checkDepthStencilCapability, return FALSE here */
2019 case WINED3DFMT_D16_LOCKABLE:
2020 case WINED3DFMT_D16:
2021 case WINED3DFMT_D15S1:
2022 case WINED3DFMT_D24X8:
2023 case WINED3DFMT_D24X4S4:
2024 case WINED3DFMT_D24S8:
2025 case WINED3DFMT_D24FS8:
2026 case WINED3DFMT_D32:
2027 case WINED3DFMT_D32F_LOCKABLE:
2028 return FALSE;
2030 /*****
2031 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2032 * GL_NV_texture_shader), but advertized to make apps happy.
2033 * Enable some because games often fail when they are not available
2034 * and are still playable even without bump mapping
2036 case WINED3DFMT_V8U8:
2037 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2038 return WINED3D_OK;
2040 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2041 return FALSE;
2043 case WINED3DFMT_X8L8V8U8:
2044 case WINED3DFMT_L6V5U5:
2045 WARN_(d3d_caps)("[FAILED]\n");
2046 return FALSE;
2048 case WINED3DFMT_Q8W8V8U8:
2049 case WINED3DFMT_V16U16:
2050 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2051 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2052 return TRUE;
2054 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2055 return FALSE;
2057 /* Those are not advertized by the nvidia windows driver, and not
2058 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2059 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2060 * ARGB format if needed
2062 case WINED3DFMT_W11V11U10:
2063 case WINED3DFMT_A2W10V10U10:
2064 WARN_(d3d_caps)("[FAILED]\n");
2065 return FALSE;
2067 case WINED3DFMT_DXT1:
2068 case WINED3DFMT_DXT2:
2069 case WINED3DFMT_DXT3:
2070 case WINED3DFMT_DXT4:
2071 case WINED3DFMT_DXT5:
2072 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2073 TRACE_(d3d_caps)("[OK]\n");
2074 return TRUE;
2076 TRACE_(d3d_caps)("[FAILED]\n");
2077 return FALSE;
2080 /*****
2081 * Odd formats - not supported
2083 case WINED3DFMT_VERTEXDATA:
2084 case WINED3DFMT_INDEX16:
2085 case WINED3DFMT_INDEX32:
2086 case WINED3DFMT_Q16W16V16U16:
2087 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2088 return FALSE;
2090 /*****
2091 * WINED3DFMT_CxV8U8: Not supported right now
2093 case WINED3DFMT_CxV8U8:
2094 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2095 return FALSE;
2097 /* YUV formats, not supported for now */
2098 case WINED3DFMT_UYVY:
2099 case WINED3DFMT_YUY2:
2100 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2101 return FALSE;
2103 /* Not supported */
2104 case WINED3DFMT_A16B16G16R16:
2105 case WINED3DFMT_A8R3G3B2:
2106 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2107 return FALSE;
2109 /* Floating point formats */
2110 case WINED3DFMT_R16F:
2111 case WINED3DFMT_A16B16G16R16F:
2112 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2113 TRACE_(d3d_caps)("[OK]\n");
2114 return TRUE;
2116 TRACE_(d3d_caps)("[FAILED]\n");
2117 return FALSE;
2119 case WINED3DFMT_R32F:
2120 case WINED3DFMT_A32B32G32R32F:
2121 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2122 TRACE_(d3d_caps)("[OK]\n");
2123 return TRUE;
2125 TRACE_(d3d_caps)("[FAILED]\n");
2126 return FALSE;
2128 case WINED3DFMT_G16R16F:
2129 case WINED3DFMT_G32R32F:
2130 TRACE_(d3d_caps)("[FAILED]\n");
2131 return FALSE;
2133 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2134 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2135 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2136 * We can do instancing with all shader versions, but we need vertex shaders.
2138 * Additionally applications have to set the D3DRS_POINTSIZE render state to
2139 MAKEFOURCC('I','N','S','T') once
2140 * to enable instancing. WineD3D doesn't need that and just ignores it.
2142 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2144 case WINEMAKEFOURCC('I','N','S','T'):
2145 TRACE("ATI Instancing check hack\n");
2146 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2147 TRACE_(d3d_caps)("[OK]\n");
2148 return TRUE;
2150 TRACE_(d3d_caps)("[FAILED]\n");
2151 return FALSE;
2153 /* Some weird FOURCC formats */
2154 case WINED3DFMT_R8G8_B8G8:
2155 case WINED3DFMT_G8R8_G8B8:
2156 case WINED3DFMT_MULTI2_ARGB8:
2157 TRACE_(d3d_caps)("[FAILED]\n");
2158 return FALSE;
2160 case WINED3DFMT_UNKNOWN:
2161 return FALSE;
2163 default:
2164 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2165 break;
2167 return FALSE;
2170 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2172 if (!GL_LIMITS(vertex_samplers)) {
2173 TRACE_(d3d_caps)("[FAILED]\n");
2174 return FALSE;
2177 switch (CheckFormat) {
2178 case WINED3DFMT_A32B32G32R32F:
2179 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2180 TRACE_(d3d_caps)("[FAILED]\n");
2181 return FALSE;
2183 TRACE_(d3d_caps)("[OK]\n");
2184 return TRUE;
2186 default:
2187 TRACE_(d3d_caps)("[FAILED]\n");
2188 return FALSE;
2190 return FALSE;
2193 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2194 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2195 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2196 DWORD UsageCaps = 0;
2198 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2199 This,
2200 Adapter,
2201 DeviceType, debug_d3ddevicetype(DeviceType),
2202 AdapterFormat, debug_d3dformat(AdapterFormat),
2203 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2204 RType, debug_d3dresourcetype(RType),
2205 CheckFormat, debug_d3dformat(CheckFormat));
2207 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2208 return WINED3DERR_INVALIDCALL;
2211 if (Usage & WINED3DUSAGE_QUERY_FILTER) {
2212 switch (CheckFormat) {
2213 /* Filtering not supported */
2214 case WINED3DFMT_R32F:
2215 case WINED3DFMT_A32B32G32R32F:
2216 TRACE_(d3d_caps)("[FAILED]\n");
2217 return WINED3DERR_NOTAVAILABLE;
2218 default:
2219 break;
2223 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2224 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2225 TRACE_(d3d_caps)("[FAILED] - No mipmap generation support\n");
2226 return WINED3DERR_NOTAVAILABLE;
2230 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2231 /* Cubetexture allows:
2232 * - D3DUSAGE_AUTOGENMIPMAP
2233 * - D3DUSAGE_DEPTHSTENCIL
2234 * - D3DUSAGE_DYNAMIC
2235 * - D3DUSAGE_NONSECURE (d3d9ex)
2236 * - D3DUSAGE_RENDERTARGET
2237 * - D3DUSAGE_SOFTWAREPROCESSING
2239 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2240 /* Check if the texture format is around */
2241 if(CheckTextureCapability(Adapter, CheckFormat)) {
2242 /* No usage checks were requested, so return because we know that the format is supported */
2243 if(!Usage)
2244 return WINED3D_OK;
2246 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2247 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2248 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2249 } else {
2250 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2251 return WINED3DERR_NOTAVAILABLE;
2255 /* Check QUERY_SRGBREAD support */
2256 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2257 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2258 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2259 } else {
2260 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2261 return WINED3DERR_NOTAVAILABLE;
2265 /* Check QUERY_VERTEXTEXTURE support */
2266 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2267 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2268 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2269 } else {
2270 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2271 return WINED3DERR_NOTAVAILABLE;
2276 } else if(RType == WINED3DRTYPE_SURFACE) {
2277 /* Surface allows:
2278 * - D3DUSAGE_DEPTHSTENCIL
2279 * - D3DUSAGE_NONSECURE (d3d9ex)
2280 * - D3DUSAGE_RENDERTARGET
2283 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2284 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2285 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2286 } else {
2287 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2288 return WINED3DERR_NOTAVAILABLE;
2292 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2293 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2294 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2295 } else {
2296 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2297 return WINED3DERR_NOTAVAILABLE;
2300 } else if(RType == WINED3DRTYPE_TEXTURE) {
2301 /* Texture allows:
2302 * - D3DUSAGE_AUTOGENMIPMAP
2303 * - D3DUSAGE_DEPTHSTENCIL
2304 * - D3DUSAGE_DMAP
2305 * - D3DUSAGE_DYNAMIC
2306 * - D3DUSAGE_NONSECURE (d3d9ex)
2307 * - D3DUSAGE_RENDERTARGET
2308 * - D3DUSAGE_SOFTWAREPROCESSING
2309 * - D3DUSAGE_TEXTAPI (d3d9ex)
2312 /* Check if the texture format is around */
2313 if(CheckTextureCapability(Adapter, CheckFormat)) {
2314 /* No usage checks were requested, so return because we know that the format is supported */
2315 if(!Usage)
2316 return WINED3D_OK;
2318 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2319 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2320 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2321 } else {
2322 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2323 return WINED3DERR_NOTAVAILABLE;
2327 /* Check QUERY_LEGACYBUMPMAP support */
2328 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2329 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2330 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2331 } else {
2332 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2333 return WINED3DERR_NOTAVAILABLE;
2337 /* Check QUERY_SRGBREAD support */
2338 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2339 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2340 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2341 } else {
2342 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2343 return WINED3DERR_NOTAVAILABLE;
2347 /* Check QUERY_VERTEXTEXTURE support */
2348 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2349 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2350 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2351 } else {
2352 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2353 return WINED3DERR_NOTAVAILABLE;
2356 } else if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2357 if(Usage & WINED3DUSAGE_DEPTHSTENCIL)
2358 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2360 } else if(RType == WINED3DRTYPE_VOLUMETEXTURE) {
2361 /* Check volume texture and volume usage caps */
2362 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2363 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2364 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2365 return WINED3DERR_NOTAVAILABLE;
2368 /* Check QUERY_SRGBREAD support */
2369 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2370 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2371 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2372 } else {
2373 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2374 return WINED3DERR_NOTAVAILABLE;
2378 /* Check QUERY_VERTEXTEXTURE support */
2379 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2380 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2381 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2382 } else {
2383 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2384 return WINED3DERR_NOTAVAILABLE;
2389 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2390 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2391 * app needing one of those formats, don't advertize them to avoid leading apps into
2392 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2393 * except of R32F.
2395 switch(CheckFormat) {
2396 case WINED3DFMT_P8:
2397 case WINED3DFMT_A4L4:
2398 case WINED3DFMT_R32F:
2399 case WINED3DFMT_R16F:
2400 case WINED3DFMT_X8L8V8U8:
2401 case WINED3DFMT_L6V5U5:
2402 case WINED3DFMT_G16R16:
2403 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2404 return WINED3DERR_NOTAVAILABLE;
2406 case WINED3DFMT_Q8W8V8U8:
2407 case WINED3DFMT_V16U16:
2408 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2409 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2410 return WINED3DERR_NOTAVAILABLE;
2412 break;
2414 case WINED3DFMT_V8U8:
2415 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2416 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2417 return WINED3DERR_NOTAVAILABLE;
2419 break;
2421 case WINED3DFMT_DXT1:
2422 case WINED3DFMT_DXT2:
2423 case WINED3DFMT_DXT3:
2424 case WINED3DFMT_DXT4:
2425 case WINED3DFMT_DXT5:
2426 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2427 * compressed texture results in an error. While the D3D refrast does
2428 * support s3tc volumes, at least the nvidia windows driver does not, so
2429 * we're free not to support this format.
2431 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2432 return WINED3DERR_NOTAVAILABLE;
2434 default:
2435 /* Do nothing, continue with checking the format below */
2436 break;
2440 /* This format is nothing special and it is supported perfectly.
2441 * However, ati and nvidia driver on windows do not mark this format as
2442 * supported (tested with the dxCapsViewer) and pretending to
2443 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2444 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2445 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2447 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2448 TRACE_(d3d_caps)("[FAILED]\n");
2449 return WINED3DERR_NOTAVAILABLE;
2452 switch (CheckFormat) {
2454 /*****
2455 * supported: RGB(A) formats
2457 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2458 case WINED3DFMT_A8R8G8B8:
2459 case WINED3DFMT_X8R8G8B8:
2460 case WINED3DFMT_R5G6B5:
2461 case WINED3DFMT_X1R5G5B5:
2462 case WINED3DFMT_A1R5G5B5:
2463 case WINED3DFMT_A4R4G4B4:
2464 case WINED3DFMT_R3G3B2:
2465 case WINED3DFMT_A8:
2466 case WINED3DFMT_X4R4G4B4:
2467 case WINED3DFMT_A8B8G8R8:
2468 case WINED3DFMT_X8B8G8R8:
2469 case WINED3DFMT_A2R10G10B10:
2470 case WINED3DFMT_A2B10G10R10:
2471 case WINED3DFMT_G16R16:
2472 TRACE_(d3d_caps)("[OK]\n");
2473 return WINED3D_OK;
2475 /*****
2476 * supported: Palettized
2478 case WINED3DFMT_P8:
2479 TRACE_(d3d_caps)("[OK]\n");
2480 return WINED3D_OK;
2482 /*****
2483 * Supported: (Alpha)-Luminance
2485 case WINED3DFMT_L8:
2486 case WINED3DFMT_A8L8:
2487 case WINED3DFMT_A4L4:
2488 TRACE_(d3d_caps)("[OK]\n");
2489 return WINED3D_OK;
2491 /*****
2492 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2493 * GL_NV_texture_shader), but advertized to make apps happy.
2494 * Enable some because games often fail when they are not available
2495 * and are still playable even without bump mapping
2497 case WINED3DFMT_V8U8:
2498 case WINED3DFMT_V16U16:
2499 case WINED3DFMT_L6V5U5:
2500 case WINED3DFMT_X8L8V8U8:
2501 case WINED3DFMT_Q8W8V8U8:
2502 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2503 return WINED3D_OK;
2505 /* Those are not advertized by the nvidia windows driver, and not
2506 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2507 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2508 * ARGB format if needed
2510 case WINED3DFMT_W11V11U10:
2511 case WINED3DFMT_A2W10V10U10:
2512 WARN_(d3d_caps)("[FAILED]\n");
2513 return WINED3DERR_NOTAVAILABLE;
2515 case WINED3DFMT_DXT1:
2516 case WINED3DFMT_DXT2:
2517 case WINED3DFMT_DXT3:
2518 case WINED3DFMT_DXT4:
2519 case WINED3DFMT_DXT5:
2520 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2521 TRACE_(d3d_caps)("[OK]\n");
2522 return WINED3D_OK;
2523 } else {
2524 TRACE_(d3d_caps)("[FAILED]\n");
2525 return WINED3DERR_NOTAVAILABLE;
2529 /*****
2530 * Odd formats - not supported
2532 case WINED3DFMT_VERTEXDATA:
2533 case WINED3DFMT_INDEX16:
2534 case WINED3DFMT_INDEX32:
2535 case WINED3DFMT_Q16W16V16U16:
2536 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2537 return WINED3DERR_NOTAVAILABLE;
2539 /*****
2540 * WINED3DFMT_CxV8U8: Not supported right now
2542 case WINED3DFMT_CxV8U8:
2543 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2544 return WINED3DERR_NOTAVAILABLE;
2546 /* Not supported */
2547 case WINED3DFMT_A16B16G16R16:
2548 case WINED3DFMT_A8R3G3B2:
2549 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2550 return WINED3DERR_NOTAVAILABLE;
2552 /* Floating point formats */
2553 case WINED3DFMT_R16F:
2554 case WINED3DFMT_A16B16G16R16F:
2555 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2556 TRACE_(d3d_caps)("[OK]\n");
2557 return WINED3D_OK;
2558 } else {
2559 TRACE_(d3d_caps)("[FAILED]\n");
2560 return WINED3DERR_NOTAVAILABLE;
2562 case WINED3DFMT_R32F:
2563 case WINED3DFMT_A32B32G32R32F:
2564 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2565 TRACE_(d3d_caps)("[OK]\n");
2566 return WINED3D_OK;
2567 } else {
2568 TRACE_(d3d_caps)("[FAILED]\n");
2569 return WINED3DERR_NOTAVAILABLE;
2572 case WINED3DFMT_G16R16F:
2573 case WINED3DFMT_G32R32F:
2574 TRACE_(d3d_caps)("[FAILED]\n");
2575 return WINED3DERR_NOTAVAILABLE;
2577 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2578 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2579 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2580 * We can do instancing with all shader versions, but we need vertex shaders.
2582 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2583 * to enable instancing. WineD3D doesn't need that and just ignores it.
2585 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2587 case WINEMAKEFOURCC('I','N','S','T'):
2588 TRACE("ATI Instancing check hack\n");
2589 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2590 TRACE_(d3d_caps)("[OK]\n");
2591 return WINED3D_OK;
2592 } else {
2593 TRACE_(d3d_caps)("[FAILED]\n");
2594 return WINED3DERR_NOTAVAILABLE;
2597 default:
2598 break;
2603 TRACE_(d3d_caps)("[FAILED]\n");
2604 return WINED3DERR_NOTAVAILABLE;
2607 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2608 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2609 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2611 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2612 This,
2613 Adapter,
2614 DeviceType, debug_d3ddevicetype(DeviceType),
2615 SourceFormat, debug_d3dformat(SourceFormat),
2616 TargetFormat, debug_d3dformat(TargetFormat));
2617 return WINED3D_OK;
2620 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2621 subset of a D3DCAPS9 structure. However, it has to come via a void *
2622 as the d3d8 interface cannot import the d3d9 header */
2623 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2625 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2626 int vs_selected_mode;
2627 int ps_selected_mode;
2629 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2631 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2632 return WINED3DERR_INVALIDCALL;
2635 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2637 /* This function should *not* be modifying GL caps
2638 * TODO: move the functionality where it belongs */
2639 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2641 /* ------------------------------------------------
2642 The following fields apply to both d3d8 and d3d9
2643 ------------------------------------------------ */
2644 *pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2645 *pCaps->AdapterOrdinal = Adapter;
2647 *pCaps->Caps = 0;
2648 *pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2649 WINED3DCAPS2_FULLSCREENGAMMA |
2650 WINED3DCAPS2_DYNAMICTEXTURES;
2651 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2652 *pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2654 *pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2655 *pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2656 WINED3DPRESENT_INTERVAL_ONE;
2658 *pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2659 WINED3DCURSORCAPS_LOWRES;
2661 *pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2662 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2663 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2664 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2665 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2666 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2667 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2668 WINED3DDEVCAPS_PUREDEVICE |
2669 WINED3DDEVCAPS_HWRASTERIZATION |
2670 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2671 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2672 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2673 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2674 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2675 WINED3DDEVCAPS_RTPATCHES;
2677 *pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2678 WINED3DPMISCCAPS_CULLCCW |
2679 WINED3DPMISCCAPS_CULLCW |
2680 WINED3DPMISCCAPS_COLORWRITEENABLE |
2681 WINED3DPMISCCAPS_CLIPTLVERTS |
2682 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2683 WINED3DPMISCCAPS_MASKZ |
2684 WINED3DPMISCCAPS_BLENDOP;
2685 /* TODO:
2686 WINED3DPMISCCAPS_NULLREFERENCE
2687 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2688 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2689 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2690 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
2691 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2693 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
2694 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
2696 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
2697 #if 0
2698 if (GL_SUPPORT(NV_REGISTER_COMBINERS))
2699 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2700 if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
2701 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
2702 #endif
2704 *pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2705 WINED3DPRASTERCAPS_PAT |
2706 WINED3DPRASTERCAPS_WFOG |
2707 WINED3DPRASTERCAPS_ZFOG |
2708 WINED3DPRASTERCAPS_FOGVERTEX |
2709 WINED3DPRASTERCAPS_FOGTABLE |
2710 WINED3DPRASTERCAPS_STIPPLE |
2711 WINED3DPRASTERCAPS_SUBPIXEL |
2712 WINED3DPRASTERCAPS_ZTEST |
2713 WINED3DPRASTERCAPS_SCISSORTEST |
2714 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2715 WINED3DPRASTERCAPS_DEPTHBIAS;
2717 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2718 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
2719 WINED3DPRASTERCAPS_ZBIAS |
2720 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
2722 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
2723 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
2725 /* FIXME Add:
2726 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2727 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2728 WINED3DPRASTERCAPS_ANTIALIASEDGES
2729 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2730 WINED3DPRASTERCAPS_WBUFFER */
2732 *pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2733 WINED3DPCMPCAPS_EQUAL |
2734 WINED3DPCMPCAPS_GREATER |
2735 WINED3DPCMPCAPS_GREATEREQUAL |
2736 WINED3DPCMPCAPS_LESS |
2737 WINED3DPCMPCAPS_LESSEQUAL |
2738 WINED3DPCMPCAPS_NEVER |
2739 WINED3DPCMPCAPS_NOTEQUAL;
2741 *pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
2742 WINED3DPBLENDCAPS_BOTHSRCALPHA |
2743 WINED3DPBLENDCAPS_DESTALPHA |
2744 WINED3DPBLENDCAPS_DESTCOLOR |
2745 WINED3DPBLENDCAPS_INVDESTALPHA |
2746 WINED3DPBLENDCAPS_INVDESTCOLOR |
2747 WINED3DPBLENDCAPS_INVSRCALPHA |
2748 WINED3DPBLENDCAPS_INVSRCCOLOR |
2749 WINED3DPBLENDCAPS_ONE |
2750 WINED3DPBLENDCAPS_SRCALPHA |
2751 WINED3DPBLENDCAPS_SRCALPHASAT |
2752 WINED3DPBLENDCAPS_SRCCOLOR |
2753 WINED3DPBLENDCAPS_ZERO;
2755 *pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
2756 WINED3DPBLENDCAPS_DESTCOLOR |
2757 WINED3DPBLENDCAPS_INVDESTALPHA |
2758 WINED3DPBLENDCAPS_INVDESTCOLOR |
2759 WINED3DPBLENDCAPS_INVSRCALPHA |
2760 WINED3DPBLENDCAPS_INVSRCCOLOR |
2761 WINED3DPBLENDCAPS_ONE |
2762 WINED3DPBLENDCAPS_SRCALPHA |
2763 WINED3DPBLENDCAPS_SRCCOLOR |
2764 WINED3DPBLENDCAPS_ZERO;
2765 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
2766 * according to the glBlendFunc manpage
2768 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
2769 * legacy settings for srcblend only
2772 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
2773 *pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2774 *pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2778 *pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2779 WINED3DPCMPCAPS_EQUAL |
2780 WINED3DPCMPCAPS_GREATER |
2781 WINED3DPCMPCAPS_GREATEREQUAL |
2782 WINED3DPCMPCAPS_LESS |
2783 WINED3DPCMPCAPS_LESSEQUAL |
2784 WINED3DPCMPCAPS_NEVER |
2785 WINED3DPCMPCAPS_NOTEQUAL;
2787 *pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
2788 WINED3DPSHADECAPS_COLORGOURAUDRGB |
2789 WINED3DPSHADECAPS_ALPHAFLATBLEND |
2790 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
2791 WINED3DPSHADECAPS_COLORFLATRGB |
2792 WINED3DPSHADECAPS_FOGFLAT |
2793 WINED3DPSHADECAPS_FOGGOURAUD |
2794 WINED3DPSHADECAPS_SPECULARFLATRGB;
2796 *pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
2797 WINED3DPTEXTURECAPS_ALPHAPALETTE |
2798 WINED3DPTEXTURECAPS_BORDER |
2799 WINED3DPTEXTURECAPS_MIPMAP |
2800 WINED3DPTEXTURECAPS_PROJECTED |
2801 WINED3DPTEXTURECAPS_PERSPECTIVE;
2803 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
2804 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
2805 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
2808 if( GL_SUPPORT(EXT_TEXTURE3D)) {
2809 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
2810 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
2811 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
2814 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2815 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
2816 WINED3DPTEXTURECAPS_MIPCUBEMAP |
2817 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
2821 *pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2822 WINED3DPTFILTERCAPS_MAGFPOINT |
2823 WINED3DPTFILTERCAPS_MINFLINEAR |
2824 WINED3DPTFILTERCAPS_MINFPOINT |
2825 WINED3DPTFILTERCAPS_MIPFLINEAR |
2826 WINED3DPTFILTERCAPS_MIPFPOINT |
2827 WINED3DPTFILTERCAPS_LINEAR |
2828 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2829 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2830 WINED3DPTFILTERCAPS_MIPLINEAR |
2831 WINED3DPTFILTERCAPS_MIPNEAREST |
2832 WINED3DPTFILTERCAPS_NEAREST;
2834 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2835 *pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2836 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2839 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2840 *pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2841 WINED3DPTFILTERCAPS_MAGFPOINT |
2842 WINED3DPTFILTERCAPS_MINFLINEAR |
2843 WINED3DPTFILTERCAPS_MINFPOINT |
2844 WINED3DPTFILTERCAPS_MIPFLINEAR |
2845 WINED3DPTFILTERCAPS_MIPFPOINT |
2846 WINED3DPTFILTERCAPS_LINEAR |
2847 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2848 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2849 WINED3DPTFILTERCAPS_MIPLINEAR |
2850 WINED3DPTFILTERCAPS_MIPNEAREST |
2851 WINED3DPTFILTERCAPS_NEAREST;
2853 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2854 *pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2855 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2857 } else
2858 *pCaps->CubeTextureFilterCaps = 0;
2860 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2861 *pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2862 WINED3DPTFILTERCAPS_MAGFPOINT |
2863 WINED3DPTFILTERCAPS_MINFLINEAR |
2864 WINED3DPTFILTERCAPS_MINFPOINT |
2865 WINED3DPTFILTERCAPS_MIPFLINEAR |
2866 WINED3DPTFILTERCAPS_MIPFPOINT |
2867 WINED3DPTFILTERCAPS_LINEAR |
2868 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2869 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2870 WINED3DPTFILTERCAPS_MIPLINEAR |
2871 WINED3DPTFILTERCAPS_MIPNEAREST |
2872 WINED3DPTFILTERCAPS_NEAREST;
2873 } else
2874 *pCaps->VolumeTextureFilterCaps = 0;
2876 *pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2877 WINED3DPTADDRESSCAPS_CLAMP |
2878 WINED3DPTADDRESSCAPS_WRAP;
2880 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2881 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2883 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2884 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2886 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2887 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2890 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2891 *pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2892 WINED3DPTADDRESSCAPS_CLAMP |
2893 WINED3DPTADDRESSCAPS_WRAP;
2894 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2895 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2897 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2898 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2900 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2901 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2903 } else
2904 *pCaps->VolumeTextureAddressCaps = 0;
2906 *pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
2907 WINED3DLINECAPS_ZTEST;
2908 /* FIXME: Add
2909 WINED3DLINECAPS_BLEND
2910 WINED3DLINECAPS_ALPHACMP
2911 WINED3DLINECAPS_FOG */
2913 *pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
2914 *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
2916 if(GL_SUPPORT(EXT_TEXTURE3D))
2917 *pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
2918 else
2919 *pCaps->MaxVolumeExtent = 0;
2921 *pCaps->MaxTextureRepeat = 32768;
2922 *pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
2923 *pCaps->MaxVertexW = 1.0;
2925 *pCaps->GuardBandLeft = 0;
2926 *pCaps->GuardBandTop = 0;
2927 *pCaps->GuardBandRight = 0;
2928 *pCaps->GuardBandBottom = 0;
2930 *pCaps->ExtentsAdjust = 0;
2932 *pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
2933 WINED3DSTENCILCAPS_INCRSAT |
2934 WINED3DSTENCILCAPS_INVERT |
2935 WINED3DSTENCILCAPS_KEEP |
2936 WINED3DSTENCILCAPS_REPLACE |
2937 WINED3DSTENCILCAPS_ZERO;
2938 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
2939 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
2940 WINED3DSTENCILCAPS_INCR;
2942 if ( This->dxVersion > 8 &&
2943 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
2944 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
2945 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
2948 *pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
2950 *pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
2951 WINED3DTEXOPCAPS_ADDSIGNED |
2952 WINED3DTEXOPCAPS_ADDSIGNED2X |
2953 WINED3DTEXOPCAPS_MODULATE |
2954 WINED3DTEXOPCAPS_MODULATE2X |
2955 WINED3DTEXOPCAPS_MODULATE4X |
2956 WINED3DTEXOPCAPS_SELECTARG1 |
2957 WINED3DTEXOPCAPS_SELECTARG2 |
2958 WINED3DTEXOPCAPS_DISABLE;
2960 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
2961 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
2962 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2963 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2964 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2965 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2966 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2967 WINED3DTEXOPCAPS_LERP |
2968 WINED3DTEXOPCAPS_SUBTRACT;
2970 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
2971 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2972 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
2973 WINED3DTEXOPCAPS_MULTIPLYADD |
2974 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2975 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2976 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
2978 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
2979 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
2981 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2982 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2983 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
2986 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2987 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
2988 } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2989 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
2990 * not support 3D textures. This asks for trouble if an app uses both bump mapping
2991 * and 3D textures. It also allows us to keep the code simpler by having texture
2992 * shaders constantly enabled.
2994 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
2995 /* TODO: Luminance bump map? */
2997 #if 0
2998 /* FIXME: Add
2999 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
3000 WINED3DTEXOPCAPS_PREMODULATE */
3001 #endif
3003 *pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
3004 *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
3005 *pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3006 *pCaps->MaxActiveLights = GL_LIMITS(lights);
3008 *pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3009 *pCaps->MaxVertexBlendMatrixIndex = 0;
3011 *pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3012 *pCaps->MaxPointSize = GL_LIMITS(pointsize);
3015 *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3016 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3017 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3018 WINED3DVTXPCAPS_LOCALVIEWER |
3019 WINED3DVTXPCAPS_VERTEXFOG |
3020 WINED3DVTXPCAPS_TEXGEN;
3021 /* FIXME: Add
3022 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3024 *pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3025 *pCaps->MaxVertexIndex = 0xFFFFF;
3026 *pCaps->MaxStreams = MAX_STREAMS;
3027 *pCaps->MaxStreamStride = 1024;
3029 if (vs_selected_mode == SHADER_GLSL) {
3030 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3031 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3032 * vs_nv_version which is based on NV_vertex_program.
3033 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3034 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3035 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3036 * of native instructions, so use that here. For more info see the pixel shader versioning code below. */
3037 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3038 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
3039 else
3040 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
3041 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (*pCaps->VertexShaderVersion >> 8) & 0xff, *pCaps->VertexShaderVersion & 0xff);
3042 } else if (vs_selected_mode == SHADER_ARB) {
3043 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
3044 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
3045 } else {
3046 *pCaps->VertexShaderVersion = 0;
3047 TRACE_(d3d_caps)("Vertex shader functionality not available\n");
3050 *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
3052 if (ps_selected_mode == SHADER_GLSL) {
3053 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3054 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3055 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3056 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3057 * in max native instructions. Intel and others also offer the info in this extension but they
3058 * don't support GLSL (at least on Windows).
3060 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3061 * of instructions is 512 or less we have to do with ps2.0 hardware.
3062 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
3064 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3065 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
3066 else
3067 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
3068 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3069 * Direct3D minimum requirement.
3071 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3072 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3074 * The problem is that the refrast clamps temporary results in the shader to
3075 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3076 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3077 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3078 * offer a way to query this.
3080 *pCaps->PixelShader1xMaxValue = 8.0;
3081 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (*pCaps->PixelShaderVersion >> 8) & 0xff, *pCaps->PixelShaderVersion & 0xff);
3082 } else if (ps_selected_mode == SHADER_ARB) {
3083 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
3084 *pCaps->PixelShader1xMaxValue = 8.0;
3085 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
3086 } else {
3087 *pCaps->PixelShaderVersion = 0;
3088 *pCaps->PixelShader1xMaxValue = 0.0;
3089 TRACE_(d3d_caps)("Pixel shader functionality not available\n");
3092 /* ------------------------------------------------
3093 The following fields apply to d3d9 only
3094 ------------------------------------------------ */
3095 if (This->dxVersion > 8) {
3096 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3097 *pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
3098 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3099 *pCaps->MaxNpatchTessellationLevel = 0;
3100 *pCaps->MasterAdapterOrdinal = 0;
3101 *pCaps->AdapterOrdinalInGroup = 0;
3102 *pCaps->NumberOfAdaptersInGroup = 1;
3104 if(*pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3105 /* OpenGL supports all the formats below, perhaps not always
3106 * without conversion, but it supports them.
3107 * Further GLSL doesn't seem to have an official unsigned type so
3108 * don't advertise it yet as I'm not sure how we handle it.
3109 * We might need to add some clamping in the shader engine to
3110 * support it.
3111 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3112 *pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3113 WINED3DDTCAPS_UBYTE4N |
3114 WINED3DDTCAPS_SHORT2N |
3115 WINED3DDTCAPS_SHORT4N;
3116 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3117 *pCaps->DeclTypes |=
3118 WINED3DDTCAPS_FLOAT16_2 |
3119 WINED3DDTCAPS_FLOAT16_4;
3121 } else
3122 *pCaps->DeclTypes = 0;
3124 *pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3127 *pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3128 WINED3DPTFILTERCAPS_MAGFPOINT |
3129 WINED3DPTFILTERCAPS_MINFLINEAR |
3130 WINED3DPTFILTERCAPS_MAGFLINEAR;
3131 *pCaps->VertexTextureFilterCaps = 0;
3133 if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3134 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3135 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3136 *pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3137 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3138 *pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3139 *pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3141 *pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3142 *pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3143 } else if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3144 *pCaps->VS20Caps.Caps = 0;
3145 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3146 *pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3147 *pCaps->VS20Caps.StaticFlowControlDepth = 1;
3149 *pCaps->MaxVShaderInstructionsExecuted = 65535;
3150 *pCaps->MaxVertexShader30InstructionSlots = 0;
3151 } else { /* VS 1.x */
3152 *pCaps->VS20Caps.Caps = 0;
3153 *pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3154 *pCaps->VS20Caps.NumTemps = 0;
3155 *pCaps->VS20Caps.StaticFlowControlDepth = 0;
3157 *pCaps->MaxVShaderInstructionsExecuted = 0;
3158 *pCaps->MaxVertexShader30InstructionSlots = 0;
3161 if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3162 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3163 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3165 /* 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 */
3166 *pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3167 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3168 WINED3DPS20CAPS_PREDICATION |
3169 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3170 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3171 *pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3172 *pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3173 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3174 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3176 *pCaps->MaxPShaderInstructionsExecuted = 65535;
3177 *pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3178 } else if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3179 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3180 *pCaps->PS20Caps.Caps = 0;
3181 *pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3182 *pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3183 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3184 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3186 *pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3187 *pCaps->MaxPixelShader30InstructionSlots = 0;
3188 } else { /* PS 1.x */
3189 *pCaps->PS20Caps.Caps = 0;
3190 *pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3191 *pCaps->PS20Caps.NumTemps = 0;
3192 *pCaps->PS20Caps.StaticFlowControlDepth = 0;
3193 *pCaps->PS20Caps.NumInstructionSlots = 0;
3195 *pCaps->MaxPShaderInstructionsExecuted = 0;
3196 *pCaps->MaxPixelShader30InstructionSlots = 0;
3200 return WINED3D_OK;
3203 static unsigned int glsl_program_key_hash(void *key) {
3204 glsl_program_key_t *k = (glsl_program_key_t *)key;
3206 unsigned int hash = k->vshader | k->pshader << 16;
3207 hash += ~(hash << 15);
3208 hash ^= (hash >> 10);
3209 hash += (hash << 3);
3210 hash ^= (hash >> 6);
3211 hash += ~(hash << 11);
3212 hash ^= (hash >> 16);
3214 return hash;
3217 static BOOL glsl_program_key_compare(void *keya, void *keyb) {
3218 glsl_program_key_t *ka = (glsl_program_key_t *)keya;
3219 glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
3221 return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
3224 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3225 and fields being inserted in the middle, a new structure is used in place */
3226 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3227 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3228 IUnknown *parent) {
3230 IWineD3DDeviceImpl *object = NULL;
3231 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3232 WINED3DDISPLAYMODE mode;
3233 int i;
3235 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3236 * number and create a device without a 3D adapter for 2D only operation.
3238 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3239 return WINED3DERR_INVALIDCALL;
3242 /* Create a WineD3DDevice object */
3243 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3244 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3245 TRACE("Created WineD3DDevice object @ %p\n", object);
3246 if (NULL == object) {
3247 return WINED3DERR_OUTOFVIDEOMEMORY;
3250 /* Set up initial COM information */
3251 object->lpVtbl = &IWineD3DDevice_Vtbl;
3252 object->ref = 1;
3253 object->wineD3D = iface;
3254 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3255 IWineD3D_AddRef(object->wineD3D);
3256 object->parent = parent;
3257 list_init(&object->resources);
3258 list_init(&object->shaders);
3260 if(This->dxVersion == 7) {
3261 object->surface_alignment = 8;
3262 } else {
3263 object->surface_alignment = 4;
3265 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3267 /* Set the state up as invalid until the device is fully created */
3268 object->state = WINED3DERR_DRIVERINTERNALERROR;
3270 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3271 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3273 /* Save the creation parameters */
3274 object->createParms.AdapterOrdinal = Adapter;
3275 object->createParms.DeviceType = DeviceType;
3276 object->createParms.hFocusWindow = hFocusWindow;
3277 object->createParms.BehaviorFlags = BehaviourFlags;
3279 /* Initialize other useful values */
3280 object->adapterNo = Adapter;
3281 object->devType = DeviceType;
3283 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3284 if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
3285 object->shader_backend = &glsl_shader_backend;
3286 object->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
3287 } else if (object->ps_selected_mode == SHADER_ARB || object->vs_selected_mode == SHADER_ARB) {
3288 object->shader_backend = &arb_program_shader_backend;
3289 } else {
3290 object->shader_backend = &none_shader_backend;
3292 if(FAILED(object->shader_backend->shader_alloc_private((IWineD3DDevice *) object))) {
3293 IWineD3D_Release(object->wineD3D);
3294 HeapFree(GetProcessHeap(), 0, object);
3295 *ppReturnedDeviceInterface = NULL;
3296 return E_OUTOFMEMORY;
3299 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3300 * model can deal with that. It is essentially the same, just with adjusted
3301 * Set*ShaderConstantF implementations
3303 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3304 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3307 /* set the state of the device to valid */
3308 object->state = WINED3D_OK;
3310 /* Get the initial screen setup for ddraw */
3311 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3313 object->ddraw_width = mode.Width;
3314 object->ddraw_height = mode.Height;
3315 object->ddraw_format = mode.Format;
3317 for(i = 0; i < PATCHMAP_SIZE; i++) {
3318 list_init(&object->patches[i]);
3320 return WINED3D_OK;
3322 #undef GLINFO_LOCATION
3324 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3325 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3326 IUnknown_AddRef(This->parent);
3327 *pParent = This->parent;
3328 return WINED3D_OK;
3331 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3332 IUnknown* surfaceParent;
3333 TRACE("(%p) call back\n", pSurface);
3335 /* Now, release the parent, which will take care of cleaning up the surface for us */
3336 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3337 IUnknown_Release(surfaceParent);
3338 return IUnknown_Release(surfaceParent);
3341 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3342 IUnknown* volumeParent;
3343 TRACE("(%p) call back\n", pVolume);
3345 /* Now, release the parent, which will take care of cleaning up the volume for us */
3346 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3347 IUnknown_Release(volumeParent);
3348 return IUnknown_Release(volumeParent);
3351 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3352 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3353 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3354 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3356 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3357 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3358 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3359 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3360 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3361 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3362 * DirectDraw, not OpenGL.
3364 if(gl_info->supported[APPLE_FENCE] &&
3365 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3366 gl_info->supported[APPLE_FLUSH_RENDER] &&
3367 gl_info->supported[APPLE_YCBCR_422]) {
3368 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3369 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3370 return TRUE;
3371 } else {
3372 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3373 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3374 return FALSE;
3378 #define GLINFO_LOCATION (*gl_info)
3379 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3380 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3381 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3382 * all the texture. This function detects this bug by its symptom and disables PBOs
3383 * if the test fails.
3385 * The test uplaods a 4x4 texture via the PBO in the "native" format GL_BGRA,
3386 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3387 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3388 * read back is compared to the original. If they are equal PBOs are assumed to work,
3389 * otherwise the PBO extension is disabled.
3391 GLuint texture, pbo;
3392 static const unsigned int pattern[] = {
3393 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3394 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3395 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3396 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3398 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3400 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3401 /* No PBO -> No point in testing them */
3402 return;
3405 while(glGetError());
3406 glGenTextures(1, &texture);
3407 glBindTexture(GL_TEXTURE_2D, texture);
3408 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3409 checkGLcall("Specifying the PBO test texture\n");
3411 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3412 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3413 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3414 checkGLcall("Specifying the PBO test pbo\n");
3416 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3417 checkGLcall("Loading the PBO test texture\n");
3419 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3420 glFinish(); /* just to be sure */
3422 memset(check, 0, sizeof(check));
3423 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3424 checkGLcall("Reading back the PBO test texture\n");
3426 glDeleteTextures(1, &texture);
3427 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3428 checkGLcall("PBO test cleanup\n");
3430 if(memcmp(check, pattern, sizeof(check)) != 0) {
3431 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3432 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3433 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3434 } else {
3435 TRACE_(d3d_caps)("PBO test successful\n");
3438 #undef GLINFO_LOCATION
3440 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3441 * reporting a driver version is moot because we are not the Windows driver, and we have different
3442 * bugs, features, etc.
3444 * If a card is not found in this table, the gl driver version is reported
3446 struct driver_version_information {
3447 WORD vendor; /* reported PCI card vendor ID */
3448 WORD card; /* reported PCI card device ID */
3449 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3450 WORD lopart_hi, lopart_lo; /* driver loword to report */
3453 static const struct driver_version_information driver_version_table[] = {
3454 /* Nvidia drivers. Geforce FX and newer cards are supported by the current driver */
3455 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 10, 16921 },
3456 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 10, 16921 },
3457 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 10, 16921 },
3458 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 10, 16921 },
3459 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 10, 16921 },
3460 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 10, 16921 },
3461 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 10, 16921 },
3462 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 10, 16921 },
3463 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 10, 16921 },
3464 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 10, 16921 },
3465 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 10, 16921 },
3466 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 10, 16921 },
3467 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 10, 16921 },
3468 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 10, 16921 },
3470 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3471 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3472 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3473 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3474 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3475 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3476 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3478 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3481 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3482 unsigned int i;
3483 BOOL apple = implementation_is_apple(gl_info);
3485 if(apple) {
3486 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3487 * used it falls back to software. While the compiler can detect if the shader uses all declared
3488 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3489 * using relative addressing falls back to software.
3491 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3493 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3494 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3495 } else {
3496 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3497 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3498 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3501 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3502 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3503 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3504 * flag for this extension
3506 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3507 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3508 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3509 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3510 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3511 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3512 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3516 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3517 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3518 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3519 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3520 * according to the spec.
3522 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3523 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3525 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3526 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3527 * this workaround is activated on cards that do not need it, it won't break things, just affect
3528 * performance negatively.
3530 if(gl_info->gl_vendor == VENDOR_INTEL ||
3531 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3532 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3533 gl_info->set_texcoord_w = TRUE;
3537 /* Find out if PBOs work as they are supposed to */
3538 test_pbo_functionality(gl_info);
3540 /* Fixup the driver version */
3541 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3542 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3543 gl_info->gl_card == driver_version_table[i].card) {
3544 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3546 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3547 driver_version_table[i].lopart_lo);
3548 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3549 driver_version_table[i].hipart_lo);
3550 break;
3555 void invalid_func(void *data) {
3556 ERR("Invalid vertex attribute function called\n");
3557 DebugBreak();
3560 #define GLINFO_LOCATION (Adapters[0].gl_info)
3562 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3563 * the extension detection and are used in drawStridedSlow
3565 static void position_d3dcolor(void *data) {
3566 DWORD pos = *((DWORD *) data);
3568 FIXME("Add a test for fixed function position from d3dcolor type\n");
3569 glVertex4s(D3DCOLOR_B_R(pos),
3570 D3DCOLOR_B_G(pos),
3571 D3DCOLOR_B_B(pos),
3572 D3DCOLOR_B_A(pos));
3574 static void position_float4(void *data) {
3575 GLfloat *pos = (float *) data;
3577 if (pos[3] < eps && pos[3] > -eps)
3578 glVertex3fv(pos);
3579 else {
3580 float w = 1.0 / pos[3];
3582 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3586 static void diffuse_d3dcolor(void *data) {
3587 DWORD diffuseColor = *((DWORD *) data);
3589 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3590 D3DCOLOR_B_G(diffuseColor),
3591 D3DCOLOR_B_B(diffuseColor),
3592 D3DCOLOR_B_A(diffuseColor));
3595 static void specular_d3dcolor(void *data) {
3596 DWORD specularColor = *((DWORD *) data);
3598 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3599 D3DCOLOR_B_G(specularColor),
3600 D3DCOLOR_B_B(specularColor));
3602 static void warn_no_specular_func(void *data) {
3603 WARN("GL_EXT_secondary_color not supported\n");
3606 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3607 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3608 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3609 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3610 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3611 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3612 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3613 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3614 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3615 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3616 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3617 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3618 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3619 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3620 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3621 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3622 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3623 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3625 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3626 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3627 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3628 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3629 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3630 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3631 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3632 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3633 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3634 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3635 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3636 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3637 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3638 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3639 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3640 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3641 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3643 /* No 4 component entry points here */
3644 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3645 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3646 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3647 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3648 } else {
3649 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3651 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3652 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3653 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3654 } else {
3655 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3657 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3658 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3659 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3660 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3661 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3662 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3663 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3664 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3665 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3666 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3667 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3668 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3670 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3671 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3673 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3674 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3675 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3676 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3677 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3678 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3679 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3680 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3681 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3682 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3683 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3684 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3685 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3686 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3687 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3688 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3689 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3692 #define PUSH1(att) attribs[nAttribs++] = (att);
3693 BOOL InitAdapters(void) {
3694 static HMODULE mod_gl;
3695 BOOL ret;
3696 int ps_selected_mode, vs_selected_mode;
3698 /* No need to hold any lock. The calling library makes sure only one thread calls
3699 * wined3d simultaneously
3701 if(numAdapters > 0) return TRUE;
3703 TRACE("Initializing adapters\n");
3705 if(!mod_gl) {
3706 #ifdef USE_WIN32_OPENGL
3707 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3708 mod_gl = LoadLibraryA("opengl32.dll");
3709 if(!mod_gl) {
3710 ERR("Can't load opengl32.dll!\n");
3711 return FALSE;
3713 #else
3714 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3715 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3716 mod_gl = GetModuleHandleA("gdi32.dll");
3717 #endif
3720 /* Load WGL core functions from opengl32.dll */
3721 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3722 WGL_FUNCS_GEN;
3723 #undef USE_WGL_FUNC
3725 if(!pwglGetProcAddress) {
3726 ERR("Unable to load wglGetProcAddress!\n");
3727 return FALSE;
3730 /* Dynamically load all GL core functions */
3731 GL_FUNCS_GEN;
3732 #undef USE_GL_FUNC
3734 /* For now only one default adapter */
3736 int iPixelFormat;
3737 int attribs[8];
3738 int values[8];
3739 int nAttribs = 0;
3740 int res;
3741 WineD3D_PixelFormat *cfgs;
3742 int attribute;
3743 DISPLAY_DEVICEW DisplayDevice;
3744 HDC hdc;
3746 TRACE("Initializing default adapter\n");
3747 Adapters[0].num = 0;
3748 Adapters[0].monitorPoint.x = -1;
3749 Adapters[0].monitorPoint.y = -1;
3751 if (!WineD3D_CreateFakeGLContext()) {
3752 ERR("Failed to get a gl context for default adapter\n");
3753 HeapFree(GetProcessHeap(), 0, Adapters);
3754 WineD3D_ReleaseFakeGLContext();
3755 return FALSE;
3758 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3759 if(!ret) {
3760 ERR("Failed to initialize gl caps for default adapter\n");
3761 HeapFree(GetProcessHeap(), 0, Adapters);
3762 WineD3D_ReleaseFakeGLContext();
3763 return FALSE;
3765 ret = initPixelFormats(&Adapters[0].gl_info);
3766 if(!ret) {
3767 ERR("Failed to init gl formats\n");
3768 HeapFree(GetProcessHeap(), 0, Adapters);
3769 WineD3D_ReleaseFakeGLContext();
3770 return FALSE;
3773 hdc = pwglGetCurrentDC();
3774 if(!hdc) {
3775 ERR("Failed to get gl HDC\n");
3776 HeapFree(GetProcessHeap(), 0, Adapters);
3777 WineD3D_ReleaseFakeGLContext();
3778 return FALSE;
3781 Adapters[0].driver = "Display";
3782 Adapters[0].description = "Direct3D HAL";
3784 /* Use the VideoRamSize registry setting when set */
3785 if(wined3d_settings.emulated_textureram)
3786 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3787 else
3788 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3789 Adapters[0].UsedTextureRam = 0;
3790 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3792 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3793 DisplayDevice.cb = sizeof(DisplayDevice);
3794 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3795 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3796 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3798 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3799 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3801 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3802 cfgs = Adapters[0].cfgs;
3803 PUSH1(WGL_RED_BITS_ARB)
3804 PUSH1(WGL_GREEN_BITS_ARB)
3805 PUSH1(WGL_BLUE_BITS_ARB)
3806 PUSH1(WGL_ALPHA_BITS_ARB)
3807 PUSH1(WGL_DEPTH_BITS_ARB)
3808 PUSH1(WGL_STENCIL_BITS_ARB)
3809 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
3811 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
3812 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
3814 if(!res)
3815 continue;
3817 /* Cache the pixel format */
3818 cfgs->iPixelFormat = iPixelFormat;
3819 cfgs->redSize = values[0];
3820 cfgs->greenSize = values[1];
3821 cfgs->blueSize = values[2];
3822 cfgs->alphaSize = values[3];
3823 cfgs->depthSize = values[4];
3824 cfgs->stencilSize = values[5];
3825 cfgs->windowDrawable = values[6];
3827 cfgs->pbufferDrawable = FALSE;
3828 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown
3829 attributes. */
3830 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
3831 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
3832 int value;
3833 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
3834 cfgs->pbufferDrawable = value;
3837 TRACE("iPixelFormat=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
3838 cfgs++;
3841 fixup_extensions(&Adapters[0].gl_info);
3843 WineD3D_ReleaseFakeGLContext();
3845 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
3846 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
3847 fillGLAttribFuncs(&Adapters[0].gl_info);
3848 init_type_lookup(&Adapters[0].gl_info);
3850 numAdapters = 1;
3851 TRACE("%d adapters successfully initialized\n", numAdapters);
3853 return TRUE;
3855 #undef PUSH1
3856 #undef GLINFO_LOCATION
3858 /**********************************************************
3859 * IWineD3D VTbl follows
3860 **********************************************************/
3862 const IWineD3DVtbl IWineD3D_Vtbl =
3864 /* IUnknown */
3865 IWineD3DImpl_QueryInterface,
3866 IWineD3DImpl_AddRef,
3867 IWineD3DImpl_Release,
3868 /* IWineD3D */
3869 IWineD3DImpl_GetParent,
3870 IWineD3DImpl_GetAdapterCount,
3871 IWineD3DImpl_RegisterSoftwareDevice,
3872 IWineD3DImpl_GetAdapterMonitor,
3873 IWineD3DImpl_GetAdapterModeCount,
3874 IWineD3DImpl_EnumAdapterModes,
3875 IWineD3DImpl_GetAdapterDisplayMode,
3876 IWineD3DImpl_GetAdapterIdentifier,
3877 IWineD3DImpl_CheckDeviceMultiSampleType,
3878 IWineD3DImpl_CheckDepthStencilMatch,
3879 IWineD3DImpl_CheckDeviceType,
3880 IWineD3DImpl_CheckDeviceFormat,
3881 IWineD3DImpl_CheckDeviceFormatConversion,
3882 IWineD3DImpl_GetDeviceCaps,
3883 IWineD3DImpl_CreateDevice