wined3d: Implement independent color write masks.
[wine/multimedia.git] / dlls / wined3d / directx.c
blob464e43ee0fa4ecb673aa960af19eb637c1a928db
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32 #define GLINFO_LOCATION (*gl_info)
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34 #define MAKEDWORD_VERSION(maj, min) ((maj & 0xffff) << 16) | (min & 0xffff)
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
39 /* Extension detection */
40 static const struct {
41 const char *extension_string;
42 GL_SupportedExt extension;
43 DWORD version;
44 } EXTENSION_MAP[] = {
45 /* APPLE */
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
49 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
50 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
51 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 /* ARB */
54 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
56 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
57 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
62 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
63 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
64 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 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_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
74 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
75 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
76 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
90 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
91 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
92 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
93 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
95 /* ATI */
96 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
97 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
98 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
99 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
100 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
102 /* EXT */
103 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
104 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
105 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
106 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
107 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
108 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
109 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
110 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
111 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
112 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
113 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
114 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
115 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
116 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
117 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
118 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
119 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
120 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
121 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
122 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
123 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
124 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
125 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
126 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
127 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
128 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
129 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
130 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
132 /* NV */
133 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
134 {"GL_NV_fence", NV_FENCE, 0 },
135 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
136 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
137 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
138 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
139 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
140 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
141 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
142 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
143 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
144 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
145 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
146 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
147 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
148 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
149 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
150 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
151 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
153 /* SGI */
154 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
157 /**********************************************************
158 * Utility functions follow
159 **********************************************************/
161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
215 HDC dc;
216 HWND wnd;
217 HGLRC gl_ctx;
218 HDC restore_dc;
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
248 PIXELFORMATDESCRIPTOR pfd;
249 int iPixelFormat;
251 TRACE("getting context...\n");
253 ctx->restore_dc = pwglGetCurrentDC();
254 ctx->restore_gl_ctx = pwglGetCurrentContext();
256 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
257 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
258 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
259 if (!ctx->wnd)
261 ERR_(d3d_caps)("Failed to create a window.\n");
262 goto fail;
265 ctx->dc = GetDC(ctx->wnd);
266 if (!ctx->dc)
268 ERR_(d3d_caps)("Failed to get a DC.\n");
269 goto fail;
272 /* PixelFormat selection */
273 ZeroMemory(&pfd, sizeof(pfd));
274 pfd.nSize = sizeof(pfd);
275 pfd.nVersion = 1;
276 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
277 pfd.iPixelType = PFD_TYPE_RGBA;
278 pfd.cColorBits = 32;
279 pfd.iLayerType = PFD_MAIN_PLANE;
281 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
282 if (!iPixelFormat)
284 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
285 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
286 goto fail;
288 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
289 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
291 /* Create a GL context. */
292 ctx->gl_ctx = pwglCreateContext(ctx->dc);
293 if (!ctx->gl_ctx)
295 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
296 goto fail;
299 /* Make it the current GL context. */
300 if (!context_set_current(NULL))
302 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
307 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
308 goto fail;
311 return TRUE;
313 fail:
314 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
315 ctx->gl_ctx = NULL;
316 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
317 ctx->dc = NULL;
318 if (ctx->wnd) DestroyWindow(ctx->wnd);
319 ctx->wnd = NULL;
320 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
322 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
325 return FALSE;
328 /* Adjust the amount of used texture memory */
329 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
331 struct wined3d_adapter *adapter = D3DDevice->adapter;
333 adapter->UsedTextureRam += glram;
334 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
335 return adapter->UsedTextureRam;
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
340 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 /**********************************************************
345 * IUnknown parts follows
346 **********************************************************/
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
350 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
352 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353 if (IsEqualGUID(riid, &IID_IUnknown)
354 || IsEqualGUID(riid, &IID_IWineD3DBase)
355 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356 IUnknown_AddRef(iface);
357 *ppobj = This;
358 return S_OK;
360 *ppobj = NULL;
361 return E_NOINTERFACE;
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365 IWineD3DImpl *This = (IWineD3DImpl *)iface;
366 ULONG refCount = InterlockedIncrement(&This->ref);
368 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
369 return refCount;
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373 IWineD3DImpl *This = (IWineD3DImpl *)iface;
374 ULONG ref;
375 TRACE("(%p) : Releasing from %d\n", This, This->ref);
376 ref = InterlockedDecrement(&This->ref);
377 if (ref == 0) {
378 unsigned int i;
380 for (i = 0; i < This->adapter_count; ++i)
382 wined3d_adapter_cleanup(&This->adapters[i]);
384 HeapFree(GetProcessHeap(), 0, This);
387 return ref;
390 /**********************************************************
391 * IWineD3D parts follows
392 **********************************************************/
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
397 GLuint prog;
398 BOOL ret = FALSE;
399 const char *testcode =
400 "!!ARBvp1.0\n"
401 "PARAM C[66] = { program.env[0..65] };\n"
402 "ADDRESS A0;"
403 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404 "ARL A0.x, zero.x;\n"
405 "MOV result.position, C[A0.x + 65];\n"
406 "END\n";
408 while(glGetError());
409 GL_EXTCALL(glGenProgramsARB(1, &prog));
410 if(!prog) {
411 ERR("Failed to create an ARB offset limit test program\n");
413 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415 strlen(testcode), testcode));
416 if(glGetError() != 0) {
417 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
419 ret = TRUE;
420 } else TRACE("OpenGL implementation allows offsets > 63\n");
422 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424 checkGLcall("ARB vp offset limit test cleanup");
426 return ret;
429 static DWORD ver_for_ext(GL_SupportedExt ext)
431 unsigned int i;
432 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433 if(EXTENSION_MAP[i].extension == ext) {
434 return EXTENSION_MAP[i].version;
437 return 0;
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
443 if (card_vendor != HW_VENDOR_ATI) return FALSE;
444 if (device == CARD_ATI_RADEON_9500) return TRUE;
445 if (device == CARD_ATI_RADEON_X700) return TRUE;
446 if (device == CARD_ATI_RADEON_X1600) return TRUE;
447 return FALSE;
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
453 if (card_vendor == HW_VENDOR_NVIDIA)
455 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
457 return TRUE;
460 return FALSE;
463 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
466 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
467 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
468 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
470 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
471 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
472 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
473 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
474 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
475 * the chance that other implementations support them is rather small since Win32 QuickTime uses
476 * DirectDraw, not OpenGL.
478 * This test has been moved into wined3d_guess_gl_vendor()
480 if (gl_vendor == GL_VENDOR_APPLE)
482 return TRUE;
484 return FALSE;
487 /* Context activation is done by the caller. */
488 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
490 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
491 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
492 * all the texture. This function detects this bug by its symptom and disables PBOs
493 * if the test fails.
495 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
496 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
497 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
498 * read back is compared to the original. If they are equal PBOs are assumed to work,
499 * otherwise the PBO extension is disabled. */
500 GLuint texture, pbo;
501 static const unsigned int pattern[] =
503 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
504 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
505 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
506 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
508 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
510 /* No PBO -> No point in testing them. */
511 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
513 ENTER_GL();
515 while (glGetError());
516 glGenTextures(1, &texture);
517 glBindTexture(GL_TEXTURE_2D, texture);
519 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
520 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
521 checkGLcall("Specifying the PBO test texture");
523 GL_EXTCALL(glGenBuffersARB(1, &pbo));
524 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
525 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
526 checkGLcall("Specifying the PBO test pbo");
528 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
529 checkGLcall("Loading the PBO test texture");
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
532 wglFinish(); /* just to be sure */
534 memset(check, 0, sizeof(check));
535 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
536 checkGLcall("Reading back the PBO test texture");
538 glDeleteTextures(1, &texture);
539 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
540 checkGLcall("PBO test cleanup");
542 LEAVE_GL();
544 if (memcmp(check, pattern, sizeof(check)))
546 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
547 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
548 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
550 else
552 TRACE_(d3d_caps)("PBO test successful.\n");
556 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
557 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
559 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
562 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
566 if (card_vendor != HW_VENDOR_ATI) return FALSE;
567 if (device == CARD_ATI_RADEON_X1600) return FALSE;
568 return TRUE;
571 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
572 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 return (gl_vendor == GL_VENDOR_ATI);
578 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
579 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
581 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
582 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
583 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
584 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
585 * hardcoded
587 * dx10 cards usually have 64 varyings */
588 return gl_info->limits.glsl_varyings > 44;
591 /* A GL context is provided by the caller */
592 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
593 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
595 GLenum error;
596 DWORD data[16];
598 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
600 ENTER_GL();
601 while(glGetError());
602 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
603 error = glGetError();
604 LEAVE_GL();
606 if(error == GL_NO_ERROR)
608 TRACE("GL Implementation accepts 4 component specular color pointers\n");
609 return TRUE;
611 else
613 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
614 debug_glerror(error));
615 return FALSE;
619 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
620 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
622 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
623 return gl_info->supported[NV_TEXTURE_SHADER];
626 /* A GL context is provided by the caller */
627 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
628 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
630 GLuint prog;
631 BOOL ret = FALSE;
632 GLint pos;
633 const char *testcode =
634 "!!ARBvp1.0\n"
635 "OPTION NV_vertex_program2;\n"
636 "MOV result.clip[0], 0.0;\n"
637 "MOV result.position, 0.0;\n"
638 "END\n";
640 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
642 ENTER_GL();
643 while(glGetError());
645 GL_EXTCALL(glGenProgramsARB(1, &prog));
646 if(!prog)
648 ERR("Failed to create the NVvp clip test program\n");
649 LEAVE_GL();
650 return FALSE;
652 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
653 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
654 strlen(testcode), testcode));
655 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
656 if(pos != -1)
658 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
659 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
660 ret = TRUE;
661 while(glGetError());
663 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
665 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
666 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
667 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
669 LEAVE_GL();
670 return ret;
673 /* Context activation is done by the caller. */
674 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
675 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
677 char data[4 * 4 * 4];
678 GLuint tex, fbo;
679 GLenum status;
681 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
683 memset(data, 0xcc, sizeof(data));
685 ENTER_GL();
687 glGenTextures(1, &tex);
688 glBindTexture(GL_TEXTURE_2D, tex);
689 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
690 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
691 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
692 checkGLcall("glTexImage2D");
694 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
695 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
696 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
697 checkGLcall("glFramebufferTexture2D");
699 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
700 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
701 checkGLcall("glCheckFramebufferStatus");
703 memset(data, 0x11, sizeof(data));
704 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
705 checkGLcall("glTexSubImage2D");
707 glClearColor(0.996, 0.729, 0.745, 0.792);
708 glClear(GL_COLOR_BUFFER_BIT);
709 checkGLcall("glClear");
711 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
712 checkGLcall("glGetTexImage");
714 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
715 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
716 glBindTexture(GL_TEXTURE_2D, 0);
717 checkGLcall("glBindTexture");
719 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
720 glDeleteTextures(1, &tex);
721 checkGLcall("glDeleteTextures");
723 LEAVE_GL();
725 return *(DWORD *)data == 0x11111111;
728 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
730 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
731 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
732 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
733 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
736 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
738 quirk_arb_constants(gl_info);
739 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
740 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
741 * allow 48 different offsets or other helper immediate values. */
742 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
743 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
746 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
747 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
748 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
749 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
750 * most games, but avoids the crash
752 * A more sophisticated way would be to find all units that need texture coordinates and enable
753 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
754 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
756 * Note that disabling the extension entirely does not gain predictability because there is no point
757 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
758 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
760 if (gl_info->supported[ARB_POINT_SPRITE])
762 TRACE("Limiting point sprites to one texture unit.\n");
763 gl_info->limits.point_sprite_units = 1;
767 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
769 quirk_arb_constants(gl_info);
771 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
772 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
773 * If real NP2 textures are used, the driver falls back to software. We could just remove the
774 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
775 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
776 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
777 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
779 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
780 * has this extension promoted to core. The extension loading code sets this extension supported
781 * due to that, so this code works on fglrx as well. */
782 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
784 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
785 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
786 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
789 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
790 * it is generally more efficient. Reserve just 8 constants. */
791 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
792 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
795 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
797 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
798 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
799 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
800 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
801 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
802 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
804 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
805 * triggering the software fallback. There is not much we can do here apart from disabling the
806 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
807 * in IWineD3DImpl_FillGLCaps).
808 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
809 * post-processing effects in the game "Max Payne 2").
810 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
811 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
812 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
813 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
816 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
818 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
819 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
820 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
821 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
822 * according to the spec.
824 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
825 * makes the shader slower and eats instruction slots which should be available to the d3d app.
827 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
828 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
829 * this workaround is activated on cards that do not need it, it won't break things, just affect
830 * performance negatively. */
831 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
832 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
835 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
837 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
840 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
842 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
845 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
847 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
848 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
851 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
853 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
856 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
858 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
861 struct driver_quirk
863 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
864 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
865 void (*apply)(struct wined3d_gl_info *gl_info);
866 const char *description;
869 static const struct driver_quirk quirk_table[] =
872 match_ati_r300_to_500,
873 quirk_ati_dx9,
874 "ATI GLSL constant and normalized texrect quirk"
876 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
877 * used it falls back to software. While the compiler can detect if the shader uses all declared
878 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
879 * using relative addressing falls back to software.
881 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
883 match_apple,
884 quirk_apple_glsl_constants,
885 "Apple GLSL uniform override"
888 match_geforce5,
889 quirk_no_np2,
890 "Geforce 5 NP2 disable"
893 match_apple_intel,
894 quirk_texcoord_w,
895 "Init texcoord .w for Apple Intel GPU driver"
898 match_apple_nonr500ati,
899 quirk_texcoord_w,
900 "Init texcoord .w for Apple ATI >= r600 GPU driver"
903 match_fglrx,
904 quirk_one_point_sprite,
905 "Fglrx point sprite crash workaround"
908 match_dx10_capable,
909 quirk_clip_varying,
910 "Reserved varying for gl_ClipPos"
913 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
914 * GL implementations accept it. The Mac GL is the only implementation known to
915 * reject it.
917 * If we can pass 4 component specular colors, do it, because (a) we don't have
918 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
919 * passes specular alpha to the pixel shader if any is used. Otherwise the
920 * specular alpha is used to pass the fog coordinate, which we pass to opengl
921 * via GL_EXT_fog_coord.
923 match_allows_spec_alpha,
924 quirk_allows_specular_alpha,
925 "Allow specular alpha quirk"
928 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
929 * (rdar://5682521).
931 match_apple_nvts,
932 quirk_apple_nvts,
933 "Apple NV_texture_shader disable"
936 match_broken_nv_clip,
937 quirk_disable_nvvp_clip,
938 "Apple NV_vertex_program clip bug quirk"
941 match_fbo_tex_update,
942 quirk_fbo_tex_update,
943 "FBO rebind for attachment updates"
947 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
948 * reporting a driver version is moot because we are not the Windows driver, and we have different
949 * bugs, features, etc.
951 * The driver version has the form "x.y.z.w".
953 * "x" is the Windows version the driver is meant for:
954 * 4 -> 95/98/NT4
955 * 5 -> 2000
956 * 6 -> 2000/XP
957 * 7 -> Vista
958 * 8 -> Win 7
960 * "y" is the Direct3D level the driver supports:
961 * 11 -> d3d6
962 * 12 -> d3d7
963 * 13 -> d3d8
964 * 14 -> d3d9
965 * 15 -> d3d10
967 * "z" is unknown, possibly vendor specific.
969 * "w" is the vendor specific driver version.
971 struct driver_version_information
973 WORD vendor; /* reported PCI card vendor ID */
974 WORD card; /* reported PCI card device ID */
975 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
976 WORD d3d_level; /* driver hiword to report */
977 WORD lopart_hi, lopart_lo; /* driver loword to report */
980 static const struct driver_version_information driver_version_table[] =
982 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
983 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
984 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
985 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
987 * All version numbers used below are from the Linux nvidia drivers. */
988 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
989 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
990 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
991 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
992 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
993 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
994 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
995 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
996 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
1020 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1021 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1022 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1023 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1024 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 14, 10, 6764 },
1025 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1026 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1027 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1028 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1029 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1030 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1031 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1032 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1034 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1037 static void init_driver_info(struct wined3d_driver_info *driver_info,
1038 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1040 OSVERSIONINFOW os_version;
1041 WORD driver_os_version;
1042 unsigned int i;
1044 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1046 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1047 vendor = wined3d_settings.pci_vendor_id;
1049 driver_info->vendor = vendor;
1051 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1053 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1054 device = wined3d_settings.pci_device_id;
1056 driver_info->device = device;
1058 switch (vendor)
1060 case HW_VENDOR_ATI:
1061 driver_info->name = "ati2dvag.dll";
1062 break;
1064 case HW_VENDOR_NVIDIA:
1065 driver_info->name = "nv4_disp.dll";
1066 break;
1068 case HW_VENDOR_INTEL:
1069 default:
1070 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1071 driver_info->name = "Display";
1072 break;
1075 memset(&os_version, 0, sizeof(os_version));
1076 os_version.dwOSVersionInfoSize = sizeof(os_version);
1077 if (!GetVersionExW(&os_version))
1079 ERR("Failed to get OS version, reporting 2000/XP.\n");
1080 driver_os_version = 6;
1082 else
1084 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1085 switch (os_version.dwMajorVersion)
1087 case 4:
1088 driver_os_version = 4;
1089 break;
1091 case 5:
1092 driver_os_version = 6;
1093 break;
1095 case 6:
1096 if (os_version.dwMinorVersion == 0)
1098 driver_os_version = 7;
1100 else
1102 if (os_version.dwMinorVersion > 1)
1104 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1105 os_version.dwMajorVersion, os_version.dwMinorVersion);
1107 driver_os_version = 8;
1109 break;
1111 default:
1112 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1113 os_version.dwMajorVersion, os_version.dwMinorVersion);
1114 driver_os_version = 6;
1115 break;
1119 driver_info->description = "Direct3D HAL";
1120 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1121 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1123 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1125 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1127 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1129 driver_info->description = driver_version_table[i].description;
1130 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1131 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1132 driver_version_table[i].lopart_lo);
1133 break;
1137 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1138 driver_info->version_high, driver_info->version_low);
1141 /* Context activation is done by the caller. */
1142 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1143 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1145 unsigned int i;
1147 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1149 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1150 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1151 quirk_table[i].apply(gl_info);
1154 /* Find out if PBOs work as they are supposed to. */
1155 test_pbo_functionality(gl_info);
1158 static DWORD wined3d_parse_gl_version(const char *gl_version)
1160 const char *ptr = gl_version;
1161 int major, minor;
1163 major = atoi(ptr);
1164 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1166 while (isdigit(*ptr)) ++ptr;
1167 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1169 minor = atoi(ptr);
1171 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1173 return MAKEDWORD_VERSION(major, minor);
1176 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1179 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1180 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1181 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1183 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1184 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1185 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1186 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1187 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1188 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1189 * DirectDraw, not OpenGL. */
1190 if (gl_info->supported[APPLE_FENCE]
1191 && gl_info->supported[APPLE_CLIENT_STORAGE]
1192 && gl_info->supported[APPLE_FLUSH_RENDER]
1193 && gl_info->supported[APPLE_YCBCR_422])
1194 return GL_VENDOR_APPLE;
1196 if (strstr(gl_vendor_string, "NVIDIA"))
1197 return GL_VENDOR_NVIDIA;
1199 if (strstr(gl_vendor_string, "ATI"))
1200 return GL_VENDOR_ATI;
1202 if (strstr(gl_vendor_string, "Intel(R)")
1203 || strstr(gl_renderer, "Intel(R)")
1204 || strstr(gl_vendor_string, "Intel Inc."))
1205 return GL_VENDOR_INTEL;
1207 if (strstr(gl_vendor_string, "Mesa")
1208 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1209 || strstr(gl_vendor_string, "DRI R300 Project")
1210 || strstr(gl_vendor_string, "X.Org R300 Project")
1211 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1212 || strstr(gl_vendor_string, "VMware, Inc.")
1213 || strstr(gl_renderer, "Mesa")
1214 || strstr(gl_renderer, "Gallium"))
1215 return GL_VENDOR_MESA;
1217 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_WINE.\n", debugstr_a(gl_vendor_string));
1219 return GL_VENDOR_WINE;
1222 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1224 if (strstr(gl_vendor_string, "NVIDIA"))
1225 return HW_VENDOR_NVIDIA;
1227 if (strstr(gl_vendor_string, "ATI")
1228 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1229 || strstr(gl_vendor_string, "X.Org R300 Project")
1230 || strstr(gl_vendor_string, "DRI R300 Project"))
1231 return HW_VENDOR_ATI;
1233 if (strstr(gl_vendor_string, "Intel(R)")
1234 || strstr(gl_renderer, "Intel(R)")
1235 || strstr(gl_vendor_string, "Intel Inc."))
1236 return HW_VENDOR_INTEL;
1238 if (strstr(gl_vendor_string, "Mesa")
1239 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1240 || strstr(gl_vendor_string, "VMware, Inc."))
1241 return HW_VENDOR_WINE;
1243 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1245 return HW_VENDOR_NVIDIA;
1250 enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1251 unsigned int *vidmem )
1253 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1254 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1256 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1258 /* Geforce 200 - highend */
1259 if (strstr(gl_renderer, "GTX 280")
1260 || strstr(gl_renderer, "GTX 285")
1261 || strstr(gl_renderer, "GTX 295"))
1263 *vidmem = 1024;
1264 return CARD_NVIDIA_GEFORCE_GTX280;
1267 /* Geforce 200 - midend high */
1268 if (strstr(gl_renderer, "GTX 275"))
1270 *vidmem = 896;
1271 return CARD_NVIDIA_GEFORCE_GTX275;
1274 /* Geforce 200 - midend */
1275 if (strstr(gl_renderer, "GTX 260"))
1277 *vidmem = 1024;
1278 return CARD_NVIDIA_GEFORCE_GTX260;
1280 /* Geforce 200 - midend */
1281 if (strstr(gl_renderer, "GT 240"))
1283 *vidmem = 512;
1284 return CARD_NVIDIA_GEFORCE_GT240;
1287 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1288 if (strstr(gl_renderer, "9800")
1289 || strstr(gl_renderer, "GTS 150")
1290 || strstr(gl_renderer, "GTS 250"))
1292 *vidmem = 512;
1293 return CARD_NVIDIA_GEFORCE_9800GT;
1296 /* Geforce9 - midend */
1297 if (strstr(gl_renderer, "9600"))
1299 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1300 return CARD_NVIDIA_GEFORCE_9600GT;
1303 /* Geforce9 - midend low / Geforce 200 - low */
1304 if (strstr(gl_renderer, "9500")
1305 || strstr(gl_renderer, "GT 120")
1306 || strstr(gl_renderer, "GT 130"))
1308 *vidmem = 256; /* The 9500GT has 256-1024MB */
1309 return CARD_NVIDIA_GEFORCE_9500GT;
1312 /* Geforce9 - lowend */
1313 if (strstr(gl_renderer, "9400"))
1315 *vidmem = 256; /* The 9400GT has 256-1024MB */
1316 return CARD_NVIDIA_GEFORCE_9400GT;
1319 /* Geforce9 - lowend low */
1320 if (strstr(gl_renderer, "9100")
1321 || strstr(gl_renderer, "9200")
1322 || strstr(gl_renderer, "9300")
1323 || strstr(gl_renderer, "G 100"))
1325 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1326 return CARD_NVIDIA_GEFORCE_9200;
1329 /* Geforce8 - highend */
1330 if (strstr(gl_renderer, "8800"))
1332 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1333 return CARD_NVIDIA_GEFORCE_8800GTS;
1336 /* Geforce8 - midend mobile */
1337 if (strstr(gl_renderer, "8600 M"))
1339 *vidmem = 512;
1340 return CARD_NVIDIA_GEFORCE_8600MGT;
1343 /* Geforce8 - midend */
1344 if (strstr(gl_renderer, "8600")
1345 || strstr(gl_renderer, "8700"))
1347 *vidmem = 256;
1348 return CARD_NVIDIA_GEFORCE_8600GT;
1351 /* Geforce8 - lowend */
1352 if (strstr(gl_renderer, "8100")
1353 || strstr(gl_renderer, "8200")
1354 || strstr(gl_renderer, "8300")
1355 || strstr(gl_renderer, "8400")
1356 || strstr(gl_renderer, "8500"))
1358 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1359 return CARD_NVIDIA_GEFORCE_8300GS;
1362 /* Geforce7 - highend */
1363 if (strstr(gl_renderer, "7800")
1364 || strstr(gl_renderer, "7900")
1365 || strstr(gl_renderer, "7950")
1366 || strstr(gl_renderer, "Quadro FX 4")
1367 || strstr(gl_renderer, "Quadro FX 5"))
1369 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1370 return CARD_NVIDIA_GEFORCE_7800GT;
1373 /* Geforce7 midend */
1374 if (strstr(gl_renderer, "7600")
1375 || strstr(gl_renderer, "7700"))
1377 *vidmem = 256; /* The 7600 uses 256-512MB */
1378 return CARD_NVIDIA_GEFORCE_7600;
1381 /* Geforce7 lower medium */
1382 if (strstr(gl_renderer, "7400"))
1384 *vidmem = 256; /* The 7400 uses 256-512MB */
1385 return CARD_NVIDIA_GEFORCE_7400;
1388 /* Geforce7 lowend */
1389 if (strstr(gl_renderer, "7300"))
1391 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1392 return CARD_NVIDIA_GEFORCE_7300;
1395 /* Geforce6 highend */
1396 if (strstr(gl_renderer, "6800"))
1398 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1399 return CARD_NVIDIA_GEFORCE_6800;
1402 /* Geforce6 - midend */
1403 if (strstr(gl_renderer, "6600")
1404 || strstr(gl_renderer, "6610")
1405 || strstr(gl_renderer, "6700"))
1407 *vidmem = 128; /* A 6600GT has 128-256MB */
1408 return CARD_NVIDIA_GEFORCE_6600GT;
1411 /* Geforce6/7 lowend */
1412 *vidmem = 64; /* */
1413 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1416 if (WINE_D3D9_CAPABLE(gl_info))
1418 /* GeforceFX - highend */
1419 if (strstr(gl_renderer, "5800")
1420 || strstr(gl_renderer, "5900")
1421 || strstr(gl_renderer, "5950")
1422 || strstr(gl_renderer, "Quadro FX"))
1424 *vidmem = 256; /* 5800-5900 cards use 256MB */
1425 return CARD_NVIDIA_GEFORCEFX_5800;
1428 /* GeforceFX - midend */
1429 if (strstr(gl_renderer, "5600")
1430 || strstr(gl_renderer, "5650")
1431 || strstr(gl_renderer, "5700")
1432 || strstr(gl_renderer, "5750"))
1434 *vidmem = 128; /* A 5600 uses 128-256MB */
1435 return CARD_NVIDIA_GEFORCEFX_5600;
1438 /* GeforceFX - lowend */
1439 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1440 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1443 if (WINE_D3D8_CAPABLE(gl_info))
1445 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1447 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1448 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1451 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1452 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1455 if (WINE_D3D7_CAPABLE(gl_info))
1457 if (strstr(gl_renderer, "GeForce4 MX"))
1459 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1460 * early models had 32MB but most have 64MB or even 128MB. */
1461 *vidmem = 64;
1462 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1465 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1467 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1468 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1471 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1473 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1474 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1477 /* Most Geforce1 cards have 32MB, there are also some rare 16
1478 * and 64MB (Dell) models. */
1479 *vidmem = 32;
1480 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1483 if (strstr(gl_renderer, "TNT2"))
1485 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1486 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1489 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1490 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1494 enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1495 unsigned int *vidmem )
1497 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1499 * Beware: renderer string do not match exact card model,
1500 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1501 if (WINE_D3D9_CAPABLE(gl_info))
1503 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1504 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1505 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1506 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1508 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1509 return CARD_ATI_RADEON_HD5800;
1512 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1513 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1514 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1515 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1517 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1518 return CARD_ATI_RADEON_HD5700;
1521 /* Radeon R7xx HD4800 - highend */
1522 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1523 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1524 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1525 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1526 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1528 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1529 return CARD_ATI_RADEON_HD4800;
1532 /* Radeon R740 HD4700 - midend */
1533 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1534 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1536 *vidmem = 512;
1537 return CARD_ATI_RADEON_HD4700;
1540 /* Radeon R730 HD4600 - midend */
1541 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1542 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1543 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1545 *vidmem = 512;
1546 return CARD_ATI_RADEON_HD4600;
1549 /* Radeon R710 HD4500/HD4350 - lowend */
1550 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1551 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1553 *vidmem = 256;
1554 return CARD_ATI_RADEON_HD4350;
1557 /* Radeon R6xx HD2900/HD3800 - highend */
1558 if (strstr(gl_renderer, "HD 2900")
1559 || strstr(gl_renderer, "HD 3870")
1560 || strstr(gl_renderer, "HD 3850"))
1562 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1563 return CARD_ATI_RADEON_HD2900;
1566 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1567 if (strstr(gl_renderer, "HD 2600")
1568 || strstr(gl_renderer, "HD 3830")
1569 || strstr(gl_renderer, "HD 3690")
1570 || strstr(gl_renderer, "HD 3650"))
1572 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1573 return CARD_ATI_RADEON_HD2600;
1576 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1577 if (strstr(gl_renderer, "HD 2300")
1578 || strstr(gl_renderer, "HD 2400")
1579 || strstr(gl_renderer, "HD 3470")
1580 || strstr(gl_renderer, "HD 3450")
1581 || strstr(gl_renderer, "HD 3430")
1582 || strstr(gl_renderer, "HD 3400"))
1584 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1585 return CARD_ATI_RADEON_HD2300;
1588 /* Radeon R6xx/R7xx integrated */
1589 if (strstr(gl_renderer, "HD 3100")
1590 || strstr(gl_renderer, "HD 3200")
1591 || strstr(gl_renderer, "HD 3300"))
1593 *vidmem = 128; /* 128MB */
1594 return CARD_ATI_RADEON_HD3200;
1597 /* Radeon R5xx */
1598 if (strstr(gl_renderer, "X1600")
1599 || strstr(gl_renderer, "X1650")
1600 || strstr(gl_renderer, "X1800")
1601 || strstr(gl_renderer, "X1900")
1602 || strstr(gl_renderer, "X1950"))
1604 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1605 return CARD_ATI_RADEON_X1600;
1608 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1609 if (strstr(gl_renderer, "X700")
1610 || strstr(gl_renderer, "X800")
1611 || strstr(gl_renderer, "X850")
1612 || strstr(gl_renderer, "X1300")
1613 || strstr(gl_renderer, "X1400")
1614 || strstr(gl_renderer, "X1450")
1615 || strstr(gl_renderer, "X1550"))
1617 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1618 return CARD_ATI_RADEON_X700;
1621 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1622 if (strstr(gl_renderer, "Radeon Xpress"))
1624 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1625 return CARD_ATI_RADEON_XPRESS_200M;
1628 /* Radeon R3xx */
1629 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1630 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1633 if (WINE_D3D8_CAPABLE(gl_info))
1635 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1636 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1639 if (WINE_D3D7_CAPABLE(gl_info))
1641 *vidmem = 32; /* There are models with up to 64MB */
1642 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1645 *vidmem = 16; /* There are 16-32MB models */
1646 return CARD_ATI_RAGE_128PRO;
1650 enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1651 unsigned int *vidmem )
1653 if (strstr(gl_renderer, "X3100"))
1655 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1656 *vidmem = 128;
1657 return CARD_INTEL_X3100;
1660 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1662 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1663 *vidmem = 64;
1664 return CARD_INTEL_I945GM;
1667 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1668 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1669 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1670 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1671 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1672 return CARD_INTEL_I915G;
1676 enum wined3d_pci_device (select_card_ati_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1677 unsigned int *vidmem )
1679 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1681 * Beware: renderer string do not match exact card model,
1682 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1683 if (strstr(gl_renderer, "Gallium"))
1685 /* Radeon R7xx HD4800 - highend */
1686 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1687 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1688 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1690 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1691 return CARD_ATI_RADEON_HD4800;
1694 /* Radeon R740 HD4700 - midend */
1695 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1697 *vidmem = 512;
1698 return CARD_ATI_RADEON_HD4700;
1701 /* Radeon R730 HD4600 - midend */
1702 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1704 *vidmem = 512;
1705 return CARD_ATI_RADEON_HD4600;
1708 /* Radeon R710 HD4500/HD4350 - lowend */
1709 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1711 *vidmem = 256;
1712 return CARD_ATI_RADEON_HD4350;
1715 /* Radeon R6xx HD2900/HD3800 - highend */
1716 if (strstr(gl_renderer, "R600")
1717 || strstr(gl_renderer, "RV670")
1718 || strstr(gl_renderer, "R680"))
1720 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1721 return CARD_ATI_RADEON_HD2900;
1724 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1725 if (strstr(gl_renderer, "RV630")
1726 || strstr(gl_renderer, "RV635"))
1728 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1729 return CARD_ATI_RADEON_HD2600;
1732 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1733 if (strstr(gl_renderer, "RV610")
1734 || strstr(gl_renderer, "RV620"))
1736 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1737 return CARD_ATI_RADEON_HD2300;
1740 /* Radeon R6xx/R7xx integrated */
1741 if (strstr(gl_renderer, "RS780")
1742 || strstr(gl_renderer, "RS880"))
1744 *vidmem = 128; /* 128MB */
1745 return CARD_ATI_RADEON_HD3200;
1748 /* Radeon R5xx */
1749 if (strstr(gl_renderer, "RV530")
1750 || strstr(gl_renderer, "RV535")
1751 || strstr(gl_renderer, "RV560")
1752 || strstr(gl_renderer, "R520")
1753 || strstr(gl_renderer, "RV570")
1754 || strstr(gl_renderer, "R580"))
1756 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1757 return CARD_ATI_RADEON_X1600;
1760 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1761 if (strstr(gl_renderer, "R410")
1762 || strstr(gl_renderer, "R420")
1763 || strstr(gl_renderer, "R423")
1764 || strstr(gl_renderer, "R430")
1765 || strstr(gl_renderer, "R480")
1766 || strstr(gl_renderer, "R481")
1767 || strstr(gl_renderer, "RV410")
1768 || strstr(gl_renderer, "RV515")
1769 || strstr(gl_renderer, "RV516"))
1771 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1772 return CARD_ATI_RADEON_X700;
1775 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1776 if (strstr(gl_renderer, "RS400")
1777 || strstr(gl_renderer, "RS480")
1778 || strstr(gl_renderer, "RS482")
1779 || strstr(gl_renderer, "RS485")
1780 || strstr(gl_renderer, "RS600")
1781 || strstr(gl_renderer, "RS690")
1782 || strstr(gl_renderer, "RS740"))
1784 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1785 return CARD_ATI_RADEON_XPRESS_200M;
1788 /* Radeon R3xx */
1789 if (strstr(gl_renderer, "R300")
1790 || strstr(gl_renderer, "RV350")
1791 || strstr(gl_renderer, "RV351")
1792 || strstr(gl_renderer, "RV360")
1793 || strstr(gl_renderer, "RV370")
1794 || strstr(gl_renderer, "R350")
1795 || strstr(gl_renderer, "R360"))
1797 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1798 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1802 if (WINE_D3D9_CAPABLE(gl_info))
1804 /* Radeon R7xx HD4800 - highend */
1805 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1806 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1807 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1809 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1810 return CARD_ATI_RADEON_HD4800;
1813 /* Radeon R740 HD4700 - midend */
1814 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1816 *vidmem = 512;
1817 return CARD_ATI_RADEON_HD4700;
1820 /* Radeon R730 HD4600 - midend */
1821 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1823 *vidmem = 512;
1824 return CARD_ATI_RADEON_HD4600;
1827 /* Radeon R710 HD4500/HD4350 - lowend */
1828 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1830 *vidmem = 256;
1831 return CARD_ATI_RADEON_HD4350;
1834 /* Radeon R6xx HD2900/HD3800 - highend */
1835 if (strstr(gl_renderer, "(R600")
1836 || strstr(gl_renderer, "(RV670")
1837 || strstr(gl_renderer, "(R680"))
1839 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1840 return CARD_ATI_RADEON_HD2900;
1843 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1844 if (strstr(gl_renderer, "(RV630")
1845 || strstr(gl_renderer, "(RV635"))
1847 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1848 return CARD_ATI_RADEON_HD2600;
1851 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1852 if (strstr(gl_renderer, "(RV610")
1853 || strstr(gl_renderer, "(RV620"))
1855 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1856 return CARD_ATI_RADEON_HD2300;
1859 /* Radeon R6xx/R7xx integrated */
1860 if (strstr(gl_renderer, "(RS780")
1861 || strstr(gl_renderer, "(RS880"))
1863 *vidmem = 128; /* 128MB */
1864 return CARD_ATI_RADEON_HD3200;
1868 if (WINE_D3D8_CAPABLE(gl_info))
1870 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1871 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1874 if (WINE_D3D7_CAPABLE(gl_info))
1876 *vidmem = 32; /* There are models with up to 64MB */
1877 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1880 *vidmem = 16; /* There are 16-32MB models */
1881 return CARD_ATI_RAGE_128PRO;
1885 enum wined3d_pci_device (select_card_nvidia_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1886 unsigned int *vidmem )
1888 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1889 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1890 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1891 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1892 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1893 return CARD_NVIDIA_RIVA_128;
1896 enum wined3d_pci_device (select_card_intel_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1897 unsigned int *vidmem )
1899 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1900 return CARD_INTEL_I915G;
1904 struct vendor_card_selection
1906 enum wined3d_gl_vendor gl_vendor;
1907 enum wined3d_pci_vendor card_vendor;
1908 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1909 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1910 unsigned int *vidmem );
1913 static const struct vendor_card_selection vendor_card_select_table[] =
1915 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1916 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1917 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1918 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1919 {GL_VENDOR_ATI, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1920 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1921 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1922 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1926 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1927 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1929 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1930 * different GPUs with roughly the same features. In most cases GPUs from a
1931 * certain family differ in clockspeeds, the amount of video memory and the
1932 * number of shader pipelines.
1934 * A Direct3D device object contains the PCI id (vendor + device) of the
1935 * videocard which is used for rendering. Various applications use this
1936 * information to get a rough estimation of the features of the card and
1937 * some might use it for enabling 3d effects only on certain types of
1938 * videocards. In some cases games might even use it to work around bugs
1939 * which happen on certain videocards/driver combinations. The problem is
1940 * that OpenGL only exposes a rendering string containing the name of the
1941 * videocard and not the PCI id.
1943 * Various games depend on the PCI id, so somehow we need to provide one.
1944 * A simple option is to parse the renderer string and translate this to
1945 * the right PCI id. This is a lot of work because there are more than 200
1946 * GPUs just for Nvidia. Various cards share the same renderer string, so
1947 * the amount of code might be 'small' but there are quite a number of
1948 * exceptions which would make this a pain to maintain. Another way would
1949 * be to query the PCI id from the operating system (assuming this is the
1950 * videocard which is used for rendering which is not always the case).
1951 * This would work but it is not very portable. Second it would not work
1952 * well in, let's say, a remote X situation in which the amount of 3d
1953 * features which can be used is limited.
1955 * As said most games only use the PCI id to get an indication of the
1956 * capabilities of the card. It doesn't really matter if the given id is
1957 * the correct one if we return the id of a card with similar 3d features.
1959 * The code below checks the OpenGL capabilities of a videocard and matches
1960 * that to a certain level of Direct3D functionality. Once a card passes
1961 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1962 * least a GeforceFX. To give a better estimate we do a basic check on the
1963 * renderer string but if that won't pass we return a default card. This
1964 * way is better than maintaining a full card database as even without a
1965 * full database we can return a card with similar features. Second the
1966 * size of the database can be made quite small because when you know what
1967 * type of 3d functionality a card has, you know to which GPU family the
1968 * GPU must belong. Because of this you only have to check a small part of
1969 * the renderer string to distinguishes between different models from that
1970 * family.
1972 * The code also selects a default amount of video memory which we will
1973 * use for an estimation of the amount of free texture memory. In case of
1974 * real D3D the amount of texture memory includes video memory and system
1975 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1976 * HyperMemory). We don't know how much system memory can be addressed by
1977 * the system but we can make a reasonable estimation about the amount of
1978 * video memory. If the value is slightly wrong it doesn't matter as we
1979 * didn't include AGP-like memory which makes the amount of addressable
1980 * memory higher and second OpenGL isn't that critical it moves to system
1981 * memory behind our backs if really needed. Note that the amount of video
1982 * memory can be overruled using a registry setting. */
1984 int i;
1986 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1988 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1989 || (vendor_card_select_table[i].card_vendor != *card_vendor))
1990 continue;
1991 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1992 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
1995 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1996 *gl_vendor, *card_vendor);
1998 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1999 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2000 * them a good generic choice. */
2001 *card_vendor = HW_VENDOR_NVIDIA;
2002 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2003 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2004 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2005 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2006 return CARD_NVIDIA_RIVA_128;
2009 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2011 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2012 int vs_selected_mode, ps_selected_mode;
2014 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2015 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2016 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2017 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2018 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2019 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2020 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2021 else return &ffp_fragment_pipeline;
2024 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2026 int vs_selected_mode, ps_selected_mode;
2028 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2029 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2030 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2031 return &none_shader_backend;
2034 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2036 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2037 int vs_selected_mode, ps_selected_mode;
2039 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2040 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2041 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2042 else return &ffp_blit;
2045 /* Context activation is done by the caller. */
2046 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2048 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2049 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2050 const char *GL_Extensions = NULL;
2051 const char *WGL_Extensions = NULL;
2052 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2053 struct fragment_caps fragment_caps;
2054 enum wined3d_gl_vendor gl_vendor;
2055 enum wined3d_pci_vendor card_vendor;
2056 enum wined3d_pci_device device;
2057 GLint gl_max;
2058 GLfloat gl_floatv[2];
2059 unsigned i;
2060 HDC hdc;
2061 unsigned int vidmem=0;
2062 DWORD gl_version;
2063 size_t len;
2065 TRACE_(d3d_caps)("(%p)\n", gl_info);
2067 ENTER_GL();
2069 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2070 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2071 if (!gl_renderer_str)
2073 LEAVE_GL();
2074 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2075 return FALSE;
2078 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2079 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2080 if (!gl_vendor_str)
2082 LEAVE_GL();
2083 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2084 return FALSE;
2087 /* Parse the GL_VERSION field into major and minor information */
2088 gl_version_str = (const char *)glGetString(GL_VERSION);
2089 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2090 if (!gl_version_str)
2092 LEAVE_GL();
2093 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2094 return FALSE;
2096 gl_version = wined3d_parse_gl_version(gl_version_str);
2099 * Initialize openGL extension related variables
2100 * with Default values
2102 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2103 gl_info->limits.buffers = 1;
2104 gl_info->limits.textures = 1;
2105 gl_info->limits.fragment_samplers = 1;
2106 gl_info->limits.vertex_samplers = 0;
2107 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2108 gl_info->limits.sampler_stages = 1;
2109 gl_info->limits.glsl_vs_float_constants = 0;
2110 gl_info->limits.glsl_ps_float_constants = 0;
2111 gl_info->limits.arb_vs_float_constants = 0;
2112 gl_info->limits.arb_vs_native_constants = 0;
2113 gl_info->limits.arb_vs_instructions = 0;
2114 gl_info->limits.arb_vs_temps = 0;
2115 gl_info->limits.arb_ps_float_constants = 0;
2116 gl_info->limits.arb_ps_local_constants = 0;
2117 gl_info->limits.arb_ps_instructions = 0;
2118 gl_info->limits.arb_ps_temps = 0;
2120 /* Retrieve opengl defaults */
2121 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2122 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2123 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2125 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2126 gl_info->limits.lights = gl_max;
2127 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2129 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2130 gl_info->limits.texture_size = gl_max;
2131 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2133 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2134 gl_info->limits.pointsize_min = gl_floatv[0];
2135 gl_info->limits.pointsize_max = gl_floatv[1];
2136 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2138 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2139 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2140 if (!GL_Extensions)
2142 LEAVE_GL();
2143 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2144 return FALSE;
2147 LEAVE_GL();
2149 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2151 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2153 while (*GL_Extensions)
2155 const char *start;
2156 char current_ext[256];
2158 while (isspace(*GL_Extensions)) ++GL_Extensions;
2159 start = GL_Extensions;
2160 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2162 len = GL_Extensions - start;
2163 if (!len || len >= sizeof(current_ext)) continue;
2165 memcpy(current_ext, start, len);
2166 current_ext[len] = '\0';
2167 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2169 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2171 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2173 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2174 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2175 break;
2180 /* Now work out what GL support this card really has */
2181 #define USE_GL_FUNC(type, pfn, ext, replace) \
2183 DWORD ver = ver_for_ext(ext); \
2184 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2185 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2186 else gl_info->pfn = NULL; \
2188 GL_EXT_FUNCS_GEN;
2189 #undef USE_GL_FUNC
2191 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2192 WGL_EXT_FUNCS_GEN;
2193 #undef USE_GL_FUNC
2195 ENTER_GL();
2197 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2198 * loading the functions, otherwise the code above will load the extension entry points instead of the
2199 * core functions, which may not work. */
2200 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2202 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2203 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2205 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2206 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2210 if (gl_info->supported[APPLE_FENCE])
2212 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2213 * The apple extension interacts with some other apple exts. Disable the NV
2214 * extension if the apple one is support to prevent confusion in other parts
2215 * of the code. */
2216 gl_info->supported[NV_FENCE] = FALSE;
2218 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2220 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2222 * The enums are the same:
2223 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2224 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2225 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2226 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2227 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2229 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2231 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2232 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2234 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2236 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2237 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2240 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2242 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2243 * functionality. Prefer the ARB extension */
2244 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2246 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2248 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2249 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2251 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2253 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2254 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2256 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2258 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2259 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2261 if (gl_info->supported[NV_TEXTURE_SHADER2])
2263 if (gl_info->supported[NV_REGISTER_COMBINERS])
2265 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2266 * are supported. The nv extensions provide the same functionality as the
2267 * ATI one, and a bit more(signed pixelformats). */
2268 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2272 if (gl_info->supported[NV_REGISTER_COMBINERS])
2274 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2275 gl_info->limits.general_combiners = gl_max;
2276 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2278 if (gl_info->supported[ARB_DRAW_BUFFERS])
2280 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2281 gl_info->limits.buffers = gl_max;
2282 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2284 if (gl_info->supported[ARB_MULTITEXTURE])
2286 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2287 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2288 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2290 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2292 GLint tmp;
2293 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2294 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2296 else
2298 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2300 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2302 if (gl_info->supported[ARB_VERTEX_SHADER])
2304 GLint tmp;
2305 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2306 gl_info->limits.vertex_samplers = tmp;
2307 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2308 gl_info->limits.combined_samplers = tmp;
2310 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2311 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2312 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2313 * shader is used with fixed function vertex processing we're fine too because fixed function
2314 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2315 * used we have to make sure that all vertex sampler setups are valid together with all
2316 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2317 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2318 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2319 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2320 * a fixed function pipeline anymore.
2322 * So this is just a check to check that our assumption holds true. If not, write a warning
2323 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2324 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2325 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2327 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2328 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2329 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2330 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2331 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2332 else
2333 gl_info->limits.vertex_samplers = 0;
2336 else
2338 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2340 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2341 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2343 if (gl_info->supported[ARB_VERTEX_BLEND])
2345 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2346 gl_info->limits.blends = gl_max;
2347 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2349 if (gl_info->supported[EXT_TEXTURE3D])
2351 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2352 gl_info->limits.texture3d_size = gl_max;
2353 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2355 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2357 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2358 gl_info->limits.anisotropy = gl_max;
2359 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2361 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2363 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2364 gl_info->limits.arb_ps_float_constants = gl_max;
2365 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2366 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2367 gl_info->limits.arb_ps_native_constants = gl_max;
2368 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2369 gl_info->limits.arb_ps_native_constants);
2370 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2371 gl_info->limits.arb_ps_temps = gl_max;
2372 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2373 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2374 gl_info->limits.arb_ps_instructions = gl_max;
2375 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2376 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2377 gl_info->limits.arb_ps_local_constants = gl_max;
2378 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2380 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2382 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2383 gl_info->limits.arb_vs_float_constants = gl_max;
2384 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2385 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2386 gl_info->limits.arb_vs_native_constants = gl_max;
2387 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2388 gl_info->limits.arb_vs_native_constants);
2389 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2390 gl_info->limits.arb_vs_temps = gl_max;
2391 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2392 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2393 gl_info->limits.arb_vs_instructions = gl_max;
2394 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2396 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2398 if (gl_info->supported[ARB_VERTEX_SHADER])
2400 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2401 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2402 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2404 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2406 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2407 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2408 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2409 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2410 gl_info->limits.glsl_varyings = gl_max;
2411 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2413 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2415 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2416 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2418 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2420 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2422 else
2424 gl_info->limits.shininess = 128.0f;
2426 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2428 /* If we have full NP2 texture support, disable
2429 * GL_ARB_texture_rectangle because we will never use it.
2430 * This saves a few redundant glDisable calls. */
2431 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2433 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2435 /* Disable NV_register_combiners and fragment shader if this is supported.
2436 * generally the NV extensions are preferred over the ATI ones, and this
2437 * extension is disabled if register_combiners and texture_shader2 are both
2438 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2439 * fragment processing support. */
2440 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2441 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2442 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2443 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2445 if (gl_info->supported[NV_HALF_FLOAT])
2447 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2448 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2450 if (gl_info->supported[ARB_POINT_SPRITE])
2452 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2454 else
2456 gl_info->limits.point_sprite_units = 0;
2458 checkGLcall("extension detection");
2460 LEAVE_GL();
2462 adapter->fragment_pipe = select_fragment_implementation(adapter);
2463 adapter->shader_backend = select_shader_backend(adapter);
2464 adapter->blitter = select_blit_implementation(adapter);
2466 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2467 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2468 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2470 /* In some cases the number of texture stages can be larger than the number
2471 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2472 * shaders), but 8 texture stages (register combiners). */
2473 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2475 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2477 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2478 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2479 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2480 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2481 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2482 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2483 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2484 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2485 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2486 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2487 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2488 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2489 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2490 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2491 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2492 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2493 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2494 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2495 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2497 else
2499 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2501 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2502 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2503 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2504 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2505 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2506 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2507 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2508 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2509 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2510 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2511 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2512 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2513 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2514 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2515 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2516 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2517 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2519 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2521 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2522 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2524 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2526 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2528 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2530 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2534 /* MRTs are currently only supported when FBOs are used. */
2535 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2537 gl_info->limits.buffers = 1;
2540 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2541 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2542 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2544 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2545 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2547 /* If we have an estimate use it, else default to 64MB; */
2548 if(vidmem)
2549 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2550 else
2551 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2553 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2554 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2555 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2556 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2557 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2558 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2559 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2560 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2562 /* Make sure there's an active HDC else the WGL extensions will fail */
2563 hdc = pwglGetCurrentDC();
2564 if (hdc) {
2565 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2566 if(GL_EXTCALL(wglGetExtensionsStringARB))
2567 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2569 if (NULL == WGL_Extensions) {
2570 ERR(" WGL_Extensions returns NULL\n");
2571 } else {
2572 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2573 while (*WGL_Extensions != 0x00) {
2574 const char *Start;
2575 char ThisExtn[256];
2577 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2578 Start = WGL_Extensions;
2579 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2580 WGL_Extensions++;
2583 len = WGL_Extensions - Start;
2584 if (len == 0 || len >= sizeof(ThisExtn))
2585 continue;
2587 memcpy(ThisExtn, Start, len);
2588 ThisExtn[len] = '\0';
2589 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2591 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2592 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2593 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2595 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2596 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2597 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2603 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2604 init_driver_info(driver_info, card_vendor, device);
2605 add_gl_compat_wrappers(gl_info);
2607 return TRUE;
2610 /**********************************************************
2611 * IWineD3D implementation follows
2612 **********************************************************/
2614 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2615 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2617 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2619 return This->adapter_count;
2622 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2624 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2626 return WINED3D_OK;
2629 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2630 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2632 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2634 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2635 return NULL;
2638 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2641 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2642 of the same bpp but different resolutions */
2644 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2645 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2646 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2647 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2649 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2650 return 0;
2653 /* TODO: Store modes per adapter and read it from the adapter structure */
2654 if (Adapter == 0) { /* Display */
2655 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2656 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2657 unsigned int i = 0;
2658 unsigned int j = 0;
2659 DEVMODEW mode;
2661 memset(&mode, 0, sizeof(mode));
2662 mode.dmSize = sizeof(mode);
2664 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2666 ++j;
2668 if (Format == WINED3DFMT_UNKNOWN)
2670 /* This is for D3D8, do not enumerate P8 here */
2671 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2673 else if (mode.dmBitsPerPel == format_bits)
2675 ++i;
2679 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2680 return i;
2681 } else {
2682 FIXME_(d3d_caps)("Adapter not primary display\n");
2684 return 0;
2687 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2688 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2689 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2690 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2692 /* Validate the parameters as much as possible */
2693 if (NULL == pMode ||
2694 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2695 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2696 return WINED3DERR_INVALIDCALL;
2699 /* TODO: Store modes per adapter and read it from the adapter structure */
2700 if (Adapter == 0)
2702 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2703 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2704 DEVMODEW DevModeW;
2705 int ModeIdx = 0;
2706 UINT i = 0;
2707 int j = 0;
2709 ZeroMemory(&DevModeW, sizeof(DevModeW));
2710 DevModeW.dmSize = sizeof(DevModeW);
2712 /* If we are filtering to a specific format (D3D9), then need to skip
2713 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2714 just count through the ones with valid bit depths */
2715 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2717 if (Format == WINED3DFMT_UNKNOWN)
2719 /* This is for D3D8, do not enumerate P8 here */
2720 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2722 else if (DevModeW.dmBitsPerPel == format_bits)
2724 ++i;
2728 if (i == 0) {
2729 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2730 return WINED3DERR_INVALIDCALL;
2732 ModeIdx = j - 1;
2734 /* Now get the display mode via the calculated index */
2735 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2736 pMode->Width = DevModeW.dmPelsWidth;
2737 pMode->Height = DevModeW.dmPelsHeight;
2738 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2739 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2740 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2742 if (Format == WINED3DFMT_UNKNOWN) {
2743 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2744 } else {
2745 pMode->Format = Format;
2747 } else {
2748 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2749 return WINED3DERR_INVALIDCALL;
2752 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2753 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2754 DevModeW.dmBitsPerPel);
2757 else
2759 FIXME_(d3d_caps)("Adapter not primary display\n");
2762 return WINED3D_OK;
2765 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2767 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2769 if (NULL == pMode ||
2770 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2771 return WINED3DERR_INVALIDCALL;
2774 if (Adapter == 0) { /* Display */
2775 int bpp = 0;
2776 DEVMODEW DevModeW;
2778 ZeroMemory(&DevModeW, sizeof(DevModeW));
2779 DevModeW.dmSize = sizeof(DevModeW);
2781 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2782 pMode->Width = DevModeW.dmPelsWidth;
2783 pMode->Height = DevModeW.dmPelsHeight;
2784 bpp = DevModeW.dmBitsPerPel;
2785 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2786 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2788 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2791 pMode->Format = pixelformat_for_depth(bpp);
2792 } else {
2793 FIXME_(d3d_caps)("Adapter not primary display\n");
2796 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2797 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2798 return WINED3D_OK;
2801 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2802 and fields being inserted in the middle, a new structure is used in place */
2803 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2804 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2805 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2806 struct wined3d_adapter *adapter;
2807 size_t len;
2809 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2811 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2812 return WINED3DERR_INVALIDCALL;
2815 adapter = &This->adapters[Adapter];
2817 /* Return the information requested */
2818 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2820 if (pIdentifier->driver_size)
2822 const char *name = adapter->driver_info.name;
2823 len = min(strlen(name), pIdentifier->driver_size - 1);
2824 memcpy(pIdentifier->driver, name, len);
2825 pIdentifier->driver[len] = '\0';
2828 if (pIdentifier->description_size)
2830 const char *description = adapter->driver_info.description;
2831 len = min(strlen(description), pIdentifier->description_size - 1);
2832 memcpy(pIdentifier->description, description, len);
2833 pIdentifier->description[len] = '\0';
2836 /* Note that d3d8 doesn't supply a device name. */
2837 if (pIdentifier->device_name_size)
2839 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2841 len = strlen(device_name);
2842 if (len >= pIdentifier->device_name_size)
2844 ERR("Device name size too small.\n");
2845 return WINED3DERR_INVALIDCALL;
2848 memcpy(pIdentifier->device_name, device_name, len);
2849 pIdentifier->device_name[len] = '\0';
2852 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2853 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2854 pIdentifier->vendor_id = adapter->driver_info.vendor;
2855 pIdentifier->device_id = adapter->driver_info.device;
2856 pIdentifier->subsystem_id = 0;
2857 pIdentifier->revision = 0;
2858 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2859 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2860 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2861 pIdentifier->video_memory = adapter->TextureRam;
2863 return WINED3D_OK;
2866 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2867 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2869 short redSize, greenSize, blueSize, alphaSize, colorBits;
2871 if(!cfg)
2872 return FALSE;
2874 /* Float formats need FBOs. If FBOs are used this function isn't called */
2875 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2877 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2878 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2880 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2881 return FALSE;
2884 if(cfg->redSize < redSize)
2885 return FALSE;
2887 if(cfg->greenSize < greenSize)
2888 return FALSE;
2890 if(cfg->blueSize < blueSize)
2891 return FALSE;
2893 if(cfg->alphaSize < alphaSize)
2894 return FALSE;
2896 return TRUE;
2899 /* Probably a RGBA_float or color index mode */
2900 return FALSE;
2903 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2904 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2906 short depthSize, stencilSize;
2907 BOOL lockable = FALSE;
2909 if(!cfg)
2910 return FALSE;
2912 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2914 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2915 return FALSE;
2918 /* Float formats need FBOs. If FBOs are used this function isn't called */
2919 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2921 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2922 lockable = TRUE;
2924 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2925 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2926 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2927 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2928 return FALSE;
2930 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2931 * allow more stencil bits than requested. */
2932 if(cfg->stencilSize < stencilSize)
2933 return FALSE;
2935 return TRUE;
2938 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2939 WINED3DFORMAT AdapterFormat,
2940 WINED3DFORMAT RenderTargetFormat,
2941 WINED3DFORMAT DepthStencilFormat) {
2942 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2943 int nCfgs;
2944 const WineD3D_PixelFormat *cfgs;
2945 const struct wined3d_adapter *adapter;
2946 const struct wined3d_format_desc *rt_format_desc;
2947 const struct wined3d_format_desc *ds_format_desc;
2948 int it;
2950 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2951 This, Adapter,
2952 DeviceType, debug_d3ddevicetype(DeviceType),
2953 AdapterFormat, debug_d3dformat(AdapterFormat),
2954 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2955 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2957 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2958 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2959 return WINED3DERR_INVALIDCALL;
2962 adapter = &This->adapters[Adapter];
2963 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2964 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2965 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2967 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
2968 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
2969 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2970 return WINED3D_OK;
2973 else
2975 cfgs = adapter->cfgs;
2976 nCfgs = adapter->nCfgs;
2977 for (it = 0; it < nCfgs; ++it) {
2978 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2980 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2982 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2983 return WINED3D_OK;
2988 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2990 return WINED3DERR_NOTAVAILABLE;
2993 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2994 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2996 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2997 const struct wined3d_format_desc *glDesc;
2998 const struct wined3d_adapter *adapter;
3000 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3001 This,
3002 Adapter,
3003 DeviceType, debug_d3ddevicetype(DeviceType),
3004 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3005 Windowed,
3006 MultiSampleType,
3007 pQualityLevels);
3009 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3010 return WINED3DERR_INVALIDCALL;
3013 /* TODO: handle Windowed, add more quality levels */
3015 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3016 if(pQualityLevels) *pQualityLevels = 1;
3017 return WINED3D_OK;
3020 /* By default multisampling is disabled right now as it causes issues
3021 * on some Nvidia driver versions and it doesn't work well in combination
3022 * with FBOs yet. */
3023 if(!wined3d_settings.allow_multisampling)
3024 return WINED3DERR_NOTAVAILABLE;
3026 adapter = &This->adapters[Adapter];
3027 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3028 if (!glDesc) return WINED3DERR_INVALIDCALL;
3030 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3031 int i, nCfgs;
3032 const WineD3D_PixelFormat *cfgs;
3034 cfgs = adapter->cfgs;
3035 nCfgs = adapter->nCfgs;
3036 for(i=0; i<nCfgs; i++) {
3037 if(cfgs[i].numSamples != MultiSampleType)
3038 continue;
3040 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3041 continue;
3043 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3045 if(pQualityLevels)
3046 *pQualityLevels = 1; /* Guess at a value! */
3047 return WINED3D_OK;
3050 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3051 short redSize, greenSize, blueSize, alphaSize, colorBits;
3052 int i, nCfgs;
3053 const WineD3D_PixelFormat *cfgs;
3055 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3057 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3058 return WINED3DERR_NOTAVAILABLE;
3061 cfgs = adapter->cfgs;
3062 nCfgs = adapter->nCfgs;
3063 for(i=0; i<nCfgs; i++) {
3064 if(cfgs[i].numSamples != MultiSampleType)
3065 continue;
3066 if(cfgs[i].redSize != redSize)
3067 continue;
3068 if(cfgs[i].greenSize != greenSize)
3069 continue;
3070 if(cfgs[i].blueSize != blueSize)
3071 continue;
3072 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3073 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3074 continue;
3075 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3076 continue;
3078 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3080 if(pQualityLevels)
3081 *pQualityLevels = 1; /* Guess at a value! */
3082 return WINED3D_OK;
3085 return WINED3DERR_NOTAVAILABLE;
3088 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3089 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3091 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3092 UINT nmodes;
3094 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3095 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3096 debug_d3dformat(BackBufferFormat), Windowed);
3098 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3099 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3100 return WINED3DERR_INVALIDCALL;
3103 /* The task of this function is to check whether a certain display / backbuffer format
3104 * combination is available on the given adapter. In fullscreen mode microsoft specified
3105 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3106 * and display format should match exactly.
3107 * In windowed mode format conversion can occur and this depends on the driver. When format
3108 * conversion is done, this function should nevertheless fail and applications need to use
3109 * CheckDeviceFormatConversion.
3110 * At the moment we assume that fullscreen and windowed have the same capabilities */
3112 /* There are only 4 display formats */
3113 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3114 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3115 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3116 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3118 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3119 return WINED3DERR_NOTAVAILABLE;
3122 /* If the requested DisplayFormat is not available, don't continue */
3123 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3124 if(!nmodes) {
3125 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3126 return WINED3DERR_NOTAVAILABLE;
3129 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3130 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3131 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3132 return WINED3DERR_NOTAVAILABLE;
3135 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3136 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3138 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3139 return WINED3DERR_NOTAVAILABLE;
3142 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3143 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3144 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3146 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3147 return WINED3DERR_NOTAVAILABLE;
3150 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3151 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3152 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3154 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3155 return WINED3DERR_NOTAVAILABLE;
3158 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3159 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3160 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3162 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3163 return WINED3DERR_NOTAVAILABLE;
3166 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3167 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3168 if(FAILED(hr))
3169 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3171 return hr;
3175 /* Check if we support bumpmapping for a format */
3176 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
3177 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3179 switch(format_desc->format)
3181 case WINED3DFMT_R8G8_SNORM:
3182 case WINED3DFMT_R16G16_SNORM:
3183 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3184 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3185 case WINED3DFMT_R8G8B8A8_SNORM:
3186 /* Ask the fixed function pipeline implementation if it can deal
3187 * with the conversion. If we've got a GL extension giving native
3188 * support this will be an identity conversion. */
3189 if (adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3191 TRACE_(d3d_caps)("[OK]\n");
3192 return TRUE;
3194 TRACE_(d3d_caps)("[FAILED]\n");
3195 return FALSE;
3197 default:
3198 TRACE_(d3d_caps)("[FAILED]\n");
3199 return FALSE;
3203 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3204 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3205 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3207 int it=0;
3209 /* Only allow depth/stencil formats */
3210 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3212 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3214 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3215 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3217 else
3219 /* Walk through all WGL pixel formats to find a match */
3220 for (it = 0; it < adapter->nCfgs; ++it)
3222 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3223 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3225 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3227 return TRUE;
3233 return FALSE;
3236 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3238 /* The flags entry of a format contains the filtering capability */
3239 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3241 return FALSE;
3244 /* Check the render target capabilities of a format */
3245 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3246 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3248 /* Filter out non-RT formats */
3249 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3250 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3251 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3252 int it;
3253 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3254 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3256 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3257 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3259 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3260 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3261 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3262 TRACE_(d3d_caps)("[FAILED]\n");
3263 return FALSE;
3266 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3267 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3268 for (it = 0; it < adapter->nCfgs; ++it)
3270 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3271 &cfgs[it], check_format_desc))
3273 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3274 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3275 return TRUE;
3279 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3281 /* For now return TRUE for FBOs until we have some proper checks.
3282 * Note that this function will only be called when the format is around for texturing. */
3283 return TRUE;
3285 return FALSE;
3288 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3290 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3292 /* Check for supported sRGB formats (Texture loading and framebuffer) */
3293 if (!gl_info->supported[EXT_TEXTURE_SRGB])
3295 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
3296 return FALSE;
3299 switch (format_desc->format)
3301 case WINED3DFMT_B8G8R8A8_UNORM:
3302 case WINED3DFMT_B8G8R8X8_UNORM:
3303 case WINED3DFMT_B4G4R4A4_UNORM:
3304 case WINED3DFMT_L8_UNORM:
3305 case WINED3DFMT_L8A8_UNORM:
3306 case WINED3DFMT_DXT1:
3307 case WINED3DFMT_DXT2:
3308 case WINED3DFMT_DXT3:
3309 case WINED3DFMT_DXT4:
3310 case WINED3DFMT_DXT5:
3311 TRACE_(d3d_caps)("[OK]\n");
3312 return TRUE;
3314 default:
3315 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
3316 return FALSE;
3318 return FALSE;
3321 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
3322 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3324 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3325 * doing the color fixup in shaders.
3326 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3327 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
3329 int vs_selected_mode;
3330 int ps_selected_mode;
3331 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3333 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3334 TRACE_(d3d_caps)("[OK]\n");
3335 return TRUE;
3339 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3340 return FALSE;
3343 /* Check if a format support blending in combination with pixel shaders */
3344 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3345 const struct wined3d_format_desc *format_desc)
3347 /* The flags entry of a format contains the post pixel shader blending capability */
3348 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3350 return FALSE;
3353 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3355 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3356 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3357 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3358 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3359 * capability anyway.
3361 * For now lets report this on all formats, but in the future we may want to
3362 * restrict it to some should games need that
3364 return TRUE;
3367 /* Check if a texture format is supported on the given adapter */
3368 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3369 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3371 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3373 switch (format_desc->format)
3375 /*****
3376 * supported: RGB(A) formats
3378 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3379 case WINED3DFMT_B8G8R8A8_UNORM:
3380 case WINED3DFMT_B8G8R8X8_UNORM:
3381 case WINED3DFMT_B5G6R5_UNORM:
3382 case WINED3DFMT_B5G5R5X1_UNORM:
3383 case WINED3DFMT_B5G5R5A1_UNORM:
3384 case WINED3DFMT_B4G4R4A4_UNORM:
3385 case WINED3DFMT_A8_UNORM:
3386 case WINED3DFMT_B4G4R4X4_UNORM:
3387 case WINED3DFMT_R8G8B8A8_UNORM:
3388 case WINED3DFMT_R8G8B8X8_UNORM:
3389 case WINED3DFMT_B10G10R10A2_UNORM:
3390 case WINED3DFMT_R10G10B10A2_UNORM:
3391 case WINED3DFMT_R16G16_UNORM:
3392 TRACE_(d3d_caps)("[OK]\n");
3393 return TRUE;
3395 case WINED3DFMT_B2G3R3_UNORM:
3396 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3397 return FALSE;
3399 /*****
3400 * supported: Palettized
3402 case WINED3DFMT_P8_UINT:
3403 TRACE_(d3d_caps)("[OK]\n");
3404 return TRUE;
3405 /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
3406 case WINED3DFMT_P8_UINT_A8_UNORM:
3407 return FALSE;
3409 /*****
3410 * Supported: (Alpha)-Luminance
3412 case WINED3DFMT_L8_UNORM:
3413 case WINED3DFMT_L8A8_UNORM:
3414 case WINED3DFMT_L16_UNORM:
3415 TRACE_(d3d_caps)("[OK]\n");
3416 return TRUE;
3418 /* Not supported on Windows, thus disabled */
3419 case WINED3DFMT_L4A4_UNORM:
3420 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3421 return FALSE;
3423 /*****
3424 * Supported: Depth/Stencil formats
3426 case WINED3DFMT_D16_LOCKABLE:
3427 case WINED3DFMT_D16_UNORM:
3428 case WINED3DFMT_S1_UINT_D15_UNORM:
3429 case WINED3DFMT_X8D24_UNORM:
3430 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3431 case WINED3DFMT_D24_UNORM_S8_UINT:
3432 case WINED3DFMT_S8_UINT_D24_FLOAT:
3433 case WINED3DFMT_D32_UNORM:
3434 case WINED3DFMT_D32_FLOAT:
3435 return TRUE;
3437 /*****
3438 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3439 * GL_NV_texture_shader). Emulated by shaders
3441 case WINED3DFMT_R8G8_SNORM:
3442 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3443 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3444 case WINED3DFMT_R8G8B8A8_SNORM:
3445 case WINED3DFMT_R16G16_SNORM:
3446 /* Ask the shader backend if it can deal with the conversion. If
3447 * we've got a GL extension giving native support this will be an
3448 * identity conversion. */
3449 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3451 TRACE_(d3d_caps)("[OK]\n");
3452 return TRUE;
3454 TRACE_(d3d_caps)("[FAILED]\n");
3455 return FALSE;
3457 case WINED3DFMT_DXT1:
3458 case WINED3DFMT_DXT2:
3459 case WINED3DFMT_DXT3:
3460 case WINED3DFMT_DXT4:
3461 case WINED3DFMT_DXT5:
3462 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3464 TRACE_(d3d_caps)("[OK]\n");
3465 return TRUE;
3467 TRACE_(d3d_caps)("[FAILED]\n");
3468 return FALSE;
3471 /*****
3472 * Odd formats - not supported
3474 case WINED3DFMT_VERTEXDATA:
3475 case WINED3DFMT_R16_UINT:
3476 case WINED3DFMT_R32_UINT:
3477 case WINED3DFMT_R16G16B16A16_SNORM:
3478 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3479 case WINED3DFMT_R10G11B11_SNORM:
3480 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3481 return FALSE;
3483 /*****
3484 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3486 case WINED3DFMT_R8G8_SNORM_Cx:
3487 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3488 return FALSE;
3490 /* YUV formats */
3491 case WINED3DFMT_UYVY:
3492 case WINED3DFMT_YUY2:
3493 if (gl_info->supported[APPLE_YCBCR_422])
3495 TRACE_(d3d_caps)("[OK]\n");
3496 return TRUE;
3498 TRACE_(d3d_caps)("[FAILED]\n");
3499 return FALSE;
3500 case WINED3DFMT_YV12:
3501 TRACE_(d3d_caps)("[FAILED]\n");
3502 return FALSE;
3504 /* Not supported */
3505 case WINED3DFMT_R16G16B16A16_UNORM:
3506 case WINED3DFMT_B2G3R3A8_UNORM:
3507 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3508 return FALSE;
3510 /* Floating point formats */
3511 case WINED3DFMT_R16_FLOAT:
3512 case WINED3DFMT_R16G16_FLOAT:
3513 case WINED3DFMT_R16G16B16A16_FLOAT:
3514 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3516 TRACE_(d3d_caps)("[OK]\n");
3517 return TRUE;
3519 TRACE_(d3d_caps)("[FAILED]\n");
3520 return FALSE;
3522 case WINED3DFMT_R32_FLOAT:
3523 case WINED3DFMT_R32G32_FLOAT:
3524 case WINED3DFMT_R32G32B32A32_FLOAT:
3525 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3527 TRACE_(d3d_caps)("[OK]\n");
3528 return TRUE;
3530 TRACE_(d3d_caps)("[FAILED]\n");
3531 return FALSE;
3533 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3534 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3535 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3536 * We can do instancing with all shader versions, but we need vertex shaders.
3538 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3539 * to enable instancing. WineD3D doesn't need that and just ignores it.
3541 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3543 case WINED3DFMT_INST:
3544 TRACE("ATI Instancing check hack\n");
3545 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3547 TRACE_(d3d_caps)("[OK]\n");
3548 return TRUE;
3550 TRACE_(d3d_caps)("[FAILED]\n");
3551 return FALSE;
3553 /* Some weird FOURCC formats */
3554 case WINED3DFMT_R8G8_B8G8:
3555 case WINED3DFMT_G8R8_G8B8:
3556 case WINED3DFMT_MULTI2_ARGB8:
3557 TRACE_(d3d_caps)("[FAILED]\n");
3558 return FALSE;
3560 /* Vendor specific formats */
3561 case WINED3DFMT_ATI2N:
3562 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3563 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3565 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3566 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3568 TRACE_(d3d_caps)("[OK]\n");
3569 return TRUE;
3572 TRACE_(d3d_caps)("[OK]\n");
3573 return TRUE;
3575 TRACE_(d3d_caps)("[FAILED]\n");
3576 return FALSE;
3578 case WINED3DFMT_NVHU:
3579 case WINED3DFMT_NVHS:
3580 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3581 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3582 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3583 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3584 * Applications have to deal with not having NVHS and NVHU.
3586 TRACE_(d3d_caps)("[FAILED]\n");
3587 return FALSE;
3589 case WINED3DFMT_UNKNOWN:
3590 return FALSE;
3592 default:
3593 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3594 break;
3596 return FALSE;
3599 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3600 const struct wined3d_format_desc *adapter_format_desc,
3601 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *check_format_desc,
3602 WINED3DSURFTYPE SurfaceType)
3604 if(SurfaceType == SURFACE_GDI) {
3605 switch(check_format_desc->format)
3607 case WINED3DFMT_B8G8R8_UNORM:
3608 case WINED3DFMT_B8G8R8A8_UNORM:
3609 case WINED3DFMT_B8G8R8X8_UNORM:
3610 case WINED3DFMT_B5G6R5_UNORM:
3611 case WINED3DFMT_B5G5R5X1_UNORM:
3612 case WINED3DFMT_B5G5R5A1_UNORM:
3613 case WINED3DFMT_B4G4R4A4_UNORM:
3614 case WINED3DFMT_B2G3R3_UNORM:
3615 case WINED3DFMT_A8_UNORM:
3616 case WINED3DFMT_B2G3R3A8_UNORM:
3617 case WINED3DFMT_B4G4R4X4_UNORM:
3618 case WINED3DFMT_R10G10B10A2_UNORM:
3619 case WINED3DFMT_R8G8B8A8_UNORM:
3620 case WINED3DFMT_R8G8B8X8_UNORM:
3621 case WINED3DFMT_R16G16_UNORM:
3622 case WINED3DFMT_B10G10R10A2_UNORM:
3623 case WINED3DFMT_R16G16B16A16_UNORM:
3624 case WINED3DFMT_P8_UINT:
3625 TRACE_(d3d_caps)("[OK]\n");
3626 return TRUE;
3627 default:
3628 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3629 return FALSE;
3633 /* All format that are supported for textures are supported for surfaces as well */
3634 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3635 /* All depth stencil formats are supported on surfaces */
3636 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3638 /* If opengl can't process the format natively, the blitter may be able to convert it */
3639 if (adapter->blitter->color_fixup_supported(&adapter->gl_info, check_format_desc->color_fixup))
3641 TRACE_(d3d_caps)("[OK]\n");
3642 return TRUE;
3645 /* Reject other formats */
3646 TRACE_(d3d_caps)("[FAILED]\n");
3647 return FALSE;
3650 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3651 const struct wined3d_format_desc *format_desc)
3653 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3655 if (!gl_info->limits.vertex_samplers)
3657 TRACE_(d3d_caps)("[FAILED]\n");
3658 return FALSE;
3661 switch (format_desc->format)
3663 case WINED3DFMT_R32G32B32A32_FLOAT:
3664 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3666 TRACE_(d3d_caps)("[FAILED]\n");
3667 return FALSE;
3669 TRACE_(d3d_caps)("[OK]\n");
3670 return TRUE;
3672 default:
3673 TRACE_(d3d_caps)("[FAILED]\n");
3674 return FALSE;
3676 return FALSE;
3679 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3680 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3681 WINED3DSURFTYPE SurfaceType)
3683 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3684 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3685 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3686 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3687 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3688 DWORD UsageCaps = 0;
3690 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3691 This,
3692 Adapter,
3693 DeviceType, debug_d3ddevicetype(DeviceType),
3694 AdapterFormat, debug_d3dformat(AdapterFormat),
3695 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3696 RType, debug_d3dresourcetype(RType),
3697 CheckFormat, debug_d3dformat(CheckFormat));
3699 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3700 return WINED3DERR_INVALIDCALL;
3703 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3705 if(SurfaceType != SURFACE_OPENGL) {
3706 TRACE("[FAILED]\n");
3707 return WINED3DERR_NOTAVAILABLE;
3710 /* Cubetexture allows:
3711 * - D3DUSAGE_AUTOGENMIPMAP
3712 * - D3DUSAGE_DEPTHSTENCIL
3713 * - D3DUSAGE_DYNAMIC
3714 * - D3DUSAGE_NONSECURE (d3d9ex)
3715 * - D3DUSAGE_RENDERTARGET
3716 * - D3DUSAGE_SOFTWAREPROCESSING
3717 * - D3DUSAGE_QUERY_WRAPANDMIP
3719 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3721 /* Check if the texture format is around */
3722 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3724 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3725 /* Check for automatic mipmap generation support */
3726 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3728 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3729 } else {
3730 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3731 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3735 /* Always report dynamic locking */
3736 if(Usage & WINED3DUSAGE_DYNAMIC)
3737 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3739 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3740 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3742 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3743 } else {
3744 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3745 return WINED3DERR_NOTAVAILABLE;
3749 /* Always report software processing */
3750 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3751 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3753 /* Check QUERY_FILTER support */
3754 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3755 if (CheckFilterCapability(adapter, format_desc))
3757 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3758 } else {
3759 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3760 return WINED3DERR_NOTAVAILABLE;
3764 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3765 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3766 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3768 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3769 } else {
3770 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3771 return WINED3DERR_NOTAVAILABLE;
3775 /* Check QUERY_SRGBREAD support */
3776 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3777 if (CheckSrgbReadCapability(adapter, format_desc))
3779 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3780 } else {
3781 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3782 return WINED3DERR_NOTAVAILABLE;
3786 /* Check QUERY_SRGBWRITE support */
3787 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3788 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3790 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3791 } else {
3792 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3793 return WINED3DERR_NOTAVAILABLE;
3797 /* Check QUERY_VERTEXTEXTURE support */
3798 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3799 if (CheckVertexTextureCapability(adapter, format_desc))
3801 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3802 } else {
3803 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3804 return WINED3DERR_NOTAVAILABLE;
3808 /* Check QUERY_WRAPANDMIP support */
3809 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3810 if (CheckWrapAndMipCapability(adapter, format_desc))
3812 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3813 } else {
3814 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3815 return WINED3DERR_NOTAVAILABLE;
3818 } else {
3819 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3820 return WINED3DERR_NOTAVAILABLE;
3822 } else {
3823 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3824 return WINED3DERR_NOTAVAILABLE;
3826 } else if(RType == WINED3DRTYPE_SURFACE) {
3827 /* Surface allows:
3828 * - D3DUSAGE_DEPTHSTENCIL
3829 * - D3DUSAGE_NONSECURE (d3d9ex)
3830 * - D3DUSAGE_RENDERTARGET
3833 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3835 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3836 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3838 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3839 } else {
3840 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3841 return WINED3DERR_NOTAVAILABLE;
3845 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3846 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3848 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3849 } else {
3850 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3851 return WINED3DERR_NOTAVAILABLE;
3855 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3856 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3857 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3859 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3860 } else {
3861 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3862 return WINED3DERR_NOTAVAILABLE;
3865 } else {
3866 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3867 return WINED3DERR_NOTAVAILABLE;
3870 } else if(RType == WINED3DRTYPE_TEXTURE) {
3871 /* Texture allows:
3872 * - D3DUSAGE_AUTOGENMIPMAP
3873 * - D3DUSAGE_DEPTHSTENCIL
3874 * - D3DUSAGE_DMAP
3875 * - D3DUSAGE_DYNAMIC
3876 * - D3DUSAGE_NONSECURE (d3d9ex)
3877 * - D3DUSAGE_RENDERTARGET
3878 * - D3DUSAGE_SOFTWAREPROCESSING
3879 * - D3DUSAGE_TEXTAPI (d3d9ex)
3880 * - D3DUSAGE_QUERY_WRAPANDMIP
3883 if(SurfaceType != SURFACE_OPENGL) {
3884 TRACE("[FAILED]\n");
3885 return WINED3DERR_NOTAVAILABLE;
3888 /* Check if the texture format is around */
3889 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3891 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3892 /* Check for automatic mipmap generation support */
3893 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3895 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3896 } else {
3897 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3898 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3902 /* Always report dynamic locking */
3903 if(Usage & WINED3DUSAGE_DYNAMIC)
3904 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3906 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3907 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3909 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3910 } else {
3911 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3912 return WINED3DERR_NOTAVAILABLE;
3916 /* Always report software processing */
3917 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3918 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3920 /* Check QUERY_FILTER support */
3921 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3922 if (CheckFilterCapability(adapter, format_desc))
3924 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3925 } else {
3926 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3927 return WINED3DERR_NOTAVAILABLE;
3931 /* Check QUERY_LEGACYBUMPMAP support */
3932 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3933 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3935 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3936 } else {
3937 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3938 return WINED3DERR_NOTAVAILABLE;
3942 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3943 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3944 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3946 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3947 } else {
3948 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3949 return WINED3DERR_NOTAVAILABLE;
3953 /* Check QUERY_SRGBREAD support */
3954 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3955 if (CheckSrgbReadCapability(adapter, format_desc))
3957 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3958 } else {
3959 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3960 return WINED3DERR_NOTAVAILABLE;
3964 /* Check QUERY_SRGBWRITE support */
3965 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3966 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3968 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3969 } else {
3970 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3971 return WINED3DERR_NOTAVAILABLE;
3975 /* Check QUERY_VERTEXTEXTURE support */
3976 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3977 if (CheckVertexTextureCapability(adapter, format_desc))
3979 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3980 } else {
3981 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3982 return WINED3DERR_NOTAVAILABLE;
3986 /* Check QUERY_WRAPANDMIP support */
3987 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3988 if (CheckWrapAndMipCapability(adapter, format_desc))
3990 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3991 } else {
3992 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3993 return WINED3DERR_NOTAVAILABLE;
3997 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3998 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
4000 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4001 } else {
4002 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4003 return WINED3DERR_NOTAVAILABLE;
4006 } else {
4007 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
4008 return WINED3DERR_NOTAVAILABLE;
4010 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
4011 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
4012 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
4014 * Volumetexture allows:
4015 * - D3DUSAGE_DYNAMIC
4016 * - D3DUSAGE_NONSECURE (d3d9ex)
4017 * - D3DUSAGE_SOFTWAREPROCESSING
4018 * - D3DUSAGE_QUERY_WRAPANDMIP
4021 if(SurfaceType != SURFACE_OPENGL) {
4022 TRACE("[FAILED]\n");
4023 return WINED3DERR_NOTAVAILABLE;
4026 /* Check volume texture and volume usage caps */
4027 if (gl_info->supported[EXT_TEXTURE3D])
4029 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
4031 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4032 return WINED3DERR_NOTAVAILABLE;
4035 /* Always report dynamic locking */
4036 if(Usage & WINED3DUSAGE_DYNAMIC)
4037 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4039 /* Always report software processing */
4040 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4041 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4043 /* Check QUERY_FILTER support */
4044 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
4045 if (CheckFilterCapability(adapter, format_desc))
4047 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4048 } else {
4049 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4050 return WINED3DERR_NOTAVAILABLE;
4054 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
4055 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
4056 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4058 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4059 } else {
4060 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4061 return WINED3DERR_NOTAVAILABLE;
4065 /* Check QUERY_SRGBREAD support */
4066 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
4067 if (CheckSrgbReadCapability(adapter, format_desc))
4069 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4070 } else {
4071 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4072 return WINED3DERR_NOTAVAILABLE;
4076 /* Check QUERY_SRGBWRITE support */
4077 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
4078 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
4080 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4081 } else {
4082 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4083 return WINED3DERR_NOTAVAILABLE;
4087 /* Check QUERY_VERTEXTEXTURE support */
4088 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4089 if (CheckVertexTextureCapability(adapter, format_desc))
4091 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4092 } else {
4093 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4094 return WINED3DERR_NOTAVAILABLE;
4098 /* Check QUERY_WRAPANDMIP support */
4099 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4100 if (CheckWrapAndMipCapability(adapter, format_desc))
4102 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4103 } else {
4104 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4105 return WINED3DERR_NOTAVAILABLE;
4108 } else {
4109 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4110 return WINED3DERR_NOTAVAILABLE;
4113 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
4114 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
4115 * app needing one of those formats, don't advertize them to avoid leading apps into
4116 * temptation. The windows drivers don't support most of those formats on volumes anyway,
4117 * except of R32F.
4119 switch(CheckFormat) {
4120 case WINED3DFMT_P8_UINT:
4121 case WINED3DFMT_L4A4_UNORM:
4122 case WINED3DFMT_R32_FLOAT:
4123 case WINED3DFMT_R16_FLOAT:
4124 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4125 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4126 case WINED3DFMT_R16G16_UNORM:
4127 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4128 return WINED3DERR_NOTAVAILABLE;
4130 case WINED3DFMT_R8G8B8A8_SNORM:
4131 case WINED3DFMT_R16G16_SNORM:
4132 if (!gl_info->supported[NV_TEXTURE_SHADER])
4134 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4135 return WINED3DERR_NOTAVAILABLE;
4137 break;
4139 case WINED3DFMT_R8G8_SNORM:
4140 if (!gl_info->supported[NV_TEXTURE_SHADER])
4142 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4143 return WINED3DERR_NOTAVAILABLE;
4145 break;
4147 case WINED3DFMT_DXT1:
4148 case WINED3DFMT_DXT2:
4149 case WINED3DFMT_DXT3:
4150 case WINED3DFMT_DXT4:
4151 case WINED3DFMT_DXT5:
4152 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
4153 * compressed texture results in an error. While the D3D refrast does
4154 * support s3tc volumes, at least the nvidia windows driver does not, so
4155 * we're free not to support this format.
4157 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4158 return WINED3DERR_NOTAVAILABLE;
4160 default:
4161 /* Do nothing, continue with checking the format below */
4162 break;
4164 } else if(RType == WINED3DRTYPE_BUFFER){
4165 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
4166 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
4167 return WINED3DERR_NOTAVAILABLE;
4170 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
4171 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
4172 * usage flags match. */
4173 if(UsageCaps == Usage) {
4174 return WINED3D_OK;
4175 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
4176 return WINED3DOK_NOAUTOGEN;
4177 } else {
4178 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
4179 return WINED3DERR_NOTAVAILABLE;
4183 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4184 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4186 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4187 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4188 debug_d3dformat(dst_format));
4190 return WINED3D_OK;
4193 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4194 subset of a D3DCAPS9 structure. However, it has to come via a void *
4195 as the d3d8 interface cannot import the d3d9 header */
4196 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4198 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4199 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4200 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4201 int vs_selected_mode;
4202 int ps_selected_mode;
4203 struct shader_caps shader_caps;
4204 struct fragment_caps fragment_caps;
4205 DWORD ckey_caps, blit_caps, fx_caps;
4207 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4209 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4210 return WINED3DERR_INVALIDCALL;
4213 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4215 /* ------------------------------------------------
4216 The following fields apply to both d3d8 and d3d9
4217 ------------------------------------------------ */
4218 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4219 pCaps->AdapterOrdinal = Adapter;
4221 pCaps->Caps = 0;
4222 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4223 WINED3DCAPS2_FULLSCREENGAMMA |
4224 WINED3DCAPS2_DYNAMICTEXTURES;
4225 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4227 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4230 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4231 WINED3DCAPS3_COPY_TO_VIDMEM |
4232 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4234 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4235 WINED3DPRESENT_INTERVAL_ONE;
4237 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4238 WINED3DCURSORCAPS_LOWRES;
4240 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4241 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4242 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4243 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4244 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4245 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4246 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4247 WINED3DDEVCAPS_PUREDEVICE |
4248 WINED3DDEVCAPS_HWRASTERIZATION |
4249 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4250 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4251 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4252 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4253 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4254 WINED3DDEVCAPS_RTPATCHES;
4256 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4257 WINED3DPMISCCAPS_CULLCCW |
4258 WINED3DPMISCCAPS_CULLCW |
4259 WINED3DPMISCCAPS_COLORWRITEENABLE |
4260 WINED3DPMISCCAPS_CLIPTLVERTS |
4261 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4262 WINED3DPMISCCAPS_MASKZ |
4263 WINED3DPMISCCAPS_BLENDOP |
4264 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4265 /* TODO:
4266 WINED3DPMISCCAPS_NULLREFERENCE
4267 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4268 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4269 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4271 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4272 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4273 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4274 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4276 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4277 WINED3DPRASTERCAPS_PAT |
4278 WINED3DPRASTERCAPS_WFOG |
4279 WINED3DPRASTERCAPS_ZFOG |
4280 WINED3DPRASTERCAPS_FOGVERTEX |
4281 WINED3DPRASTERCAPS_FOGTABLE |
4282 WINED3DPRASTERCAPS_STIPPLE |
4283 WINED3DPRASTERCAPS_SUBPIXEL |
4284 WINED3DPRASTERCAPS_ZTEST |
4285 WINED3DPRASTERCAPS_SCISSORTEST |
4286 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4287 WINED3DPRASTERCAPS_DEPTHBIAS;
4289 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4291 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4292 WINED3DPRASTERCAPS_ZBIAS |
4293 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4295 if (gl_info->supported[NV_FOG_DISTANCE])
4297 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4299 /* FIXME Add:
4300 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4301 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4302 WINED3DPRASTERCAPS_ANTIALIASEDGES
4303 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4304 WINED3DPRASTERCAPS_WBUFFER */
4306 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4307 WINED3DPCMPCAPS_EQUAL |
4308 WINED3DPCMPCAPS_GREATER |
4309 WINED3DPCMPCAPS_GREATEREQUAL |
4310 WINED3DPCMPCAPS_LESS |
4311 WINED3DPCMPCAPS_LESSEQUAL |
4312 WINED3DPCMPCAPS_NEVER |
4313 WINED3DPCMPCAPS_NOTEQUAL;
4315 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4316 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4317 WINED3DPBLENDCAPS_DESTALPHA |
4318 WINED3DPBLENDCAPS_DESTCOLOR |
4319 WINED3DPBLENDCAPS_INVDESTALPHA |
4320 WINED3DPBLENDCAPS_INVDESTCOLOR |
4321 WINED3DPBLENDCAPS_INVSRCALPHA |
4322 WINED3DPBLENDCAPS_INVSRCCOLOR |
4323 WINED3DPBLENDCAPS_ONE |
4324 WINED3DPBLENDCAPS_SRCALPHA |
4325 WINED3DPBLENDCAPS_SRCALPHASAT |
4326 WINED3DPBLENDCAPS_SRCCOLOR |
4327 WINED3DPBLENDCAPS_ZERO;
4329 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4330 WINED3DPBLENDCAPS_DESTCOLOR |
4331 WINED3DPBLENDCAPS_INVDESTALPHA |
4332 WINED3DPBLENDCAPS_INVDESTCOLOR |
4333 WINED3DPBLENDCAPS_INVSRCALPHA |
4334 WINED3DPBLENDCAPS_INVSRCCOLOR |
4335 WINED3DPBLENDCAPS_ONE |
4336 WINED3DPBLENDCAPS_SRCALPHA |
4337 WINED3DPBLENDCAPS_SRCCOLOR |
4338 WINED3DPBLENDCAPS_ZERO;
4339 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4340 * according to the glBlendFunc manpage
4342 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4343 * legacy settings for srcblend only
4346 if (gl_info->supported[EXT_BLEND_COLOR])
4348 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4349 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4353 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4354 WINED3DPCMPCAPS_EQUAL |
4355 WINED3DPCMPCAPS_GREATER |
4356 WINED3DPCMPCAPS_GREATEREQUAL |
4357 WINED3DPCMPCAPS_LESS |
4358 WINED3DPCMPCAPS_LESSEQUAL |
4359 WINED3DPCMPCAPS_NEVER |
4360 WINED3DPCMPCAPS_NOTEQUAL;
4362 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4363 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4364 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4365 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4366 WINED3DPSHADECAPS_COLORFLATRGB |
4367 WINED3DPSHADECAPS_FOGFLAT |
4368 WINED3DPSHADECAPS_FOGGOURAUD |
4369 WINED3DPSHADECAPS_SPECULARFLATRGB;
4371 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4372 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4373 WINED3DPTEXTURECAPS_TRANSPARENCY |
4374 WINED3DPTEXTURECAPS_BORDER |
4375 WINED3DPTEXTURECAPS_MIPMAP |
4376 WINED3DPTEXTURECAPS_PROJECTED |
4377 WINED3DPTEXTURECAPS_PERSPECTIVE;
4379 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4381 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4382 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4385 if (gl_info->supported[EXT_TEXTURE3D])
4387 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4388 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4389 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4392 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4394 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4395 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4396 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4400 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4401 WINED3DPTFILTERCAPS_MAGFPOINT |
4402 WINED3DPTFILTERCAPS_MINFLINEAR |
4403 WINED3DPTFILTERCAPS_MINFPOINT |
4404 WINED3DPTFILTERCAPS_MIPFLINEAR |
4405 WINED3DPTFILTERCAPS_MIPFPOINT |
4406 WINED3DPTFILTERCAPS_LINEAR |
4407 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4408 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4409 WINED3DPTFILTERCAPS_MIPLINEAR |
4410 WINED3DPTFILTERCAPS_MIPNEAREST |
4411 WINED3DPTFILTERCAPS_NEAREST;
4413 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4415 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4416 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4419 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4421 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4422 WINED3DPTFILTERCAPS_MAGFPOINT |
4423 WINED3DPTFILTERCAPS_MINFLINEAR |
4424 WINED3DPTFILTERCAPS_MINFPOINT |
4425 WINED3DPTFILTERCAPS_MIPFLINEAR |
4426 WINED3DPTFILTERCAPS_MIPFPOINT |
4427 WINED3DPTFILTERCAPS_LINEAR |
4428 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4429 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4430 WINED3DPTFILTERCAPS_MIPLINEAR |
4431 WINED3DPTFILTERCAPS_MIPNEAREST |
4432 WINED3DPTFILTERCAPS_NEAREST;
4434 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4436 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4437 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4439 } else
4440 pCaps->CubeTextureFilterCaps = 0;
4442 if (gl_info->supported[EXT_TEXTURE3D])
4444 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4445 WINED3DPTFILTERCAPS_MAGFPOINT |
4446 WINED3DPTFILTERCAPS_MINFLINEAR |
4447 WINED3DPTFILTERCAPS_MINFPOINT |
4448 WINED3DPTFILTERCAPS_MIPFLINEAR |
4449 WINED3DPTFILTERCAPS_MIPFPOINT |
4450 WINED3DPTFILTERCAPS_LINEAR |
4451 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4452 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4453 WINED3DPTFILTERCAPS_MIPLINEAR |
4454 WINED3DPTFILTERCAPS_MIPNEAREST |
4455 WINED3DPTFILTERCAPS_NEAREST;
4456 } else
4457 pCaps->VolumeTextureFilterCaps = 0;
4459 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4460 WINED3DPTADDRESSCAPS_CLAMP |
4461 WINED3DPTADDRESSCAPS_WRAP;
4463 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4465 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4467 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4469 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4471 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4473 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4476 if (gl_info->supported[EXT_TEXTURE3D])
4478 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4479 WINED3DPTADDRESSCAPS_CLAMP |
4480 WINED3DPTADDRESSCAPS_WRAP;
4481 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4483 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4485 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4487 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4489 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4491 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4493 } else
4494 pCaps->VolumeTextureAddressCaps = 0;
4496 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4497 WINED3DLINECAPS_ZTEST |
4498 WINED3DLINECAPS_BLEND |
4499 WINED3DLINECAPS_ALPHACMP |
4500 WINED3DLINECAPS_FOG;
4501 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4502 * idea how generating the smoothing alpha values works; the result is different
4505 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4506 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4508 if (gl_info->supported[EXT_TEXTURE3D])
4509 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4510 else
4511 pCaps->MaxVolumeExtent = 0;
4513 pCaps->MaxTextureRepeat = 32768;
4514 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4515 pCaps->MaxVertexW = 1.0f;
4517 pCaps->GuardBandLeft = 0.0f;
4518 pCaps->GuardBandTop = 0.0f;
4519 pCaps->GuardBandRight = 0.0f;
4520 pCaps->GuardBandBottom = 0.0f;
4522 pCaps->ExtentsAdjust = 0.0f;
4524 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4525 WINED3DSTENCILCAPS_INCRSAT |
4526 WINED3DSTENCILCAPS_INVERT |
4527 WINED3DSTENCILCAPS_KEEP |
4528 WINED3DSTENCILCAPS_REPLACE |
4529 WINED3DSTENCILCAPS_ZERO;
4530 if (gl_info->supported[EXT_STENCIL_WRAP])
4532 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4533 WINED3DSTENCILCAPS_INCR;
4535 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4537 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4540 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4542 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4543 pCaps->MaxActiveLights = gl_info->limits.lights;
4545 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4546 pCaps->MaxVertexBlendMatrixIndex = 0;
4548 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4549 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4552 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4553 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4554 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4555 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4556 WINED3DVTXPCAPS_LOCALVIEWER |
4557 WINED3DVTXPCAPS_VERTEXFOG |
4558 WINED3DVTXPCAPS_TEXGEN;
4560 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4561 pCaps->MaxVertexIndex = 0xFFFFF;
4562 pCaps->MaxStreams = MAX_STREAMS;
4563 pCaps->MaxStreamStride = 1024;
4565 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4566 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4567 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4568 pCaps->MaxNpatchTessellationLevel = 0;
4569 pCaps->MasterAdapterOrdinal = 0;
4570 pCaps->AdapterOrdinalInGroup = 0;
4571 pCaps->NumberOfAdaptersInGroup = 1;
4573 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4575 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4576 WINED3DPTFILTERCAPS_MAGFPOINT |
4577 WINED3DPTFILTERCAPS_MINFLINEAR |
4578 WINED3DPTFILTERCAPS_MAGFLINEAR;
4579 pCaps->VertexTextureFilterCaps = 0;
4581 memset(&shader_caps, 0, sizeof(shader_caps));
4582 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4584 memset(&fragment_caps, 0, sizeof(fragment_caps));
4585 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4587 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4588 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4590 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4591 * Ignore shader model capabilities if disabled in config
4593 if(vs_selected_mode == SHADER_NONE) {
4594 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4595 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4596 pCaps->MaxVertexShaderConst = 0;
4597 } else {
4598 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4599 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4602 if(ps_selected_mode == SHADER_NONE) {
4603 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4604 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4605 pCaps->PixelShader1xMaxValue = 0.0f;
4606 } else {
4607 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4608 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4611 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4612 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4613 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4615 pCaps->VS20Caps = shader_caps.VS20Caps;
4616 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4617 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4618 pCaps->PS20Caps = shader_caps.PS20Caps;
4619 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4620 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4622 /* The following caps are shader specific, but they are things we cannot detect, or which
4623 * are the same among all shader models. So to avoid code duplication set the shader version
4624 * specific, but otherwise constant caps here
4626 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4627 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4628 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4629 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4630 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4631 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4632 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4634 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4635 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4637 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4639 pCaps->VS20Caps.Caps = 0;
4640 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4641 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4642 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4644 pCaps->MaxVShaderInstructionsExecuted = 65535;
4645 pCaps->MaxVertexShader30InstructionSlots = 0;
4646 } else { /* VS 1.x */
4647 pCaps->VS20Caps.Caps = 0;
4648 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4649 pCaps->VS20Caps.NumTemps = 0;
4650 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4652 pCaps->MaxVShaderInstructionsExecuted = 0;
4653 pCaps->MaxVertexShader30InstructionSlots = 0;
4656 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4657 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4658 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4660 /* 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 */
4661 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4662 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4663 WINED3DPS20CAPS_PREDICATION |
4664 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4665 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4666 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4667 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4668 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4669 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4671 pCaps->MaxPShaderInstructionsExecuted = 65535;
4672 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4673 adapter->gl_info.limits.arb_ps_instructions);
4675 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4677 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4678 pCaps->PS20Caps.Caps = 0;
4679 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4680 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4681 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4682 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4684 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4685 pCaps->MaxPixelShader30InstructionSlots = 0;
4686 } else { /* PS 1.x */
4687 pCaps->PS20Caps.Caps = 0;
4688 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4689 pCaps->PS20Caps.NumTemps = 0;
4690 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4691 pCaps->PS20Caps.NumInstructionSlots = 0;
4693 pCaps->MaxPShaderInstructionsExecuted = 0;
4694 pCaps->MaxPixelShader30InstructionSlots = 0;
4697 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4698 /* OpenGL supports all the formats below, perhaps not always
4699 * without conversion, but it supports them.
4700 * Further GLSL doesn't seem to have an official unsigned type so
4701 * don't advertise it yet as I'm not sure how we handle it.
4702 * We might need to add some clamping in the shader engine to
4703 * support it.
4704 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4705 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4706 WINED3DDTCAPS_UBYTE4N |
4707 WINED3DDTCAPS_SHORT2N |
4708 WINED3DDTCAPS_SHORT4N;
4709 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4711 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4712 WINED3DDTCAPS_FLOAT16_4;
4714 } else
4715 pCaps->DeclTypes = 0;
4717 /* Set DirectDraw helper Caps */
4718 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4719 WINEDDCKEYCAPS_SRCBLT;
4720 fx_caps = WINEDDFXCAPS_BLTALPHA |
4721 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4722 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4723 WINEDDFXCAPS_BLTROTATION90 |
4724 WINEDDFXCAPS_BLTSHRINKX |
4725 WINEDDFXCAPS_BLTSHRINKXN |
4726 WINEDDFXCAPS_BLTSHRINKY |
4727 WINEDDFXCAPS_BLTSHRINKXN |
4728 WINEDDFXCAPS_BLTSTRETCHX |
4729 WINEDDFXCAPS_BLTSTRETCHXN |
4730 WINEDDFXCAPS_BLTSTRETCHY |
4731 WINEDDFXCAPS_BLTSTRETCHYN;
4732 blit_caps = WINEDDCAPS_BLT |
4733 WINEDDCAPS_BLTCOLORFILL |
4734 WINEDDCAPS_BLTDEPTHFILL |
4735 WINEDDCAPS_BLTSTRETCH |
4736 WINEDDCAPS_CANBLTSYSMEM |
4737 WINEDDCAPS_CANCLIP |
4738 WINEDDCAPS_CANCLIPSTRETCHED |
4739 WINEDDCAPS_COLORKEY |
4740 WINEDDCAPS_COLORKEYHWASSIST |
4741 WINEDDCAPS_ALIGNBOUNDARYSRC;
4743 /* Fill the ddraw caps structure */
4744 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4745 WINEDDCAPS_PALETTE |
4746 blit_caps;
4747 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4748 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4749 WINEDDCAPS2_PRIMARYGAMMA |
4750 WINEDDCAPS2_WIDESURFACES |
4751 WINEDDCAPS2_CANRENDERWINDOWED;
4752 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4753 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4754 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4755 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4756 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4757 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4758 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4759 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4760 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4762 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4763 WINEDDSCAPS_BACKBUFFER |
4764 WINEDDSCAPS_FLIP |
4765 WINEDDSCAPS_FRONTBUFFER |
4766 WINEDDSCAPS_OFFSCREENPLAIN |
4767 WINEDDSCAPS_PALETTE |
4768 WINEDDSCAPS_PRIMARYSURFACE |
4769 WINEDDSCAPS_SYSTEMMEMORY |
4770 WINEDDSCAPS_VIDEOMEMORY |
4771 WINEDDSCAPS_VISIBLE;
4772 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4774 /* Set D3D caps if OpenGL is available. */
4775 if (adapter->opengl)
4777 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4778 WINEDDSCAPS_MIPMAP |
4779 WINEDDSCAPS_TEXTURE |
4780 WINEDDSCAPS_ZBUFFER;
4781 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4784 return WINED3D_OK;
4787 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4788 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4789 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4791 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4792 IWineD3DDeviceImpl *object;
4793 HRESULT hr;
4795 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4796 "parent %p, device_parent %p, device %p.\n",
4797 iface, adapter_idx, device_type, focus_window, flags,
4798 parent, device_parent, device);
4800 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4801 * number and create a device without a 3D adapter for 2D only operation. */
4802 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4804 return WINED3DERR_INVALIDCALL;
4807 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4808 if (!object)
4810 ERR("Failed to allocate device memory.\n");
4811 return E_OUTOFMEMORY;
4814 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4815 if (FAILED(hr))
4817 WARN("Failed to initialize device, hr %#x.\n", hr);
4818 HeapFree(GetProcessHeap(), 0, object);
4819 return hr;
4822 TRACE("Created device %p.\n", object);
4823 *device = (IWineD3DDevice *)object;
4825 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4827 return WINED3D_OK;
4830 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4831 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4832 IUnknown_AddRef(This->parent);
4833 *pParent = This->parent;
4834 return WINED3D_OK;
4837 static void WINE_GLAPI invalid_func(const void *data)
4839 ERR("Invalid vertex attribute function called\n");
4840 DebugBreak();
4843 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4845 ERR("Invalid texcoord function called\n");
4846 DebugBreak();
4849 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4850 * the extension detection and are used in drawStridedSlow
4852 static void WINE_GLAPI position_d3dcolor(const void *data)
4854 DWORD pos = *((const DWORD *)data);
4856 FIXME("Add a test for fixed function position from d3dcolor type\n");
4857 glVertex4s(D3DCOLOR_B_R(pos),
4858 D3DCOLOR_B_G(pos),
4859 D3DCOLOR_B_B(pos),
4860 D3DCOLOR_B_A(pos));
4863 static void WINE_GLAPI position_float4(const void *data)
4865 const GLfloat *pos = data;
4867 if (pos[3] != 0.0f && pos[3] != 1.0f)
4869 float w = 1.0f / pos[3];
4871 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4873 else
4875 glVertex3fv(pos);
4879 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4881 DWORD diffuseColor = *((const DWORD *)data);
4883 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4884 D3DCOLOR_B_G(diffuseColor),
4885 D3DCOLOR_B_B(diffuseColor),
4886 D3DCOLOR_B_A(diffuseColor));
4889 static void WINE_GLAPI specular_d3dcolor(const void *data)
4891 DWORD specularColor = *((const DWORD *)data);
4892 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4893 D3DCOLOR_B_G(specularColor),
4894 D3DCOLOR_B_B(specularColor)};
4896 specular_func_3ubv(d);
4899 static void WINE_GLAPI warn_no_specular_func(const void *data)
4901 WARN("GL_EXT_secondary_color not supported\n");
4904 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4906 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4907 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4908 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4909 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4910 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4911 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4912 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4913 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4914 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4915 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4916 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4917 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4918 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4919 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4920 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4921 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4922 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4924 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4925 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4926 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4927 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4928 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4929 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4930 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4931 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4932 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4933 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4934 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4935 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4936 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4937 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4938 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4939 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4940 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4942 /* No 4 component entry points here */
4943 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4944 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4945 if (gl_info->supported[EXT_SECONDARY_COLOR])
4947 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4949 else
4951 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4953 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4954 if (gl_info->supported[EXT_SECONDARY_COLOR])
4956 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4957 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4959 else
4961 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4963 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4964 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4965 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4966 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4967 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4968 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4969 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4970 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4971 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4972 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4973 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4974 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4976 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4977 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4979 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4980 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4981 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4982 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4983 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4984 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4985 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4986 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4987 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4988 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4989 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4990 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4991 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4992 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4993 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4994 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4995 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4997 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4998 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4999 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5000 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5001 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5002 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5003 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5004 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5005 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5006 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5007 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5008 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5009 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5010 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5011 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5012 if (gl_info->supported[NV_HALF_FLOAT])
5014 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5015 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5016 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5017 } else {
5018 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5019 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5023 BOOL InitAdapters(IWineD3DImpl *This)
5025 static HMODULE mod_gl;
5026 BOOL ret;
5027 int ps_selected_mode, vs_selected_mode;
5029 /* No need to hold any lock. The calling library makes sure only one thread calls
5030 * wined3d simultaneously
5033 TRACE("Initializing adapters\n");
5035 if(!mod_gl) {
5036 #ifdef USE_WIN32_OPENGL
5037 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5038 mod_gl = LoadLibraryA("opengl32.dll");
5039 if(!mod_gl) {
5040 ERR("Can't load opengl32.dll!\n");
5041 goto nogl_adapter;
5043 #else
5044 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5045 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5046 mod_gl = GetModuleHandleA("gdi32.dll");
5047 #endif
5050 /* Load WGL core functions from opengl32.dll */
5051 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5052 WGL_FUNCS_GEN;
5053 #undef USE_WGL_FUNC
5055 if(!pwglGetProcAddress) {
5056 ERR("Unable to load wglGetProcAddress!\n");
5057 goto nogl_adapter;
5060 /* Dynamically load all GL core functions */
5061 GL_FUNCS_GEN;
5062 #undef USE_GL_FUNC
5064 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5065 * otherwise because we have to use winex11.drv's override
5067 #ifdef USE_WIN32_OPENGL
5068 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5069 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5070 #else
5071 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5072 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5073 #endif
5075 glEnableWINE = glEnable;
5076 glDisableWINE = glDisable;
5078 /* For now only one default adapter */
5080 struct wined3d_adapter *adapter = &This->adapters[0];
5081 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5082 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5083 int iPixelFormat;
5084 int res;
5085 int i;
5086 WineD3D_PixelFormat *cfgs;
5087 DISPLAY_DEVICEW DisplayDevice;
5088 HDC hdc;
5090 TRACE("Initializing default adapter\n");
5091 adapter->ordinal = 0;
5092 adapter->monitorPoint.x = -1;
5093 adapter->monitorPoint.y = -1;
5095 if (!AllocateLocallyUniqueId(&adapter->luid))
5097 DWORD err = GetLastError();
5098 ERR("Failed to set adapter LUID (%#x).\n", err);
5099 goto nogl_adapter;
5101 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5102 adapter->luid.HighPart, adapter->luid.LowPart);
5104 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5106 ERR("Failed to get a gl context for default adapter\n");
5107 goto nogl_adapter;
5110 ret = IWineD3DImpl_FillGLCaps(adapter);
5111 if(!ret) {
5112 ERR("Failed to initialize gl caps for default adapter\n");
5113 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5114 goto nogl_adapter;
5116 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5117 if(!ret) {
5118 ERR("Failed to init gl formats\n");
5119 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5120 goto nogl_adapter;
5123 hdc = fake_gl_ctx.dc;
5125 /* Use the VideoRamSize registry setting when set */
5126 if(wined3d_settings.emulated_textureram)
5127 adapter->TextureRam = wined3d_settings.emulated_textureram;
5128 else
5129 adapter->TextureRam = adapter->gl_info.vidmem;
5130 adapter->UsedTextureRam = 0;
5131 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5133 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5134 DisplayDevice.cb = sizeof(DisplayDevice);
5135 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5136 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5137 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5139 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5141 int attribute;
5142 int attribs[11];
5143 int values[11];
5144 int nAttribs = 0;
5146 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5147 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5149 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5150 cfgs = adapter->cfgs;
5151 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5152 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5153 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5154 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5155 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5156 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5157 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5158 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5159 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5160 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5161 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5163 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5165 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5167 if(!res)
5168 continue;
5170 /* Cache the pixel format */
5171 cfgs->iPixelFormat = iPixelFormat;
5172 cfgs->redSize = values[0];
5173 cfgs->greenSize = values[1];
5174 cfgs->blueSize = values[2];
5175 cfgs->alphaSize = values[3];
5176 cfgs->colorSize = values[4];
5177 cfgs->depthSize = values[5];
5178 cfgs->stencilSize = values[6];
5179 cfgs->windowDrawable = values[7];
5180 cfgs->iPixelType = values[8];
5181 cfgs->doubleBuffer = values[9];
5182 cfgs->auxBuffers = values[10];
5184 cfgs->numSamples = 0;
5185 /* Check multisample support */
5186 if (gl_info->supported[ARB_MULTISAMPLE])
5188 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5189 int value[2];
5190 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5191 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5192 * value[1] = number of multi sample buffers*/
5193 if(value[0])
5194 cfgs->numSamples = value[1];
5198 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5199 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5200 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5201 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5202 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5203 cfgs++;
5206 else
5208 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5209 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5210 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5212 cfgs = adapter->cfgs;
5213 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5215 PIXELFORMATDESCRIPTOR ppfd;
5217 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5218 if(!res)
5219 continue;
5221 /* We only want HW acceleration using an OpenGL ICD driver.
5222 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5223 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5225 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5227 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5228 continue;
5231 cfgs->iPixelFormat = iPixelFormat;
5232 cfgs->redSize = ppfd.cRedBits;
5233 cfgs->greenSize = ppfd.cGreenBits;
5234 cfgs->blueSize = ppfd.cBlueBits;
5235 cfgs->alphaSize = ppfd.cAlphaBits;
5236 cfgs->colorSize = ppfd.cColorBits;
5237 cfgs->depthSize = ppfd.cDepthBits;
5238 cfgs->stencilSize = ppfd.cStencilBits;
5239 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5240 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5241 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5242 cfgs->auxBuffers = ppfd.cAuxBuffers;
5243 cfgs->numSamples = 0;
5245 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5246 "depth=%d, stencil=%d, windowDrawable=%d\n",
5247 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5248 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5249 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5250 cfgs++;
5251 adapter->nCfgs++;
5254 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5255 if(!adapter->nCfgs)
5257 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5259 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5260 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5261 goto nogl_adapter;
5265 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5266 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5267 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5268 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5269 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5270 * driver is allowed to consume more bits EXCEPT for stencil bits.
5272 * Mark an adapter with this broken stencil behavior.
5274 adapter->brokenStencil = TRUE;
5275 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5277 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5278 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5279 adapter->brokenStencil = FALSE;
5280 break;
5284 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5286 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5287 fillGLAttribFuncs(&adapter->gl_info);
5288 adapter->opengl = TRUE;
5290 This->adapter_count = 1;
5291 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5293 return TRUE;
5295 nogl_adapter:
5296 /* Initialize an adapter for ddraw-only memory counting */
5297 memset(This->adapters, 0, sizeof(This->adapters));
5298 This->adapters[0].ordinal = 0;
5299 This->adapters[0].opengl = FALSE;
5300 This->adapters[0].monitorPoint.x = -1;
5301 This->adapters[0].monitorPoint.y = -1;
5303 This->adapters[0].driver_info.name = "Display";
5304 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5305 if(wined3d_settings.emulated_textureram) {
5306 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5307 } else {
5308 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5311 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5313 This->adapter_count = 1;
5314 return FALSE;
5317 /**********************************************************
5318 * IWineD3D VTbl follows
5319 **********************************************************/
5321 const IWineD3DVtbl IWineD3D_Vtbl =
5323 /* IUnknown */
5324 IWineD3DImpl_QueryInterface,
5325 IWineD3DImpl_AddRef,
5326 IWineD3DImpl_Release,
5327 /* IWineD3D */
5328 IWineD3DImpl_GetParent,
5329 IWineD3DImpl_GetAdapterCount,
5330 IWineD3DImpl_RegisterSoftwareDevice,
5331 IWineD3DImpl_GetAdapterMonitor,
5332 IWineD3DImpl_GetAdapterModeCount,
5333 IWineD3DImpl_EnumAdapterModes,
5334 IWineD3DImpl_GetAdapterDisplayMode,
5335 IWineD3DImpl_GetAdapterIdentifier,
5336 IWineD3DImpl_CheckDeviceMultiSampleType,
5337 IWineD3DImpl_CheckDepthStencilMatch,
5338 IWineD3DImpl_CheckDeviceType,
5339 IWineD3DImpl_CheckDeviceFormat,
5340 IWineD3DImpl_CheckDeviceFormatConversion,
5341 IWineD3DImpl_GetDeviceCaps,
5342 IWineD3DImpl_CreateDevice
5345 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5347 const struct wined3d_parent_ops wined3d_null_parent_ops =
5349 wined3d_null_wined3d_object_destroyed,