wined3d: Test for "AMD" in the renderer string as well to detect AMD cards.
[wine/multimedia.git] / dlls / wined3d / directx.c
bloba06130b19d922e4b930c5131ba5c8e613f7d03c9
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 <stdio.h>
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
39 static const struct {
40 const char *extension_string;
41 GL_SupportedExt extension;
42 DWORD version;
43 } EXTENSION_MAP[] = {
44 /* APPLE */
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
52 /* ARB */
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 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_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
96 /* ATI */
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
103 /* EXT */
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
109 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
110 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
111 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
112 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
113 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
114 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
116 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
117 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
118 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
119 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
120 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
121 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
122 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
123 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
124 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
125 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
126 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
127 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
128 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
129 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
130 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
131 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
132 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
134 /* NV */
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_fence", NV_FENCE, 0 },
137 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
138 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
139 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
143 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
144 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
145 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
146 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
147 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
148 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
149 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
150 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
151 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
152 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
153 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
154 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 /* SGI */
157 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
160 /**********************************************************
161 * Utility functions follow
162 **********************************************************/
164 const struct min_lookup minMipLookup[] =
166 /* NONE POINT LINEAR */
167 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
168 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
172 const struct min_lookup minMipLookup_noFilter[] =
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
180 const struct min_lookup minMipLookup_noMip[] =
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
188 const GLenum magLookup[] =
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 const GLenum magLookup_noFilter[] =
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
214 struct wined3d_fake_gl_ctx
216 HDC dc;
217 HWND wnd;
218 HGLRC gl_ctx;
219 HDC restore_dc;
220 HGLRC restore_gl_ctx;
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 TRACE_(d3d_caps)("Destroying fake GL context.\n");
227 if (!pwglMakeCurrent(NULL, NULL))
229 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
232 if (!pwglDeleteContext(ctx->gl_ctx))
234 DWORD err = GetLastError();
235 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
238 ReleaseDC(ctx->wnd, ctx->dc);
239 DestroyWindow(ctx->wnd);
241 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 PIXELFORMATDESCRIPTOR pfd;
251 int iPixelFormat;
253 TRACE("getting context...\n");
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261 if (!ctx->wnd)
263 ERR_(d3d_caps)("Failed to create a window.\n");
264 goto fail;
267 ctx->dc = GetDC(ctx->wnd);
268 if (!ctx->dc)
270 ERR_(d3d_caps)("Failed to get a DC.\n");
271 goto fail;
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
277 pfd.nVersion = 1;
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
280 pfd.cColorBits = 32;
281 pfd.iLayerType = PFD_MAIN_PLANE;
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284 if (!iPixelFormat)
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288 goto fail;
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
295 if (!ctx->gl_ctx)
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298 goto fail;
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310 goto fail;
313 return TRUE;
315 fail:
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317 ctx->gl_ctx = NULL;
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319 ctx->dc = NULL;
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
321 ctx->wnd = NULL;
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
327 return FALSE;
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
333 struct wined3d_adapter *adapter = device->adapter;
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 /**********************************************************
347 * IUnknown parts follows
348 **********************************************************/
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
352 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
354 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355 if (IsEqualGUID(riid, &IID_IUnknown)
356 || IsEqualGUID(riid, &IID_IWineD3DBase)
357 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358 IUnknown_AddRef(iface);
359 *ppobj = This;
360 return S_OK;
362 *ppobj = NULL;
363 return E_NOINTERFACE;
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
368 ULONG refCount = InterlockedIncrement(&This->ref);
370 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371 return refCount;
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
376 ULONG ref;
377 TRACE("(%p) : Releasing from %d\n", This, This->ref);
378 ref = InterlockedDecrement(&This->ref);
380 if (!ref)
382 unsigned int i;
384 for (i = 0; i < This->adapter_count; ++i)
386 wined3d_adapter_cleanup(&This->adapters[i]);
388 HeapFree(GetProcessHeap(), 0, This);
391 return ref;
394 /**********************************************************
395 * IWineD3D parts follows
396 **********************************************************/
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
401 GLuint prog;
402 BOOL ret = FALSE;
403 const char *testcode =
404 "!!ARBvp1.0\n"
405 "PARAM C[66] = { program.env[0..65] };\n"
406 "ADDRESS A0;"
407 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408 "ARL A0.x, zero.x;\n"
409 "MOV result.position, C[A0.x + 65];\n"
410 "END\n";
412 while(glGetError());
413 GL_EXTCALL(glGenProgramsARB(1, &prog));
414 if(!prog) {
415 ERR("Failed to create an ARB offset limit test program\n");
417 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419 strlen(testcode), testcode));
420 if (glGetError())
422 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
424 ret = TRUE;
425 } else TRACE("OpenGL implementation allows offsets > 63\n");
427 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429 checkGLcall("ARB vp offset limit test cleanup");
431 return ret;
434 static DWORD ver_for_ext(GL_SupportedExt ext)
436 unsigned int i;
437 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438 if(EXTENSION_MAP[i].extension == ext) {
439 return EXTENSION_MAP[i].version;
442 return 0;
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
448 if (card_vendor != HW_VENDOR_ATI) return FALSE;
449 if (device == CARD_ATI_RADEON_9500) return TRUE;
450 if (device == CARD_ATI_RADEON_X700) return TRUE;
451 if (device == CARD_ATI_RADEON_X1600) return TRUE;
452 return FALSE;
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
458 if (card_vendor == HW_VENDOR_NVIDIA)
460 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461 device == CARD_NVIDIA_GEFORCEFX_5600 ||
462 device == CARD_NVIDIA_GEFORCEFX_5800)
464 return TRUE;
467 return FALSE;
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
473 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
477 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482 * the chance that other implementations support them is rather small since Win32 QuickTime uses
483 * DirectDraw, not OpenGL.
485 * This test has been moved into wined3d_guess_gl_vendor()
487 if (gl_vendor == GL_VENDOR_APPLE)
489 return TRUE;
491 return FALSE;
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
497 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499 * all the texture. This function detects this bug by its symptom and disables PBOs
500 * if the test fails.
502 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505 * read back is compared to the original. If they are equal PBOs are assumed to work,
506 * otherwise the PBO extension is disabled. */
507 GLuint texture, pbo;
508 static const unsigned int pattern[] =
510 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
515 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
517 /* No PBO -> No point in testing them. */
518 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
520 ENTER_GL();
522 while (glGetError());
523 glGenTextures(1, &texture);
524 glBindTexture(GL_TEXTURE_2D, texture);
526 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528 checkGLcall("Specifying the PBO test texture");
530 GL_EXTCALL(glGenBuffersARB(1, &pbo));
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533 checkGLcall("Specifying the PBO test pbo");
535 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536 checkGLcall("Loading the PBO test texture");
538 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
539 LEAVE_GL();
541 wglFinish(); /* just to be sure */
543 memset(check, 0, sizeof(check));
544 ENTER_GL();
545 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546 checkGLcall("Reading back the PBO test texture");
548 glDeleteTextures(1, &texture);
549 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550 checkGLcall("PBO test cleanup");
552 LEAVE_GL();
554 if (memcmp(check, pattern, sizeof(check)))
556 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
560 else
562 TRACE_(d3d_caps)("PBO test successful.\n");
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
569 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
575 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576 if (card_vendor != HW_VENDOR_ATI) return FALSE;
577 if (device == CARD_ATI_RADEON_X1600) return FALSE;
578 return TRUE;
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 return gl_vendor == GL_VENDOR_FGLRX;
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
591 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
595 * hardcoded
597 * dx10 cards usually have 64 varyings */
598 return gl_info->limits.glsl_varyings > 44;
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
605 GLenum error;
606 DWORD data[16];
608 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
610 ENTER_GL();
611 while(glGetError());
612 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613 error = glGetError();
614 LEAVE_GL();
616 if(error == GL_NO_ERROR)
618 TRACE("GL Implementation accepts 4 component specular color pointers\n");
619 return TRUE;
621 else
623 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624 debug_glerror(error));
625 return FALSE;
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
632 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633 return gl_info->supported[NV_TEXTURE_SHADER];
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
640 GLuint prog;
641 BOOL ret = FALSE;
642 GLint pos;
643 const char *testcode =
644 "!!ARBvp1.0\n"
645 "OPTION NV_vertex_program2;\n"
646 "MOV result.clip[0], 0.0;\n"
647 "MOV result.position, 0.0;\n"
648 "END\n";
650 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
652 ENTER_GL();
653 while(glGetError());
655 GL_EXTCALL(glGenProgramsARB(1, &prog));
656 if(!prog)
658 ERR("Failed to create the NVvp clip test program\n");
659 LEAVE_GL();
660 return FALSE;
662 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664 strlen(testcode), testcode));
665 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
666 if(pos != -1)
668 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
670 ret = TRUE;
671 while(glGetError());
673 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
675 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
679 LEAVE_GL();
680 return ret;
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
687 char data[4 * 4 * 4];
688 GLuint tex, fbo;
689 GLenum status;
691 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
693 memset(data, 0xcc, sizeof(data));
695 ENTER_GL();
697 glGenTextures(1, &tex);
698 glBindTexture(GL_TEXTURE_2D, tex);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702 checkGLcall("glTexImage2D");
704 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707 checkGLcall("glFramebufferTexture2D");
709 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711 checkGLcall("glCheckFramebufferStatus");
713 memset(data, 0x11, sizeof(data));
714 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glTexSubImage2D");
717 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718 glClear(GL_COLOR_BUFFER_BIT);
719 checkGLcall("glClear");
721 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722 checkGLcall("glGetTexImage");
724 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726 glBindTexture(GL_TEXTURE_2D, 0);
727 checkGLcall("glBindTexture");
729 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730 glDeleteTextures(1, &tex);
731 checkGLcall("glDeleteTextures");
733 LEAVE_GL();
735 return *(DWORD *)data == 0x11111111;
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
740 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
748 quirk_arb_constants(gl_info);
749 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751 * allow 48 different offsets or other helper immediate values. */
752 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760 * most games, but avoids the crash
762 * A more sophisticated way would be to find all units that need texture coordinates and enable
763 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
766 * Note that disabling the extension entirely does not gain predictability because there is no point
767 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
770 if (gl_info->supported[ARB_POINT_SPRITE])
772 TRACE("Limiting point sprites to one texture unit.\n");
773 gl_info->limits.point_sprite_units = 1;
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
779 quirk_arb_constants(gl_info);
781 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783 * If real NP2 textures are used, the driver falls back to software. We could just remove the
784 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
789 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790 * has this extension promoted to core. The extension loading code sets this extension supported
791 * due to that, so this code works on fglrx as well. */
792 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
794 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
799 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800 * it is generally more efficient. Reserve just 8 constants. */
801 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
807 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
814 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815 * triggering the software fallback. There is not much we can do here apart from disabling the
816 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817 * in IWineD3DImpl_FillGLCaps).
818 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819 * post-processing effects in the game "Max Payne 2").
820 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
821 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
828 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832 * according to the spec.
834 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835 * makes the shader slower and eats instruction slots which should be available to the d3d app.
837 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839 * this workaround is activated on cards that do not need it, it won't break things, just affect
840 * performance negatively. */
841 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
847 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
852 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
857 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
863 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
868 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
871 struct driver_quirk
873 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875 void (*apply)(struct wined3d_gl_info *gl_info);
876 const char *description;
879 static const struct driver_quirk quirk_table[] =
882 match_ati_r300_to_500,
883 quirk_ati_dx9,
884 "ATI GLSL constant and normalized texrect quirk"
886 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887 * used it falls back to software. While the compiler can detect if the shader uses all declared
888 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889 * using relative addressing falls back to software.
891 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
893 match_apple,
894 quirk_apple_glsl_constants,
895 "Apple GLSL uniform override"
898 match_geforce5,
899 quirk_no_np2,
900 "Geforce 5 NP2 disable"
903 match_apple_intel,
904 quirk_texcoord_w,
905 "Init texcoord .w for Apple Intel GPU driver"
908 match_apple_nonr500ati,
909 quirk_texcoord_w,
910 "Init texcoord .w for Apple ATI >= r600 GPU driver"
913 match_fglrx,
914 quirk_one_point_sprite,
915 "Fglrx point sprite crash workaround"
918 match_dx10_capable,
919 quirk_clip_varying,
920 "Reserved varying for gl_ClipPos"
923 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924 * GL implementations accept it. The Mac GL is the only implementation known to
925 * reject it.
927 * If we can pass 4 component specular colors, do it, because (a) we don't have
928 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929 * passes specular alpha to the pixel shader if any is used. Otherwise the
930 * specular alpha is used to pass the fog coordinate, which we pass to opengl
931 * via GL_EXT_fog_coord.
933 match_allows_spec_alpha,
934 quirk_allows_specular_alpha,
935 "Allow specular alpha quirk"
938 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939 * (rdar://5682521).
941 match_apple_nvts,
942 quirk_apple_nvts,
943 "Apple NV_texture_shader disable"
946 match_broken_nv_clip,
947 quirk_disable_nvvp_clip,
948 "Apple NV_vertex_program clip bug quirk"
951 match_fbo_tex_update,
952 quirk_fbo_tex_update,
953 "FBO rebind for attachment updates"
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958 * reporting a driver version is moot because we are not the Windows driver, and we have different
959 * bugs, features, etc.
961 * The driver version has the form "x.y.z.w".
963 * "x" is the Windows version the driver is meant for:
964 * 4 -> 95/98/NT4
965 * 5 -> 2000
966 * 6 -> 2000/XP
967 * 7 -> Vista
968 * 8 -> Win 7
970 * "y" is the maximum Direct3D version the driver supports.
971 * y -> d3d version mapping:
972 * 11 -> d3d6
973 * 12 -> d3d7
974 * 13 -> d3d8
975 * 14 -> d3d9
976 * 15 -> d3d10
977 * 16 -> d3d10.1
978 * 17 -> d3d11
980 * "z" is the subversion number.
982 * "w" is the vendor specific driver build number.
985 struct driver_version_information
987 enum wined3d_display_driver driver;
988 enum wined3d_driver_model driver_model;
989 const char *driver_name; /* name of Windows driver */
990 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
991 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
998 /* ATI
999 * - Radeon HD2x00 (R600) and up supported by current drivers.
1000 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1002 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1003 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1004 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1005 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1006 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1007 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1008 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1010 /* Intel
1011 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013 * igxprd32.dll but the GMA800 driver was never updated. */
1014 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1015 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1016 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1017 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1018 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1019 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1021 /* Nvidia
1022 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023 * - GeforceFX support is up to 173.x on <= XP
1024 * - Geforce2MX/3/4 up to 96.x on <= XP
1025 * - TNT/Geforce1/2 up to 71.x on <= XP
1026 * All version numbers used below are from the Linux nvidia drivers. */
1027 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1028 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1029 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1030 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1031 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1034 struct gpu_description
1036 WORD vendor; /* reported PCI card vendor ID */
1037 WORD card; /* reported PCI card device ID */
1038 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1039 enum wined3d_display_driver driver;
1040 unsigned int vidmem;
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044 * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1047 /* Nvidia cards */
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1084 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1085 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1086 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1087 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1088 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1089 /* ATI cards */
1090 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
1091 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
1092 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
1093 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
1094 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
1095 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
1096 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
1097 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
1098 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
1099 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
1100 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_ATI_R600, 128 },
1101 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
1102 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
1103 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
1104 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
1105 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
1106 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
1107 /* Intel cards */
1108 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1109 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1110 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1111 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1112 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1113 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1114 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128}
1117 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1118 enum wined3d_driver_model driver_model)
1120 unsigned int i;
1122 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1123 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1125 const struct driver_version_information *entry = &driver_version_table[i];
1127 if (entry->driver == driver && entry->driver_model == driver_model)
1129 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1130 entry->driver_name, entry->version, entry->subversion, entry->build);
1132 return entry;
1135 return NULL;
1138 static void init_driver_info(struct wined3d_driver_info *driver_info,
1139 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1141 OSVERSIONINFOW os_version;
1142 WORD driver_os_version;
1143 unsigned int i;
1144 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1145 enum wined3d_driver_model driver_model;
1146 const struct driver_version_information *version_info;
1148 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1150 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1151 vendor = wined3d_settings.pci_vendor_id;
1153 driver_info->vendor = vendor;
1155 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1157 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1158 device = wined3d_settings.pci_device_id;
1160 driver_info->device = device;
1162 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1163 * overrides the pci ids to a card which is not in our database. */
1164 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1166 memset(&os_version, 0, sizeof(os_version));
1167 os_version.dwOSVersionInfoSize = sizeof(os_version);
1168 if (!GetVersionExW(&os_version))
1170 ERR("Failed to get OS version, reporting 2000/XP.\n");
1171 driver_os_version = 6;
1172 driver_model = DRIVER_MODEL_NT5X;
1174 else
1176 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1177 switch (os_version.dwMajorVersion)
1179 case 4:
1180 /* If needed we could distinguish between 9x and NT4, but this code won't make
1181 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1183 driver_os_version = 4;
1184 driver_model = DRIVER_MODEL_WIN9X;
1185 break;
1187 case 5:
1188 driver_os_version = 6;
1189 driver_model = DRIVER_MODEL_NT5X;
1190 break;
1192 case 6:
1193 if (os_version.dwMinorVersion == 0)
1195 driver_os_version = 7;
1196 driver_model = DRIVER_MODEL_NT6X;
1198 else
1200 if (os_version.dwMinorVersion > 1)
1202 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1203 os_version.dwMajorVersion, os_version.dwMinorVersion);
1205 driver_os_version = 8;
1206 driver_model = DRIVER_MODEL_NT6X;
1208 break;
1210 default:
1211 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1212 os_version.dwMajorVersion, os_version.dwMinorVersion);
1213 driver_os_version = 6;
1214 driver_model = DRIVER_MODEL_NT5X;
1215 break;
1219 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1220 * This means that unless the ids are overriden, we will always find a GPU description. */
1221 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1223 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1225 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1227 driver_info->description = gpu_description_table[i].description;
1228 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1229 driver = gpu_description_table[i].driver;
1230 break;
1234 if (wined3d_settings.emulated_textureram)
1236 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1237 driver_info->vidmem = wined3d_settings.emulated_textureram;
1240 /* Try to obtain driver version information for the current Windows version. This fails in
1241 * some cases:
1242 * - the gpu is not available on the currently selected OS version:
1243 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1244 * version information for the current Windows version is returned instead of faked info.
1245 * We do the same and assume the default Windows version to emulate is WinXP.
1247 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1248 * For now return the XP driver info. Perhaps later on we should return VESA.
1250 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1251 * This could be an indication that our database is not up to date, so this should be fixed.
1253 version_info = get_driver_version_info(driver, driver_model);
1254 if (version_info)
1256 driver_info->name = version_info->driver_name;
1257 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1258 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1260 else
1262 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1263 if (version_info)
1265 driver_info->name = version_info->driver_name;
1266 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1267 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1269 else
1271 driver_info->description = "Direct3D HAL";
1272 driver_info->name = "Display";
1273 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1274 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1276 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1277 vendor, device, driver_model);
1281 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1282 driver_info->version_high, driver_info->version_low);
1285 /* Context activation is done by the caller. */
1286 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1287 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1289 unsigned int i;
1291 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1293 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1294 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1295 quirk_table[i].apply(gl_info);
1298 /* Find out if PBOs work as they are supposed to. */
1299 test_pbo_functionality(gl_info);
1302 static DWORD wined3d_parse_gl_version(const char *gl_version)
1304 const char *ptr = gl_version;
1305 int major, minor;
1307 major = atoi(ptr);
1308 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1310 while (isdigit(*ptr)) ++ptr;
1311 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1313 minor = atoi(ptr);
1315 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1317 return MAKEDWORD_VERSION(major, minor);
1320 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1323 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1324 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1325 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1327 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1328 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1329 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1330 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1331 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1332 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1333 * DirectDraw, not OpenGL. */
1334 if (gl_info->supported[APPLE_FENCE]
1335 && gl_info->supported[APPLE_CLIENT_STORAGE]
1336 && gl_info->supported[APPLE_FLUSH_RENDER]
1337 && gl_info->supported[APPLE_YCBCR_422])
1338 return GL_VENDOR_APPLE;
1340 if (strstr(gl_vendor_string, "NVIDIA"))
1341 return GL_VENDOR_NVIDIA;
1343 if (strstr(gl_vendor_string, "ATI"))
1344 return GL_VENDOR_FGLRX;
1346 if (strstr(gl_vendor_string, "Intel(R)")
1347 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1348 || strstr(gl_renderer, "Intel")
1349 || strstr(gl_vendor_string, "Intel Inc."))
1350 return GL_VENDOR_INTEL;
1352 if (strstr(gl_vendor_string, "Mesa")
1353 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1354 || strstr(gl_vendor_string, "DRI R300 Project")
1355 || strstr(gl_vendor_string, "X.Org R300 Project")
1356 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1357 || strstr(gl_vendor_string, "VMware, Inc.")
1358 || strstr(gl_renderer, "Mesa")
1359 || strstr(gl_renderer, "Gallium"))
1360 return GL_VENDOR_MESA;
1362 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1363 debugstr_a(gl_vendor_string));
1365 return GL_VENDOR_UNKNOWN;
1368 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1370 if (strstr(gl_vendor_string, "NVIDIA"))
1371 return HW_VENDOR_NVIDIA;
1373 if (strstr(gl_vendor_string, "ATI")
1374 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1375 || strstr(gl_vendor_string, "X.Org R300 Project")
1376 || strstr(gl_renderer, "AMD")
1377 || strstr(gl_renderer, "R100")
1378 || strstr(gl_renderer, "R200")
1379 || strstr(gl_renderer, "R300")
1380 || strstr(gl_renderer, "R600")
1381 || strstr(gl_renderer, "R700"))
1382 return HW_VENDOR_ATI;
1384 if (strstr(gl_vendor_string, "Intel(R)")
1385 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1386 || strstr(gl_renderer, "Intel")
1387 || strstr(gl_vendor_string, "Intel Inc."))
1388 return HW_VENDOR_INTEL;
1390 if (strstr(gl_vendor_string, "Mesa")
1391 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1392 || strstr(gl_vendor_string, "VMware, Inc."))
1393 return HW_VENDOR_SOFTWARE;
1395 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1397 return HW_VENDOR_NVIDIA;
1402 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1403 const char *gl_renderer)
1405 if (WINE_D3D10_CAPABLE(gl_info))
1407 /* Geforce 400 - highend */
1408 if (strstr(gl_renderer, "GTX 480"))
1410 return CARD_NVIDIA_GEFORCE_GTX480;
1413 /* Geforce 400 - midend high */
1414 if (strstr(gl_renderer, "GTX 470"))
1416 return CARD_NVIDIA_GEFORCE_GTX470;
1419 /* Geforce 400 - midend */
1420 if (strstr(gl_renderer, "GTX 465"))
1422 return CARD_NVIDIA_GEFORCE_GTX465;
1425 /* Geforce 400 - midend */
1426 if (strstr(gl_renderer, "GTX 460"))
1428 return CARD_NVIDIA_GEFORCE_GTX460;
1431 /* Geforce 300 highend mobile */
1432 if (strstr(gl_renderer, "GTS 350M")
1433 || strstr(gl_renderer, "GTS 360M"))
1435 return CARD_NVIDIA_GEFORCE_GTS350M;
1438 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1439 if (strstr(gl_renderer, "GT 325M")
1440 || strstr(gl_renderer, "GT 330M"))
1442 return CARD_NVIDIA_GEFORCE_GT325M;
1445 /* Geforce 200 - highend */
1446 if (strstr(gl_renderer, "GTX 280")
1447 || strstr(gl_renderer, "GTX 285")
1448 || strstr(gl_renderer, "GTX 295"))
1450 return CARD_NVIDIA_GEFORCE_GTX280;
1453 /* Geforce 200 - midend high */
1454 if (strstr(gl_renderer, "GTX 275"))
1456 return CARD_NVIDIA_GEFORCE_GTX275;
1459 /* Geforce 200 - midend */
1460 if (strstr(gl_renderer, "GTX 260"))
1462 return CARD_NVIDIA_GEFORCE_GTX260;
1464 /* Geforce 200 - midend */
1465 if (strstr(gl_renderer, "GT 240"))
1467 return CARD_NVIDIA_GEFORCE_GT240;
1470 /* Geforce 200 lowend */
1471 if (strstr(gl_renderer, "GT 220"))
1473 return CARD_NVIDIA_GEFORCE_GT220;
1475 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1476 if (strstr(gl_renderer, "Geforce 210")
1477 || strstr(gl_renderer, "G 210")
1478 || strstr(gl_renderer, "Geforce 305")
1479 || strstr(gl_renderer, "Geforce 310"))
1481 return CARD_NVIDIA_GEFORCE_210;
1484 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1485 if (strstr(gl_renderer, "9800")
1486 || strstr(gl_renderer, "GTS 150")
1487 || strstr(gl_renderer, "GTS 250"))
1489 return CARD_NVIDIA_GEFORCE_9800GT;
1492 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1493 if (strstr(gl_renderer, "9600")
1494 || strstr(gl_renderer, "GT 140"))
1496 return CARD_NVIDIA_GEFORCE_9600GT;
1499 /* Geforce9 - midend low / Geforce 200 - low */
1500 if (strstr(gl_renderer, "9500")
1501 || strstr(gl_renderer, "GT 120")
1502 || strstr(gl_renderer, "GT 130"))
1504 return CARD_NVIDIA_GEFORCE_9500GT;
1507 /* Geforce9 - lowend */
1508 if (strstr(gl_renderer, "9400"))
1510 return CARD_NVIDIA_GEFORCE_9400GT;
1513 /* Geforce9 - lowend low */
1514 if (strstr(gl_renderer, "9100")
1515 || strstr(gl_renderer, "9200")
1516 || strstr(gl_renderer, "9300")
1517 || strstr(gl_renderer, "G 100"))
1519 return CARD_NVIDIA_GEFORCE_9200;
1522 /* Geforce8 - highend high*/
1523 if (strstr(gl_renderer, "8800 GTX"))
1525 return CARD_NVIDIA_GEFORCE_8800GTX;
1528 /* Geforce8 - highend */
1529 if (strstr(gl_renderer, "8800"))
1531 return CARD_NVIDIA_GEFORCE_8800GTS;
1534 /* Geforce8 - midend mobile */
1535 if (strstr(gl_renderer, "8600 M"))
1537 return CARD_NVIDIA_GEFORCE_8600MGT;
1540 /* Geforce8 - midend */
1541 if (strstr(gl_renderer, "8600")
1542 || strstr(gl_renderer, "8700"))
1544 return CARD_NVIDIA_GEFORCE_8600GT;
1547 /* Geforce8 - mid-lowend */
1548 if (strstr(gl_renderer, "8400")
1549 || strstr(gl_renderer, "8500"))
1551 return CARD_NVIDIA_GEFORCE_8400GS;
1554 /* Geforce8 - lowend */
1555 if (strstr(gl_renderer, "8100")
1556 || strstr(gl_renderer, "8200")
1557 || strstr(gl_renderer, "8300"))
1559 return CARD_NVIDIA_GEFORCE_8300GS;
1562 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1563 return CARD_NVIDIA_GEFORCE_8300GS;
1566 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1567 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1569 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1571 /* Geforce7 - highend */
1572 if (strstr(gl_renderer, "7800")
1573 || strstr(gl_renderer, "7900")
1574 || strstr(gl_renderer, "7950")
1575 || strstr(gl_renderer, "Quadro FX 4")
1576 || strstr(gl_renderer, "Quadro FX 5"))
1578 return CARD_NVIDIA_GEFORCE_7800GT;
1581 /* Geforce7 midend */
1582 if (strstr(gl_renderer, "7600")
1583 || strstr(gl_renderer, "7700"))
1585 return CARD_NVIDIA_GEFORCE_7600;
1588 /* Geforce7 lower medium */
1589 if (strstr(gl_renderer, "7400"))
1591 return CARD_NVIDIA_GEFORCE_7400;
1594 /* Geforce7 lowend */
1595 if (strstr(gl_renderer, "7300"))
1597 return CARD_NVIDIA_GEFORCE_7300;
1600 /* Geforce6 highend */
1601 if (strstr(gl_renderer, "6800"))
1603 return CARD_NVIDIA_GEFORCE_6800;
1606 /* Geforce6 - midend */
1607 if (strstr(gl_renderer, "6600")
1608 || strstr(gl_renderer, "6610")
1609 || strstr(gl_renderer, "6700"))
1611 return CARD_NVIDIA_GEFORCE_6600GT;
1614 /* Geforce6/7 lowend */
1615 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1618 if (WINE_D3D9_CAPABLE(gl_info))
1620 /* GeforceFX - highend */
1621 if (strstr(gl_renderer, "5800")
1622 || strstr(gl_renderer, "5900")
1623 || strstr(gl_renderer, "5950")
1624 || strstr(gl_renderer, "Quadro FX"))
1626 return CARD_NVIDIA_GEFORCEFX_5800;
1629 /* GeforceFX - midend */
1630 if (strstr(gl_renderer, "5600")
1631 || strstr(gl_renderer, "5650")
1632 || strstr(gl_renderer, "5700")
1633 || strstr(gl_renderer, "5750"))
1635 return CARD_NVIDIA_GEFORCEFX_5600;
1638 /* GeforceFX - lowend */
1639 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1642 if (WINE_D3D8_CAPABLE(gl_info))
1644 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1646 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1649 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1652 if (WINE_D3D7_CAPABLE(gl_info))
1654 if (strstr(gl_renderer, "GeForce4 MX"))
1656 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1659 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1661 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1664 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1666 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1669 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1672 if (strstr(gl_renderer, "TNT2"))
1674 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1677 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1680 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1681 const char *gl_renderer)
1683 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1685 * Beware: renderer string do not match exact card model,
1686 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1687 if (WINE_D3D10_CAPABLE(gl_info))
1689 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1690 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1691 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1692 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1694 return CARD_ATI_RADEON_HD5800;
1697 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1698 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1699 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1700 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1702 return CARD_ATI_RADEON_HD5700;
1705 /* Radeon R7xx HD4800 - highend */
1706 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1707 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1708 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1709 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1710 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1712 return CARD_ATI_RADEON_HD4800;
1715 /* Radeon R740 HD4700 - midend */
1716 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1717 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1719 return CARD_ATI_RADEON_HD4700;
1722 /* Radeon R730 HD4600 - midend */
1723 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1724 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1725 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1727 return CARD_ATI_RADEON_HD4600;
1730 /* Radeon R710 HD4500/HD4350 - lowend */
1731 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1732 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1734 return CARD_ATI_RADEON_HD4350;
1737 /* Radeon R6xx HD2900/HD3800 - highend */
1738 if (strstr(gl_renderer, "HD 2900")
1739 || strstr(gl_renderer, "HD 3870")
1740 || strstr(gl_renderer, "HD 3850"))
1742 return CARD_ATI_RADEON_HD2900;
1745 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1746 if (strstr(gl_renderer, "HD 2600")
1747 || strstr(gl_renderer, "HD 3830")
1748 || strstr(gl_renderer, "HD 3690")
1749 || strstr(gl_renderer, "HD 3650"))
1751 return CARD_ATI_RADEON_HD2600;
1754 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1755 * Note HD2300=DX9, HD2350=DX10 */
1756 if (strstr(gl_renderer, "HD 2350")
1757 || strstr(gl_renderer, "HD 2400")
1758 || strstr(gl_renderer, "HD 3470")
1759 || strstr(gl_renderer, "HD 3450")
1760 || strstr(gl_renderer, "HD 3430")
1761 || strstr(gl_renderer, "HD 3400"))
1763 return CARD_ATI_RADEON_HD2350;
1766 /* Radeon R6xx/R7xx integrated */
1767 if (strstr(gl_renderer, "HD 3100")
1768 || strstr(gl_renderer, "HD 3200")
1769 || strstr(gl_renderer, "HD 3300"))
1771 return CARD_ATI_RADEON_HD3200;
1774 /* Default for when no GPU has been found */
1775 return CARD_ATI_RADEON_HD3200;
1778 if (WINE_D3D8_CAPABLE(gl_info))
1780 /* Radeon R5xx */
1781 if (strstr(gl_renderer, "X1600")
1782 || strstr(gl_renderer, "X1650")
1783 || strstr(gl_renderer, "X1800")
1784 || strstr(gl_renderer, "X1900")
1785 || strstr(gl_renderer, "X1950"))
1787 return CARD_ATI_RADEON_X1600;
1790 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1791 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1792 if (strstr(gl_renderer, "X700")
1793 || strstr(gl_renderer, "X800")
1794 || strstr(gl_renderer, "X850")
1795 || strstr(gl_renderer, "X1300")
1796 || strstr(gl_renderer, "X1400")
1797 || strstr(gl_renderer, "X1450")
1798 || strstr(gl_renderer, "X1550")
1799 || strstr(gl_renderer, "X2300")
1800 || strstr(gl_renderer, "X2500")
1801 || strstr(gl_renderer, "HD 2300")
1804 return CARD_ATI_RADEON_X700;
1807 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1808 if (strstr(gl_renderer, "Radeon Xpress"))
1810 return CARD_ATI_RADEON_XPRESS_200M;
1813 /* Radeon R3xx */
1814 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1817 if (WINE_D3D8_CAPABLE(gl_info))
1819 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1822 if (WINE_D3D7_CAPABLE(gl_info))
1824 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1827 return CARD_ATI_RAGE_128PRO;
1830 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1831 const char *gl_renderer)
1833 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1835 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1836 return CARD_INTEL_X3100;
1839 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1841 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1842 return CARD_INTEL_I945GM;
1845 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1846 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1847 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1848 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1849 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1850 return CARD_INTEL_I915G;
1854 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1855 const char *gl_renderer)
1857 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1859 * Beware: renderer string do not match exact card model,
1860 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1861 if (strstr(gl_renderer, "Gallium"))
1863 /* Radeon R7xx HD4800 - highend */
1864 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1865 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1866 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1868 return CARD_ATI_RADEON_HD4800;
1871 /* Radeon R740 HD4700 - midend */
1872 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1874 return CARD_ATI_RADEON_HD4700;
1877 /* Radeon R730 HD4600 - midend */
1878 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1880 return CARD_ATI_RADEON_HD4600;
1883 /* Radeon R710 HD4500/HD4350 - lowend */
1884 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1886 return CARD_ATI_RADEON_HD4350;
1889 /* Radeon R6xx HD2900/HD3800 - highend */
1890 if (strstr(gl_renderer, "R600")
1891 || strstr(gl_renderer, "RV670")
1892 || strstr(gl_renderer, "R680"))
1894 return CARD_ATI_RADEON_HD2900;
1897 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1898 if (strstr(gl_renderer, "RV630")
1899 || strstr(gl_renderer, "RV635"))
1901 return CARD_ATI_RADEON_HD2600;
1904 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1905 if (strstr(gl_renderer, "RV610")
1906 || strstr(gl_renderer, "RV620"))
1908 return CARD_ATI_RADEON_HD2350;
1911 /* Radeon R6xx/R7xx integrated */
1912 if (strstr(gl_renderer, "RS780")
1913 || strstr(gl_renderer, "RS880"))
1915 return CARD_ATI_RADEON_HD3200;
1918 /* Radeon R5xx */
1919 if (strstr(gl_renderer, "RV530")
1920 || strstr(gl_renderer, "RV535")
1921 || strstr(gl_renderer, "RV560")
1922 || strstr(gl_renderer, "R520")
1923 || strstr(gl_renderer, "RV570")
1924 || strstr(gl_renderer, "R580"))
1926 return CARD_ATI_RADEON_X1600;
1929 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1930 if (strstr(gl_renderer, "R410")
1931 || strstr(gl_renderer, "R420")
1932 || strstr(gl_renderer, "R423")
1933 || strstr(gl_renderer, "R430")
1934 || strstr(gl_renderer, "R480")
1935 || strstr(gl_renderer, "R481")
1936 || strstr(gl_renderer, "RV410")
1937 || strstr(gl_renderer, "RV515")
1938 || strstr(gl_renderer, "RV516"))
1940 return CARD_ATI_RADEON_X700;
1943 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1944 if (strstr(gl_renderer, "RS400")
1945 || strstr(gl_renderer, "RS480")
1946 || strstr(gl_renderer, "RS482")
1947 || strstr(gl_renderer, "RS485")
1948 || strstr(gl_renderer, "RS600")
1949 || strstr(gl_renderer, "RS690")
1950 || strstr(gl_renderer, "RS740"))
1952 return CARD_ATI_RADEON_XPRESS_200M;
1955 /* Radeon R3xx */
1956 if (strstr(gl_renderer, "R300")
1957 || strstr(gl_renderer, "RV350")
1958 || strstr(gl_renderer, "RV351")
1959 || strstr(gl_renderer, "RV360")
1960 || strstr(gl_renderer, "RV370")
1961 || strstr(gl_renderer, "R350")
1962 || strstr(gl_renderer, "R360"))
1964 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1968 if (WINE_D3D9_CAPABLE(gl_info))
1970 /* Radeon R7xx HD4800 - highend */
1971 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1972 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1973 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1975 return CARD_ATI_RADEON_HD4800;
1978 /* Radeon R740 HD4700 - midend */
1979 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1981 return CARD_ATI_RADEON_HD4700;
1984 /* Radeon R730 HD4600 - midend */
1985 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1987 return CARD_ATI_RADEON_HD4600;
1990 /* Radeon R710 HD4500/HD4350 - lowend */
1991 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1993 return CARD_ATI_RADEON_HD4350;
1996 /* Radeon R6xx HD2900/HD3800 - highend */
1997 if (strstr(gl_renderer, "(R600")
1998 || strstr(gl_renderer, "(RV670")
1999 || strstr(gl_renderer, "(R680"))
2001 return CARD_ATI_RADEON_HD2900;
2004 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2005 if (strstr(gl_renderer, "(RV630")
2006 || strstr(gl_renderer, "(RV635"))
2008 return CARD_ATI_RADEON_HD2600;
2011 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2012 if (strstr(gl_renderer, "(RV610")
2013 || strstr(gl_renderer, "(RV620"))
2015 return CARD_ATI_RADEON_HD2350;
2018 /* Radeon R6xx/R7xx integrated */
2019 if (strstr(gl_renderer, "(RS780")
2020 || strstr(gl_renderer, "(RS880"))
2022 return CARD_ATI_RADEON_HD3200;
2026 if (WINE_D3D8_CAPABLE(gl_info))
2028 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2031 if (WINE_D3D7_CAPABLE(gl_info))
2033 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2036 return CARD_ATI_RAGE_128PRO;
2039 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2040 const char *gl_renderer)
2042 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2043 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2044 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2045 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2046 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2047 return CARD_NVIDIA_RIVA_128;
2051 struct vendor_card_selection
2053 enum wined3d_gl_vendor gl_vendor;
2054 enum wined3d_pci_vendor card_vendor;
2055 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2056 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2059 static const struct vendor_card_selection vendor_card_select_table[] =
2061 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2062 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2063 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2064 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
2065 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2066 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2067 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2068 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
2069 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
2073 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2074 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2076 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2077 * different GPUs with roughly the same features. In most cases GPUs from a
2078 * certain family differ in clockspeeds, the amount of video memory and the
2079 * number of shader pipelines.
2081 * A Direct3D device object contains the PCI id (vendor + device) of the
2082 * videocard which is used for rendering. Various applications use this
2083 * information to get a rough estimation of the features of the card and
2084 * some might use it for enabling 3d effects only on certain types of
2085 * videocards. In some cases games might even use it to work around bugs
2086 * which happen on certain videocards/driver combinations. The problem is
2087 * that OpenGL only exposes a rendering string containing the name of the
2088 * videocard and not the PCI id.
2090 * Various games depend on the PCI id, so somehow we need to provide one.
2091 * A simple option is to parse the renderer string and translate this to
2092 * the right PCI id. This is a lot of work because there are more than 200
2093 * GPUs just for Nvidia. Various cards share the same renderer string, so
2094 * the amount of code might be 'small' but there are quite a number of
2095 * exceptions which would make this a pain to maintain. Another way would
2096 * be to query the PCI id from the operating system (assuming this is the
2097 * videocard which is used for rendering which is not always the case).
2098 * This would work but it is not very portable. Second it would not work
2099 * well in, let's say, a remote X situation in which the amount of 3d
2100 * features which can be used is limited.
2102 * As said most games only use the PCI id to get an indication of the
2103 * capabilities of the card. It doesn't really matter if the given id is
2104 * the correct one if we return the id of a card with similar 3d features.
2106 * The code below checks the OpenGL capabilities of a videocard and matches
2107 * that to a certain level of Direct3D functionality. Once a card passes
2108 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2109 * least a GeforceFX. To give a better estimate we do a basic check on the
2110 * renderer string but if that won't pass we return a default card. This
2111 * way is better than maintaining a full card database as even without a
2112 * full database we can return a card with similar features. Second the
2113 * size of the database can be made quite small because when you know what
2114 * type of 3d functionality a card has, you know to which GPU family the
2115 * GPU must belong. Because of this you only have to check a small part of
2116 * the renderer string to distinguishes between different models from that
2117 * family.
2119 * The code also selects a default amount of video memory which we will
2120 * use for an estimation of the amount of free texture memory. In case of
2121 * real D3D the amount of texture memory includes video memory and system
2122 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2123 * HyperMemory). We don't know how much system memory can be addressed by
2124 * the system but we can make a reasonable estimation about the amount of
2125 * video memory. If the value is slightly wrong it doesn't matter as we
2126 * didn't include AGP-like memory which makes the amount of addressable
2127 * memory higher and second OpenGL isn't that critical it moves to system
2128 * memory behind our backs if really needed. Note that the amount of video
2129 * memory can be overruled using a registry setting. */
2131 int i;
2133 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2135 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2136 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2137 continue;
2138 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2139 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2142 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2143 *gl_vendor, *card_vendor);
2145 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2146 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2147 * them a good generic choice. */
2148 *card_vendor = HW_VENDOR_NVIDIA;
2149 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2150 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2151 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2152 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2153 return CARD_NVIDIA_RIVA_128;
2156 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2158 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2159 int vs_selected_mode, ps_selected_mode;
2161 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2162 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2163 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2164 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2165 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2166 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2167 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2168 else return &ffp_fragment_pipeline;
2171 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2173 int vs_selected_mode, ps_selected_mode;
2175 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2176 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2177 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2178 return &none_shader_backend;
2181 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2183 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2184 int vs_selected_mode, ps_selected_mode;
2186 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2187 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2188 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2189 else return &ffp_blit;
2192 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2194 DWORD ver;
2196 #define USE_GL_FUNC(type, pfn, ext, replace) \
2197 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2198 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2199 else gl_info->pfn = NULL;
2201 GL_EXT_FUNCS_GEN;
2202 #undef USE_GL_FUNC
2204 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2205 WGL_EXT_FUNCS_GEN;
2206 #undef USE_GL_FUNC
2209 /* Context activation is done by the caller. */
2210 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2212 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2213 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2214 const char *GL_Extensions = NULL;
2215 const char *WGL_Extensions = NULL;
2216 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2217 struct fragment_caps fragment_caps;
2218 enum wined3d_gl_vendor gl_vendor;
2219 enum wined3d_pci_vendor card_vendor;
2220 enum wined3d_pci_device device;
2221 GLint gl_max;
2222 GLfloat gl_floatv[2];
2223 unsigned i;
2224 HDC hdc;
2225 DWORD gl_version;
2226 size_t len;
2228 TRACE_(d3d_caps)("(%p)\n", gl_info);
2230 ENTER_GL();
2232 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2233 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2234 if (!gl_renderer_str)
2236 LEAVE_GL();
2237 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2238 return FALSE;
2241 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2242 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2243 if (!gl_vendor_str)
2245 LEAVE_GL();
2246 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2247 return FALSE;
2250 /* Parse the GL_VERSION field into major and minor information */
2251 gl_version_str = (const char *)glGetString(GL_VERSION);
2252 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2253 if (!gl_version_str)
2255 LEAVE_GL();
2256 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2257 return FALSE;
2259 gl_version = wined3d_parse_gl_version(gl_version_str);
2262 * Initialize openGL extension related variables
2263 * with Default values
2265 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2266 gl_info->limits.blends = 1;
2267 gl_info->limits.buffers = 1;
2268 gl_info->limits.textures = 1;
2269 gl_info->limits.fragment_samplers = 1;
2270 gl_info->limits.vertex_samplers = 0;
2271 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2272 gl_info->limits.sampler_stages = 1;
2273 gl_info->limits.glsl_vs_float_constants = 0;
2274 gl_info->limits.glsl_ps_float_constants = 0;
2275 gl_info->limits.arb_vs_float_constants = 0;
2276 gl_info->limits.arb_vs_native_constants = 0;
2277 gl_info->limits.arb_vs_instructions = 0;
2278 gl_info->limits.arb_vs_temps = 0;
2279 gl_info->limits.arb_ps_float_constants = 0;
2280 gl_info->limits.arb_ps_local_constants = 0;
2281 gl_info->limits.arb_ps_instructions = 0;
2282 gl_info->limits.arb_ps_temps = 0;
2284 /* Retrieve opengl defaults */
2285 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2286 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2287 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2289 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2290 gl_info->limits.lights = gl_max;
2291 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2293 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2294 gl_info->limits.texture_size = gl_max;
2295 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2297 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2298 gl_info->limits.pointsize_min = gl_floatv[0];
2299 gl_info->limits.pointsize_max = gl_floatv[1];
2300 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2302 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2303 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2304 if (!GL_Extensions)
2306 LEAVE_GL();
2307 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2308 return FALSE;
2311 LEAVE_GL();
2313 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2315 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2317 while (*GL_Extensions)
2319 const char *start;
2321 while (isspace(*GL_Extensions)) ++GL_Extensions;
2322 start = GL_Extensions;
2323 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2325 len = GL_Extensions - start;
2326 if (!len) continue;
2328 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2330 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2332 if (len == strlen(EXTENSION_MAP[i].extension_string)
2333 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2335 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2336 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2337 break;
2342 /* Now work out what GL support this card really has */
2343 load_gl_funcs( gl_info, gl_version );
2345 ENTER_GL();
2347 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2348 * loading the functions, otherwise the code above will load the extension entry points instead of the
2349 * core functions, which may not work. */
2350 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2352 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2353 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2355 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2356 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2360 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2362 if (gl_info->supported[APPLE_FENCE])
2364 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2365 * The apple extension interacts with some other apple exts. Disable the NV
2366 * extension if the apple one is support to prevent confusion in other parts
2367 * of the code. */
2368 gl_info->supported[NV_FENCE] = FALSE;
2370 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2372 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2374 * The enums are the same:
2375 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2376 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2377 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2378 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2379 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2381 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2383 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2384 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2386 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2388 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2389 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2392 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2394 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2395 * functionality. Prefer the ARB extension */
2396 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2398 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2400 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2401 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2403 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2405 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2406 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2408 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2410 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2411 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2413 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2415 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2416 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2418 if (gl_info->supported[NV_TEXTURE_SHADER2])
2420 if (gl_info->supported[NV_REGISTER_COMBINERS])
2422 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2423 * are supported. The nv extensions provide the same functionality as the
2424 * ATI one, and a bit more(signed pixelformats). */
2425 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2429 if (gl_info->supported[NV_REGISTER_COMBINERS])
2431 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2432 gl_info->limits.general_combiners = gl_max;
2433 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2435 if (gl_info->supported[ARB_DRAW_BUFFERS])
2437 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2438 gl_info->limits.buffers = gl_max;
2439 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2441 if (gl_info->supported[ARB_MULTITEXTURE])
2443 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2444 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2445 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2447 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2449 GLint tmp;
2450 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2451 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2453 else
2455 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2457 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2459 if (gl_info->supported[ARB_VERTEX_SHADER])
2461 GLint tmp;
2462 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2463 gl_info->limits.vertex_samplers = tmp;
2464 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2465 gl_info->limits.combined_samplers = tmp;
2467 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2468 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2469 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2470 * shader is used with fixed function vertex processing we're fine too because fixed function
2471 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2472 * used we have to make sure that all vertex sampler setups are valid together with all
2473 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2474 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2475 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2476 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2477 * a fixed function pipeline anymore.
2479 * So this is just a check to check that our assumption holds true. If not, write a warning
2480 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2481 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2482 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2484 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2485 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2486 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2487 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2488 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2489 else
2490 gl_info->limits.vertex_samplers = 0;
2493 else
2495 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2497 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2498 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2500 if (gl_info->supported[ARB_VERTEX_BLEND])
2502 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2503 gl_info->limits.blends = gl_max;
2504 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2506 if (gl_info->supported[EXT_TEXTURE3D])
2508 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2509 gl_info->limits.texture3d_size = gl_max;
2510 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2512 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2514 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2515 gl_info->limits.anisotropy = gl_max;
2516 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2518 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2520 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2521 gl_info->limits.arb_ps_float_constants = gl_max;
2522 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2523 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2524 gl_info->limits.arb_ps_native_constants = gl_max;
2525 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2526 gl_info->limits.arb_ps_native_constants);
2527 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2528 gl_info->limits.arb_ps_temps = gl_max;
2529 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2530 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2531 gl_info->limits.arb_ps_instructions = gl_max;
2532 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2533 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2534 gl_info->limits.arb_ps_local_constants = gl_max;
2535 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2537 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2539 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2540 gl_info->limits.arb_vs_float_constants = gl_max;
2541 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2542 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2543 gl_info->limits.arb_vs_native_constants = gl_max;
2544 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2545 gl_info->limits.arb_vs_native_constants);
2546 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2547 gl_info->limits.arb_vs_temps = gl_max;
2548 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2549 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2550 gl_info->limits.arb_vs_instructions = gl_max;
2551 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2553 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2555 if (gl_info->supported[ARB_VERTEX_SHADER])
2557 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2558 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2559 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2561 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2563 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2564 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2565 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2566 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2567 gl_info->limits.glsl_varyings = gl_max;
2568 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2570 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2572 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2573 unsigned int major, minor;
2575 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2577 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2578 sscanf(str, "%u.%u", &major, &minor);
2579 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2581 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2583 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2585 else
2587 gl_info->limits.shininess = 128.0f;
2589 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2591 /* If we have full NP2 texture support, disable
2592 * GL_ARB_texture_rectangle because we will never use it.
2593 * This saves a few redundant glDisable calls. */
2594 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2596 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2598 /* Disable NV_register_combiners and fragment shader if this is supported.
2599 * generally the NV extensions are preferred over the ATI ones, and this
2600 * extension is disabled if register_combiners and texture_shader2 are both
2601 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2602 * fragment processing support. */
2603 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2604 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2605 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2606 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2608 if (gl_info->supported[NV_HALF_FLOAT])
2610 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2611 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2613 if (gl_info->supported[ARB_POINT_SPRITE])
2615 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2617 else
2619 gl_info->limits.point_sprite_units = 0;
2621 checkGLcall("extension detection");
2623 LEAVE_GL();
2625 adapter->fragment_pipe = select_fragment_implementation(adapter);
2626 adapter->shader_backend = select_shader_backend(adapter);
2627 adapter->blitter = select_blit_implementation(adapter);
2629 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2630 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2631 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2633 /* In some cases the number of texture stages can be larger than the number
2634 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2635 * shaders), but 8 texture stages (register combiners). */
2636 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2638 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2640 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2641 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2642 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2643 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2644 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2645 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2646 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2647 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2648 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2649 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2650 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2651 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2652 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2653 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2654 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2655 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2656 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2657 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2658 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2660 else
2662 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2664 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2665 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2666 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2667 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2668 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2669 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2670 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2671 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2672 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2673 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2674 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2675 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2676 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2677 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2678 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2679 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2680 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2682 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2684 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2685 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2687 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2689 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2691 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2693 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2697 /* MRTs are currently only supported when FBOs are used. */
2698 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2700 gl_info->limits.buffers = 1;
2703 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2704 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2705 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2707 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2708 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2710 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2711 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2712 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2713 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2714 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2715 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2716 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2717 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2719 /* Make sure there's an active HDC else the WGL extensions will fail */
2720 hdc = pwglGetCurrentDC();
2721 if (hdc) {
2722 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2723 if(GL_EXTCALL(wglGetExtensionsStringARB))
2724 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2726 if (!WGL_Extensions)
2728 ERR(" WGL_Extensions returns NULL\n");
2730 else
2732 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2733 while (*WGL_Extensions)
2735 const char *Start;
2736 char ThisExtn[256];
2738 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2739 Start = WGL_Extensions;
2740 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2742 len = WGL_Extensions - Start;
2743 if (!len || len >= sizeof(ThisExtn))
2744 continue;
2746 memcpy(ThisExtn, Start, len);
2747 ThisExtn[len] = '\0';
2748 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2750 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2751 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2752 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2754 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2755 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2756 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2762 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2763 init_driver_info(driver_info, card_vendor, device);
2764 add_gl_compat_wrappers(gl_info);
2766 return TRUE;
2769 /**********************************************************
2770 * IWineD3D implementation follows
2771 **********************************************************/
2773 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2774 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2776 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2778 return This->adapter_count;
2781 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2783 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2785 return WINED3D_OK;
2788 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2789 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2791 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2793 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2794 return NULL;
2797 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2800 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2801 of the same bpp but different resolutions */
2803 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2804 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2806 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2808 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2810 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2811 return 0;
2814 /* TODO: Store modes per adapter and read it from the adapter structure */
2815 if (Adapter == 0)
2817 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2818 UINT format_bits = format->byte_count * CHAR_BIT;
2819 unsigned int i = 0;
2820 unsigned int j = 0;
2821 DEVMODEW mode;
2823 memset(&mode, 0, sizeof(mode));
2824 mode.dmSize = sizeof(mode);
2826 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2828 ++j;
2830 if (format_id == WINED3DFMT_UNKNOWN)
2832 /* This is for D3D8, do not enumerate P8 here */
2833 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2835 else if (mode.dmBitsPerPel == format_bits)
2837 ++i;
2841 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2842 return i;
2843 } else {
2844 FIXME_(d3d_caps)("Adapter not primary display\n");
2846 return 0;
2849 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2850 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2851 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2853 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2855 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2856 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2858 /* Validate the parameters as much as possible */
2859 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2860 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2862 return WINED3DERR_INVALIDCALL;
2865 /* TODO: Store modes per adapter and read it from the adapter structure */
2866 if (Adapter == 0)
2868 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2869 UINT format_bits = format->byte_count * CHAR_BIT;
2870 DEVMODEW DevModeW;
2871 int ModeIdx = 0;
2872 UINT i = 0;
2873 int j = 0;
2875 ZeroMemory(&DevModeW, sizeof(DevModeW));
2876 DevModeW.dmSize = sizeof(DevModeW);
2878 /* If we are filtering to a specific format (D3D9), then need to skip
2879 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2880 just count through the ones with valid bit depths */
2881 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2883 if (format_id == WINED3DFMT_UNKNOWN)
2885 /* This is for D3D8, do not enumerate P8 here */
2886 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2888 else if (DevModeW.dmBitsPerPel == format_bits)
2890 ++i;
2894 if (!i)
2896 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2897 return WINED3DERR_INVALIDCALL;
2899 ModeIdx = j - 1;
2901 /* Now get the display mode via the calculated index */
2902 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2903 pMode->Width = DevModeW.dmPelsWidth;
2904 pMode->Height = DevModeW.dmPelsHeight;
2905 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2906 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2907 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2909 if (format_id == WINED3DFMT_UNKNOWN)
2910 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2911 else
2912 pMode->Format = format_id;
2914 else
2916 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2917 return WINED3DERR_INVALIDCALL;
2920 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2921 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2922 DevModeW.dmBitsPerPel);
2925 else
2927 FIXME_(d3d_caps)("Adapter not primary display\n");
2930 return WINED3D_OK;
2933 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2935 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2937 if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2938 return WINED3DERR_INVALIDCALL;
2940 if (Adapter == 0) { /* Display */
2941 int bpp = 0;
2942 DEVMODEW DevModeW;
2944 ZeroMemory(&DevModeW, sizeof(DevModeW));
2945 DevModeW.dmSize = sizeof(DevModeW);
2947 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2948 pMode->Width = DevModeW.dmPelsWidth;
2949 pMode->Height = DevModeW.dmPelsHeight;
2950 bpp = DevModeW.dmBitsPerPel;
2951 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2952 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2954 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2957 pMode->Format = pixelformat_for_depth(bpp);
2958 } else {
2959 FIXME_(d3d_caps)("Adapter not primary display\n");
2962 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2963 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2964 return WINED3D_OK;
2967 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2968 and fields being inserted in the middle, a new structure is used in place */
2969 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2970 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2971 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2972 struct wined3d_adapter *adapter;
2973 size_t len;
2975 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2977 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2978 return WINED3DERR_INVALIDCALL;
2981 adapter = &This->adapters[Adapter];
2983 /* Return the information requested */
2984 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2986 if (pIdentifier->driver_size)
2988 const char *name = adapter->driver_info.name;
2989 len = min(strlen(name), pIdentifier->driver_size - 1);
2990 memcpy(pIdentifier->driver, name, len);
2991 pIdentifier->driver[len] = '\0';
2994 if (pIdentifier->description_size)
2996 const char *description = adapter->driver_info.description;
2997 len = min(strlen(description), pIdentifier->description_size - 1);
2998 memcpy(pIdentifier->description, description, len);
2999 pIdentifier->description[len] = '\0';
3002 /* Note that d3d8 doesn't supply a device name. */
3003 if (pIdentifier->device_name_size)
3005 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3007 len = strlen(device_name);
3008 if (len >= pIdentifier->device_name_size)
3010 ERR("Device name size too small.\n");
3011 return WINED3DERR_INVALIDCALL;
3014 memcpy(pIdentifier->device_name, device_name, len);
3015 pIdentifier->device_name[len] = '\0';
3018 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3019 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3020 pIdentifier->vendor_id = adapter->driver_info.vendor;
3021 pIdentifier->device_id = adapter->driver_info.device;
3022 pIdentifier->subsystem_id = 0;
3023 pIdentifier->revision = 0;
3024 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3025 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3026 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3027 pIdentifier->video_memory = adapter->TextureRam;
3029 return WINED3D_OK;
3032 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3033 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3035 short redSize, greenSize, blueSize, alphaSize, colorBits;
3037 if(!cfg)
3038 return FALSE;
3040 /* Float formats need FBOs. If FBOs are used this function isn't called */
3041 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3043 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3044 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3046 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3047 return FALSE;
3050 if(cfg->redSize < redSize)
3051 return FALSE;
3053 if(cfg->greenSize < greenSize)
3054 return FALSE;
3056 if(cfg->blueSize < blueSize)
3057 return FALSE;
3059 if(cfg->alphaSize < alphaSize)
3060 return FALSE;
3062 return TRUE;
3065 /* Probably a RGBA_float or color index mode */
3066 return FALSE;
3069 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3070 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3072 short depthSize, stencilSize;
3073 BOOL lockable = FALSE;
3075 if(!cfg)
3076 return FALSE;
3078 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3080 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3081 return FALSE;
3084 /* Float formats need FBOs. If FBOs are used this function isn't called */
3085 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3087 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3088 lockable = TRUE;
3090 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3091 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3092 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3093 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3094 return FALSE;
3096 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3097 * allow more stencil bits than requested. */
3098 if(cfg->stencilSize < stencilSize)
3099 return FALSE;
3101 return TRUE;
3104 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3105 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3106 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3108 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3109 int nCfgs;
3110 const WineD3D_PixelFormat *cfgs;
3111 const struct wined3d_adapter *adapter;
3112 const struct wined3d_format *rt_format;
3113 const struct wined3d_format *ds_format;
3114 int it;
3116 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3117 This, Adapter,
3118 DeviceType, debug_d3ddevicetype(DeviceType),
3119 AdapterFormat, debug_d3dformat(AdapterFormat),
3120 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3121 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3123 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3124 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3125 return WINED3DERR_INVALIDCALL;
3128 adapter = &This->adapters[Adapter];
3129 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3130 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3131 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3133 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3134 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3136 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3137 return WINED3D_OK;
3140 else
3142 cfgs = adapter->cfgs;
3143 nCfgs = adapter->nCfgs;
3144 for (it = 0; it < nCfgs; ++it)
3146 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3148 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3150 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3151 return WINED3D_OK;
3156 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3158 return WINED3DERR_NOTAVAILABLE;
3161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3162 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3163 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3165 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3166 const struct wined3d_adapter *adapter;
3167 const struct wined3d_format *format;
3169 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3170 This,
3171 Adapter,
3172 DeviceType, debug_d3ddevicetype(DeviceType),
3173 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3174 Windowed,
3175 MultiSampleType,
3176 pQualityLevels);
3178 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3179 return WINED3DERR_INVALIDCALL;
3182 /* TODO: handle Windowed, add more quality levels */
3184 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3185 if(pQualityLevels) *pQualityLevels = 1;
3186 return WINED3D_OK;
3189 /* By default multisampling is disabled right now as it causes issues
3190 * on some Nvidia driver versions and it doesn't work well in combination
3191 * with FBOs yet. */
3192 if(!wined3d_settings.allow_multisampling)
3193 return WINED3DERR_NOTAVAILABLE;
3195 adapter = &This->adapters[Adapter];
3196 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3197 if (!format) return WINED3DERR_INVALIDCALL;
3199 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3201 int i, nCfgs;
3202 const WineD3D_PixelFormat *cfgs;
3204 cfgs = adapter->cfgs;
3205 nCfgs = adapter->nCfgs;
3206 for(i=0; i<nCfgs; i++) {
3207 if(cfgs[i].numSamples != MultiSampleType)
3208 continue;
3210 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3211 continue;
3213 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3215 if(pQualityLevels)
3216 *pQualityLevels = 1; /* Guess at a value! */
3217 return WINED3D_OK;
3220 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3222 short redSize, greenSize, blueSize, alphaSize, colorBits;
3223 int i, nCfgs;
3224 const WineD3D_PixelFormat *cfgs;
3226 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3228 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3229 return WINED3DERR_NOTAVAILABLE;
3232 cfgs = adapter->cfgs;
3233 nCfgs = adapter->nCfgs;
3234 for(i=0; i<nCfgs; i++) {
3235 if(cfgs[i].numSamples != MultiSampleType)
3236 continue;
3237 if(cfgs[i].redSize != redSize)
3238 continue;
3239 if(cfgs[i].greenSize != greenSize)
3240 continue;
3241 if(cfgs[i].blueSize != blueSize)
3242 continue;
3243 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3244 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3245 continue;
3246 if (cfgs[i].colorSize != (format->byte_count << 3))
3247 continue;
3249 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3251 if(pQualityLevels)
3252 *pQualityLevels = 1; /* Guess at a value! */
3253 return WINED3D_OK;
3256 return WINED3DERR_NOTAVAILABLE;
3259 /* Check if we support bumpmapping for a format */
3260 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3262 /* Ask the fixed function pipeline implementation if it can deal
3263 * with the conversion. If we've got a GL extension giving native
3264 * support this will be an identity conversion. */
3265 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3266 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3269 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3270 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3271 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3273 int it=0;
3275 /* Only allow depth/stencil formats */
3276 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3278 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3280 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3281 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3283 else
3285 /* Walk through all WGL pixel formats to find a match */
3286 for (it = 0; it < adapter->nCfgs; ++it)
3288 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3289 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3291 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3293 return TRUE;
3299 return FALSE;
3302 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3304 /* The flags entry of a format contains the filtering capability */
3305 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3307 return FALSE;
3310 /* Check the render target capabilities of a format */
3311 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3312 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3314 /* Filter out non-RT formats */
3315 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3316 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3318 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3319 int it;
3320 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3321 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3323 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3324 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3326 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3327 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3328 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3329 TRACE_(d3d_caps)("[FAILED]\n");
3330 return FALSE;
3333 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3334 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3335 for (it = 0; it < adapter->nCfgs; ++it)
3337 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3338 &cfgs[it], check_format))
3340 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3341 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3342 return TRUE;
3346 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3348 /* For now return TRUE for FBOs until we have some proper checks.
3349 * Note that this function will only be called when the format is around for texturing. */
3350 return TRUE;
3352 return FALSE;
3355 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3357 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3360 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3362 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3363 * doing the color fixup in shaders.
3364 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3365 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3367 int vs_selected_mode;
3368 int ps_selected_mode;
3369 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3371 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3372 TRACE_(d3d_caps)("[OK]\n");
3373 return TRUE;
3377 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3378 return FALSE;
3381 /* Check if a format support blending in combination with pixel shaders */
3382 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3383 const struct wined3d_format *format)
3385 /* The flags entry of a format contains the post pixel shader blending capability */
3386 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3388 return FALSE;
3391 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3393 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3394 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3395 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3396 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3397 * capability anyway.
3399 * For now lets report this on all formats, but in the future we may want to
3400 * restrict it to some should games need that
3402 return TRUE;
3405 /* Check if a texture format is supported on the given adapter */
3406 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3408 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3410 switch (format->id)
3412 /*****
3413 * supported: RGB(A) formats
3415 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3416 case WINED3DFMT_B8G8R8A8_UNORM:
3417 case WINED3DFMT_B8G8R8X8_UNORM:
3418 case WINED3DFMT_B5G6R5_UNORM:
3419 case WINED3DFMT_B5G5R5X1_UNORM:
3420 case WINED3DFMT_B5G5R5A1_UNORM:
3421 case WINED3DFMT_B4G4R4A4_UNORM:
3422 case WINED3DFMT_A8_UNORM:
3423 case WINED3DFMT_B4G4R4X4_UNORM:
3424 case WINED3DFMT_R8G8B8A8_UNORM:
3425 case WINED3DFMT_R8G8B8X8_UNORM:
3426 case WINED3DFMT_B10G10R10A2_UNORM:
3427 case WINED3DFMT_R10G10B10A2_UNORM:
3428 case WINED3DFMT_R16G16_UNORM:
3429 TRACE_(d3d_caps)("[OK]\n");
3430 return TRUE;
3432 case WINED3DFMT_B2G3R3_UNORM:
3433 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3434 return FALSE;
3436 /*****
3437 * Not supported: Palettized
3438 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3439 * Since it is not widely available, don't offer it. Further no Windows driver offers
3440 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3442 case WINED3DFMT_P8_UINT:
3443 case WINED3DFMT_P8_UINT_A8_UNORM:
3444 return FALSE;
3446 /*****
3447 * Supported: (Alpha)-Luminance
3449 case WINED3DFMT_L8_UNORM:
3450 case WINED3DFMT_L8A8_UNORM:
3451 case WINED3DFMT_L16_UNORM:
3452 TRACE_(d3d_caps)("[OK]\n");
3453 return TRUE;
3455 /* Not supported on Windows, thus disabled */
3456 case WINED3DFMT_L4A4_UNORM:
3457 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3458 return FALSE;
3460 /*****
3461 * Supported: Depth/Stencil formats
3463 case WINED3DFMT_D16_LOCKABLE:
3464 case WINED3DFMT_D16_UNORM:
3465 case WINED3DFMT_S1_UINT_D15_UNORM:
3466 case WINED3DFMT_X8D24_UNORM:
3467 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3468 case WINED3DFMT_D24_UNORM_S8_UINT:
3469 case WINED3DFMT_S8_UINT_D24_FLOAT:
3470 case WINED3DFMT_D32_UNORM:
3471 case WINED3DFMT_D32_FLOAT:
3472 return TRUE;
3474 case WINED3DFMT_INTZ:
3475 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3476 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3477 return TRUE;
3478 return FALSE;
3480 /*****
3481 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3482 * GL_NV_texture_shader). Emulated by shaders
3484 case WINED3DFMT_R8G8_SNORM:
3485 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3486 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3487 case WINED3DFMT_R8G8B8A8_SNORM:
3488 case WINED3DFMT_R16G16_SNORM:
3489 /* Ask the shader backend if it can deal with the conversion. If
3490 * we've got a GL extension giving native support this will be an
3491 * identity conversion. */
3492 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3494 TRACE_(d3d_caps)("[OK]\n");
3495 return TRUE;
3497 TRACE_(d3d_caps)("[FAILED]\n");
3498 return FALSE;
3500 case WINED3DFMT_DXT1:
3501 case WINED3DFMT_DXT2:
3502 case WINED3DFMT_DXT3:
3503 case WINED3DFMT_DXT4:
3504 case WINED3DFMT_DXT5:
3505 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3507 TRACE_(d3d_caps)("[OK]\n");
3508 return TRUE;
3510 TRACE_(d3d_caps)("[FAILED]\n");
3511 return FALSE;
3514 /*****
3515 * Odd formats - not supported
3517 case WINED3DFMT_VERTEXDATA:
3518 case WINED3DFMT_R16_UINT:
3519 case WINED3DFMT_R32_UINT:
3520 case WINED3DFMT_R16G16B16A16_SNORM:
3521 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3522 case WINED3DFMT_R10G11B11_SNORM:
3523 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3524 return FALSE;
3526 /*****
3527 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3529 case WINED3DFMT_R8G8_SNORM_Cx:
3530 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3531 return FALSE;
3533 /* YUV formats */
3534 case WINED3DFMT_UYVY:
3535 case WINED3DFMT_YUY2:
3536 if (gl_info->supported[APPLE_YCBCR_422])
3538 TRACE_(d3d_caps)("[OK]\n");
3539 return TRUE;
3541 TRACE_(d3d_caps)("[FAILED]\n");
3542 return FALSE;
3543 case WINED3DFMT_YV12:
3544 TRACE_(d3d_caps)("[FAILED]\n");
3545 return FALSE;
3547 /* Not supported */
3548 case WINED3DFMT_R16G16B16A16_UNORM:
3549 case WINED3DFMT_B2G3R3A8_UNORM:
3550 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3551 return FALSE;
3553 /* Floating point formats */
3554 case WINED3DFMT_R16_FLOAT:
3555 case WINED3DFMT_R16G16_FLOAT:
3556 case WINED3DFMT_R16G16B16A16_FLOAT:
3557 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3559 TRACE_(d3d_caps)("[OK]\n");
3560 return TRUE;
3562 TRACE_(d3d_caps)("[FAILED]\n");
3563 return FALSE;
3565 case WINED3DFMT_R32_FLOAT:
3566 case WINED3DFMT_R32G32_FLOAT:
3567 case WINED3DFMT_R32G32B32A32_FLOAT:
3568 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3570 TRACE_(d3d_caps)("[OK]\n");
3571 return TRUE;
3573 TRACE_(d3d_caps)("[FAILED]\n");
3574 return FALSE;
3576 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3577 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3578 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3579 * We can do instancing with all shader versions, but we need vertex shaders.
3581 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3582 * to enable instancing. WineD3D doesn't need that and just ignores it.
3584 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3586 case WINED3DFMT_INST:
3587 TRACE("ATI Instancing check hack\n");
3588 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3590 TRACE_(d3d_caps)("[OK]\n");
3591 return TRUE;
3593 TRACE_(d3d_caps)("[FAILED]\n");
3594 return FALSE;
3596 /* Some weird FOURCC formats */
3597 case WINED3DFMT_R8G8_B8G8:
3598 case WINED3DFMT_G8R8_G8B8:
3599 case WINED3DFMT_MULTI2_ARGB8:
3600 TRACE_(d3d_caps)("[FAILED]\n");
3601 return FALSE;
3603 /* Vendor specific formats */
3604 case WINED3DFMT_ATI2N:
3605 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3606 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3608 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3609 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3611 TRACE_(d3d_caps)("[OK]\n");
3612 return TRUE;
3615 TRACE_(d3d_caps)("[OK]\n");
3616 return TRUE;
3618 TRACE_(d3d_caps)("[FAILED]\n");
3619 return FALSE;
3621 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3622 * format MAKEFOURCC('N','V','D','B') is used.
3623 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3624 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3625 * to test value.
3627 case WINED3DFMT_NVDB:
3628 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3630 TRACE_(d3d_caps)("[OK]\n");
3631 return TRUE;
3633 TRACE_(d3d_caps)("[FAILED]\n");
3634 return FALSE;
3636 case WINED3DFMT_NVHU:
3637 case WINED3DFMT_NVHS:
3638 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3639 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3640 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3641 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3642 * Applications have to deal with not having NVHS and NVHU.
3644 TRACE_(d3d_caps)("[FAILED]\n");
3645 return FALSE;
3647 case WINED3DFMT_UNKNOWN:
3648 return FALSE;
3650 default:
3651 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3652 break;
3654 return FALSE;
3657 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3658 const struct wined3d_format *adapter_format,
3659 const struct wined3d_format *check_format,
3660 WINED3DSURFTYPE SurfaceType)
3662 if (SurfaceType == SURFACE_GDI)
3664 switch (check_format->id)
3666 case WINED3DFMT_B8G8R8_UNORM:
3667 case WINED3DFMT_B8G8R8A8_UNORM:
3668 case WINED3DFMT_B8G8R8X8_UNORM:
3669 case WINED3DFMT_B5G6R5_UNORM:
3670 case WINED3DFMT_B5G5R5X1_UNORM:
3671 case WINED3DFMT_B5G5R5A1_UNORM:
3672 case WINED3DFMT_B4G4R4A4_UNORM:
3673 case WINED3DFMT_B2G3R3_UNORM:
3674 case WINED3DFMT_A8_UNORM:
3675 case WINED3DFMT_B2G3R3A8_UNORM:
3676 case WINED3DFMT_B4G4R4X4_UNORM:
3677 case WINED3DFMT_R10G10B10A2_UNORM:
3678 case WINED3DFMT_R8G8B8A8_UNORM:
3679 case WINED3DFMT_R8G8B8X8_UNORM:
3680 case WINED3DFMT_R16G16_UNORM:
3681 case WINED3DFMT_B10G10R10A2_UNORM:
3682 case WINED3DFMT_R16G16B16A16_UNORM:
3683 case WINED3DFMT_P8_UINT:
3684 TRACE_(d3d_caps)("[OK]\n");
3685 return TRUE;
3686 default:
3687 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3688 return FALSE;
3692 /* All format that are supported for textures are supported for surfaces as well */
3693 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3694 /* All depth stencil formats are supported on surfaces */
3695 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3697 /* If opengl can't process the format natively, the blitter may be able to convert it */
3698 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3699 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3700 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3702 TRACE_(d3d_caps)("[OK]\n");
3703 return TRUE;
3706 /* Reject other formats */
3707 TRACE_(d3d_caps)("[FAILED]\n");
3708 return FALSE;
3711 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3712 const struct wined3d_format *format)
3714 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3717 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3718 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3719 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3721 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3722 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3723 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3724 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3725 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3726 DWORD UsageCaps = 0;
3728 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3729 This,
3730 Adapter,
3731 DeviceType, debug_d3ddevicetype(DeviceType),
3732 AdapterFormat, debug_d3dformat(AdapterFormat),
3733 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3734 RType, debug_d3dresourcetype(RType),
3735 CheckFormat, debug_d3dformat(CheckFormat));
3737 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3738 return WINED3DERR_INVALIDCALL;
3741 switch (RType)
3743 case WINED3DRTYPE_CUBETEXTURE:
3744 /* Cubetexture allows:
3745 * - WINED3DUSAGE_AUTOGENMIPMAP
3746 * - WINED3DUSAGE_DEPTHSTENCIL
3747 * - WINED3DUSAGE_DYNAMIC
3748 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3749 * - WINED3DUSAGE_RENDERTARGET
3750 * - WINED3DUSAGE_SOFTWAREPROCESSING
3751 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3753 if (SurfaceType != SURFACE_OPENGL)
3755 TRACE_(d3d_caps)("[FAILED]\n");
3756 return WINED3DERR_NOTAVAILABLE;
3759 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3761 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3762 return WINED3DERR_NOTAVAILABLE;
3765 if (!CheckTextureCapability(adapter, format))
3767 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3768 return WINED3DERR_NOTAVAILABLE;
3771 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3773 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3774 /* When autogenmipmap isn't around continue and return
3775 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3776 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3777 else
3778 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3781 /* Always report dynamic locking. */
3782 if (Usage & WINED3DUSAGE_DYNAMIC)
3783 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3785 if (Usage & WINED3DUSAGE_RENDERTARGET)
3787 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3789 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3790 return WINED3DERR_NOTAVAILABLE;
3792 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3795 /* Always report software processing. */
3796 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3797 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3799 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3801 if (!CheckFilterCapability(adapter, format))
3803 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3804 return WINED3DERR_NOTAVAILABLE;
3806 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3809 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3811 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3813 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3814 return WINED3DERR_NOTAVAILABLE;
3816 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3819 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3821 if (!CheckSrgbReadCapability(adapter, format))
3823 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3824 return WINED3DERR_NOTAVAILABLE;
3826 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3829 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3831 if (!CheckSrgbWriteCapability(adapter, format))
3833 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3834 return WINED3DERR_NOTAVAILABLE;
3836 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3839 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3841 if (!CheckVertexTextureCapability(adapter, format))
3843 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3844 return WINED3DERR_NOTAVAILABLE;
3846 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3849 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3851 if (!CheckWrapAndMipCapability(adapter, format))
3853 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3854 return WINED3DERR_NOTAVAILABLE;
3856 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3858 break;
3860 case WINED3DRTYPE_SURFACE:
3861 /* Surface allows:
3862 * - WINED3DUSAGE_DEPTHSTENCIL
3863 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3864 * - WINED3DUSAGE_RENDERTARGET
3866 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3868 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3869 return WINED3DERR_NOTAVAILABLE;
3872 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3874 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3876 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3877 return WINED3DERR_NOTAVAILABLE;
3879 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3882 if (Usage & WINED3DUSAGE_RENDERTARGET)
3884 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3886 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3887 return WINED3DERR_NOTAVAILABLE;
3889 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3892 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3894 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3896 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3897 return WINED3DERR_NOTAVAILABLE;
3899 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3901 break;
3903 case WINED3DRTYPE_TEXTURE:
3904 /* Texture allows:
3905 * - WINED3DUSAGE_AUTOGENMIPMAP
3906 * - WINED3DUSAGE_DEPTHSTENCIL
3907 * - WINED3DUSAGE_DMAP
3908 * - WINED3DUSAGE_DYNAMIC
3909 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3910 * - WINED3DUSAGE_RENDERTARGET
3911 * - WINED3DUSAGE_SOFTWAREPROCESSING
3912 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3913 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3915 if (SurfaceType != SURFACE_OPENGL)
3917 TRACE_(d3d_caps)("[FAILED]\n");
3918 return WINED3DERR_NOTAVAILABLE;
3921 if (!CheckTextureCapability(adapter, format))
3923 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3924 return WINED3DERR_NOTAVAILABLE;
3927 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3929 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3930 /* When autogenmipmap isn't around continue and return
3931 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3932 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3933 else
3934 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3937 /* Always report dynamic locking. */
3938 if (Usage & WINED3DUSAGE_DYNAMIC)
3939 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3941 if (Usage & WINED3DUSAGE_RENDERTARGET)
3943 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3945 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3946 return WINED3DERR_NOTAVAILABLE;
3948 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3951 /* Always report software processing. */
3952 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3953 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3955 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3957 if (!CheckFilterCapability(adapter, format))
3959 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3960 return WINED3DERR_NOTAVAILABLE;
3962 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3965 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3967 if (!CheckBumpMapCapability(adapter, format))
3969 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3970 return WINED3DERR_NOTAVAILABLE;
3972 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3975 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3977 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3979 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3980 return WINED3DERR_NOTAVAILABLE;
3982 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3985 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3987 if (!CheckSrgbReadCapability(adapter, format))
3989 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3990 return WINED3DERR_NOTAVAILABLE;
3992 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3995 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3997 if (!CheckSrgbWriteCapability(adapter, format))
3999 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4000 return WINED3DERR_NOTAVAILABLE;
4002 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4005 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4007 if (!CheckVertexTextureCapability(adapter, format))
4009 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4010 return WINED3DERR_NOTAVAILABLE;
4012 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4015 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4017 if (!CheckWrapAndMipCapability(adapter, format))
4019 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4020 return WINED3DERR_NOTAVAILABLE;
4022 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4025 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4027 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4029 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4030 return WINED3DERR_NOTAVAILABLE;
4032 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4034 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4035 return WINED3DERR_NOTAVAILABLE;
4037 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4039 break;
4041 case WINED3DRTYPE_VOLUMETEXTURE:
4042 case WINED3DRTYPE_VOLUME:
4043 /* Volume is to VolumeTexture what Surface is to Texture, but its
4044 * usage caps are not documented. Most driver seem to offer
4045 * (nearly) the same on Volume and VolumeTexture, so do that too.
4047 * Volumetexture allows:
4048 * - D3DUSAGE_DYNAMIC
4049 * - D3DUSAGE_NONSECURE (d3d9ex)
4050 * - D3DUSAGE_SOFTWAREPROCESSING
4051 * - D3DUSAGE_QUERY_WRAPANDMIP
4053 if (SurfaceType != SURFACE_OPENGL)
4055 TRACE_(d3d_caps)("[FAILED]\n");
4056 return WINED3DERR_NOTAVAILABLE;
4059 if (!gl_info->supported[EXT_TEXTURE3D])
4061 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4062 return WINED3DERR_NOTAVAILABLE;
4065 if (!CheckTextureCapability(adapter, format))
4067 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4068 return WINED3DERR_NOTAVAILABLE;
4071 /* Filter formats that need conversion; For one part, this
4072 * conversion is unimplemented, and volume textures are huge, so
4073 * it would be a big performance hit. Unless we hit an application
4074 * needing one of those formats, don't advertize them to avoid
4075 * leading applications into temptation. The windows drivers don't
4076 * support most of those formats on volumes anyway, except for
4077 * WINED3DFMT_R32_FLOAT. */
4078 switch (CheckFormat)
4080 case WINED3DFMT_P8_UINT:
4081 case WINED3DFMT_L4A4_UNORM:
4082 case WINED3DFMT_R32_FLOAT:
4083 case WINED3DFMT_R16_FLOAT:
4084 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4085 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4086 case WINED3DFMT_R16G16_UNORM:
4087 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4088 return WINED3DERR_NOTAVAILABLE;
4090 case WINED3DFMT_R8G8B8A8_SNORM:
4091 case WINED3DFMT_R16G16_SNORM:
4092 if (!gl_info->supported[NV_TEXTURE_SHADER])
4094 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4095 return WINED3DERR_NOTAVAILABLE;
4097 break;
4099 case WINED3DFMT_R8G8_SNORM:
4100 if (!gl_info->supported[NV_TEXTURE_SHADER])
4102 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4103 return WINED3DERR_NOTAVAILABLE;
4105 break;
4107 case WINED3DFMT_DXT1:
4108 case WINED3DFMT_DXT2:
4109 case WINED3DFMT_DXT3:
4110 case WINED3DFMT_DXT4:
4111 case WINED3DFMT_DXT5:
4112 /* The GL_EXT_texture_compression_s3tc spec requires that
4113 * loading an s3tc compressed texture results in an error.
4114 * While the D3D refrast does support s3tc volumes, at
4115 * least the nvidia windows driver does not, so we're free
4116 * not to support this format. */
4117 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4118 return WINED3DERR_NOTAVAILABLE;
4120 default:
4121 /* Do nothing, continue with checking the format below */
4122 break;
4125 /* Always report dynamic locking. */
4126 if (Usage & WINED3DUSAGE_DYNAMIC)
4127 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4129 /* Always report software processing. */
4130 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4131 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4133 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4135 if (!CheckFilterCapability(adapter, format))
4137 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4138 return WINED3DERR_NOTAVAILABLE;
4140 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4143 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4145 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4147 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4148 return WINED3DERR_NOTAVAILABLE;
4150 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4153 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4155 if (!CheckSrgbReadCapability(adapter, format))
4157 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4158 return WINED3DERR_NOTAVAILABLE;
4160 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4163 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4165 if (!CheckSrgbWriteCapability(adapter, format))
4167 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4168 return WINED3DERR_NOTAVAILABLE;
4170 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4173 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4175 if (!CheckVertexTextureCapability(adapter, format))
4177 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4178 return WINED3DERR_NOTAVAILABLE;
4180 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4183 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4185 if (!CheckWrapAndMipCapability(adapter, format))
4187 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4188 return WINED3DERR_NOTAVAILABLE;
4190 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4192 break;
4194 default:
4195 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4196 return WINED3DERR_NOTAVAILABLE;
4199 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4200 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4201 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4202 if (UsageCaps == Usage)
4203 return WINED3D_OK;
4204 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4205 return WINED3DOK_NOAUTOGEN;
4207 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4208 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4210 return WINED3DERR_NOTAVAILABLE;
4213 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4214 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4216 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4217 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4218 debug_d3dformat(dst_format));
4220 return WINED3D_OK;
4223 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4224 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4226 UINT mode_count;
4227 HRESULT hr;
4229 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4230 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4231 debug_d3dformat(backbuffer_format), windowed);
4233 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4235 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4236 return WINED3DERR_INVALIDCALL;
4239 /* The task of this function is to check whether a certain display / backbuffer format
4240 * combination is available on the given adapter. In fullscreen mode microsoft specified
4241 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4242 * and display format should match exactly.
4243 * In windowed mode format conversion can occur and this depends on the driver. When format
4244 * conversion is done, this function should nevertheless fail and applications need to use
4245 * CheckDeviceFormatConversion.
4246 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4248 /* There are only 4 display formats. */
4249 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4250 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4251 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4252 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4254 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4255 return WINED3DERR_NOTAVAILABLE;
4258 /* If the requested display format is not available, don't continue. */
4259 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4260 if (!mode_count)
4262 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4263 return WINED3DERR_NOTAVAILABLE;
4266 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4267 * it means 'reuse' the display format for the backbuffer. */
4268 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4270 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4271 return WINED3DERR_NOTAVAILABLE;
4274 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4275 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4276 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4278 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4279 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4280 return WINED3DERR_NOTAVAILABLE;
4283 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4284 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4285 * WINED3DFMT_B5G5R5A1_UNORM. */
4286 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4287 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4289 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4290 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4291 return WINED3DERR_NOTAVAILABLE;
4294 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4295 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4296 * WINED3DFMT_B8G8R8A8_UNORM. */
4297 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4298 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4300 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4301 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4302 return WINED3DERR_NOTAVAILABLE;
4305 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4306 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4307 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4308 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4310 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4311 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4312 return WINED3DERR_NOTAVAILABLE;
4315 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4316 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4317 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4318 if (FAILED(hr))
4319 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4320 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4322 return hr;
4325 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4326 subset of a D3DCAPS9 structure. However, it has to come via a void *
4327 as the d3d8 interface cannot import the d3d9 header */
4328 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4330 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4331 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4332 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4333 int vs_selected_mode;
4334 int ps_selected_mode;
4335 struct shader_caps shader_caps;
4336 struct fragment_caps fragment_caps;
4337 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4339 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4341 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4342 return WINED3DERR_INVALIDCALL;
4345 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4347 /* ------------------------------------------------
4348 The following fields apply to both d3d8 and d3d9
4349 ------------------------------------------------ */
4350 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4351 pCaps->AdapterOrdinal = Adapter;
4353 pCaps->Caps = 0;
4354 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4355 WINED3DCAPS2_FULLSCREENGAMMA |
4356 WINED3DCAPS2_DYNAMICTEXTURES;
4357 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4359 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4362 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4363 WINED3DCAPS3_COPY_TO_VIDMEM |
4364 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4366 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4367 WINED3DPRESENT_INTERVAL_ONE;
4369 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4370 WINED3DCURSORCAPS_LOWRES;
4372 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4373 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4374 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4375 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4376 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4377 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4378 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4379 WINED3DDEVCAPS_PUREDEVICE |
4380 WINED3DDEVCAPS_HWRASTERIZATION |
4381 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4382 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4383 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4384 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4385 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4386 WINED3DDEVCAPS_RTPATCHES;
4388 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4389 WINED3DPMISCCAPS_CULLCCW |
4390 WINED3DPMISCCAPS_CULLCW |
4391 WINED3DPMISCCAPS_COLORWRITEENABLE |
4392 WINED3DPMISCCAPS_CLIPTLVERTS |
4393 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4394 WINED3DPMISCCAPS_MASKZ |
4395 WINED3DPMISCCAPS_BLENDOP |
4396 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4397 /* TODO:
4398 WINED3DPMISCCAPS_NULLREFERENCE
4399 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4400 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4401 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4403 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4404 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4405 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4406 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4408 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4409 WINED3DPRASTERCAPS_PAT |
4410 WINED3DPRASTERCAPS_WFOG |
4411 WINED3DPRASTERCAPS_ZFOG |
4412 WINED3DPRASTERCAPS_FOGVERTEX |
4413 WINED3DPRASTERCAPS_FOGTABLE |
4414 WINED3DPRASTERCAPS_STIPPLE |
4415 WINED3DPRASTERCAPS_SUBPIXEL |
4416 WINED3DPRASTERCAPS_ZTEST |
4417 WINED3DPRASTERCAPS_SCISSORTEST |
4418 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4419 WINED3DPRASTERCAPS_DEPTHBIAS;
4421 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4423 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4424 WINED3DPRASTERCAPS_ZBIAS |
4425 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4427 if (gl_info->supported[NV_FOG_DISTANCE])
4429 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4431 /* FIXME Add:
4432 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4433 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4434 WINED3DPRASTERCAPS_ANTIALIASEDGES
4435 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4436 WINED3DPRASTERCAPS_WBUFFER */
4438 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4439 WINED3DPCMPCAPS_EQUAL |
4440 WINED3DPCMPCAPS_GREATER |
4441 WINED3DPCMPCAPS_GREATEREQUAL |
4442 WINED3DPCMPCAPS_LESS |
4443 WINED3DPCMPCAPS_LESSEQUAL |
4444 WINED3DPCMPCAPS_NEVER |
4445 WINED3DPCMPCAPS_NOTEQUAL;
4447 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4448 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4449 WINED3DPBLENDCAPS_DESTALPHA |
4450 WINED3DPBLENDCAPS_DESTCOLOR |
4451 WINED3DPBLENDCAPS_INVDESTALPHA |
4452 WINED3DPBLENDCAPS_INVDESTCOLOR |
4453 WINED3DPBLENDCAPS_INVSRCALPHA |
4454 WINED3DPBLENDCAPS_INVSRCCOLOR |
4455 WINED3DPBLENDCAPS_ONE |
4456 WINED3DPBLENDCAPS_SRCALPHA |
4457 WINED3DPBLENDCAPS_SRCALPHASAT |
4458 WINED3DPBLENDCAPS_SRCCOLOR |
4459 WINED3DPBLENDCAPS_ZERO;
4461 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4462 WINED3DPBLENDCAPS_DESTCOLOR |
4463 WINED3DPBLENDCAPS_INVDESTALPHA |
4464 WINED3DPBLENDCAPS_INVDESTCOLOR |
4465 WINED3DPBLENDCAPS_INVSRCALPHA |
4466 WINED3DPBLENDCAPS_INVSRCCOLOR |
4467 WINED3DPBLENDCAPS_ONE |
4468 WINED3DPBLENDCAPS_SRCALPHA |
4469 WINED3DPBLENDCAPS_SRCCOLOR |
4470 WINED3DPBLENDCAPS_ZERO;
4471 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4472 * according to the glBlendFunc manpage
4474 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4475 * legacy settings for srcblend only
4478 if (gl_info->supported[EXT_BLEND_COLOR])
4480 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4481 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4485 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4486 WINED3DPCMPCAPS_EQUAL |
4487 WINED3DPCMPCAPS_GREATER |
4488 WINED3DPCMPCAPS_GREATEREQUAL |
4489 WINED3DPCMPCAPS_LESS |
4490 WINED3DPCMPCAPS_LESSEQUAL |
4491 WINED3DPCMPCAPS_NEVER |
4492 WINED3DPCMPCAPS_NOTEQUAL;
4494 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4495 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4496 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4497 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4498 WINED3DPSHADECAPS_COLORFLATRGB |
4499 WINED3DPSHADECAPS_FOGFLAT |
4500 WINED3DPSHADECAPS_FOGGOURAUD |
4501 WINED3DPSHADECAPS_SPECULARFLATRGB;
4503 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4504 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4505 WINED3DPTEXTURECAPS_TRANSPARENCY |
4506 WINED3DPTEXTURECAPS_BORDER |
4507 WINED3DPTEXTURECAPS_MIPMAP |
4508 WINED3DPTEXTURECAPS_PROJECTED |
4509 WINED3DPTEXTURECAPS_PERSPECTIVE;
4511 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4513 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4514 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4517 if (gl_info->supported[EXT_TEXTURE3D])
4519 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4520 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4521 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4524 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4526 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4527 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4528 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4532 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4533 WINED3DPTFILTERCAPS_MAGFPOINT |
4534 WINED3DPTFILTERCAPS_MINFLINEAR |
4535 WINED3DPTFILTERCAPS_MINFPOINT |
4536 WINED3DPTFILTERCAPS_MIPFLINEAR |
4537 WINED3DPTFILTERCAPS_MIPFPOINT |
4538 WINED3DPTFILTERCAPS_LINEAR |
4539 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4540 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4541 WINED3DPTFILTERCAPS_MIPLINEAR |
4542 WINED3DPTFILTERCAPS_MIPNEAREST |
4543 WINED3DPTFILTERCAPS_NEAREST;
4545 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4547 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4548 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4551 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4553 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4554 WINED3DPTFILTERCAPS_MAGFPOINT |
4555 WINED3DPTFILTERCAPS_MINFLINEAR |
4556 WINED3DPTFILTERCAPS_MINFPOINT |
4557 WINED3DPTFILTERCAPS_MIPFLINEAR |
4558 WINED3DPTFILTERCAPS_MIPFPOINT |
4559 WINED3DPTFILTERCAPS_LINEAR |
4560 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4561 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4562 WINED3DPTFILTERCAPS_MIPLINEAR |
4563 WINED3DPTFILTERCAPS_MIPNEAREST |
4564 WINED3DPTFILTERCAPS_NEAREST;
4566 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4568 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4569 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4571 } else
4572 pCaps->CubeTextureFilterCaps = 0;
4574 if (gl_info->supported[EXT_TEXTURE3D])
4576 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4577 WINED3DPTFILTERCAPS_MAGFPOINT |
4578 WINED3DPTFILTERCAPS_MINFLINEAR |
4579 WINED3DPTFILTERCAPS_MINFPOINT |
4580 WINED3DPTFILTERCAPS_MIPFLINEAR |
4581 WINED3DPTFILTERCAPS_MIPFPOINT |
4582 WINED3DPTFILTERCAPS_LINEAR |
4583 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4584 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4585 WINED3DPTFILTERCAPS_MIPLINEAR |
4586 WINED3DPTFILTERCAPS_MIPNEAREST |
4587 WINED3DPTFILTERCAPS_NEAREST;
4588 } else
4589 pCaps->VolumeTextureFilterCaps = 0;
4591 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4592 WINED3DPTADDRESSCAPS_CLAMP |
4593 WINED3DPTADDRESSCAPS_WRAP;
4595 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4597 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4599 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4601 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4603 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4605 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4608 if (gl_info->supported[EXT_TEXTURE3D])
4610 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4611 WINED3DPTADDRESSCAPS_CLAMP |
4612 WINED3DPTADDRESSCAPS_WRAP;
4613 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4615 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4617 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4619 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4621 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4623 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4625 } else
4626 pCaps->VolumeTextureAddressCaps = 0;
4628 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4629 WINED3DLINECAPS_ZTEST |
4630 WINED3DLINECAPS_BLEND |
4631 WINED3DLINECAPS_ALPHACMP |
4632 WINED3DLINECAPS_FOG;
4633 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4634 * idea how generating the smoothing alpha values works; the result is different
4637 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4638 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4640 if (gl_info->supported[EXT_TEXTURE3D])
4641 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4642 else
4643 pCaps->MaxVolumeExtent = 0;
4645 pCaps->MaxTextureRepeat = 32768;
4646 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4647 pCaps->MaxVertexW = 1.0f;
4649 pCaps->GuardBandLeft = 0.0f;
4650 pCaps->GuardBandTop = 0.0f;
4651 pCaps->GuardBandRight = 0.0f;
4652 pCaps->GuardBandBottom = 0.0f;
4654 pCaps->ExtentsAdjust = 0.0f;
4656 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4657 WINED3DSTENCILCAPS_INCRSAT |
4658 WINED3DSTENCILCAPS_INVERT |
4659 WINED3DSTENCILCAPS_KEEP |
4660 WINED3DSTENCILCAPS_REPLACE |
4661 WINED3DSTENCILCAPS_ZERO;
4662 if (gl_info->supported[EXT_STENCIL_WRAP])
4664 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4665 WINED3DSTENCILCAPS_INCR;
4667 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4669 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4672 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4674 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4675 pCaps->MaxActiveLights = gl_info->limits.lights;
4677 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4678 pCaps->MaxVertexBlendMatrixIndex = 0;
4680 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4681 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4684 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4685 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4686 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4687 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4688 WINED3DVTXPCAPS_LOCALVIEWER |
4689 WINED3DVTXPCAPS_VERTEXFOG |
4690 WINED3DVTXPCAPS_TEXGEN;
4692 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4693 pCaps->MaxVertexIndex = 0xFFFFF;
4694 pCaps->MaxStreams = MAX_STREAMS;
4695 pCaps->MaxStreamStride = 1024;
4697 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4698 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4699 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4700 pCaps->MaxNpatchTessellationLevel = 0;
4701 pCaps->MasterAdapterOrdinal = 0;
4702 pCaps->AdapterOrdinalInGroup = 0;
4703 pCaps->NumberOfAdaptersInGroup = 1;
4705 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4707 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4708 WINED3DPTFILTERCAPS_MAGFPOINT |
4709 WINED3DPTFILTERCAPS_MINFLINEAR |
4710 WINED3DPTFILTERCAPS_MAGFLINEAR;
4711 pCaps->VertexTextureFilterCaps = 0;
4713 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4714 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4716 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4717 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4719 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4720 * Ignore shader model capabilities if disabled in config
4722 if(vs_selected_mode == SHADER_NONE) {
4723 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4724 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4725 pCaps->MaxVertexShaderConst = 0;
4726 } else {
4727 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4728 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4731 if(ps_selected_mode == SHADER_NONE) {
4732 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4733 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4734 pCaps->PixelShader1xMaxValue = 0.0f;
4735 } else {
4736 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4737 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4740 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4741 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4742 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4744 /* The following caps are shader specific, but they are things we cannot detect, or which
4745 * are the same among all shader models. So to avoid code duplication set the shader version
4746 * specific, but otherwise constant caps here
4748 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4749 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4750 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4751 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4752 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4753 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4754 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4756 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4757 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4759 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4761 pCaps->VS20Caps.Caps = 0;
4762 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4763 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4764 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4766 pCaps->MaxVShaderInstructionsExecuted = 65535;
4767 pCaps->MaxVertexShader30InstructionSlots = 0;
4768 } else { /* VS 1.x */
4769 pCaps->VS20Caps.Caps = 0;
4770 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4771 pCaps->VS20Caps.NumTemps = 0;
4772 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4774 pCaps->MaxVShaderInstructionsExecuted = 0;
4775 pCaps->MaxVertexShader30InstructionSlots = 0;
4778 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4779 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4780 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4782 /* 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 */
4783 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4784 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4785 WINED3DPS20CAPS_PREDICATION |
4786 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4787 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4788 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4789 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4790 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4791 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4793 pCaps->MaxPShaderInstructionsExecuted = 65535;
4794 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4795 adapter->gl_info.limits.arb_ps_instructions);
4797 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4799 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4800 pCaps->PS20Caps.Caps = 0;
4801 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4802 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4803 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4804 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4806 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4807 pCaps->MaxPixelShader30InstructionSlots = 0;
4808 } else { /* PS 1.x */
4809 pCaps->PS20Caps.Caps = 0;
4810 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4811 pCaps->PS20Caps.NumTemps = 0;
4812 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4813 pCaps->PS20Caps.NumInstructionSlots = 0;
4815 pCaps->MaxPShaderInstructionsExecuted = 0;
4816 pCaps->MaxPixelShader30InstructionSlots = 0;
4819 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4820 /* OpenGL supports all the formats below, perhaps not always
4821 * without conversion, but it supports them.
4822 * Further GLSL doesn't seem to have an official unsigned type so
4823 * don't advertise it yet as I'm not sure how we handle it.
4824 * We might need to add some clamping in the shader engine to
4825 * support it.
4826 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4827 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4828 WINED3DDTCAPS_UBYTE4N |
4829 WINED3DDTCAPS_SHORT2N |
4830 WINED3DDTCAPS_SHORT4N;
4831 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4833 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4834 WINED3DDTCAPS_FLOAT16_4;
4836 } else
4837 pCaps->DeclTypes = 0;
4839 /* Set DirectDraw helper Caps */
4840 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4841 WINEDDCKEYCAPS_SRCBLT;
4842 fx_caps = WINEDDFXCAPS_BLTALPHA |
4843 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4844 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4845 WINEDDFXCAPS_BLTROTATION90 |
4846 WINEDDFXCAPS_BLTSHRINKX |
4847 WINEDDFXCAPS_BLTSHRINKXN |
4848 WINEDDFXCAPS_BLTSHRINKY |
4849 WINEDDFXCAPS_BLTSHRINKXN |
4850 WINEDDFXCAPS_BLTSTRETCHX |
4851 WINEDDFXCAPS_BLTSTRETCHXN |
4852 WINEDDFXCAPS_BLTSTRETCHY |
4853 WINEDDFXCAPS_BLTSTRETCHYN;
4854 blit_caps = WINEDDCAPS_BLT |
4855 WINEDDCAPS_BLTCOLORFILL |
4856 WINEDDCAPS_BLTDEPTHFILL |
4857 WINEDDCAPS_BLTSTRETCH |
4858 WINEDDCAPS_CANBLTSYSMEM |
4859 WINEDDCAPS_CANCLIP |
4860 WINEDDCAPS_CANCLIPSTRETCHED |
4861 WINEDDCAPS_COLORKEY |
4862 WINEDDCAPS_COLORKEYHWASSIST |
4863 WINEDDCAPS_ALIGNBOUNDARYSRC;
4864 pal_caps = WINEDDPCAPS_8BIT |
4865 WINEDDPCAPS_PRIMARYSURFACE;
4867 /* Fill the ddraw caps structure */
4868 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4869 WINEDDCAPS_PALETTE |
4870 blit_caps;
4871 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4872 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4873 WINEDDCAPS2_PRIMARYGAMMA |
4874 WINEDDCAPS2_WIDESURFACES |
4875 WINEDDCAPS2_CANRENDERWINDOWED;
4876 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4877 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4878 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4879 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4880 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4881 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4882 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4883 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4884 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4885 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4886 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4887 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4889 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4890 WINEDDSCAPS_BACKBUFFER |
4891 WINEDDSCAPS_FLIP |
4892 WINEDDSCAPS_FRONTBUFFER |
4893 WINEDDSCAPS_OFFSCREENPLAIN |
4894 WINEDDSCAPS_PALETTE |
4895 WINEDDSCAPS_PRIMARYSURFACE |
4896 WINEDDSCAPS_SYSTEMMEMORY |
4897 WINEDDSCAPS_VIDEOMEMORY |
4898 WINEDDSCAPS_VISIBLE;
4899 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4901 /* Set D3D caps if OpenGL is available. */
4902 if (adapter->opengl)
4904 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4905 WINEDDSCAPS_MIPMAP |
4906 WINEDDSCAPS_TEXTURE |
4907 WINEDDSCAPS_ZBUFFER;
4908 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4911 return WINED3D_OK;
4914 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4915 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4917 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4918 IWineD3DDeviceImpl *object;
4919 HRESULT hr;
4921 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4922 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4924 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4925 * number and create a device without a 3D adapter for 2D only operation. */
4926 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4928 return WINED3DERR_INVALIDCALL;
4931 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4932 if (!object)
4934 ERR("Failed to allocate device memory.\n");
4935 return E_OUTOFMEMORY;
4938 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4939 if (FAILED(hr))
4941 WARN("Failed to initialize device, hr %#x.\n", hr);
4942 HeapFree(GetProcessHeap(), 0, object);
4943 return hr;
4946 TRACE("Created device %p.\n", object);
4947 *device = (IWineD3DDevice *)object;
4949 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4951 return WINED3D_OK;
4954 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4956 TRACE("iface %p.\n", iface);
4958 return ((IWineD3DImpl *)iface)->parent;
4961 static void WINE_GLAPI invalid_func(const void *data)
4963 ERR("Invalid vertex attribute function called\n");
4964 DebugBreak();
4967 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4969 ERR("Invalid texcoord function called\n");
4970 DebugBreak();
4973 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4974 * the extension detection and are used in drawStridedSlow
4976 static void WINE_GLAPI position_d3dcolor(const void *data)
4978 DWORD pos = *((const DWORD *)data);
4980 FIXME("Add a test for fixed function position from d3dcolor type\n");
4981 glVertex4s(D3DCOLOR_B_R(pos),
4982 D3DCOLOR_B_G(pos),
4983 D3DCOLOR_B_B(pos),
4984 D3DCOLOR_B_A(pos));
4987 static void WINE_GLAPI position_float4(const void *data)
4989 const GLfloat *pos = data;
4991 if (pos[3] != 0.0f && pos[3] != 1.0f)
4993 float w = 1.0f / pos[3];
4995 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4997 else
4999 glVertex3fv(pos);
5003 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5005 DWORD diffuseColor = *((const DWORD *)data);
5007 glColor4ub(D3DCOLOR_B_R(diffuseColor),
5008 D3DCOLOR_B_G(diffuseColor),
5009 D3DCOLOR_B_B(diffuseColor),
5010 D3DCOLOR_B_A(diffuseColor));
5013 static void WINE_GLAPI specular_d3dcolor(const void *data)
5015 DWORD specularColor = *((const DWORD *)data);
5016 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5017 D3DCOLOR_B_G(specularColor),
5018 D3DCOLOR_B_B(specularColor)};
5020 specular_func_3ubv(d);
5023 static void WINE_GLAPI warn_no_specular_func(const void *data)
5025 WARN("GL_EXT_secondary_color not supported\n");
5028 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5030 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5031 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5032 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5033 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5034 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5035 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5036 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5037 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5038 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5039 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5040 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5041 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5042 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5043 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5044 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5045 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5046 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5048 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5049 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5050 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5051 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5052 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5053 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5054 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5055 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5056 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5057 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5058 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5059 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5060 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5061 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5062 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5063 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5064 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5066 /* No 4 component entry points here */
5067 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5068 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5069 if (gl_info->supported[EXT_SECONDARY_COLOR])
5071 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5073 else
5075 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5077 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5078 if (gl_info->supported[EXT_SECONDARY_COLOR])
5080 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5081 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5083 else
5085 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5087 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5088 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5089 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5090 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5091 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5092 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5093 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5094 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5095 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5096 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5097 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5098 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5100 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5101 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5103 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5104 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5105 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5106 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5107 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5108 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5109 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5110 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5111 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5112 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5113 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5114 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5115 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5116 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5117 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5118 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5119 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5121 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5122 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5123 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5124 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5125 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5126 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5127 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5128 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5129 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5130 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5131 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5132 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5133 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5134 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5135 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5136 if (gl_info->supported[NV_HALF_FLOAT])
5138 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5139 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5140 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5141 } else {
5142 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5143 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5147 /* Do not call while under the GL lock. */
5148 static BOOL InitAdapters(IWineD3DImpl *This)
5150 static HMODULE mod_gl;
5151 BOOL ret;
5152 int ps_selected_mode, vs_selected_mode;
5154 /* No need to hold any lock. The calling library makes sure only one thread calls
5155 * wined3d simultaneously
5158 TRACE("Initializing adapters\n");
5160 if(!mod_gl) {
5161 #ifdef USE_WIN32_OPENGL
5162 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5163 mod_gl = LoadLibraryA("opengl32.dll");
5164 if(!mod_gl) {
5165 ERR("Can't load opengl32.dll!\n");
5166 goto nogl_adapter;
5168 #else
5169 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5170 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5171 mod_gl = GetModuleHandleA("gdi32.dll");
5172 #endif
5175 /* Load WGL core functions from opengl32.dll */
5176 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5177 WGL_FUNCS_GEN;
5178 #undef USE_WGL_FUNC
5180 if(!pwglGetProcAddress) {
5181 ERR("Unable to load wglGetProcAddress!\n");
5182 goto nogl_adapter;
5185 /* Dynamically load all GL core functions */
5186 GL_FUNCS_GEN;
5187 #undef USE_GL_FUNC
5189 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5190 * otherwise because we have to use winex11.drv's override
5192 #ifdef USE_WIN32_OPENGL
5193 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5194 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5195 #else
5196 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5197 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5198 #endif
5200 glEnableWINE = glEnable;
5201 glDisableWINE = glDisable;
5203 /* For now only one default adapter */
5205 struct wined3d_adapter *adapter = &This->adapters[0];
5206 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5207 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5208 int iPixelFormat;
5209 int res;
5210 int i;
5211 WineD3D_PixelFormat *cfgs;
5212 DISPLAY_DEVICEW DisplayDevice;
5213 HDC hdc;
5215 TRACE("Initializing default adapter\n");
5216 adapter->ordinal = 0;
5217 adapter->monitorPoint.x = -1;
5218 adapter->monitorPoint.y = -1;
5220 if (!AllocateLocallyUniqueId(&adapter->luid))
5222 DWORD err = GetLastError();
5223 ERR("Failed to set adapter LUID (%#x).\n", err);
5224 goto nogl_adapter;
5226 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5227 adapter->luid.HighPart, adapter->luid.LowPart);
5229 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5231 ERR("Failed to get a gl context for default adapter\n");
5232 goto nogl_adapter;
5235 ret = IWineD3DImpl_FillGLCaps(adapter);
5236 if(!ret) {
5237 ERR("Failed to initialize gl caps for default adapter\n");
5238 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5239 goto nogl_adapter;
5241 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5242 if(!ret) {
5243 ERR("Failed to init gl formats\n");
5244 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5245 goto nogl_adapter;
5248 hdc = fake_gl_ctx.dc;
5250 adapter->TextureRam = adapter->driver_info.vidmem;
5251 adapter->UsedTextureRam = 0;
5252 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5254 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5255 DisplayDevice.cb = sizeof(DisplayDevice);
5256 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5257 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5258 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5260 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5262 int attribute;
5263 int attribs[11];
5264 int values[11];
5265 int nAttribs = 0;
5267 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5268 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5270 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5271 cfgs = adapter->cfgs;
5272 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5273 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5274 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5275 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5276 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5277 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5278 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5279 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5280 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5281 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5282 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5284 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5286 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5288 if(!res)
5289 continue;
5291 /* Cache the pixel format */
5292 cfgs->iPixelFormat = iPixelFormat;
5293 cfgs->redSize = values[0];
5294 cfgs->greenSize = values[1];
5295 cfgs->blueSize = values[2];
5296 cfgs->alphaSize = values[3];
5297 cfgs->colorSize = values[4];
5298 cfgs->depthSize = values[5];
5299 cfgs->stencilSize = values[6];
5300 cfgs->windowDrawable = values[7];
5301 cfgs->iPixelType = values[8];
5302 cfgs->doubleBuffer = values[9];
5303 cfgs->auxBuffers = values[10];
5305 cfgs->numSamples = 0;
5306 /* Check multisample support */
5307 if (gl_info->supported[ARB_MULTISAMPLE])
5309 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5310 int value[2];
5311 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5312 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5313 * value[1] = number of multi sample buffers*/
5314 if(value[0])
5315 cfgs->numSamples = value[1];
5319 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5320 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5321 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5322 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5323 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5324 cfgs++;
5327 else
5329 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5330 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5331 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5333 cfgs = adapter->cfgs;
5334 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5336 PIXELFORMATDESCRIPTOR ppfd;
5338 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5339 if(!res)
5340 continue;
5342 /* We only want HW acceleration using an OpenGL ICD driver.
5343 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5344 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5346 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5348 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5349 continue;
5352 cfgs->iPixelFormat = iPixelFormat;
5353 cfgs->redSize = ppfd.cRedBits;
5354 cfgs->greenSize = ppfd.cGreenBits;
5355 cfgs->blueSize = ppfd.cBlueBits;
5356 cfgs->alphaSize = ppfd.cAlphaBits;
5357 cfgs->colorSize = ppfd.cColorBits;
5358 cfgs->depthSize = ppfd.cDepthBits;
5359 cfgs->stencilSize = ppfd.cStencilBits;
5360 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5361 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5362 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5363 cfgs->auxBuffers = ppfd.cAuxBuffers;
5364 cfgs->numSamples = 0;
5366 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5367 "depth=%d, stencil=%d, windowDrawable=%d\n",
5368 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5369 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5370 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5371 cfgs++;
5372 adapter->nCfgs++;
5375 /* 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 */
5376 if(!adapter->nCfgs)
5378 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5380 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5381 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5382 goto nogl_adapter;
5386 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5387 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5388 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5389 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5390 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5391 * driver is allowed to consume more bits EXCEPT for stencil bits.
5393 * Mark an adapter with this broken stencil behavior.
5395 adapter->brokenStencil = TRUE;
5396 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5398 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5399 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5400 adapter->brokenStencil = FALSE;
5401 break;
5405 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5407 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5408 fillGLAttribFuncs(&adapter->gl_info);
5409 adapter->opengl = TRUE;
5411 This->adapter_count = 1;
5412 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5414 return TRUE;
5416 nogl_adapter:
5417 /* Initialize an adapter for ddraw-only memory counting */
5418 memset(This->adapters, 0, sizeof(This->adapters));
5419 This->adapters[0].ordinal = 0;
5420 This->adapters[0].opengl = FALSE;
5421 This->adapters[0].monitorPoint.x = -1;
5422 This->adapters[0].monitorPoint.y = -1;
5424 This->adapters[0].driver_info.name = "Display";
5425 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5426 if(wined3d_settings.emulated_textureram) {
5427 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5428 } else {
5429 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5432 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5434 This->adapter_count = 1;
5435 return FALSE;
5438 /**********************************************************
5439 * IWineD3D VTbl follows
5440 **********************************************************/
5442 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5444 /* IUnknown */
5445 IWineD3DImpl_QueryInterface,
5446 IWineD3DImpl_AddRef,
5447 IWineD3DImpl_Release,
5448 /* IWineD3D */
5449 IWineD3DImpl_GetParent,
5450 IWineD3DImpl_GetAdapterCount,
5451 IWineD3DImpl_RegisterSoftwareDevice,
5452 IWineD3DImpl_GetAdapterMonitor,
5453 IWineD3DImpl_GetAdapterModeCount,
5454 IWineD3DImpl_EnumAdapterModes,
5455 IWineD3DImpl_GetAdapterDisplayMode,
5456 IWineD3DImpl_GetAdapterIdentifier,
5457 IWineD3DImpl_CheckDeviceMultiSampleType,
5458 IWineD3DImpl_CheckDepthStencilMatch,
5459 IWineD3DImpl_CheckDeviceType,
5460 IWineD3DImpl_CheckDeviceFormat,
5461 IWineD3DImpl_CheckDeviceFormatConversion,
5462 IWineD3DImpl_GetDeviceCaps,
5463 IWineD3DImpl_CreateDevice
5466 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5468 const struct wined3d_parent_ops wined3d_null_parent_ops =
5470 wined3d_null_wined3d_object_destroyed,
5473 /* Do not call while under the GL lock. */
5474 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5476 wined3d->lpVtbl = &IWineD3D_Vtbl;
5477 wined3d->dxVersion = version;
5478 wined3d->ref = 1;
5479 wined3d->parent = parent;
5481 if (!InitAdapters(wined3d))
5483 WARN("Failed to initialize adapters.\n");
5484 if (version > 7)
5486 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5487 return E_FAIL;
5491 return WINED3D_OK;