wined3d: Add support for shadow samplers.
[wine/multimedia.git] / dlls / wined3d / directx.c
blobbcc271be418efd092cad0bb817f907ac6bb253d7
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 GLINFO_LOCATION (*gl_info)
34 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
39 /* Extension detection */
40 static const struct {
41 const char *extension_string;
42 GL_SupportedExt extension;
43 DWORD version;
44 } EXTENSION_MAP[] = {
45 /* APPLE */
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
49 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
50 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
51 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 /* ARB */
54 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
56 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
57 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
62 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
63 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
64 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
67 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
68 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
69 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
70 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
71 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
72 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
73 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
74 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
75 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
76 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
77 {"GL_ARB_shadow", ARB_SHADOW, 0 },
78 {"GL_ARB_sync", ARB_SYNC, 0 },
79 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
80 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 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_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
109 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
110 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
111 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
112 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
114 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
115 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
116 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
117 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
118 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
119 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
120 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
121 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
122 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
123 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
124 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
125 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
126 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
127 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
128 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
129 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
130 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
131 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
133 /* NV */
134 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
135 {"GL_NV_fence", NV_FENCE, 0 },
136 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
137 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
138 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
139 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
140 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
141 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
142 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
143 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
144 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
145 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
146 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
147 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
148 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
149 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
150 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
151 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
152 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
154 /* SGI */
155 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
158 /**********************************************************
159 * Utility functions follow
160 **********************************************************/
162 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
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 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 PIXELFORMATDESCRIPTOR pfd;
250 int iPixelFormat;
252 TRACE("getting context...\n");
254 ctx->restore_dc = pwglGetCurrentDC();
255 ctx->restore_gl_ctx = pwglGetCurrentContext();
257 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
258 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
259 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
260 if (!ctx->wnd)
262 ERR_(d3d_caps)("Failed to create a window.\n");
263 goto fail;
266 ctx->dc = GetDC(ctx->wnd);
267 if (!ctx->dc)
269 ERR_(d3d_caps)("Failed to get a DC.\n");
270 goto fail;
273 /* PixelFormat selection */
274 ZeroMemory(&pfd, sizeof(pfd));
275 pfd.nSize = sizeof(pfd);
276 pfd.nVersion = 1;
277 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
278 pfd.iPixelType = PFD_TYPE_RGBA;
279 pfd.cColorBits = 32;
280 pfd.iLayerType = PFD_MAIN_PLANE;
282 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
283 if (!iPixelFormat)
285 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
286 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
287 goto fail;
289 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
290 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292 /* Create a GL context. */
293 ctx->gl_ctx = pwglCreateContext(ctx->dc);
294 if (!ctx->gl_ctx)
296 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
297 goto fail;
300 /* Make it the current GL context. */
301 if (!context_set_current(NULL))
303 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
306 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
309 goto fail;
312 return TRUE;
314 fail:
315 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
316 ctx->gl_ctx = NULL;
317 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
318 ctx->dc = NULL;
319 if (ctx->wnd) DestroyWindow(ctx->wnd);
320 ctx->wnd = NULL;
321 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
326 return FALSE;
329 /* Adjust the amount of used texture memory */
330 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, long glram)
332 struct wined3d_adapter *adapter = device->adapter;
334 adapter->UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
336 return adapter->UsedTextureRam;
339 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
342 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
345 /**********************************************************
346 * IUnknown parts follows
347 **********************************************************/
349 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
354 if (IsEqualGUID(riid, &IID_IUnknown)
355 || IsEqualGUID(riid, &IID_IWineD3DBase)
356 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
357 IUnknown_AddRef(iface);
358 *ppobj = This;
359 return S_OK;
361 *ppobj = NULL;
362 return E_NOINTERFACE;
365 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
366 IWineD3DImpl *This = (IWineD3DImpl *)iface;
367 ULONG refCount = InterlockedIncrement(&This->ref);
369 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
370 return refCount;
373 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
374 IWineD3DImpl *This = (IWineD3DImpl *)iface;
375 ULONG ref;
376 TRACE("(%p) : Releasing from %d\n", This, This->ref);
377 ref = InterlockedDecrement(&This->ref);
378 if (ref == 0) {
379 unsigned int i;
381 for (i = 0; i < This->adapter_count; ++i)
383 wined3d_adapter_cleanup(&This->adapters[i]);
385 HeapFree(GetProcessHeap(), 0, This);
388 return ref;
391 /**********************************************************
392 * IWineD3D parts follows
393 **********************************************************/
395 /* GL locking is done by the caller */
396 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
398 GLuint prog;
399 BOOL ret = FALSE;
400 const char *testcode =
401 "!!ARBvp1.0\n"
402 "PARAM C[66] = { program.env[0..65] };\n"
403 "ADDRESS A0;"
404 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
405 "ARL A0.x, zero.x;\n"
406 "MOV result.position, C[A0.x + 65];\n"
407 "END\n";
409 while(glGetError());
410 GL_EXTCALL(glGenProgramsARB(1, &prog));
411 if(!prog) {
412 ERR("Failed to create an ARB offset limit test program\n");
414 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
415 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
416 strlen(testcode), testcode));
417 if(glGetError() != 0) {
418 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
419 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
420 ret = TRUE;
421 } else TRACE("OpenGL implementation allows offsets > 63\n");
423 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
424 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
425 checkGLcall("ARB vp offset limit test cleanup");
427 return ret;
430 static DWORD ver_for_ext(GL_SupportedExt ext)
432 unsigned int i;
433 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
434 if(EXTENSION_MAP[i].extension == ext) {
435 return EXTENSION_MAP[i].version;
438 return 0;
441 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
442 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
444 if (card_vendor != HW_VENDOR_ATI) return FALSE;
445 if (device == CARD_ATI_RADEON_9500) return TRUE;
446 if (device == CARD_ATI_RADEON_X700) return TRUE;
447 if (device == CARD_ATI_RADEON_X1600) return TRUE;
448 return FALSE;
451 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
452 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
454 if (card_vendor == HW_VENDOR_NVIDIA)
456 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
458 return TRUE;
461 return FALSE;
464 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
465 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
467 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
468 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
469 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
471 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
472 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
473 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
474 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
475 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
476 * the chance that other implementations support them is rather small since Win32 QuickTime uses
477 * DirectDraw, not OpenGL.
479 * This test has been moved into wined3d_guess_gl_vendor()
481 if (gl_vendor == GL_VENDOR_APPLE)
483 return TRUE;
485 return FALSE;
488 /* Context activation is done by the caller. */
489 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
491 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
492 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
493 * all the texture. This function detects this bug by its symptom and disables PBOs
494 * if the test fails.
496 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
497 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
498 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
499 * read back is compared to the original. If they are equal PBOs are assumed to work,
500 * otherwise the PBO extension is disabled. */
501 GLuint texture, pbo;
502 static const unsigned int pattern[] =
504 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
505 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
506 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
507 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
509 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
511 /* No PBO -> No point in testing them. */
512 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
514 ENTER_GL();
516 while (glGetError());
517 glGenTextures(1, &texture);
518 glBindTexture(GL_TEXTURE_2D, texture);
520 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
521 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
522 checkGLcall("Specifying the PBO test texture");
524 GL_EXTCALL(glGenBuffersARB(1, &pbo));
525 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
526 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
527 checkGLcall("Specifying the PBO test pbo");
529 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
530 checkGLcall("Loading the PBO test texture");
532 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
533 LEAVE_GL();
535 wglFinish(); /* just to be sure */
537 memset(check, 0, sizeof(check));
538 ENTER_GL();
539 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
540 checkGLcall("Reading back the PBO test texture");
542 glDeleteTextures(1, &texture);
543 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
544 checkGLcall("PBO test cleanup");
546 LEAVE_GL();
548 if (memcmp(check, pattern, sizeof(check)))
550 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
551 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
552 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
554 else
556 TRACE_(d3d_caps)("PBO test successful.\n");
560 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
561 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
563 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
566 static BOOL match_apple_nonr500ati(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 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
570 if (card_vendor != HW_VENDOR_ATI) return FALSE;
571 if (device == CARD_ATI_RADEON_X1600) return FALSE;
572 return TRUE;
575 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
576 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
578 return gl_vendor == GL_VENDOR_FGLRX;
582 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
583 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
585 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
586 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
587 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
588 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
589 * hardcoded
591 * dx10 cards usually have 64 varyings */
592 return gl_info->limits.glsl_varyings > 44;
595 /* A GL context is provided by the caller */
596 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
597 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
599 GLenum error;
600 DWORD data[16];
602 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
604 ENTER_GL();
605 while(glGetError());
606 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
607 error = glGetError();
608 LEAVE_GL();
610 if(error == GL_NO_ERROR)
612 TRACE("GL Implementation accepts 4 component specular color pointers\n");
613 return TRUE;
615 else
617 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
618 debug_glerror(error));
619 return FALSE;
623 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
624 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
626 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
627 return gl_info->supported[NV_TEXTURE_SHADER];
630 /* A GL context is provided by the caller */
631 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
632 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
634 GLuint prog;
635 BOOL ret = FALSE;
636 GLint pos;
637 const char *testcode =
638 "!!ARBvp1.0\n"
639 "OPTION NV_vertex_program2;\n"
640 "MOV result.clip[0], 0.0;\n"
641 "MOV result.position, 0.0;\n"
642 "END\n";
644 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
646 ENTER_GL();
647 while(glGetError());
649 GL_EXTCALL(glGenProgramsARB(1, &prog));
650 if(!prog)
652 ERR("Failed to create the NVvp clip test program\n");
653 LEAVE_GL();
654 return FALSE;
656 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
657 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
658 strlen(testcode), testcode));
659 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
660 if(pos != -1)
662 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
663 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
664 ret = TRUE;
665 while(glGetError());
667 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
669 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
670 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
671 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
673 LEAVE_GL();
674 return ret;
677 /* Context activation is done by the caller. */
678 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
679 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
681 char data[4 * 4 * 4];
682 GLuint tex, fbo;
683 GLenum status;
685 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
687 memset(data, 0xcc, sizeof(data));
689 ENTER_GL();
691 glGenTextures(1, &tex);
692 glBindTexture(GL_TEXTURE_2D, tex);
693 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
694 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
695 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
696 checkGLcall("glTexImage2D");
698 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
699 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
700 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
701 checkGLcall("glFramebufferTexture2D");
703 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
704 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
705 checkGLcall("glCheckFramebufferStatus");
707 memset(data, 0x11, sizeof(data));
708 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
709 checkGLcall("glTexSubImage2D");
711 glClearColor(0.996, 0.729, 0.745, 0.792);
712 glClear(GL_COLOR_BUFFER_BIT);
713 checkGLcall("glClear");
715 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
716 checkGLcall("glGetTexImage");
718 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
719 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
720 glBindTexture(GL_TEXTURE_2D, 0);
721 checkGLcall("glBindTexture");
723 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
724 glDeleteTextures(1, &tex);
725 checkGLcall("glDeleteTextures");
727 LEAVE_GL();
729 return *(DWORD *)data == 0x11111111;
732 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
734 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
735 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
736 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
737 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
740 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
742 quirk_arb_constants(gl_info);
743 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
744 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
745 * allow 48 different offsets or other helper immediate values. */
746 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
747 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
750 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
751 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
752 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
753 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
754 * most games, but avoids the crash
756 * A more sophisticated way would be to find all units that need texture coordinates and enable
757 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
758 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
760 * Note that disabling the extension entirely does not gain predictability because there is no point
761 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
762 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
764 if (gl_info->supported[ARB_POINT_SPRITE])
766 TRACE("Limiting point sprites to one texture unit.\n");
767 gl_info->limits.point_sprite_units = 1;
771 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
773 quirk_arb_constants(gl_info);
775 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
776 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
777 * If real NP2 textures are used, the driver falls back to software. We could just remove the
778 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
779 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
780 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
781 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
783 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
784 * has this extension promoted to core. The extension loading code sets this extension supported
785 * due to that, so this code works on fglrx as well. */
786 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
788 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
789 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
790 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
793 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
794 * it is generally more efficient. Reserve just 8 constants. */
795 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
796 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
799 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
801 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
802 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
803 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
804 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
805 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
806 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
808 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
809 * triggering the software fallback. There is not much we can do here apart from disabling the
810 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
811 * in IWineD3DImpl_FillGLCaps).
812 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
813 * post-processing effects in the game "Max Payne 2").
814 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
815 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
816 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
817 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
820 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
822 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
823 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
824 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
825 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
826 * according to the spec.
828 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
829 * makes the shader slower and eats instruction slots which should be available to the d3d app.
831 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
832 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
833 * this workaround is activated on cards that do not need it, it won't break things, just affect
834 * performance negatively. */
835 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
836 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
839 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
841 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
844 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
846 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
849 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
851 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
852 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
855 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
857 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
860 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
862 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
865 struct driver_quirk
867 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
868 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
869 void (*apply)(struct wined3d_gl_info *gl_info);
870 const char *description;
873 static const struct driver_quirk quirk_table[] =
876 match_ati_r300_to_500,
877 quirk_ati_dx9,
878 "ATI GLSL constant and normalized texrect quirk"
880 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
881 * used it falls back to software. While the compiler can detect if the shader uses all declared
882 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
883 * using relative addressing falls back to software.
885 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
887 match_apple,
888 quirk_apple_glsl_constants,
889 "Apple GLSL uniform override"
892 match_geforce5,
893 quirk_no_np2,
894 "Geforce 5 NP2 disable"
897 match_apple_intel,
898 quirk_texcoord_w,
899 "Init texcoord .w for Apple Intel GPU driver"
902 match_apple_nonr500ati,
903 quirk_texcoord_w,
904 "Init texcoord .w for Apple ATI >= r600 GPU driver"
907 match_fglrx,
908 quirk_one_point_sprite,
909 "Fglrx point sprite crash workaround"
912 match_dx10_capable,
913 quirk_clip_varying,
914 "Reserved varying for gl_ClipPos"
917 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
918 * GL implementations accept it. The Mac GL is the only implementation known to
919 * reject it.
921 * If we can pass 4 component specular colors, do it, because (a) we don't have
922 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
923 * passes specular alpha to the pixel shader if any is used. Otherwise the
924 * specular alpha is used to pass the fog coordinate, which we pass to opengl
925 * via GL_EXT_fog_coord.
927 match_allows_spec_alpha,
928 quirk_allows_specular_alpha,
929 "Allow specular alpha quirk"
932 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
933 * (rdar://5682521).
935 match_apple_nvts,
936 quirk_apple_nvts,
937 "Apple NV_texture_shader disable"
940 match_broken_nv_clip,
941 quirk_disable_nvvp_clip,
942 "Apple NV_vertex_program clip bug quirk"
945 match_fbo_tex_update,
946 quirk_fbo_tex_update,
947 "FBO rebind for attachment updates"
951 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
952 * reporting a driver version is moot because we are not the Windows driver, and we have different
953 * bugs, features, etc.
955 * The driver version has the form "x.y.z.w".
957 * "x" is the Windows version the driver is meant for:
958 * 4 -> 95/98/NT4
959 * 5 -> 2000
960 * 6 -> 2000/XP
961 * 7 -> Vista
962 * 8 -> Win 7
964 * "y" is the Direct3D level the driver supports:
965 * 11 -> d3d6
966 * 12 -> d3d7
967 * 13 -> d3d8
968 * 14 -> d3d9
969 * 15 -> d3d10
971 * "z" is unknown, possibly vendor specific.
973 * "w" is the vendor specific driver version.
975 struct driver_version_information
977 WORD vendor; /* reported PCI card vendor ID */
978 WORD card; /* reported PCI card device ID */
979 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
980 WORD d3d_level; /* driver hiword to report */
981 WORD lopart_hi, lopart_lo; /* driver loword to report */
984 static const struct driver_version_information driver_version_table[] =
986 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
987 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
988 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
989 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
991 * All version numbers used below are from the Linux nvidia drivers. */
992 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
993 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
994 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
995 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
996 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
1019 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
1020 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
1021 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
1022 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
1024 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1025 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1026 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1027 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1028 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1029 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1030 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1031 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1032 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1033 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1034 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1035 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1036 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1038 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1041 static void init_driver_info(struct wined3d_driver_info *driver_info,
1042 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1044 OSVERSIONINFOW os_version;
1045 WORD driver_os_version;
1046 unsigned int i;
1048 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1050 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1051 vendor = wined3d_settings.pci_vendor_id;
1053 driver_info->vendor = vendor;
1055 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1057 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1058 device = wined3d_settings.pci_device_id;
1060 driver_info->device = device;
1062 switch (vendor)
1064 case HW_VENDOR_ATI:
1065 driver_info->name = "ati2dvag.dll";
1066 break;
1068 case HW_VENDOR_NVIDIA:
1069 driver_info->name = "nv4_disp.dll";
1070 break;
1072 case HW_VENDOR_INTEL:
1073 default:
1074 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1075 driver_info->name = "Display";
1076 break;
1079 memset(&os_version, 0, sizeof(os_version));
1080 os_version.dwOSVersionInfoSize = sizeof(os_version);
1081 if (!GetVersionExW(&os_version))
1083 ERR("Failed to get OS version, reporting 2000/XP.\n");
1084 driver_os_version = 6;
1086 else
1088 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1089 switch (os_version.dwMajorVersion)
1091 case 4:
1092 driver_os_version = 4;
1093 break;
1095 case 5:
1096 driver_os_version = 6;
1097 break;
1099 case 6:
1100 if (os_version.dwMinorVersion == 0)
1102 driver_os_version = 7;
1104 else
1106 if (os_version.dwMinorVersion > 1)
1108 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1109 os_version.dwMajorVersion, os_version.dwMinorVersion);
1111 driver_os_version = 8;
1113 break;
1115 default:
1116 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1117 os_version.dwMajorVersion, os_version.dwMinorVersion);
1118 driver_os_version = 6;
1119 break;
1123 driver_info->description = "Direct3D HAL";
1124 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1125 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1127 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1129 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1131 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1133 driver_info->description = driver_version_table[i].description;
1134 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1135 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1136 driver_version_table[i].lopart_lo);
1137 break;
1141 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1142 driver_info->version_high, driver_info->version_low);
1145 /* Context activation is done by the caller. */
1146 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1147 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1149 unsigned int i;
1151 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1153 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1154 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1155 quirk_table[i].apply(gl_info);
1158 /* Find out if PBOs work as they are supposed to. */
1159 test_pbo_functionality(gl_info);
1162 static DWORD wined3d_parse_gl_version(const char *gl_version)
1164 const char *ptr = gl_version;
1165 int major, minor;
1167 major = atoi(ptr);
1168 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1170 while (isdigit(*ptr)) ++ptr;
1171 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1173 minor = atoi(ptr);
1175 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1177 return MAKEDWORD_VERSION(major, minor);
1180 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1183 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1184 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1185 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1187 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1188 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1189 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1190 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1191 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1192 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1193 * DirectDraw, not OpenGL. */
1194 if (gl_info->supported[APPLE_FENCE]
1195 && gl_info->supported[APPLE_CLIENT_STORAGE]
1196 && gl_info->supported[APPLE_FLUSH_RENDER]
1197 && gl_info->supported[APPLE_YCBCR_422])
1198 return GL_VENDOR_APPLE;
1200 if (strstr(gl_vendor_string, "NVIDIA"))
1201 return GL_VENDOR_NVIDIA;
1203 if (strstr(gl_vendor_string, "ATI"))
1204 return GL_VENDOR_FGLRX;
1206 if (strstr(gl_vendor_string, "Intel(R)")
1207 || strstr(gl_renderer, "Intel(R)")
1208 || strstr(gl_vendor_string, "Intel Inc."))
1209 return GL_VENDOR_INTEL;
1211 if (strstr(gl_vendor_string, "Mesa")
1212 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1213 || strstr(gl_vendor_string, "DRI R300 Project")
1214 || strstr(gl_vendor_string, "X.Org R300 Project")
1215 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1216 || strstr(gl_vendor_string, "VMware, Inc.")
1217 || strstr(gl_renderer, "Mesa")
1218 || strstr(gl_renderer, "Gallium"))
1219 return GL_VENDOR_MESA;
1221 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1222 debugstr_a(gl_vendor_string));
1224 return GL_VENDOR_UNKNOWN;
1227 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1229 if (strstr(gl_vendor_string, "NVIDIA"))
1230 return HW_VENDOR_NVIDIA;
1232 if (strstr(gl_vendor_string, "ATI")
1233 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1234 || strstr(gl_vendor_string, "X.Org R300 Project")
1235 || strstr(gl_vendor_string, "DRI R300 Project"))
1236 return HW_VENDOR_ATI;
1238 if (strstr(gl_vendor_string, "Intel(R)")
1239 || strstr(gl_renderer, "Intel(R)")
1240 || strstr(gl_vendor_string, "Intel Inc."))
1241 return HW_VENDOR_INTEL;
1243 if (strstr(gl_vendor_string, "Mesa")
1244 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1245 || strstr(gl_vendor_string, "VMware, Inc."))
1246 return HW_VENDOR_SOFTWARE;
1248 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1250 return HW_VENDOR_NVIDIA;
1255 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1256 const char *gl_renderer, unsigned int *vidmem)
1258 if (WINE_D3D10_CAPABLE(gl_info))
1260 /* Geforce 200 - highend */
1261 if (strstr(gl_renderer, "GTX 280")
1262 || strstr(gl_renderer, "GTX 285")
1263 || strstr(gl_renderer, "GTX 295"))
1265 *vidmem = 1024;
1266 return CARD_NVIDIA_GEFORCE_GTX280;
1269 /* Geforce 200 - midend high */
1270 if (strstr(gl_renderer, "GTX 275"))
1272 *vidmem = 896;
1273 return CARD_NVIDIA_GEFORCE_GTX275;
1276 /* Geforce 200 - midend */
1277 if (strstr(gl_renderer, "GTX 260"))
1279 *vidmem = 1024;
1280 return CARD_NVIDIA_GEFORCE_GTX260;
1282 /* Geforce 200 - midend */
1283 if (strstr(gl_renderer, "GT 240"))
1285 *vidmem = 512;
1286 return CARD_NVIDIA_GEFORCE_GT240;
1289 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1290 if (strstr(gl_renderer, "9800")
1291 || strstr(gl_renderer, "GTS 150")
1292 || strstr(gl_renderer, "GTS 250"))
1294 *vidmem = 512;
1295 return CARD_NVIDIA_GEFORCE_9800GT;
1298 /* Geforce9 - midend */
1299 if (strstr(gl_renderer, "9600"))
1301 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1302 return CARD_NVIDIA_GEFORCE_9600GT;
1305 /* Geforce9 - midend low / Geforce 200 - low */
1306 if (strstr(gl_renderer, "9500")
1307 || strstr(gl_renderer, "GT 120")
1308 || strstr(gl_renderer, "GT 130"))
1310 *vidmem = 256; /* The 9500GT has 256-1024MB */
1311 return CARD_NVIDIA_GEFORCE_9500GT;
1314 /* Geforce9 - lowend */
1315 if (strstr(gl_renderer, "9400"))
1317 *vidmem = 256; /* The 9400GT has 256-1024MB */
1318 return CARD_NVIDIA_GEFORCE_9400GT;
1321 /* Geforce9 - lowend low */
1322 if (strstr(gl_renderer, "9100")
1323 || strstr(gl_renderer, "9200")
1324 || strstr(gl_renderer, "9300")
1325 || strstr(gl_renderer, "G 100"))
1327 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1328 return CARD_NVIDIA_GEFORCE_9200;
1331 /* Geforce8 - highend */
1332 if (strstr(gl_renderer, "8800"))
1334 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1335 return CARD_NVIDIA_GEFORCE_8800GTS;
1338 /* Geforce8 - midend mobile */
1339 if (strstr(gl_renderer, "8600 M"))
1341 *vidmem = 512;
1342 return CARD_NVIDIA_GEFORCE_8600MGT;
1345 /* Geforce8 - midend */
1346 if (strstr(gl_renderer, "8600")
1347 || strstr(gl_renderer, "8700"))
1349 *vidmem = 256;
1350 return CARD_NVIDIA_GEFORCE_8600GT;
1353 /* Geforce8 - lowend */
1354 if (strstr(gl_renderer, "8100")
1355 || strstr(gl_renderer, "8200")
1356 || strstr(gl_renderer, "8300")
1357 || strstr(gl_renderer, "8400")
1358 || strstr(gl_renderer, "8500"))
1360 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1361 return CARD_NVIDIA_GEFORCE_8300GS;
1364 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1365 *vidmem = 128;
1366 return CARD_NVIDIA_GEFORCE_8300GS;
1369 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1370 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1372 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1374 /* Geforce7 - highend */
1375 if (strstr(gl_renderer, "7800")
1376 || strstr(gl_renderer, "7900")
1377 || strstr(gl_renderer, "7950")
1378 || strstr(gl_renderer, "Quadro FX 4")
1379 || strstr(gl_renderer, "Quadro FX 5"))
1381 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1382 return CARD_NVIDIA_GEFORCE_7800GT;
1385 /* Geforce7 midend */
1386 if (strstr(gl_renderer, "7600")
1387 || strstr(gl_renderer, "7700"))
1389 *vidmem = 256; /* The 7600 uses 256-512MB */
1390 return CARD_NVIDIA_GEFORCE_7600;
1393 /* Geforce7 lower medium */
1394 if (strstr(gl_renderer, "7400"))
1396 *vidmem = 256; /* The 7400 uses 256-512MB */
1397 return CARD_NVIDIA_GEFORCE_7400;
1400 /* Geforce7 lowend */
1401 if (strstr(gl_renderer, "7300"))
1403 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1404 return CARD_NVIDIA_GEFORCE_7300;
1407 /* Geforce6 highend */
1408 if (strstr(gl_renderer, "6800"))
1410 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1411 return CARD_NVIDIA_GEFORCE_6800;
1414 /* Geforce6 - midend */
1415 if (strstr(gl_renderer, "6600")
1416 || strstr(gl_renderer, "6610")
1417 || strstr(gl_renderer, "6700"))
1419 *vidmem = 128; /* A 6600GT has 128-256MB */
1420 return CARD_NVIDIA_GEFORCE_6600GT;
1423 /* Geforce6/7 lowend */
1424 *vidmem = 64; /* */
1425 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1428 if (WINE_D3D9_CAPABLE(gl_info))
1430 /* GeforceFX - highend */
1431 if (strstr(gl_renderer, "5800")
1432 || strstr(gl_renderer, "5900")
1433 || strstr(gl_renderer, "5950")
1434 || strstr(gl_renderer, "Quadro FX"))
1436 *vidmem = 256; /* 5800-5900 cards use 256MB */
1437 return CARD_NVIDIA_GEFORCEFX_5800;
1440 /* GeforceFX - midend */
1441 if (strstr(gl_renderer, "5600")
1442 || strstr(gl_renderer, "5650")
1443 || strstr(gl_renderer, "5700")
1444 || strstr(gl_renderer, "5750"))
1446 *vidmem = 128; /* A 5600 uses 128-256MB */
1447 return CARD_NVIDIA_GEFORCEFX_5600;
1450 /* GeforceFX - lowend */
1451 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1452 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1455 if (WINE_D3D8_CAPABLE(gl_info))
1457 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1459 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1460 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1463 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1464 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1467 if (WINE_D3D7_CAPABLE(gl_info))
1469 if (strstr(gl_renderer, "GeForce4 MX"))
1471 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1472 * early models had 32MB but most have 64MB or even 128MB. */
1473 *vidmem = 64;
1474 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1477 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1479 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1480 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1483 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1485 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1486 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1489 /* Most Geforce1 cards have 32MB, there are also some rare 16
1490 * and 64MB (Dell) models. */
1491 *vidmem = 32;
1492 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1495 if (strstr(gl_renderer, "TNT2"))
1497 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1498 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1501 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1502 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1506 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1507 const char *gl_renderer, unsigned int *vidmem)
1509 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1511 * Beware: renderer string do not match exact card model,
1512 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1513 if (WINE_D3D10_CAPABLE(gl_info))
1515 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1516 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1517 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1518 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1520 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1521 return CARD_ATI_RADEON_HD5800;
1524 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1525 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1526 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1527 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1529 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1530 return CARD_ATI_RADEON_HD5700;
1533 /* Radeon R7xx HD4800 - highend */
1534 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1535 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1536 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1537 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1538 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1540 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1541 return CARD_ATI_RADEON_HD4800;
1544 /* Radeon R740 HD4700 - midend */
1545 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1546 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1548 *vidmem = 512;
1549 return CARD_ATI_RADEON_HD4700;
1552 /* Radeon R730 HD4600 - midend */
1553 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1554 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1555 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1557 *vidmem = 512;
1558 return CARD_ATI_RADEON_HD4600;
1561 /* Radeon R710 HD4500/HD4350 - lowend */
1562 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1563 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1565 *vidmem = 256;
1566 return CARD_ATI_RADEON_HD4350;
1569 /* Radeon R6xx HD2900/HD3800 - highend */
1570 if (strstr(gl_renderer, "HD 2900")
1571 || strstr(gl_renderer, "HD 3870")
1572 || strstr(gl_renderer, "HD 3850"))
1574 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1575 return CARD_ATI_RADEON_HD2900;
1578 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1579 if (strstr(gl_renderer, "HD 2600")
1580 || strstr(gl_renderer, "HD 3830")
1581 || strstr(gl_renderer, "HD 3690")
1582 || strstr(gl_renderer, "HD 3650"))
1584 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1585 return CARD_ATI_RADEON_HD2600;
1588 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1589 * Note HD2300=DX9, HD2350=DX10 */
1590 if (strstr(gl_renderer, "HD 2350")
1591 || strstr(gl_renderer, "HD 2400")
1592 || strstr(gl_renderer, "HD 3470")
1593 || strstr(gl_renderer, "HD 3450")
1594 || strstr(gl_renderer, "HD 3430")
1595 || strstr(gl_renderer, "HD 3400"))
1597 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1598 return CARD_ATI_RADEON_HD2350;
1601 /* Radeon R6xx/R7xx integrated */
1602 if (strstr(gl_renderer, "HD 3100")
1603 || strstr(gl_renderer, "HD 3200")
1604 || strstr(gl_renderer, "HD 3300"))
1606 *vidmem = 128; /* 128MB */
1607 return CARD_ATI_RADEON_HD3200;
1610 /* Default for when no GPU has been found */
1611 *vidmem = 128; /* 128MB */
1612 return CARD_ATI_RADEON_HD3200;
1615 if (WINE_D3D8_CAPABLE(gl_info))
1617 /* Radeon R5xx */
1618 if (strstr(gl_renderer, "X1600")
1619 || strstr(gl_renderer, "X1650")
1620 || strstr(gl_renderer, "X1800")
1621 || strstr(gl_renderer, "X1900")
1622 || strstr(gl_renderer, "X1950"))
1624 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1625 return CARD_ATI_RADEON_X1600;
1628 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1629 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1630 if (strstr(gl_renderer, "X700")
1631 || strstr(gl_renderer, "X800")
1632 || strstr(gl_renderer, "X850")
1633 || strstr(gl_renderer, "X1300")
1634 || strstr(gl_renderer, "X1400")
1635 || strstr(gl_renderer, "X1450")
1636 || strstr(gl_renderer, "X1550")
1637 || strstr(gl_renderer, "X2300")
1638 || strstr(gl_renderer, "X2500")
1639 || strstr(gl_renderer, "HD 2300")
1642 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1643 return CARD_ATI_RADEON_X700;
1646 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1647 if (strstr(gl_renderer, "Radeon Xpress"))
1649 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1650 return CARD_ATI_RADEON_XPRESS_200M;
1653 /* Radeon R3xx */
1654 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1655 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1658 if (WINE_D3D8_CAPABLE(gl_info))
1660 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1661 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1664 if (WINE_D3D7_CAPABLE(gl_info))
1666 *vidmem = 32; /* There are models with up to 64MB */
1667 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1670 *vidmem = 16; /* There are 16-32MB models */
1671 return CARD_ATI_RAGE_128PRO;
1675 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1676 const char *gl_renderer, unsigned int *vidmem)
1678 if (strstr(gl_renderer, "X3100"))
1680 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1681 *vidmem = 128;
1682 return CARD_INTEL_X3100;
1685 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1687 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1688 *vidmem = 64;
1689 return CARD_INTEL_I945GM;
1692 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1693 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1694 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1695 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1696 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1697 return CARD_INTEL_I915G;
1701 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1702 const char *gl_renderer, unsigned int *vidmem)
1704 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1706 * Beware: renderer string do not match exact card model,
1707 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1708 if (strstr(gl_renderer, "Gallium"))
1710 /* Radeon R7xx HD4800 - highend */
1711 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1712 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1713 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1715 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1716 return CARD_ATI_RADEON_HD4800;
1719 /* Radeon R740 HD4700 - midend */
1720 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1722 *vidmem = 512;
1723 return CARD_ATI_RADEON_HD4700;
1726 /* Radeon R730 HD4600 - midend */
1727 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1729 *vidmem = 512;
1730 return CARD_ATI_RADEON_HD4600;
1733 /* Radeon R710 HD4500/HD4350 - lowend */
1734 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1736 *vidmem = 256;
1737 return CARD_ATI_RADEON_HD4350;
1740 /* Radeon R6xx HD2900/HD3800 - highend */
1741 if (strstr(gl_renderer, "R600")
1742 || strstr(gl_renderer, "RV670")
1743 || strstr(gl_renderer, "R680"))
1745 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1746 return CARD_ATI_RADEON_HD2900;
1749 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1750 if (strstr(gl_renderer, "RV630")
1751 || strstr(gl_renderer, "RV635"))
1753 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1754 return CARD_ATI_RADEON_HD2600;
1757 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1758 if (strstr(gl_renderer, "RV610")
1759 || strstr(gl_renderer, "RV620"))
1761 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1762 return CARD_ATI_RADEON_HD2350;
1765 /* Radeon R6xx/R7xx integrated */
1766 if (strstr(gl_renderer, "RS780")
1767 || strstr(gl_renderer, "RS880"))
1769 *vidmem = 128; /* 128MB */
1770 return CARD_ATI_RADEON_HD3200;
1773 /* Radeon R5xx */
1774 if (strstr(gl_renderer, "RV530")
1775 || strstr(gl_renderer, "RV535")
1776 || strstr(gl_renderer, "RV560")
1777 || strstr(gl_renderer, "R520")
1778 || strstr(gl_renderer, "RV570")
1779 || strstr(gl_renderer, "R580"))
1781 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1782 return CARD_ATI_RADEON_X1600;
1785 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1786 if (strstr(gl_renderer, "R410")
1787 || strstr(gl_renderer, "R420")
1788 || strstr(gl_renderer, "R423")
1789 || strstr(gl_renderer, "R430")
1790 || strstr(gl_renderer, "R480")
1791 || strstr(gl_renderer, "R481")
1792 || strstr(gl_renderer, "RV410")
1793 || strstr(gl_renderer, "RV515")
1794 || strstr(gl_renderer, "RV516"))
1796 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1797 return CARD_ATI_RADEON_X700;
1800 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1801 if (strstr(gl_renderer, "RS400")
1802 || strstr(gl_renderer, "RS480")
1803 || strstr(gl_renderer, "RS482")
1804 || strstr(gl_renderer, "RS485")
1805 || strstr(gl_renderer, "RS600")
1806 || strstr(gl_renderer, "RS690")
1807 || strstr(gl_renderer, "RS740"))
1809 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1810 return CARD_ATI_RADEON_XPRESS_200M;
1813 /* Radeon R3xx */
1814 if (strstr(gl_renderer, "R300")
1815 || strstr(gl_renderer, "RV350")
1816 || strstr(gl_renderer, "RV351")
1817 || strstr(gl_renderer, "RV360")
1818 || strstr(gl_renderer, "RV370")
1819 || strstr(gl_renderer, "R350")
1820 || strstr(gl_renderer, "R360"))
1822 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1823 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1827 if (WINE_D3D9_CAPABLE(gl_info))
1829 /* Radeon R7xx HD4800 - highend */
1830 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1831 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1832 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1834 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1835 return CARD_ATI_RADEON_HD4800;
1838 /* Radeon R740 HD4700 - midend */
1839 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1841 *vidmem = 512;
1842 return CARD_ATI_RADEON_HD4700;
1845 /* Radeon R730 HD4600 - midend */
1846 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1848 *vidmem = 512;
1849 return CARD_ATI_RADEON_HD4600;
1852 /* Radeon R710 HD4500/HD4350 - lowend */
1853 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1855 *vidmem = 256;
1856 return CARD_ATI_RADEON_HD4350;
1859 /* Radeon R6xx HD2900/HD3800 - highend */
1860 if (strstr(gl_renderer, "(R600")
1861 || strstr(gl_renderer, "(RV670")
1862 || strstr(gl_renderer, "(R680"))
1864 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1865 return CARD_ATI_RADEON_HD2900;
1868 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1869 if (strstr(gl_renderer, "(RV630")
1870 || strstr(gl_renderer, "(RV635"))
1872 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1873 return CARD_ATI_RADEON_HD2600;
1876 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1877 if (strstr(gl_renderer, "(RV610")
1878 || strstr(gl_renderer, "(RV620"))
1880 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1881 return CARD_ATI_RADEON_HD2350;
1884 /* Radeon R6xx/R7xx integrated */
1885 if (strstr(gl_renderer, "(RS780")
1886 || strstr(gl_renderer, "(RS880"))
1888 *vidmem = 128; /* 128MB */
1889 return CARD_ATI_RADEON_HD3200;
1893 if (WINE_D3D8_CAPABLE(gl_info))
1895 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1896 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1899 if (WINE_D3D7_CAPABLE(gl_info))
1901 *vidmem = 32; /* There are models with up to 64MB */
1902 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1905 *vidmem = 16; /* There are 16-32MB models */
1906 return CARD_ATI_RAGE_128PRO;
1910 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1911 const char *gl_renderer, unsigned int *vidmem)
1913 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1914 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1915 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1916 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1917 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1918 return CARD_NVIDIA_RIVA_128;
1921 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1922 const char *gl_renderer, unsigned int *vidmem)
1924 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1925 return CARD_INTEL_I915G;
1929 struct vendor_card_selection
1931 enum wined3d_gl_vendor gl_vendor;
1932 enum wined3d_pci_vendor card_vendor;
1933 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1934 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1935 unsigned int *vidmem );
1938 static const struct vendor_card_selection vendor_card_select_table[] =
1940 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1941 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1942 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1943 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1944 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1945 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1946 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1947 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1951 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1952 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1954 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1955 * different GPUs with roughly the same features. In most cases GPUs from a
1956 * certain family differ in clockspeeds, the amount of video memory and the
1957 * number of shader pipelines.
1959 * A Direct3D device object contains the PCI id (vendor + device) of the
1960 * videocard which is used for rendering. Various applications use this
1961 * information to get a rough estimation of the features of the card and
1962 * some might use it for enabling 3d effects only on certain types of
1963 * videocards. In some cases games might even use it to work around bugs
1964 * which happen on certain videocards/driver combinations. The problem is
1965 * that OpenGL only exposes a rendering string containing the name of the
1966 * videocard and not the PCI id.
1968 * Various games depend on the PCI id, so somehow we need to provide one.
1969 * A simple option is to parse the renderer string and translate this to
1970 * the right PCI id. This is a lot of work because there are more than 200
1971 * GPUs just for Nvidia. Various cards share the same renderer string, so
1972 * the amount of code might be 'small' but there are quite a number of
1973 * exceptions which would make this a pain to maintain. Another way would
1974 * be to query the PCI id from the operating system (assuming this is the
1975 * videocard which is used for rendering which is not always the case).
1976 * This would work but it is not very portable. Second it would not work
1977 * well in, let's say, a remote X situation in which the amount of 3d
1978 * features which can be used is limited.
1980 * As said most games only use the PCI id to get an indication of the
1981 * capabilities of the card. It doesn't really matter if the given id is
1982 * the correct one if we return the id of a card with similar 3d features.
1984 * The code below checks the OpenGL capabilities of a videocard and matches
1985 * that to a certain level of Direct3D functionality. Once a card passes
1986 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1987 * least a GeforceFX. To give a better estimate we do a basic check on the
1988 * renderer string but if that won't pass we return a default card. This
1989 * way is better than maintaining a full card database as even without a
1990 * full database we can return a card with similar features. Second the
1991 * size of the database can be made quite small because when you know what
1992 * type of 3d functionality a card has, you know to which GPU family the
1993 * GPU must belong. Because of this you only have to check a small part of
1994 * the renderer string to distinguishes between different models from that
1995 * family.
1997 * The code also selects a default amount of video memory which we will
1998 * use for an estimation of the amount of free texture memory. In case of
1999 * real D3D the amount of texture memory includes video memory and system
2000 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2001 * HyperMemory). We don't know how much system memory can be addressed by
2002 * the system but we can make a reasonable estimation about the amount of
2003 * video memory. If the value is slightly wrong it doesn't matter as we
2004 * didn't include AGP-like memory which makes the amount of addressable
2005 * memory higher and second OpenGL isn't that critical it moves to system
2006 * memory behind our backs if really needed. Note that the amount of video
2007 * memory can be overruled using a registry setting. */
2009 int i;
2011 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2013 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2014 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2015 continue;
2016 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2017 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2020 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2021 *gl_vendor, *card_vendor);
2023 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2024 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2025 * them a good generic choice. */
2026 *card_vendor = HW_VENDOR_NVIDIA;
2027 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2028 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2029 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2030 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2031 return CARD_NVIDIA_RIVA_128;
2034 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2036 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2037 int vs_selected_mode, ps_selected_mode;
2039 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2040 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2041 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2042 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2043 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2044 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2045 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2046 else return &ffp_fragment_pipeline;
2049 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2051 int vs_selected_mode, ps_selected_mode;
2053 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2054 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2055 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2056 return &none_shader_backend;
2059 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2061 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2062 int vs_selected_mode, ps_selected_mode;
2064 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2065 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2066 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2067 else return &ffp_blit;
2070 /* Context activation is done by the caller. */
2071 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2073 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2074 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2075 const char *GL_Extensions = NULL;
2076 const char *WGL_Extensions = NULL;
2077 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2078 struct fragment_caps fragment_caps;
2079 enum wined3d_gl_vendor gl_vendor;
2080 enum wined3d_pci_vendor card_vendor;
2081 enum wined3d_pci_device device;
2082 GLint gl_max;
2083 GLfloat gl_floatv[2];
2084 unsigned i;
2085 HDC hdc;
2086 unsigned int vidmem=0;
2087 DWORD gl_version;
2088 size_t len;
2090 TRACE_(d3d_caps)("(%p)\n", gl_info);
2092 ENTER_GL();
2094 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2095 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2096 if (!gl_renderer_str)
2098 LEAVE_GL();
2099 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2100 return FALSE;
2103 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2104 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2105 if (!gl_vendor_str)
2107 LEAVE_GL();
2108 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2109 return FALSE;
2112 /* Parse the GL_VERSION field into major and minor information */
2113 gl_version_str = (const char *)glGetString(GL_VERSION);
2114 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2115 if (!gl_version_str)
2117 LEAVE_GL();
2118 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2119 return FALSE;
2121 gl_version = wined3d_parse_gl_version(gl_version_str);
2124 * Initialize openGL extension related variables
2125 * with Default values
2127 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2128 gl_info->limits.blends = 1;
2129 gl_info->limits.buffers = 1;
2130 gl_info->limits.textures = 1;
2131 gl_info->limits.fragment_samplers = 1;
2132 gl_info->limits.vertex_samplers = 0;
2133 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2134 gl_info->limits.sampler_stages = 1;
2135 gl_info->limits.glsl_vs_float_constants = 0;
2136 gl_info->limits.glsl_ps_float_constants = 0;
2137 gl_info->limits.arb_vs_float_constants = 0;
2138 gl_info->limits.arb_vs_native_constants = 0;
2139 gl_info->limits.arb_vs_instructions = 0;
2140 gl_info->limits.arb_vs_temps = 0;
2141 gl_info->limits.arb_ps_float_constants = 0;
2142 gl_info->limits.arb_ps_local_constants = 0;
2143 gl_info->limits.arb_ps_instructions = 0;
2144 gl_info->limits.arb_ps_temps = 0;
2146 /* Retrieve opengl defaults */
2147 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2148 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2149 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2151 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2152 gl_info->limits.lights = gl_max;
2153 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2155 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2156 gl_info->limits.texture_size = gl_max;
2157 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2159 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2160 gl_info->limits.pointsize_min = gl_floatv[0];
2161 gl_info->limits.pointsize_max = gl_floatv[1];
2162 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2164 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2165 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2166 if (!GL_Extensions)
2168 LEAVE_GL();
2169 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2170 return FALSE;
2173 LEAVE_GL();
2175 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2177 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2179 while (*GL_Extensions)
2181 const char *start;
2182 char current_ext[256];
2184 while (isspace(*GL_Extensions)) ++GL_Extensions;
2185 start = GL_Extensions;
2186 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2188 len = GL_Extensions - start;
2189 if (!len || len >= sizeof(current_ext)) continue;
2191 memcpy(current_ext, start, len);
2192 current_ext[len] = '\0';
2193 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2195 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2197 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2199 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2200 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2201 break;
2206 /* Now work out what GL support this card really has */
2207 #define USE_GL_FUNC(type, pfn, ext, replace) \
2209 DWORD ver = ver_for_ext(ext); \
2210 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2211 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2212 else gl_info->pfn = NULL; \
2214 GL_EXT_FUNCS_GEN;
2215 #undef USE_GL_FUNC
2217 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2218 WGL_EXT_FUNCS_GEN;
2219 #undef USE_GL_FUNC
2221 ENTER_GL();
2223 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2224 * loading the functions, otherwise the code above will load the extension entry points instead of the
2225 * core functions, which may not work. */
2226 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2228 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2229 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2231 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2232 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2236 if (gl_info->supported[APPLE_FENCE])
2238 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2239 * The apple extension interacts with some other apple exts. Disable the NV
2240 * extension if the apple one is support to prevent confusion in other parts
2241 * of the code. */
2242 gl_info->supported[NV_FENCE] = FALSE;
2244 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2246 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2248 * The enums are the same:
2249 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2250 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2251 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2252 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2253 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2255 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2257 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2258 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2260 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2262 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2263 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2266 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2268 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2269 * functionality. Prefer the ARB extension */
2270 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2272 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2274 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2275 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2277 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2279 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2280 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2282 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2284 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2285 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2287 if (gl_info->supported[NV_TEXTURE_SHADER2])
2289 if (gl_info->supported[NV_REGISTER_COMBINERS])
2291 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2292 * are supported. The nv extensions provide the same functionality as the
2293 * ATI one, and a bit more(signed pixelformats). */
2294 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2298 if (gl_info->supported[NV_REGISTER_COMBINERS])
2300 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2301 gl_info->limits.general_combiners = gl_max;
2302 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2304 if (gl_info->supported[ARB_DRAW_BUFFERS])
2306 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2307 gl_info->limits.buffers = gl_max;
2308 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2310 if (gl_info->supported[ARB_MULTITEXTURE])
2312 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2313 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2314 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2316 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2318 GLint tmp;
2319 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2320 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2322 else
2324 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2326 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2328 if (gl_info->supported[ARB_VERTEX_SHADER])
2330 GLint tmp;
2331 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2332 gl_info->limits.vertex_samplers = tmp;
2333 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2334 gl_info->limits.combined_samplers = tmp;
2336 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2337 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2338 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2339 * shader is used with fixed function vertex processing we're fine too because fixed function
2340 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2341 * used we have to make sure that all vertex sampler setups are valid together with all
2342 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2343 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2344 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2345 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2346 * a fixed function pipeline anymore.
2348 * So this is just a check to check that our assumption holds true. If not, write a warning
2349 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2350 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2351 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2353 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2354 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2355 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2356 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2357 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2358 else
2359 gl_info->limits.vertex_samplers = 0;
2362 else
2364 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2366 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2367 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2369 if (gl_info->supported[ARB_VERTEX_BLEND])
2371 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2372 gl_info->limits.blends = gl_max;
2373 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2375 if (gl_info->supported[EXT_TEXTURE3D])
2377 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2378 gl_info->limits.texture3d_size = gl_max;
2379 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2381 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2383 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2384 gl_info->limits.anisotropy = gl_max;
2385 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2387 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2389 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2390 gl_info->limits.arb_ps_float_constants = gl_max;
2391 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2392 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2393 gl_info->limits.arb_ps_native_constants = gl_max;
2394 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2395 gl_info->limits.arb_ps_native_constants);
2396 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2397 gl_info->limits.arb_ps_temps = gl_max;
2398 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2399 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2400 gl_info->limits.arb_ps_instructions = gl_max;
2401 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2402 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2403 gl_info->limits.arb_ps_local_constants = gl_max;
2404 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2406 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2408 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2409 gl_info->limits.arb_vs_float_constants = gl_max;
2410 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2411 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2412 gl_info->limits.arb_vs_native_constants = gl_max;
2413 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2414 gl_info->limits.arb_vs_native_constants);
2415 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2416 gl_info->limits.arb_vs_temps = gl_max;
2417 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2418 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2419 gl_info->limits.arb_vs_instructions = gl_max;
2420 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2422 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2424 if (gl_info->supported[ARB_VERTEX_SHADER])
2426 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2427 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2428 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2430 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2432 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2433 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2434 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2435 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2436 gl_info->limits.glsl_varyings = gl_max;
2437 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2439 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2441 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2442 unsigned int major, minor;
2444 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2446 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2447 sscanf(str, "%u.%u", &major, &minor);
2448 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2450 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2452 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2454 else
2456 gl_info->limits.shininess = 128.0f;
2458 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2460 /* If we have full NP2 texture support, disable
2461 * GL_ARB_texture_rectangle because we will never use it.
2462 * This saves a few redundant glDisable calls. */
2463 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2465 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2467 /* Disable NV_register_combiners and fragment shader if this is supported.
2468 * generally the NV extensions are preferred over the ATI ones, and this
2469 * extension is disabled if register_combiners and texture_shader2 are both
2470 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2471 * fragment processing support. */
2472 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2473 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2474 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2475 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2477 if (gl_info->supported[NV_HALF_FLOAT])
2479 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2480 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2482 if (gl_info->supported[ARB_POINT_SPRITE])
2484 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2486 else
2488 gl_info->limits.point_sprite_units = 0;
2490 checkGLcall("extension detection");
2492 LEAVE_GL();
2494 adapter->fragment_pipe = select_fragment_implementation(adapter);
2495 adapter->shader_backend = select_shader_backend(adapter);
2496 adapter->blitter = select_blit_implementation(adapter);
2498 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2499 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2500 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2502 /* In some cases the number of texture stages can be larger than the number
2503 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2504 * shaders), but 8 texture stages (register combiners). */
2505 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2507 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2509 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2510 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2511 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2512 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2513 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2514 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2515 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2516 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2517 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2518 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2519 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2520 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2521 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2522 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2523 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2524 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2525 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2526 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2527 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2529 else
2531 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2533 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2534 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2535 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2536 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2537 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2538 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2539 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2540 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2541 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2542 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2543 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2544 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2545 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2546 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2547 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2548 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2549 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2551 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2553 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2554 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2556 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2558 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2560 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2562 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2566 /* MRTs are currently only supported when FBOs are used. */
2567 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2569 gl_info->limits.buffers = 1;
2572 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2573 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2574 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2576 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2577 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2579 /* If we have an estimate use it, else default to 64MB; */
2580 if(vidmem)
2581 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2582 else
2583 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2585 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2586 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2587 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2588 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2589 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2590 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2591 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2592 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2594 /* Make sure there's an active HDC else the WGL extensions will fail */
2595 hdc = pwglGetCurrentDC();
2596 if (hdc) {
2597 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2598 if(GL_EXTCALL(wglGetExtensionsStringARB))
2599 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2601 if (NULL == WGL_Extensions) {
2602 ERR(" WGL_Extensions returns NULL\n");
2603 } else {
2604 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2605 while (*WGL_Extensions != 0x00) {
2606 const char *Start;
2607 char ThisExtn[256];
2609 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2610 Start = WGL_Extensions;
2611 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2612 WGL_Extensions++;
2615 len = WGL_Extensions - Start;
2616 if (len == 0 || len >= sizeof(ThisExtn))
2617 continue;
2619 memcpy(ThisExtn, Start, len);
2620 ThisExtn[len] = '\0';
2621 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2623 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2624 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2625 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2627 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2628 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2629 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2635 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2636 init_driver_info(driver_info, card_vendor, device);
2637 add_gl_compat_wrappers(gl_info);
2639 return TRUE;
2642 /**********************************************************
2643 * IWineD3D implementation follows
2644 **********************************************************/
2646 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2647 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2649 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2651 return This->adapter_count;
2654 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2656 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2658 return WINED3D_OK;
2661 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2662 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2664 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2666 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2667 return NULL;
2670 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2673 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2674 of the same bpp but different resolutions */
2676 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2677 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2678 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2679 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2681 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2682 return 0;
2685 /* TODO: Store modes per adapter and read it from the adapter structure */
2686 if (Adapter == 0) { /* Display */
2687 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2688 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2689 unsigned int i = 0;
2690 unsigned int j = 0;
2691 DEVMODEW mode;
2693 memset(&mode, 0, sizeof(mode));
2694 mode.dmSize = sizeof(mode);
2696 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2698 ++j;
2700 if (Format == WINED3DFMT_UNKNOWN)
2702 /* This is for D3D8, do not enumerate P8 here */
2703 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2705 else if (mode.dmBitsPerPel == format_bits)
2707 ++i;
2711 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2712 return i;
2713 } else {
2714 FIXME_(d3d_caps)("Adapter not primary display\n");
2716 return 0;
2719 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2720 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2721 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2722 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2724 /* Validate the parameters as much as possible */
2725 if (NULL == pMode ||
2726 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2727 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2728 return WINED3DERR_INVALIDCALL;
2731 /* TODO: Store modes per adapter and read it from the adapter structure */
2732 if (Adapter == 0)
2734 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2735 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2736 DEVMODEW DevModeW;
2737 int ModeIdx = 0;
2738 UINT i = 0;
2739 int j = 0;
2741 ZeroMemory(&DevModeW, sizeof(DevModeW));
2742 DevModeW.dmSize = sizeof(DevModeW);
2744 /* If we are filtering to a specific format (D3D9), then need to skip
2745 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2746 just count through the ones with valid bit depths */
2747 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2749 if (Format == WINED3DFMT_UNKNOWN)
2751 /* This is for D3D8, do not enumerate P8 here */
2752 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2754 else if (DevModeW.dmBitsPerPel == format_bits)
2756 ++i;
2760 if (i == 0) {
2761 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2762 return WINED3DERR_INVALIDCALL;
2764 ModeIdx = j - 1;
2766 /* Now get the display mode via the calculated index */
2767 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2768 pMode->Width = DevModeW.dmPelsWidth;
2769 pMode->Height = DevModeW.dmPelsHeight;
2770 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2771 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2772 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2774 if (Format == WINED3DFMT_UNKNOWN) {
2775 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2776 } else {
2777 pMode->Format = Format;
2779 } else {
2780 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2781 return WINED3DERR_INVALIDCALL;
2784 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2785 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2786 DevModeW.dmBitsPerPel);
2789 else
2791 FIXME_(d3d_caps)("Adapter not primary display\n");
2794 return WINED3D_OK;
2797 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2799 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2801 if (NULL == pMode ||
2802 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2803 return WINED3DERR_INVALIDCALL;
2806 if (Adapter == 0) { /* Display */
2807 int bpp = 0;
2808 DEVMODEW DevModeW;
2810 ZeroMemory(&DevModeW, sizeof(DevModeW));
2811 DevModeW.dmSize = sizeof(DevModeW);
2813 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2814 pMode->Width = DevModeW.dmPelsWidth;
2815 pMode->Height = DevModeW.dmPelsHeight;
2816 bpp = DevModeW.dmBitsPerPel;
2817 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2818 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2820 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2823 pMode->Format = pixelformat_for_depth(bpp);
2824 } else {
2825 FIXME_(d3d_caps)("Adapter not primary display\n");
2828 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2829 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2830 return WINED3D_OK;
2833 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2834 and fields being inserted in the middle, a new structure is used in place */
2835 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2836 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2837 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2838 struct wined3d_adapter *adapter;
2839 size_t len;
2841 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2843 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2844 return WINED3DERR_INVALIDCALL;
2847 adapter = &This->adapters[Adapter];
2849 /* Return the information requested */
2850 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2852 if (pIdentifier->driver_size)
2854 const char *name = adapter->driver_info.name;
2855 len = min(strlen(name), pIdentifier->driver_size - 1);
2856 memcpy(pIdentifier->driver, name, len);
2857 pIdentifier->driver[len] = '\0';
2860 if (pIdentifier->description_size)
2862 const char *description = adapter->driver_info.description;
2863 len = min(strlen(description), pIdentifier->description_size - 1);
2864 memcpy(pIdentifier->description, description, len);
2865 pIdentifier->description[len] = '\0';
2868 /* Note that d3d8 doesn't supply a device name. */
2869 if (pIdentifier->device_name_size)
2871 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2873 len = strlen(device_name);
2874 if (len >= pIdentifier->device_name_size)
2876 ERR("Device name size too small.\n");
2877 return WINED3DERR_INVALIDCALL;
2880 memcpy(pIdentifier->device_name, device_name, len);
2881 pIdentifier->device_name[len] = '\0';
2884 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2885 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2886 pIdentifier->vendor_id = adapter->driver_info.vendor;
2887 pIdentifier->device_id = adapter->driver_info.device;
2888 pIdentifier->subsystem_id = 0;
2889 pIdentifier->revision = 0;
2890 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2891 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2892 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2893 pIdentifier->video_memory = adapter->TextureRam;
2895 return WINED3D_OK;
2898 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2899 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2901 short redSize, greenSize, blueSize, alphaSize, colorBits;
2903 if(!cfg)
2904 return FALSE;
2906 /* Float formats need FBOs. If FBOs are used this function isn't called */
2907 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2909 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2910 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2912 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2913 return FALSE;
2916 if(cfg->redSize < redSize)
2917 return FALSE;
2919 if(cfg->greenSize < greenSize)
2920 return FALSE;
2922 if(cfg->blueSize < blueSize)
2923 return FALSE;
2925 if(cfg->alphaSize < alphaSize)
2926 return FALSE;
2928 return TRUE;
2931 /* Probably a RGBA_float or color index mode */
2932 return FALSE;
2935 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2936 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2938 short depthSize, stencilSize;
2939 BOOL lockable = FALSE;
2941 if(!cfg)
2942 return FALSE;
2944 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2946 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2947 return FALSE;
2950 /* Float formats need FBOs. If FBOs are used this function isn't called */
2951 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2953 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2954 lockable = TRUE;
2956 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2957 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2958 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2959 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2960 return FALSE;
2962 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2963 * allow more stencil bits than requested. */
2964 if(cfg->stencilSize < stencilSize)
2965 return FALSE;
2967 return TRUE;
2970 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2971 WINED3DFORMAT AdapterFormat,
2972 WINED3DFORMAT RenderTargetFormat,
2973 WINED3DFORMAT DepthStencilFormat) {
2974 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2975 int nCfgs;
2976 const WineD3D_PixelFormat *cfgs;
2977 const struct wined3d_adapter *adapter;
2978 const struct wined3d_format_desc *rt_format_desc;
2979 const struct wined3d_format_desc *ds_format_desc;
2980 int it;
2982 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2983 This, Adapter,
2984 DeviceType, debug_d3ddevicetype(DeviceType),
2985 AdapterFormat, debug_d3dformat(AdapterFormat),
2986 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2987 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2989 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2990 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2991 return WINED3DERR_INVALIDCALL;
2994 adapter = &This->adapters[Adapter];
2995 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2996 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2997 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2999 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
3000 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
3001 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3002 return WINED3D_OK;
3005 else
3007 cfgs = adapter->cfgs;
3008 nCfgs = adapter->nCfgs;
3009 for (it = 0; it < nCfgs; ++it) {
3010 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3012 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3014 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3015 return WINED3D_OK;
3020 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3022 return WINED3DERR_NOTAVAILABLE;
3025 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3026 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3028 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3029 const struct wined3d_format_desc *glDesc;
3030 const struct wined3d_adapter *adapter;
3032 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3033 This,
3034 Adapter,
3035 DeviceType, debug_d3ddevicetype(DeviceType),
3036 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3037 Windowed,
3038 MultiSampleType,
3039 pQualityLevels);
3041 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3042 return WINED3DERR_INVALIDCALL;
3045 /* TODO: handle Windowed, add more quality levels */
3047 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3048 if(pQualityLevels) *pQualityLevels = 1;
3049 return WINED3D_OK;
3052 /* By default multisampling is disabled right now as it causes issues
3053 * on some Nvidia driver versions and it doesn't work well in combination
3054 * with FBOs yet. */
3055 if(!wined3d_settings.allow_multisampling)
3056 return WINED3DERR_NOTAVAILABLE;
3058 adapter = &This->adapters[Adapter];
3059 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3060 if (!glDesc) return WINED3DERR_INVALIDCALL;
3062 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3063 int i, nCfgs;
3064 const WineD3D_PixelFormat *cfgs;
3066 cfgs = adapter->cfgs;
3067 nCfgs = adapter->nCfgs;
3068 for(i=0; i<nCfgs; i++) {
3069 if(cfgs[i].numSamples != MultiSampleType)
3070 continue;
3072 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3073 continue;
3075 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3077 if(pQualityLevels)
3078 *pQualityLevels = 1; /* Guess at a value! */
3079 return WINED3D_OK;
3082 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3083 short redSize, greenSize, blueSize, alphaSize, colorBits;
3084 int i, nCfgs;
3085 const WineD3D_PixelFormat *cfgs;
3087 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3089 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3090 return WINED3DERR_NOTAVAILABLE;
3093 cfgs = adapter->cfgs;
3094 nCfgs = adapter->nCfgs;
3095 for(i=0; i<nCfgs; i++) {
3096 if(cfgs[i].numSamples != MultiSampleType)
3097 continue;
3098 if(cfgs[i].redSize != redSize)
3099 continue;
3100 if(cfgs[i].greenSize != greenSize)
3101 continue;
3102 if(cfgs[i].blueSize != blueSize)
3103 continue;
3104 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3105 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3106 continue;
3107 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3108 continue;
3110 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3112 if(pQualityLevels)
3113 *pQualityLevels = 1; /* Guess at a value! */
3114 return WINED3D_OK;
3117 return WINED3DERR_NOTAVAILABLE;
3120 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3121 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3123 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3124 UINT nmodes;
3126 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3127 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3128 debug_d3dformat(BackBufferFormat), Windowed);
3130 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3131 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3132 return WINED3DERR_INVALIDCALL;
3135 /* The task of this function is to check whether a certain display / backbuffer format
3136 * combination is available on the given adapter. In fullscreen mode microsoft specified
3137 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3138 * and display format should match exactly.
3139 * In windowed mode format conversion can occur and this depends on the driver. When format
3140 * conversion is done, this function should nevertheless fail and applications need to use
3141 * CheckDeviceFormatConversion.
3142 * At the moment we assume that fullscreen and windowed have the same capabilities */
3144 /* There are only 4 display formats */
3145 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3146 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3147 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3148 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3150 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3151 return WINED3DERR_NOTAVAILABLE;
3154 /* If the requested DisplayFormat is not available, don't continue */
3155 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3156 if(!nmodes) {
3157 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3158 return WINED3DERR_NOTAVAILABLE;
3161 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3162 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3163 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3164 return WINED3DERR_NOTAVAILABLE;
3167 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3168 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3170 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3171 return WINED3DERR_NOTAVAILABLE;
3174 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3175 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3176 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3178 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3179 return WINED3DERR_NOTAVAILABLE;
3182 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3183 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3184 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3186 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3187 return WINED3DERR_NOTAVAILABLE;
3190 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3191 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3192 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3194 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3195 return WINED3DERR_NOTAVAILABLE;
3198 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3199 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3200 if(FAILED(hr))
3201 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3203 return hr;
3207 /* Check if we support bumpmapping for a format */
3208 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3210 /* Ask the fixed function pipeline implementation if it can deal
3211 * with the conversion. If we've got a GL extension giving native
3212 * support this will be an identity conversion. */
3213 return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3214 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3217 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3218 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3219 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3221 int it=0;
3223 /* Only allow depth/stencil formats */
3224 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3226 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3228 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3229 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3231 else
3233 /* Walk through all WGL pixel formats to find a match */
3234 for (it = 0; it < adapter->nCfgs; ++it)
3236 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3237 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3239 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3241 return TRUE;
3247 return FALSE;
3250 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3252 /* The flags entry of a format contains the filtering capability */
3253 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3255 return FALSE;
3258 /* Check the render target capabilities of a format */
3259 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3260 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3262 /* Filter out non-RT formats */
3263 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3264 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3265 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3266 int it;
3267 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3268 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3270 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3271 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3273 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3274 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3275 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3276 TRACE_(d3d_caps)("[FAILED]\n");
3277 return FALSE;
3280 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3281 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3282 for (it = 0; it < adapter->nCfgs; ++it)
3284 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3285 &cfgs[it], check_format_desc))
3287 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3288 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3289 return TRUE;
3293 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3295 /* For now return TRUE for FBOs until we have some proper checks.
3296 * Note that this function will only be called when the format is around for texturing. */
3297 return TRUE;
3299 return FALSE;
3302 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3304 return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3305 && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3308 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3310 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3311 * doing the color fixup in shaders.
3312 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3313 if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3315 int vs_selected_mode;
3316 int ps_selected_mode;
3317 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3319 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3320 TRACE_(d3d_caps)("[OK]\n");
3321 return TRUE;
3325 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3326 return FALSE;
3329 /* Check if a format support blending in combination with pixel shaders */
3330 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3331 const struct wined3d_format_desc *format_desc)
3333 /* The flags entry of a format contains the post pixel shader blending capability */
3334 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3336 return FALSE;
3339 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3341 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3342 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3343 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3344 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3345 * capability anyway.
3347 * For now lets report this on all formats, but in the future we may want to
3348 * restrict it to some should games need that
3350 return TRUE;
3353 /* Check if a texture format is supported on the given adapter */
3354 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3356 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3358 switch (format_desc->format)
3360 /*****
3361 * supported: RGB(A) formats
3363 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3364 case WINED3DFMT_B8G8R8A8_UNORM:
3365 case WINED3DFMT_B8G8R8X8_UNORM:
3366 case WINED3DFMT_B5G6R5_UNORM:
3367 case WINED3DFMT_B5G5R5X1_UNORM:
3368 case WINED3DFMT_B5G5R5A1_UNORM:
3369 case WINED3DFMT_B4G4R4A4_UNORM:
3370 case WINED3DFMT_A8_UNORM:
3371 case WINED3DFMT_B4G4R4X4_UNORM:
3372 case WINED3DFMT_R8G8B8A8_UNORM:
3373 case WINED3DFMT_R8G8B8X8_UNORM:
3374 case WINED3DFMT_B10G10R10A2_UNORM:
3375 case WINED3DFMT_R10G10B10A2_UNORM:
3376 case WINED3DFMT_R16G16_UNORM:
3377 TRACE_(d3d_caps)("[OK]\n");
3378 return TRUE;
3380 case WINED3DFMT_B2G3R3_UNORM:
3381 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3382 return FALSE;
3384 /*****
3385 * Not supported: Palettized
3386 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3387 * Since it is not widely available, don't offer it. Further no Windows driver offers
3388 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3390 case WINED3DFMT_P8_UINT:
3391 case WINED3DFMT_P8_UINT_A8_UNORM:
3392 return FALSE;
3394 /*****
3395 * Supported: (Alpha)-Luminance
3397 case WINED3DFMT_L8_UNORM:
3398 case WINED3DFMT_L8A8_UNORM:
3399 case WINED3DFMT_L16_UNORM:
3400 TRACE_(d3d_caps)("[OK]\n");
3401 return TRUE;
3403 /* Not supported on Windows, thus disabled */
3404 case WINED3DFMT_L4A4_UNORM:
3405 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3406 return FALSE;
3408 /*****
3409 * Supported: Depth/Stencil formats
3411 case WINED3DFMT_D16_LOCKABLE:
3412 case WINED3DFMT_D16_UNORM:
3413 case WINED3DFMT_S1_UINT_D15_UNORM:
3414 case WINED3DFMT_X8D24_UNORM:
3415 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3416 case WINED3DFMT_D24_UNORM_S8_UINT:
3417 case WINED3DFMT_S8_UINT_D24_FLOAT:
3418 case WINED3DFMT_D32_UNORM:
3419 case WINED3DFMT_D32_FLOAT:
3420 return TRUE;
3422 /*****
3423 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3424 * GL_NV_texture_shader). Emulated by shaders
3426 case WINED3DFMT_R8G8_SNORM:
3427 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3428 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3429 case WINED3DFMT_R8G8B8A8_SNORM:
3430 case WINED3DFMT_R16G16_SNORM:
3431 /* Ask the shader backend if it can deal with the conversion. If
3432 * we've got a GL extension giving native support this will be an
3433 * identity conversion. */
3434 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3436 TRACE_(d3d_caps)("[OK]\n");
3437 return TRUE;
3439 TRACE_(d3d_caps)("[FAILED]\n");
3440 return FALSE;
3442 case WINED3DFMT_DXT1:
3443 case WINED3DFMT_DXT2:
3444 case WINED3DFMT_DXT3:
3445 case WINED3DFMT_DXT4:
3446 case WINED3DFMT_DXT5:
3447 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3449 TRACE_(d3d_caps)("[OK]\n");
3450 return TRUE;
3452 TRACE_(d3d_caps)("[FAILED]\n");
3453 return FALSE;
3456 /*****
3457 * Odd formats - not supported
3459 case WINED3DFMT_VERTEXDATA:
3460 case WINED3DFMT_R16_UINT:
3461 case WINED3DFMT_R32_UINT:
3462 case WINED3DFMT_R16G16B16A16_SNORM:
3463 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3464 case WINED3DFMT_R10G11B11_SNORM:
3465 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3466 return FALSE;
3468 /*****
3469 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3471 case WINED3DFMT_R8G8_SNORM_Cx:
3472 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3473 return FALSE;
3475 /* YUV formats */
3476 case WINED3DFMT_UYVY:
3477 case WINED3DFMT_YUY2:
3478 if (gl_info->supported[APPLE_YCBCR_422])
3480 TRACE_(d3d_caps)("[OK]\n");
3481 return TRUE;
3483 TRACE_(d3d_caps)("[FAILED]\n");
3484 return FALSE;
3485 case WINED3DFMT_YV12:
3486 TRACE_(d3d_caps)("[FAILED]\n");
3487 return FALSE;
3489 /* Not supported */
3490 case WINED3DFMT_R16G16B16A16_UNORM:
3491 case WINED3DFMT_B2G3R3A8_UNORM:
3492 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3493 return FALSE;
3495 /* Floating point formats */
3496 case WINED3DFMT_R16_FLOAT:
3497 case WINED3DFMT_R16G16_FLOAT:
3498 case WINED3DFMT_R16G16B16A16_FLOAT:
3499 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3501 TRACE_(d3d_caps)("[OK]\n");
3502 return TRUE;
3504 TRACE_(d3d_caps)("[FAILED]\n");
3505 return FALSE;
3507 case WINED3DFMT_R32_FLOAT:
3508 case WINED3DFMT_R32G32_FLOAT:
3509 case WINED3DFMT_R32G32B32A32_FLOAT:
3510 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3512 TRACE_(d3d_caps)("[OK]\n");
3513 return TRUE;
3515 TRACE_(d3d_caps)("[FAILED]\n");
3516 return FALSE;
3518 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3519 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3520 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3521 * We can do instancing with all shader versions, but we need vertex shaders.
3523 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3524 * to enable instancing. WineD3D doesn't need that and just ignores it.
3526 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3528 case WINED3DFMT_INST:
3529 TRACE("ATI Instancing check hack\n");
3530 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3532 TRACE_(d3d_caps)("[OK]\n");
3533 return TRUE;
3535 TRACE_(d3d_caps)("[FAILED]\n");
3536 return FALSE;
3538 /* Some weird FOURCC formats */
3539 case WINED3DFMT_R8G8_B8G8:
3540 case WINED3DFMT_G8R8_G8B8:
3541 case WINED3DFMT_MULTI2_ARGB8:
3542 TRACE_(d3d_caps)("[FAILED]\n");
3543 return FALSE;
3545 /* Vendor specific formats */
3546 case WINED3DFMT_ATI2N:
3547 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3548 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3550 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3551 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3553 TRACE_(d3d_caps)("[OK]\n");
3554 return TRUE;
3557 TRACE_(d3d_caps)("[OK]\n");
3558 return TRUE;
3560 TRACE_(d3d_caps)("[FAILED]\n");
3561 return FALSE;
3563 case WINED3DFMT_NVHU:
3564 case WINED3DFMT_NVHS:
3565 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3566 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3567 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3568 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3569 * Applications have to deal with not having NVHS and NVHU.
3571 TRACE_(d3d_caps)("[FAILED]\n");
3572 return FALSE;
3574 case WINED3DFMT_UNKNOWN:
3575 return FALSE;
3577 default:
3578 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3579 break;
3581 return FALSE;
3584 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3585 const struct wined3d_format_desc *adapter_format_desc,
3586 const struct wined3d_format_desc *check_format_desc,
3587 WINED3DSURFTYPE SurfaceType)
3589 if(SurfaceType == SURFACE_GDI) {
3590 switch(check_format_desc->format)
3592 case WINED3DFMT_B8G8R8_UNORM:
3593 case WINED3DFMT_B8G8R8A8_UNORM:
3594 case WINED3DFMT_B8G8R8X8_UNORM:
3595 case WINED3DFMT_B5G6R5_UNORM:
3596 case WINED3DFMT_B5G5R5X1_UNORM:
3597 case WINED3DFMT_B5G5R5A1_UNORM:
3598 case WINED3DFMT_B4G4R4A4_UNORM:
3599 case WINED3DFMT_B2G3R3_UNORM:
3600 case WINED3DFMT_A8_UNORM:
3601 case WINED3DFMT_B2G3R3A8_UNORM:
3602 case WINED3DFMT_B4G4R4X4_UNORM:
3603 case WINED3DFMT_R10G10B10A2_UNORM:
3604 case WINED3DFMT_R8G8B8A8_UNORM:
3605 case WINED3DFMT_R8G8B8X8_UNORM:
3606 case WINED3DFMT_R16G16_UNORM:
3607 case WINED3DFMT_B10G10R10A2_UNORM:
3608 case WINED3DFMT_R16G16B16A16_UNORM:
3609 case WINED3DFMT_P8_UINT:
3610 TRACE_(d3d_caps)("[OK]\n");
3611 return TRUE;
3612 default:
3613 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3614 return FALSE;
3618 /* All format that are supported for textures are supported for surfaces as well */
3619 if (CheckTextureCapability(adapter, check_format_desc)) return TRUE;
3620 /* All depth stencil formats are supported on surfaces */
3621 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3623 /* If opengl can't process the format natively, the blitter may be able to convert it */
3624 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3625 NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3626 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3628 TRACE_(d3d_caps)("[OK]\n");
3629 return TRUE;
3632 /* Reject other formats */
3633 TRACE_(d3d_caps)("[FAILED]\n");
3634 return FALSE;
3637 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3638 const struct wined3d_format_desc *format_desc)
3640 return adapter->gl_info.limits.vertex_samplers
3641 && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3644 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3645 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3646 WINED3DSURFTYPE SurfaceType)
3648 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3649 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3650 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3651 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3652 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3653 DWORD UsageCaps = 0;
3655 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3656 This,
3657 Adapter,
3658 DeviceType, debug_d3ddevicetype(DeviceType),
3659 AdapterFormat, debug_d3dformat(AdapterFormat),
3660 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3661 RType, debug_d3dresourcetype(RType),
3662 CheckFormat, debug_d3dformat(CheckFormat));
3664 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3665 return WINED3DERR_INVALIDCALL;
3668 switch (RType)
3670 case WINED3DRTYPE_CUBETEXTURE:
3671 /* Cubetexture allows:
3672 * - WINED3DUSAGE_AUTOGENMIPMAP
3673 * - WINED3DUSAGE_DEPTHSTENCIL
3674 * - WINED3DUSAGE_DYNAMIC
3675 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3676 * - WINED3DUSAGE_RENDERTARGET
3677 * - WINED3DUSAGE_SOFTWAREPROCESSING
3678 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3680 if (SurfaceType != SURFACE_OPENGL)
3682 TRACE_(d3d_caps)("[FAILED]\n");
3683 return WINED3DERR_NOTAVAILABLE;
3686 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3688 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3689 return WINED3DERR_NOTAVAILABLE;
3692 if (!CheckTextureCapability(adapter, format_desc))
3694 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3695 return WINED3DERR_NOTAVAILABLE;
3698 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3700 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3701 /* When autogenmipmap isn't around continue and return
3702 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3703 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3704 else
3705 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3708 /* Always report dynamic locking. */
3709 if (Usage & WINED3DUSAGE_DYNAMIC)
3710 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3712 if (Usage & WINED3DUSAGE_RENDERTARGET)
3714 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3716 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3717 return WINED3DERR_NOTAVAILABLE;
3719 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3722 /* Always report software processing. */
3723 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3724 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3726 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3728 if (!CheckFilterCapability(adapter, format_desc))
3730 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3731 return WINED3DERR_NOTAVAILABLE;
3733 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3736 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3738 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3740 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3741 return WINED3DERR_NOTAVAILABLE;
3743 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3746 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3748 if (!CheckSrgbReadCapability(adapter, format_desc))
3750 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3751 return WINED3DERR_NOTAVAILABLE;
3753 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3756 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3758 if (!CheckSrgbWriteCapability(adapter, format_desc))
3760 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3761 return WINED3DERR_NOTAVAILABLE;
3763 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3766 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3768 if (!CheckVertexTextureCapability(adapter, format_desc))
3770 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3771 return WINED3DERR_NOTAVAILABLE;
3773 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3776 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3778 if (!CheckWrapAndMipCapability(adapter, format_desc))
3780 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3781 return WINED3DERR_NOTAVAILABLE;
3783 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3785 break;
3787 case WINED3DRTYPE_SURFACE:
3788 /* Surface allows:
3789 * - WINED3DUSAGE_DEPTHSTENCIL
3790 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3791 * - WINED3DUSAGE_RENDERTARGET
3793 if (!CheckSurfaceCapability(adapter, adapter_format_desc, format_desc, SurfaceType))
3795 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3796 return WINED3DERR_NOTAVAILABLE;
3799 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3801 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3803 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3804 return WINED3DERR_NOTAVAILABLE;
3806 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3809 if (Usage & WINED3DUSAGE_RENDERTARGET)
3811 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3813 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3814 return WINED3DERR_NOTAVAILABLE;
3816 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3819 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3821 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3823 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3824 return WINED3DERR_NOTAVAILABLE;
3826 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3828 break;
3830 case WINED3DRTYPE_TEXTURE:
3831 /* Texture allows:
3832 * - WINED3DUSAGE_AUTOGENMIPMAP
3833 * - WINED3DUSAGE_DEPTHSTENCIL
3834 * - WINED3DUSAGE_DMAP
3835 * - WINED3DUSAGE_DYNAMIC
3836 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3837 * - WINED3DUSAGE_RENDERTARGET
3838 * - WINED3DUSAGE_SOFTWAREPROCESSING
3839 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3840 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3842 if (SurfaceType != SURFACE_OPENGL)
3844 TRACE_(d3d_caps)("[FAILED]\n");
3845 return WINED3DERR_NOTAVAILABLE;
3848 if (!CheckTextureCapability(adapter, format_desc))
3850 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3851 return WINED3DERR_NOTAVAILABLE;
3854 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3856 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3857 /* When autogenmipmap isn't around continue and return
3858 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3859 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3860 else
3861 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3864 /* Always report dynamic locking. */
3865 if (Usage & WINED3DUSAGE_DYNAMIC)
3866 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3868 if (Usage & WINED3DUSAGE_RENDERTARGET)
3870 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3872 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3873 return WINED3DERR_NOTAVAILABLE;
3875 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3878 /* Always report software processing. */
3879 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3880 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3882 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3884 if (!CheckFilterCapability(adapter, format_desc))
3886 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3887 return WINED3DERR_NOTAVAILABLE;
3889 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3892 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3894 if (!CheckBumpMapCapability(adapter, format_desc))
3896 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3897 return WINED3DERR_NOTAVAILABLE;
3899 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3902 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3904 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3906 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3907 return WINED3DERR_NOTAVAILABLE;
3909 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3912 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3914 if (!CheckSrgbReadCapability(adapter, format_desc))
3916 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3917 return WINED3DERR_NOTAVAILABLE;
3919 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3922 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3924 if (!CheckSrgbWriteCapability(adapter, format_desc))
3926 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3927 return WINED3DERR_NOTAVAILABLE;
3929 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3932 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3934 if (!CheckVertexTextureCapability(adapter, format_desc))
3936 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3937 return WINED3DERR_NOTAVAILABLE;
3939 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3942 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3944 if (!CheckWrapAndMipCapability(adapter, format_desc))
3946 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3947 return WINED3DERR_NOTAVAILABLE;
3949 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3952 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3954 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3956 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3957 return WINED3DERR_NOTAVAILABLE;
3959 if ((format_desc->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3961 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3962 return WINED3DERR_NOTAVAILABLE;
3964 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3966 break;
3968 case WINED3DRTYPE_VOLUMETEXTURE:
3969 case WINED3DRTYPE_VOLUME:
3970 /* Volume is to VolumeTexture what Surface is to Texture, but its
3971 * usage caps are not documented. Most driver seem to offer
3972 * (nearly) the same on Volume and VolumeTexture, so do that too.
3974 * Volumetexture allows:
3975 * - D3DUSAGE_DYNAMIC
3976 * - D3DUSAGE_NONSECURE (d3d9ex)
3977 * - D3DUSAGE_SOFTWAREPROCESSING
3978 * - D3DUSAGE_QUERY_WRAPANDMIP
3980 if (SurfaceType != SURFACE_OPENGL)
3982 TRACE_(d3d_caps)("[FAILED]\n");
3983 return WINED3DERR_NOTAVAILABLE;
3986 if (!gl_info->supported[EXT_TEXTURE3D])
3988 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3989 return WINED3DERR_NOTAVAILABLE;
3992 if (!CheckTextureCapability(adapter, format_desc))
3994 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3995 return WINED3DERR_NOTAVAILABLE;
3998 /* Filter formats that need conversion; For one part, this
3999 * conversion is unimplemented, and volume textures are huge, so
4000 * it would be a big performance hit. Unless we hit an application
4001 * needing one of those formats, don't advertize them to avoid
4002 * leading applications into temptation. The windows drivers don't
4003 * support most of those formats on volumes anyway, except for
4004 * WINED3DFMT_R32_FLOAT. */
4005 switch (CheckFormat)
4007 case WINED3DFMT_P8_UINT:
4008 case WINED3DFMT_L4A4_UNORM:
4009 case WINED3DFMT_R32_FLOAT:
4010 case WINED3DFMT_R16_FLOAT:
4011 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4012 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4013 case WINED3DFMT_R16G16_UNORM:
4014 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4015 return WINED3DERR_NOTAVAILABLE;
4017 case WINED3DFMT_R8G8B8A8_SNORM:
4018 case WINED3DFMT_R16G16_SNORM:
4019 if (!gl_info->supported[NV_TEXTURE_SHADER])
4021 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4022 return WINED3DERR_NOTAVAILABLE;
4024 break;
4026 case WINED3DFMT_R8G8_SNORM:
4027 if (!gl_info->supported[NV_TEXTURE_SHADER])
4029 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4030 return WINED3DERR_NOTAVAILABLE;
4032 break;
4034 case WINED3DFMT_DXT1:
4035 case WINED3DFMT_DXT2:
4036 case WINED3DFMT_DXT3:
4037 case WINED3DFMT_DXT4:
4038 case WINED3DFMT_DXT5:
4039 /* The GL_EXT_texture_compression_s3tc spec requires that
4040 * loading an s3tc compressed texture results in an error.
4041 * While the D3D refrast does support s3tc volumes, at
4042 * least the nvidia windows driver does not, so we're free
4043 * not to support this format. */
4044 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4045 return WINED3DERR_NOTAVAILABLE;
4047 default:
4048 /* Do nothing, continue with checking the format below */
4049 break;
4052 /* Always report dynamic locking. */
4053 if (Usage & WINED3DUSAGE_DYNAMIC)
4054 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4056 /* Always report software processing. */
4057 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4058 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4060 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4062 if (!CheckFilterCapability(adapter, format_desc))
4064 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4065 return WINED3DERR_NOTAVAILABLE;
4067 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4070 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4072 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4074 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4075 return WINED3DERR_NOTAVAILABLE;
4077 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4080 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4082 if (!CheckSrgbReadCapability(adapter, format_desc))
4084 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4085 return WINED3DERR_NOTAVAILABLE;
4087 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4090 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4092 if (!CheckSrgbWriteCapability(adapter, format_desc))
4094 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4095 return WINED3DERR_NOTAVAILABLE;
4097 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4100 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4102 if (!CheckVertexTextureCapability(adapter, format_desc))
4104 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4105 return WINED3DERR_NOTAVAILABLE;
4107 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4110 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4112 if (!CheckWrapAndMipCapability(adapter, format_desc))
4114 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4115 return WINED3DERR_NOTAVAILABLE;
4117 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4119 break;
4121 default:
4122 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4123 return WINED3DERR_NOTAVAILABLE;
4126 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4127 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4128 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4129 if (UsageCaps == Usage)
4130 return WINED3D_OK;
4131 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4132 return WINED3DOK_NOAUTOGEN;
4134 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4135 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4137 return WINED3DERR_NOTAVAILABLE;
4140 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4141 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4143 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4144 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4145 debug_d3dformat(dst_format));
4147 return WINED3D_OK;
4150 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4151 subset of a D3DCAPS9 structure. However, it has to come via a void *
4152 as the d3d8 interface cannot import the d3d9 header */
4153 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4155 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4156 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4157 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4158 int vs_selected_mode;
4159 int ps_selected_mode;
4160 struct shader_caps shader_caps;
4161 struct fragment_caps fragment_caps;
4162 DWORD ckey_caps, blit_caps, fx_caps;
4164 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4166 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4167 return WINED3DERR_INVALIDCALL;
4170 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4172 /* ------------------------------------------------
4173 The following fields apply to both d3d8 and d3d9
4174 ------------------------------------------------ */
4175 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4176 pCaps->AdapterOrdinal = Adapter;
4178 pCaps->Caps = 0;
4179 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4180 WINED3DCAPS2_FULLSCREENGAMMA |
4181 WINED3DCAPS2_DYNAMICTEXTURES;
4182 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4184 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4187 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4188 WINED3DCAPS3_COPY_TO_VIDMEM |
4189 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4191 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4192 WINED3DPRESENT_INTERVAL_ONE;
4194 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4195 WINED3DCURSORCAPS_LOWRES;
4197 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4198 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4199 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4200 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4201 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4202 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4203 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4204 WINED3DDEVCAPS_PUREDEVICE |
4205 WINED3DDEVCAPS_HWRASTERIZATION |
4206 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4207 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4208 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4209 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4210 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4211 WINED3DDEVCAPS_RTPATCHES;
4213 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4214 WINED3DPMISCCAPS_CULLCCW |
4215 WINED3DPMISCCAPS_CULLCW |
4216 WINED3DPMISCCAPS_COLORWRITEENABLE |
4217 WINED3DPMISCCAPS_CLIPTLVERTS |
4218 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4219 WINED3DPMISCCAPS_MASKZ |
4220 WINED3DPMISCCAPS_BLENDOP |
4221 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4222 /* TODO:
4223 WINED3DPMISCCAPS_NULLREFERENCE
4224 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4225 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4226 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4228 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4229 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4230 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4231 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4233 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4234 WINED3DPRASTERCAPS_PAT |
4235 WINED3DPRASTERCAPS_WFOG |
4236 WINED3DPRASTERCAPS_ZFOG |
4237 WINED3DPRASTERCAPS_FOGVERTEX |
4238 WINED3DPRASTERCAPS_FOGTABLE |
4239 WINED3DPRASTERCAPS_STIPPLE |
4240 WINED3DPRASTERCAPS_SUBPIXEL |
4241 WINED3DPRASTERCAPS_ZTEST |
4242 WINED3DPRASTERCAPS_SCISSORTEST |
4243 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4244 WINED3DPRASTERCAPS_DEPTHBIAS;
4246 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4248 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4249 WINED3DPRASTERCAPS_ZBIAS |
4250 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4252 if (gl_info->supported[NV_FOG_DISTANCE])
4254 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4256 /* FIXME Add:
4257 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4258 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4259 WINED3DPRASTERCAPS_ANTIALIASEDGES
4260 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4261 WINED3DPRASTERCAPS_WBUFFER */
4263 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4264 WINED3DPCMPCAPS_EQUAL |
4265 WINED3DPCMPCAPS_GREATER |
4266 WINED3DPCMPCAPS_GREATEREQUAL |
4267 WINED3DPCMPCAPS_LESS |
4268 WINED3DPCMPCAPS_LESSEQUAL |
4269 WINED3DPCMPCAPS_NEVER |
4270 WINED3DPCMPCAPS_NOTEQUAL;
4272 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4273 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4274 WINED3DPBLENDCAPS_DESTALPHA |
4275 WINED3DPBLENDCAPS_DESTCOLOR |
4276 WINED3DPBLENDCAPS_INVDESTALPHA |
4277 WINED3DPBLENDCAPS_INVDESTCOLOR |
4278 WINED3DPBLENDCAPS_INVSRCALPHA |
4279 WINED3DPBLENDCAPS_INVSRCCOLOR |
4280 WINED3DPBLENDCAPS_ONE |
4281 WINED3DPBLENDCAPS_SRCALPHA |
4282 WINED3DPBLENDCAPS_SRCALPHASAT |
4283 WINED3DPBLENDCAPS_SRCCOLOR |
4284 WINED3DPBLENDCAPS_ZERO;
4286 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4287 WINED3DPBLENDCAPS_DESTCOLOR |
4288 WINED3DPBLENDCAPS_INVDESTALPHA |
4289 WINED3DPBLENDCAPS_INVDESTCOLOR |
4290 WINED3DPBLENDCAPS_INVSRCALPHA |
4291 WINED3DPBLENDCAPS_INVSRCCOLOR |
4292 WINED3DPBLENDCAPS_ONE |
4293 WINED3DPBLENDCAPS_SRCALPHA |
4294 WINED3DPBLENDCAPS_SRCCOLOR |
4295 WINED3DPBLENDCAPS_ZERO;
4296 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4297 * according to the glBlendFunc manpage
4299 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4300 * legacy settings for srcblend only
4303 if (gl_info->supported[EXT_BLEND_COLOR])
4305 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4306 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4310 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4311 WINED3DPCMPCAPS_EQUAL |
4312 WINED3DPCMPCAPS_GREATER |
4313 WINED3DPCMPCAPS_GREATEREQUAL |
4314 WINED3DPCMPCAPS_LESS |
4315 WINED3DPCMPCAPS_LESSEQUAL |
4316 WINED3DPCMPCAPS_NEVER |
4317 WINED3DPCMPCAPS_NOTEQUAL;
4319 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4320 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4321 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4322 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4323 WINED3DPSHADECAPS_COLORFLATRGB |
4324 WINED3DPSHADECAPS_FOGFLAT |
4325 WINED3DPSHADECAPS_FOGGOURAUD |
4326 WINED3DPSHADECAPS_SPECULARFLATRGB;
4328 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4329 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4330 WINED3DPTEXTURECAPS_TRANSPARENCY |
4331 WINED3DPTEXTURECAPS_BORDER |
4332 WINED3DPTEXTURECAPS_MIPMAP |
4333 WINED3DPTEXTURECAPS_PROJECTED |
4334 WINED3DPTEXTURECAPS_PERSPECTIVE;
4336 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4338 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4339 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4342 if (gl_info->supported[EXT_TEXTURE3D])
4344 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4345 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4346 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4349 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4351 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4352 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4353 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4357 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4358 WINED3DPTFILTERCAPS_MAGFPOINT |
4359 WINED3DPTFILTERCAPS_MINFLINEAR |
4360 WINED3DPTFILTERCAPS_MINFPOINT |
4361 WINED3DPTFILTERCAPS_MIPFLINEAR |
4362 WINED3DPTFILTERCAPS_MIPFPOINT |
4363 WINED3DPTFILTERCAPS_LINEAR |
4364 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4365 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4366 WINED3DPTFILTERCAPS_MIPLINEAR |
4367 WINED3DPTFILTERCAPS_MIPNEAREST |
4368 WINED3DPTFILTERCAPS_NEAREST;
4370 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4372 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4373 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4376 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4378 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4379 WINED3DPTFILTERCAPS_MAGFPOINT |
4380 WINED3DPTFILTERCAPS_MINFLINEAR |
4381 WINED3DPTFILTERCAPS_MINFPOINT |
4382 WINED3DPTFILTERCAPS_MIPFLINEAR |
4383 WINED3DPTFILTERCAPS_MIPFPOINT |
4384 WINED3DPTFILTERCAPS_LINEAR |
4385 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4386 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4387 WINED3DPTFILTERCAPS_MIPLINEAR |
4388 WINED3DPTFILTERCAPS_MIPNEAREST |
4389 WINED3DPTFILTERCAPS_NEAREST;
4391 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4393 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4394 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4396 } else
4397 pCaps->CubeTextureFilterCaps = 0;
4399 if (gl_info->supported[EXT_TEXTURE3D])
4401 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4402 WINED3DPTFILTERCAPS_MAGFPOINT |
4403 WINED3DPTFILTERCAPS_MINFLINEAR |
4404 WINED3DPTFILTERCAPS_MINFPOINT |
4405 WINED3DPTFILTERCAPS_MIPFLINEAR |
4406 WINED3DPTFILTERCAPS_MIPFPOINT |
4407 WINED3DPTFILTERCAPS_LINEAR |
4408 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4409 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4410 WINED3DPTFILTERCAPS_MIPLINEAR |
4411 WINED3DPTFILTERCAPS_MIPNEAREST |
4412 WINED3DPTFILTERCAPS_NEAREST;
4413 } else
4414 pCaps->VolumeTextureFilterCaps = 0;
4416 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4417 WINED3DPTADDRESSCAPS_CLAMP |
4418 WINED3DPTADDRESSCAPS_WRAP;
4420 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4422 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4424 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4426 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4428 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4430 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4433 if (gl_info->supported[EXT_TEXTURE3D])
4435 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4436 WINED3DPTADDRESSCAPS_CLAMP |
4437 WINED3DPTADDRESSCAPS_WRAP;
4438 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4440 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4442 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4444 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4446 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4448 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4450 } else
4451 pCaps->VolumeTextureAddressCaps = 0;
4453 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4454 WINED3DLINECAPS_ZTEST |
4455 WINED3DLINECAPS_BLEND |
4456 WINED3DLINECAPS_ALPHACMP |
4457 WINED3DLINECAPS_FOG;
4458 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4459 * idea how generating the smoothing alpha values works; the result is different
4462 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4463 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4465 if (gl_info->supported[EXT_TEXTURE3D])
4466 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4467 else
4468 pCaps->MaxVolumeExtent = 0;
4470 pCaps->MaxTextureRepeat = 32768;
4471 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4472 pCaps->MaxVertexW = 1.0f;
4474 pCaps->GuardBandLeft = 0.0f;
4475 pCaps->GuardBandTop = 0.0f;
4476 pCaps->GuardBandRight = 0.0f;
4477 pCaps->GuardBandBottom = 0.0f;
4479 pCaps->ExtentsAdjust = 0.0f;
4481 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4482 WINED3DSTENCILCAPS_INCRSAT |
4483 WINED3DSTENCILCAPS_INVERT |
4484 WINED3DSTENCILCAPS_KEEP |
4485 WINED3DSTENCILCAPS_REPLACE |
4486 WINED3DSTENCILCAPS_ZERO;
4487 if (gl_info->supported[EXT_STENCIL_WRAP])
4489 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4490 WINED3DSTENCILCAPS_INCR;
4492 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4494 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4497 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4499 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4500 pCaps->MaxActiveLights = gl_info->limits.lights;
4502 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4503 pCaps->MaxVertexBlendMatrixIndex = 0;
4505 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4506 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4509 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4510 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4511 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4512 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4513 WINED3DVTXPCAPS_LOCALVIEWER |
4514 WINED3DVTXPCAPS_VERTEXFOG |
4515 WINED3DVTXPCAPS_TEXGEN;
4517 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4518 pCaps->MaxVertexIndex = 0xFFFFF;
4519 pCaps->MaxStreams = MAX_STREAMS;
4520 pCaps->MaxStreamStride = 1024;
4522 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4523 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4524 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4525 pCaps->MaxNpatchTessellationLevel = 0;
4526 pCaps->MasterAdapterOrdinal = 0;
4527 pCaps->AdapterOrdinalInGroup = 0;
4528 pCaps->NumberOfAdaptersInGroup = 1;
4530 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4532 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4533 WINED3DPTFILTERCAPS_MAGFPOINT |
4534 WINED3DPTFILTERCAPS_MINFLINEAR |
4535 WINED3DPTFILTERCAPS_MAGFLINEAR;
4536 pCaps->VertexTextureFilterCaps = 0;
4538 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4539 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4541 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4542 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4544 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4545 * Ignore shader model capabilities if disabled in config
4547 if(vs_selected_mode == SHADER_NONE) {
4548 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4549 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4550 pCaps->MaxVertexShaderConst = 0;
4551 } else {
4552 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4553 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4556 if(ps_selected_mode == SHADER_NONE) {
4557 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4558 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4559 pCaps->PixelShader1xMaxValue = 0.0f;
4560 } else {
4561 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4562 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4565 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4566 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4567 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4569 /* The following caps are shader specific, but they are things we cannot detect, or which
4570 * are the same among all shader models. So to avoid code duplication set the shader version
4571 * specific, but otherwise constant caps here
4573 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4574 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4575 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4576 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4577 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4578 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4579 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4581 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4582 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4584 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4586 pCaps->VS20Caps.Caps = 0;
4587 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4588 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4589 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4591 pCaps->MaxVShaderInstructionsExecuted = 65535;
4592 pCaps->MaxVertexShader30InstructionSlots = 0;
4593 } else { /* VS 1.x */
4594 pCaps->VS20Caps.Caps = 0;
4595 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4596 pCaps->VS20Caps.NumTemps = 0;
4597 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4599 pCaps->MaxVShaderInstructionsExecuted = 0;
4600 pCaps->MaxVertexShader30InstructionSlots = 0;
4603 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4604 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4605 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4607 /* 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 */
4608 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4609 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4610 WINED3DPS20CAPS_PREDICATION |
4611 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4612 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4613 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4614 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4615 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4616 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4618 pCaps->MaxPShaderInstructionsExecuted = 65535;
4619 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4620 adapter->gl_info.limits.arb_ps_instructions);
4622 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4624 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4625 pCaps->PS20Caps.Caps = 0;
4626 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4627 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4628 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4629 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4631 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4632 pCaps->MaxPixelShader30InstructionSlots = 0;
4633 } else { /* PS 1.x */
4634 pCaps->PS20Caps.Caps = 0;
4635 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4636 pCaps->PS20Caps.NumTemps = 0;
4637 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4638 pCaps->PS20Caps.NumInstructionSlots = 0;
4640 pCaps->MaxPShaderInstructionsExecuted = 0;
4641 pCaps->MaxPixelShader30InstructionSlots = 0;
4644 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4645 /* OpenGL supports all the formats below, perhaps not always
4646 * without conversion, but it supports them.
4647 * Further GLSL doesn't seem to have an official unsigned type so
4648 * don't advertise it yet as I'm not sure how we handle it.
4649 * We might need to add some clamping in the shader engine to
4650 * support it.
4651 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4652 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4653 WINED3DDTCAPS_UBYTE4N |
4654 WINED3DDTCAPS_SHORT2N |
4655 WINED3DDTCAPS_SHORT4N;
4656 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4658 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4659 WINED3DDTCAPS_FLOAT16_4;
4661 } else
4662 pCaps->DeclTypes = 0;
4664 /* Set DirectDraw helper Caps */
4665 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4666 WINEDDCKEYCAPS_SRCBLT;
4667 fx_caps = WINEDDFXCAPS_BLTALPHA |
4668 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4669 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4670 WINEDDFXCAPS_BLTROTATION90 |
4671 WINEDDFXCAPS_BLTSHRINKX |
4672 WINEDDFXCAPS_BLTSHRINKXN |
4673 WINEDDFXCAPS_BLTSHRINKY |
4674 WINEDDFXCAPS_BLTSHRINKXN |
4675 WINEDDFXCAPS_BLTSTRETCHX |
4676 WINEDDFXCAPS_BLTSTRETCHXN |
4677 WINEDDFXCAPS_BLTSTRETCHY |
4678 WINEDDFXCAPS_BLTSTRETCHYN;
4679 blit_caps = WINEDDCAPS_BLT |
4680 WINEDDCAPS_BLTCOLORFILL |
4681 WINEDDCAPS_BLTDEPTHFILL |
4682 WINEDDCAPS_BLTSTRETCH |
4683 WINEDDCAPS_CANBLTSYSMEM |
4684 WINEDDCAPS_CANCLIP |
4685 WINEDDCAPS_CANCLIPSTRETCHED |
4686 WINEDDCAPS_COLORKEY |
4687 WINEDDCAPS_COLORKEYHWASSIST |
4688 WINEDDCAPS_ALIGNBOUNDARYSRC;
4690 /* Fill the ddraw caps structure */
4691 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4692 WINEDDCAPS_PALETTE |
4693 blit_caps;
4694 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4695 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4696 WINEDDCAPS2_PRIMARYGAMMA |
4697 WINEDDCAPS2_WIDESURFACES |
4698 WINEDDCAPS2_CANRENDERWINDOWED;
4699 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4700 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4701 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4702 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4703 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4704 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4705 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4706 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4707 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4709 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4710 WINEDDSCAPS_BACKBUFFER |
4711 WINEDDSCAPS_FLIP |
4712 WINEDDSCAPS_FRONTBUFFER |
4713 WINEDDSCAPS_OFFSCREENPLAIN |
4714 WINEDDSCAPS_PALETTE |
4715 WINEDDSCAPS_PRIMARYSURFACE |
4716 WINEDDSCAPS_SYSTEMMEMORY |
4717 WINEDDSCAPS_VIDEOMEMORY |
4718 WINEDDSCAPS_VISIBLE;
4719 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4721 /* Set D3D caps if OpenGL is available. */
4722 if (adapter->opengl)
4724 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4725 WINEDDSCAPS_MIPMAP |
4726 WINEDDSCAPS_TEXTURE |
4727 WINEDDSCAPS_ZBUFFER;
4728 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4731 return WINED3D_OK;
4734 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4735 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4736 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4738 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4739 IWineD3DDeviceImpl *object;
4740 HRESULT hr;
4742 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4743 "parent %p, device_parent %p, device %p.\n",
4744 iface, adapter_idx, device_type, focus_window, flags,
4745 parent, device_parent, device);
4747 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4748 * number and create a device without a 3D adapter for 2D only operation. */
4749 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4751 return WINED3DERR_INVALIDCALL;
4754 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4755 if (!object)
4757 ERR("Failed to allocate device memory.\n");
4758 return E_OUTOFMEMORY;
4761 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4762 if (FAILED(hr))
4764 WARN("Failed to initialize device, hr %#x.\n", hr);
4765 HeapFree(GetProcessHeap(), 0, object);
4766 return hr;
4769 TRACE("Created device %p.\n", object);
4770 *device = (IWineD3DDevice *)object;
4772 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4774 return WINED3D_OK;
4777 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4778 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4779 IUnknown_AddRef(This->parent);
4780 *pParent = This->parent;
4781 return WINED3D_OK;
4784 static void WINE_GLAPI invalid_func(const void *data)
4786 ERR("Invalid vertex attribute function called\n");
4787 DebugBreak();
4790 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4792 ERR("Invalid texcoord function called\n");
4793 DebugBreak();
4796 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4797 * the extension detection and are used in drawStridedSlow
4799 static void WINE_GLAPI position_d3dcolor(const void *data)
4801 DWORD pos = *((const DWORD *)data);
4803 FIXME("Add a test for fixed function position from d3dcolor type\n");
4804 glVertex4s(D3DCOLOR_B_R(pos),
4805 D3DCOLOR_B_G(pos),
4806 D3DCOLOR_B_B(pos),
4807 D3DCOLOR_B_A(pos));
4810 static void WINE_GLAPI position_float4(const void *data)
4812 const GLfloat *pos = data;
4814 if (pos[3] != 0.0f && pos[3] != 1.0f)
4816 float w = 1.0f / pos[3];
4818 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4820 else
4822 glVertex3fv(pos);
4826 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4828 DWORD diffuseColor = *((const DWORD *)data);
4830 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4831 D3DCOLOR_B_G(diffuseColor),
4832 D3DCOLOR_B_B(diffuseColor),
4833 D3DCOLOR_B_A(diffuseColor));
4836 static void WINE_GLAPI specular_d3dcolor(const void *data)
4838 DWORD specularColor = *((const DWORD *)data);
4839 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4840 D3DCOLOR_B_G(specularColor),
4841 D3DCOLOR_B_B(specularColor)};
4843 specular_func_3ubv(d);
4846 static void WINE_GLAPI warn_no_specular_func(const void *data)
4848 WARN("GL_EXT_secondary_color not supported\n");
4851 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4853 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4854 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4855 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4856 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4857 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4858 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4859 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4860 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4861 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4862 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4863 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4864 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4865 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4866 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4867 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4868 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4869 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4871 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4872 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4873 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4874 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4875 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4876 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4877 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4878 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4879 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4880 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4881 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4882 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4883 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4884 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4885 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4886 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4887 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4889 /* No 4 component entry points here */
4890 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4891 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4892 if (gl_info->supported[EXT_SECONDARY_COLOR])
4894 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4896 else
4898 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4900 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4901 if (gl_info->supported[EXT_SECONDARY_COLOR])
4903 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4904 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4906 else
4908 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4910 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4911 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4912 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4913 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4914 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4915 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4916 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4917 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4918 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4919 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4920 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4921 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4923 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4924 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4926 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4927 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4928 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4929 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4930 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4931 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4932 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4933 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4934 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4935 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4936 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4937 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4938 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4939 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4940 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4941 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4942 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4944 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4945 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4946 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4947 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4948 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4949 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4950 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4951 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4952 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4953 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4954 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4955 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4956 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4957 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4958 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4959 if (gl_info->supported[NV_HALF_FLOAT])
4961 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4962 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4963 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4964 } else {
4965 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4966 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4970 static BOOL InitAdapters(IWineD3DImpl *This)
4972 static HMODULE mod_gl;
4973 BOOL ret;
4974 int ps_selected_mode, vs_selected_mode;
4976 /* No need to hold any lock. The calling library makes sure only one thread calls
4977 * wined3d simultaneously
4980 TRACE("Initializing adapters\n");
4982 if(!mod_gl) {
4983 #ifdef USE_WIN32_OPENGL
4984 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4985 mod_gl = LoadLibraryA("opengl32.dll");
4986 if(!mod_gl) {
4987 ERR("Can't load opengl32.dll!\n");
4988 goto nogl_adapter;
4990 #else
4991 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4992 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4993 mod_gl = GetModuleHandleA("gdi32.dll");
4994 #endif
4997 /* Load WGL core functions from opengl32.dll */
4998 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4999 WGL_FUNCS_GEN;
5000 #undef USE_WGL_FUNC
5002 if(!pwglGetProcAddress) {
5003 ERR("Unable to load wglGetProcAddress!\n");
5004 goto nogl_adapter;
5007 /* Dynamically load all GL core functions */
5008 GL_FUNCS_GEN;
5009 #undef USE_GL_FUNC
5011 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5012 * otherwise because we have to use winex11.drv's override
5014 #ifdef USE_WIN32_OPENGL
5015 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5016 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5017 #else
5018 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5019 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5020 #endif
5022 glEnableWINE = glEnable;
5023 glDisableWINE = glDisable;
5025 /* For now only one default adapter */
5027 struct wined3d_adapter *adapter = &This->adapters[0];
5028 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5029 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5030 int iPixelFormat;
5031 int res;
5032 int i;
5033 WineD3D_PixelFormat *cfgs;
5034 DISPLAY_DEVICEW DisplayDevice;
5035 HDC hdc;
5037 TRACE("Initializing default adapter\n");
5038 adapter->ordinal = 0;
5039 adapter->monitorPoint.x = -1;
5040 adapter->monitorPoint.y = -1;
5042 if (!AllocateLocallyUniqueId(&adapter->luid))
5044 DWORD err = GetLastError();
5045 ERR("Failed to set adapter LUID (%#x).\n", err);
5046 goto nogl_adapter;
5048 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5049 adapter->luid.HighPart, adapter->luid.LowPart);
5051 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5053 ERR("Failed to get a gl context for default adapter\n");
5054 goto nogl_adapter;
5057 ret = IWineD3DImpl_FillGLCaps(adapter);
5058 if(!ret) {
5059 ERR("Failed to initialize gl caps for default adapter\n");
5060 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5061 goto nogl_adapter;
5063 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5064 if(!ret) {
5065 ERR("Failed to init gl formats\n");
5066 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5067 goto nogl_adapter;
5070 hdc = fake_gl_ctx.dc;
5072 /* Use the VideoRamSize registry setting when set */
5073 if(wined3d_settings.emulated_textureram)
5074 adapter->TextureRam = wined3d_settings.emulated_textureram;
5075 else
5076 adapter->TextureRam = adapter->gl_info.vidmem;
5077 adapter->UsedTextureRam = 0;
5078 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5080 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5081 DisplayDevice.cb = sizeof(DisplayDevice);
5082 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5083 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5084 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5086 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5088 int attribute;
5089 int attribs[11];
5090 int values[11];
5091 int nAttribs = 0;
5093 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5094 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5096 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5097 cfgs = adapter->cfgs;
5098 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5099 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5100 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5101 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5102 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5103 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5104 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5105 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5106 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5107 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5108 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5110 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5112 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5114 if(!res)
5115 continue;
5117 /* Cache the pixel format */
5118 cfgs->iPixelFormat = iPixelFormat;
5119 cfgs->redSize = values[0];
5120 cfgs->greenSize = values[1];
5121 cfgs->blueSize = values[2];
5122 cfgs->alphaSize = values[3];
5123 cfgs->colorSize = values[4];
5124 cfgs->depthSize = values[5];
5125 cfgs->stencilSize = values[6];
5126 cfgs->windowDrawable = values[7];
5127 cfgs->iPixelType = values[8];
5128 cfgs->doubleBuffer = values[9];
5129 cfgs->auxBuffers = values[10];
5131 cfgs->numSamples = 0;
5132 /* Check multisample support */
5133 if (gl_info->supported[ARB_MULTISAMPLE])
5135 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5136 int value[2];
5137 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5138 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5139 * value[1] = number of multi sample buffers*/
5140 if(value[0])
5141 cfgs->numSamples = value[1];
5145 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5146 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5147 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5148 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5149 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5150 cfgs++;
5153 else
5155 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5156 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5157 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5159 cfgs = adapter->cfgs;
5160 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5162 PIXELFORMATDESCRIPTOR ppfd;
5164 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5165 if(!res)
5166 continue;
5168 /* We only want HW acceleration using an OpenGL ICD driver.
5169 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5170 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5172 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5174 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5175 continue;
5178 cfgs->iPixelFormat = iPixelFormat;
5179 cfgs->redSize = ppfd.cRedBits;
5180 cfgs->greenSize = ppfd.cGreenBits;
5181 cfgs->blueSize = ppfd.cBlueBits;
5182 cfgs->alphaSize = ppfd.cAlphaBits;
5183 cfgs->colorSize = ppfd.cColorBits;
5184 cfgs->depthSize = ppfd.cDepthBits;
5185 cfgs->stencilSize = ppfd.cStencilBits;
5186 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5187 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5188 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5189 cfgs->auxBuffers = ppfd.cAuxBuffers;
5190 cfgs->numSamples = 0;
5192 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5193 "depth=%d, stencil=%d, windowDrawable=%d\n",
5194 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5195 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5196 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5197 cfgs++;
5198 adapter->nCfgs++;
5201 /* 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 */
5202 if(!adapter->nCfgs)
5204 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5206 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5207 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5208 goto nogl_adapter;
5212 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5213 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5214 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5215 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5216 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5217 * driver is allowed to consume more bits EXCEPT for stencil bits.
5219 * Mark an adapter with this broken stencil behavior.
5221 adapter->brokenStencil = TRUE;
5222 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5224 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5225 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5226 adapter->brokenStencil = FALSE;
5227 break;
5231 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5233 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5234 fillGLAttribFuncs(&adapter->gl_info);
5235 adapter->opengl = TRUE;
5237 This->adapter_count = 1;
5238 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5240 return TRUE;
5242 nogl_adapter:
5243 /* Initialize an adapter for ddraw-only memory counting */
5244 memset(This->adapters, 0, sizeof(This->adapters));
5245 This->adapters[0].ordinal = 0;
5246 This->adapters[0].opengl = FALSE;
5247 This->adapters[0].monitorPoint.x = -1;
5248 This->adapters[0].monitorPoint.y = -1;
5250 This->adapters[0].driver_info.name = "Display";
5251 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5252 if(wined3d_settings.emulated_textureram) {
5253 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5254 } else {
5255 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5258 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5260 This->adapter_count = 1;
5261 return FALSE;
5264 /**********************************************************
5265 * IWineD3D VTbl follows
5266 **********************************************************/
5268 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5270 /* IUnknown */
5271 IWineD3DImpl_QueryInterface,
5272 IWineD3DImpl_AddRef,
5273 IWineD3DImpl_Release,
5274 /* IWineD3D */
5275 IWineD3DImpl_GetParent,
5276 IWineD3DImpl_GetAdapterCount,
5277 IWineD3DImpl_RegisterSoftwareDevice,
5278 IWineD3DImpl_GetAdapterMonitor,
5279 IWineD3DImpl_GetAdapterModeCount,
5280 IWineD3DImpl_EnumAdapterModes,
5281 IWineD3DImpl_GetAdapterDisplayMode,
5282 IWineD3DImpl_GetAdapterIdentifier,
5283 IWineD3DImpl_CheckDeviceMultiSampleType,
5284 IWineD3DImpl_CheckDepthStencilMatch,
5285 IWineD3DImpl_CheckDeviceType,
5286 IWineD3DImpl_CheckDeviceFormat,
5287 IWineD3DImpl_CheckDeviceFormatConversion,
5288 IWineD3DImpl_GetDeviceCaps,
5289 IWineD3DImpl_CreateDevice
5292 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5294 const struct wined3d_parent_ops wined3d_null_parent_ops =
5296 wined3d_null_wined3d_object_destroyed,
5299 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5301 wined3d->lpVtbl = &IWineD3D_Vtbl;
5302 wined3d->dxVersion = version;
5303 wined3d->ref = 1;
5304 wined3d->parent = parent;
5306 if (!InitAdapters(wined3d))
5308 WARN("Failed to initialize adapters.\n");
5309 if (version > 7)
5311 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5312 return E_FAIL;
5316 return WINED3D_OK;