wined3d: Do not preload surfaces when attaching them to an FBO.
[wine/multimedia.git] / dlls / wined3d / directx.c
blobe259375a169901924758570c8a18d2b5a222efa8
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32 #define GLINFO_LOCATION (*gl_info)
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34 #define MAKEDWORD_VERSION(maj, min) ((maj & 0xffff) << 16) | (min & 0xffff)
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
39 /* Extension detection */
40 static const struct {
41 const char *extension_string;
42 GL_SupportedExt extension;
43 DWORD version;
44 } EXTENSION_MAP[] = {
45 /* APPLE */
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
49 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
50 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
51 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 /* ARB */
54 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
56 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
57 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
62 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
63 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
64 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
67 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
68 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
69 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
70 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
71 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
72 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
73 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
74 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
75 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
76 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
90 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
91 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
92 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
93 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
95 /* ATI */
96 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
97 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
98 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
99 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
100 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
102 /* EXT */
103 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
104 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
105 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
106 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
107 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
108 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
109 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
110 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
111 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
112 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
113 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
114 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
115 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
116 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
117 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
118 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
119 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
120 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
121 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
122 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
123 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
124 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
125 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
126 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
127 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
128 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
129 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
130 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
131 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
132 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
134 /* NV */
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_fence", NV_FENCE, 0 },
137 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
138 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
139 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
143 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
144 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
145 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
146 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
147 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
148 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
149 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
150 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
151 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
152 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
153 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
154 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 /* SGI */
157 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
160 /**********************************************************
161 * Utility functions follow
162 **********************************************************/
164 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
166 const struct min_lookup minMipLookup[] =
168 /* NONE POINT LINEAR */
169 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
170 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
171 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
174 const struct min_lookup minMipLookup_noFilter[] =
176 /* NONE POINT LINEAR */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
179 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
182 const struct min_lookup minMipLookup_noMip[] =
184 /* NONE POINT LINEAR */
185 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
186 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
187 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
190 const GLenum magLookup[] =
192 /* NONE POINT LINEAR */
193 GL_NEAREST, GL_NEAREST, GL_LINEAR,
196 const GLenum magLookup_noFilter[] =
198 /* NONE POINT LINEAR */
199 GL_NEAREST, GL_NEAREST, GL_NEAREST,
202 /* drawStridedSlow attributes */
203 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc specular_func_3ubv;
206 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
207 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
208 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
211 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
212 * i.e., there is no GL Context - Get a default rendering context to enable the
213 * function query some info from GL.
216 struct wined3d_fake_gl_ctx
218 HDC dc;
219 HWND wnd;
220 HGLRC gl_ctx;
221 HDC restore_dc;
222 HGLRC restore_gl_ctx;
225 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
227 TRACE_(d3d_caps)("Destroying fake GL context.\n");
229 if (!pwglMakeCurrent(NULL, NULL))
231 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
234 if (!pwglDeleteContext(ctx->gl_ctx))
236 DWORD err = GetLastError();
237 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
240 ReleaseDC(ctx->wnd, ctx->dc);
241 DestroyWindow(ctx->wnd);
243 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
245 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
249 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
251 PIXELFORMATDESCRIPTOR pfd;
252 int iPixelFormat;
254 TRACE("getting context...\n");
256 ctx->restore_dc = pwglGetCurrentDC();
257 ctx->restore_gl_ctx = pwglGetCurrentContext();
259 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
260 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
261 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
262 if (!ctx->wnd)
264 ERR_(d3d_caps)("Failed to create a window.\n");
265 goto fail;
268 ctx->dc = GetDC(ctx->wnd);
269 if (!ctx->dc)
271 ERR_(d3d_caps)("Failed to get a DC.\n");
272 goto fail;
275 /* PixelFormat selection */
276 ZeroMemory(&pfd, sizeof(pfd));
277 pfd.nSize = sizeof(pfd);
278 pfd.nVersion = 1;
279 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
280 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.cColorBits = 32;
282 pfd.iLayerType = PFD_MAIN_PLANE;
284 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
285 if (!iPixelFormat)
287 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
288 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
289 goto fail;
291 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
292 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
294 /* Create a GL context. */
295 ctx->gl_ctx = pwglCreateContext(ctx->dc);
296 if (!ctx->gl_ctx)
298 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
299 goto fail;
302 /* Make it the current GL context. */
303 if (!context_set_current(NULL))
305 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
308 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
310 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
311 goto fail;
314 return TRUE;
316 fail:
317 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
318 ctx->gl_ctx = NULL;
319 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
320 ctx->dc = NULL;
321 if (ctx->wnd) DestroyWindow(ctx->wnd);
322 ctx->wnd = NULL;
323 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
325 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
328 return FALSE;
331 /* Adjust the amount of used texture memory */
332 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
334 struct wined3d_adapter *adapter = D3DDevice->adapter;
336 adapter->UsedTextureRam += glram;
337 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
338 return adapter->UsedTextureRam;
341 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
343 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
344 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
347 /**********************************************************
348 * IUnknown parts follows
349 **********************************************************/
351 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
353 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
355 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
356 if (IsEqualGUID(riid, &IID_IUnknown)
357 || IsEqualGUID(riid, &IID_IWineD3DBase)
358 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
359 IUnknown_AddRef(iface);
360 *ppobj = This;
361 return S_OK;
363 *ppobj = NULL;
364 return E_NOINTERFACE;
367 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
368 IWineD3DImpl *This = (IWineD3DImpl *)iface;
369 ULONG refCount = InterlockedIncrement(&This->ref);
371 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
372 return refCount;
375 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
376 IWineD3DImpl *This = (IWineD3DImpl *)iface;
377 ULONG ref;
378 TRACE("(%p) : Releasing from %d\n", This, This->ref);
379 ref = InterlockedDecrement(&This->ref);
380 if (ref == 0) {
381 unsigned int i;
383 for (i = 0; i < This->adapter_count; ++i)
385 wined3d_adapter_cleanup(&This->adapters[i]);
387 HeapFree(GetProcessHeap(), 0, This);
390 return ref;
393 /**********************************************************
394 * IWineD3D parts follows
395 **********************************************************/
397 /* GL locking is done by the caller */
398 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 GLuint prog;
401 BOOL ret = FALSE;
402 const char *testcode =
403 "!!ARBvp1.0\n"
404 "PARAM C[66] = { program.env[0..65] };\n"
405 "ADDRESS A0;"
406 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
407 "ARL A0.x, zero.x;\n"
408 "MOV result.position, C[A0.x + 65];\n"
409 "END\n";
411 while(glGetError());
412 GL_EXTCALL(glGenProgramsARB(1, &prog));
413 if(!prog) {
414 ERR("Failed to create an ARB offset limit test program\n");
416 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
417 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
418 strlen(testcode), testcode));
419 if(glGetError() != 0) {
420 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
421 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
422 ret = TRUE;
423 } else TRACE("OpenGL implementation allows offsets > 63\n");
425 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
426 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
427 checkGLcall("ARB vp offset limit test cleanup");
429 return ret;
432 static DWORD ver_for_ext(GL_SupportedExt ext)
434 unsigned int i;
435 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
436 if(EXTENSION_MAP[i].extension == ext) {
437 return EXTENSION_MAP[i].version;
440 return 0;
443 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
444 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
446 if (vendor != VENDOR_ATI) return FALSE;
447 if (device == CARD_ATI_RADEON_9500) return TRUE;
448 if (device == CARD_ATI_RADEON_X700) return TRUE;
449 if (device == CARD_ATI_RADEON_X1600) return TRUE;
450 return FALSE;
453 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
454 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
456 if (vendor == VENDOR_NVIDIA)
458 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
460 return TRUE;
463 return FALSE;
466 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
467 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
469 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
470 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
471 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
473 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
474 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
475 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
476 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
477 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
478 * the chance that other implementations support them is rather small since Win32 QuickTime uses
479 * DirectDraw, not OpenGL. */
480 if (gl_info->supported[APPLE_FENCE]
481 && gl_info->supported[APPLE_CLIENT_STORAGE]
482 && gl_info->supported[APPLE_FLUSH_RENDER]
483 && gl_info->supported[APPLE_YCBCR_422])
485 return TRUE;
487 else
489 return FALSE;
493 /* Context activation is done by the caller. */
494 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
496 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
497 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
498 * all the texture. This function detects this bug by its symptom and disables PBOs
499 * if the test fails.
501 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
502 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
503 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
504 * read back is compared to the original. If they are equal PBOs are assumed to work,
505 * otherwise the PBO extension is disabled. */
506 GLuint texture, pbo;
507 static const unsigned int pattern[] =
509 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
510 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
511 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
512 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
514 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
516 /* No PBO -> No point in testing them. */
517 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
519 ENTER_GL();
521 while (glGetError());
522 glGenTextures(1, &texture);
523 glBindTexture(GL_TEXTURE_2D, texture);
525 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
526 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
527 checkGLcall("Specifying the PBO test texture");
529 GL_EXTCALL(glGenBuffersARB(1, &pbo));
530 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
531 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
532 checkGLcall("Specifying the PBO test pbo");
534 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
535 checkGLcall("Loading the PBO test texture");
537 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
538 wglFinish(); /* just to be sure */
540 memset(check, 0, sizeof(check));
541 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
542 checkGLcall("Reading back the PBO test texture");
544 glDeleteTextures(1, &texture);
545 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
546 checkGLcall("PBO test cleanup");
548 LEAVE_GL();
550 if (memcmp(check, pattern, sizeof(check)))
552 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
553 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
554 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
556 else
558 TRACE_(d3d_caps)("PBO test successful.\n");
562 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
565 return vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer, vendor, device);
568 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
569 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
571 if (!match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
572 if (vendor != VENDOR_ATI) return FALSE;
573 if (device == CARD_ATI_RADEON_X1600) return FALSE;
574 return TRUE;
577 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
578 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
580 if (vendor != VENDOR_ATI) return FALSE;
581 if (match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
582 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
583 return TRUE;
586 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
587 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
589 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
590 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
591 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
592 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
593 * hardcoded
595 * dx10 cards usually have 64 varyings */
596 return gl_info->limits.glsl_varyings > 44;
599 /* A GL context is provided by the caller */
600 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
601 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
603 GLenum error;
604 DWORD data[16];
606 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
608 ENTER_GL();
609 while(glGetError());
610 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
611 error = glGetError();
612 LEAVE_GL();
614 if(error == GL_NO_ERROR)
616 TRACE("GL Implementation accepts 4 component specular color pointers\n");
617 return TRUE;
619 else
621 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
622 debug_glerror(error));
623 return FALSE;
627 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
628 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
630 if (!match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
631 return gl_info->supported[NV_TEXTURE_SHADER];
634 /* A GL context is provided by the caller */
635 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
636 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
638 GLuint prog;
639 BOOL ret = FALSE;
640 GLint pos;
641 const char *testcode =
642 "!!ARBvp1.0\n"
643 "OPTION NV_vertex_program2;\n"
644 "MOV result.clip[0], 0.0;\n"
645 "MOV result.position, 0.0;\n"
646 "END\n";
648 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
650 ENTER_GL();
651 while(glGetError());
653 GL_EXTCALL(glGenProgramsARB(1, &prog));
654 if(!prog)
656 ERR("Failed to create the NVvp clip test program\n");
657 LEAVE_GL();
658 return FALSE;
660 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
661 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
662 strlen(testcode), testcode));
663 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
664 if(pos != -1)
666 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
667 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
668 ret = TRUE;
669 while(glGetError());
671 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
673 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
674 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
675 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
677 LEAVE_GL();
678 return ret;
681 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
683 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
684 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
685 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
686 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
689 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
691 quirk_arb_constants(gl_info);
692 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
693 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
694 * allow 48 different offsets or other helper immediate values. */
695 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
696 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
699 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
700 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
701 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
702 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
703 * most games, but avoids the crash
705 * A more sophisticated way would be to find all units that need texture coordinates and enable
706 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
707 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
709 * Note that disabling the extension entirely does not gain predictability because there is no point
710 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
711 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
713 if (gl_info->supported[ARB_POINT_SPRITE])
715 TRACE("Limiting point sprites to one texture unit.\n");
716 gl_info->limits.point_sprite_units = 1;
720 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
722 quirk_arb_constants(gl_info);
724 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
725 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
726 * If real NP2 textures are used, the driver falls back to software. We could just remove the
727 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
728 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
729 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
730 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
732 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
733 * has this extension promoted to core. The extension loading code sets this extension supported
734 * due to that, so this code works on fglrx as well. */
735 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
737 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
738 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
739 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
742 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
743 * it is generally more efficient. Reserve just 8 constants. */
744 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
745 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
748 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
750 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
751 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
752 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
753 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
754 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
755 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
757 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
758 * triggering the software fallback. There is not much we can do here apart from disabling the
759 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
760 * in IWineD3DImpl_FillGLCaps).
761 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
762 * post-processing effects in the game "Max Payne 2").
763 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
764 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
765 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
766 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
769 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
771 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
772 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
773 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
774 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
775 * according to the spec.
777 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
778 * makes the shader slower and eats instruction slots which should be available to the d3d app.
780 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
781 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
782 * this workaround is activated on cards that do not need it, it won't break things, just affect
783 * performance negatively. */
784 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
785 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
788 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
790 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
793 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
795 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
798 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
800 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
801 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
802 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
805 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
807 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
810 struct driver_quirk
812 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
813 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device);
814 void (*apply)(struct wined3d_gl_info *gl_info);
815 const char *description;
818 static const struct driver_quirk quirk_table[] =
821 match_ati_r300_to_500,
822 quirk_ati_dx9,
823 "ATI GLSL constant and normalized texrect quirk"
825 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
826 * used it falls back to software. While the compiler can detect if the shader uses all declared
827 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
828 * using relative addressing falls back to software.
830 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
832 match_apple,
833 quirk_apple_glsl_constants,
834 "Apple GLSL uniform override"
837 match_geforce5,
838 quirk_no_np2,
839 "Geforce 5 NP2 disable"
842 match_apple_intel,
843 quirk_texcoord_w,
844 "Init texcoord .w for Apple Intel GPU driver"
847 match_apple_nonr500ati,
848 quirk_texcoord_w,
849 "Init texcoord .w for Apple ATI >= r600 GPU driver"
852 match_fglrx,
853 quirk_one_point_sprite,
854 "Fglrx point sprite crash workaround"
857 match_dx10_capable,
858 quirk_clip_varying,
859 "Reserved varying for gl_ClipPos"
862 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
863 * GL implementations accept it. The Mac GL is the only implementation known to
864 * reject it.
866 * If we can pass 4 component specular colors, do it, because (a) we don't have
867 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
868 * passes specular alpha to the pixel shader if any is used. Otherwise the
869 * specular alpha is used to pass the fog coordinate, which we pass to opengl
870 * via GL_EXT_fog_coord.
872 match_allows_spec_alpha,
873 quirk_allows_specular_alpha,
874 "Allow specular alpha quirk"
877 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
878 * (rdar://5682521).
880 match_apple_nvts,
881 quirk_apple_nvts,
882 "Apple NV_texture_shader disable"
885 match_broken_nv_clip,
886 quirk_disable_nvvp_clip,
887 "Apple NV_vertex_program clip bug quirk"
891 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
892 * reporting a driver version is moot because we are not the Windows driver, and we have different
893 * bugs, features, etc.
895 * The driver version has the form "x.y.z.w".
897 * "x" is the Windows version the driver is meant for:
898 * 4 -> 95/98/NT4
899 * 5 -> 2000
900 * 6 -> 2000/XP
901 * 7 -> Vista
902 * 8 -> Win 7
904 * "y" is the Direct3D level the driver supports:
905 * 11 -> d3d6
906 * 12 -> d3d7
907 * 13 -> d3d8
908 * 14 -> d3d9
909 * 15 -> d3d10
911 * "z" is unknown, possibly vendor specific.
913 * "w" is the vendor specific driver version.
915 struct driver_version_information
917 WORD vendor; /* reported PCI card vendor ID */
918 WORD card; /* reported PCI card device ID */
919 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
920 WORD d3d_level; /* driver hiword to report */
921 WORD lopart_hi, lopart_lo; /* driver loword to report */
924 static const struct driver_version_information driver_version_table[] =
926 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
927 * 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
928 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
929 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
931 * All version numbers used below are from the Linux nvidia drivers. */
932 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
933 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
934 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
935 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
936 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
937 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
938 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
939 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
940 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
941 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
942 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
943 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
944 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
945 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
946 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
947 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
948 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
949 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
950 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
951 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
952 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
953 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
954 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
955 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
956 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
957 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
958 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
959 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
960 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
961 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
962 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
964 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
965 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
966 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
967 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
968 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 14, 10, 6764 },
969 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
970 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
971 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
972 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
973 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
974 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
975 {VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
976 {VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
978 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
981 static void init_driver_info(struct wined3d_driver_info *driver_info,
982 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
984 OSVERSIONINFOW os_version;
985 WORD driver_os_version;
986 unsigned int i;
988 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
990 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
991 vendor = wined3d_settings.pci_vendor_id;
993 driver_info->vendor = vendor;
995 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
997 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
998 device = wined3d_settings.pci_device_id;
1000 driver_info->device = device;
1002 switch (vendor)
1004 case VENDOR_ATI:
1005 driver_info->name = "ati2dvag.dll";
1006 break;
1008 case VENDOR_NVIDIA:
1009 driver_info->name = "nv4_disp.dll";
1010 break;
1012 default:
1013 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1014 driver_info->name = "Display";
1015 break;
1018 memset(&os_version, 0, sizeof(os_version));
1019 os_version.dwOSVersionInfoSize = sizeof(os_version);
1020 if (!GetVersionExW(&os_version))
1022 ERR("Failed to get OS version, reporting 2000/XP.\n");
1023 driver_os_version = 6;
1025 else
1027 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1028 switch (os_version.dwMajorVersion)
1030 case 4:
1031 driver_os_version = 4;
1032 break;
1034 case 5:
1035 driver_os_version = 6;
1036 break;
1038 case 6:
1039 if (os_version.dwMinorVersion == 0)
1041 driver_os_version = 7;
1043 else
1045 if (os_version.dwMinorVersion > 1)
1047 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1048 os_version.dwMajorVersion, os_version.dwMinorVersion);
1050 driver_os_version = 8;
1052 break;
1054 default:
1055 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1056 os_version.dwMajorVersion, os_version.dwMinorVersion);
1057 driver_os_version = 6;
1058 break;
1062 driver_info->description = "Direct3D HAL";
1063 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1064 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1066 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1068 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1070 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1072 driver_info->description = driver_version_table[i].description;
1073 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1074 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1075 driver_version_table[i].lopart_lo);
1076 break;
1080 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1081 driver_info->version_high, driver_info->version_low);
1084 /* Context activation is done by the caller. */
1085 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1086 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1088 unsigned int i;
1090 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1092 if (!quirk_table[i].match(gl_info, gl_renderer, vendor, device)) continue;
1093 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1094 quirk_table[i].apply(gl_info);
1097 /* Find out if PBOs work as they are supposed to. */
1098 test_pbo_functionality(gl_info);
1101 static DWORD wined3d_parse_gl_version(const char *gl_version)
1103 const char *ptr = gl_version;
1104 int major, minor;
1106 major = atoi(ptr);
1107 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1109 while (isdigit(*ptr)) ++ptr;
1110 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1112 minor = atoi(ptr);
1114 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1116 return MAKEDWORD_VERSION(major, minor);
1119 static enum wined3d_pci_vendor wined3d_guess_vendor(const char *gl_vendor, const char *gl_renderer)
1121 if (strstr(gl_vendor, "NVIDIA"))
1122 return VENDOR_NVIDIA;
1124 if (strstr(gl_vendor, "ATI"))
1125 return VENDOR_ATI;
1127 if (strstr(gl_vendor, "Intel(R)")
1128 || strstr(gl_renderer, "Intel(R)")
1129 || strstr(gl_vendor, "Intel Inc."))
1130 return VENDOR_INTEL;
1132 if (strstr(gl_vendor, "Mesa")
1133 || strstr(gl_vendor, "Advanced Micro Devices, Inc.")
1134 || strstr(gl_vendor, "DRI R300 Project")
1135 || strstr(gl_vendor, "Tungsten Graphics, Inc")
1136 || strstr(gl_vendor, "VMware, Inc."))
1137 return VENDOR_MESA;
1139 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning VENDOR_WINE.\n", debugstr_a(gl_vendor));
1141 return VENDOR_WINE;
1144 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1145 enum wined3d_pci_vendor *vendor, unsigned int *vidmem)
1147 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1148 * different GPUs with roughly the same features. In most cases GPUs from a
1149 * certain family differ in clockspeeds, the amount of video memory and the
1150 * number of shader pipelines.
1152 * A Direct3D device object contains the PCI id (vendor + device) of the
1153 * videocard which is used for rendering. Various applications use this
1154 * information to get a rough estimation of the features of the card and
1155 * some might use it for enabling 3d effects only on certain types of
1156 * videocards. In some cases games might even use it to work around bugs
1157 * which happen on certain videocards/driver combinations. The problem is
1158 * that OpenGL only exposes a rendering string containing the name of the
1159 * videocard and not the PCI id.
1161 * Various games depend on the PCI id, so somehow we need to provide one.
1162 * A simple option is to parse the renderer string and translate this to
1163 * the right PCI id. This is a lot of work because there are more than 200
1164 * GPUs just for Nvidia. Various cards share the same renderer string, so
1165 * the amount of code might be 'small' but there are quite a number of
1166 * exceptions which would make this a pain to maintain. Another way would
1167 * be to query the PCI id from the operating system (assuming this is the
1168 * videocard which is used for rendering which is not always the case).
1169 * This would work but it is not very portable. Second it would not work
1170 * well in, let's say, a remote X situation in which the amount of 3d
1171 * features which can be used is limited.
1173 * As said most games only use the PCI id to get an indication of the
1174 * capabilities of the card. It doesn't really matter if the given id is
1175 * the correct one if we return the id of a card with similar 3d features.
1177 * The code below checks the OpenGL capabilities of a videocard and matches
1178 * that to a certain level of Direct3D functionality. Once a card passes
1179 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1180 * least a GeforceFX. To give a better estimate we do a basic check on the
1181 * renderer string but if that won't pass we return a default card. This
1182 * way is better than maintaining a full card database as even without a
1183 * full database we can return a card with similar features. Second the
1184 * size of the database can be made quite small because when you know what
1185 * type of 3d functionality a card has, you know to which GPU family the
1186 * GPU must belong. Because of this you only have to check a small part of
1187 * the renderer string to distinguishes between different models from that
1188 * family.
1190 * The code also selects a default amount of video memory which we will
1191 * use for an estimation of the amount of free texture memory. In case of
1192 * real D3D the amount of texture memory includes video memory and system
1193 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1194 * HyperMemory). We don't know how much system memory can be addressed by
1195 * the system but we can make a reasonable estimation about the amount of
1196 * video memory. If the value is slightly wrong it doesn't matter as we
1197 * didn't include AGP-like memory which makes the amount of addressable
1198 * memory higher and second OpenGL isn't that critical it moves to system
1199 * memory behind our backs if really needed. Note that the amount of video
1200 * memory can be overruled using a registry setting. */
1202 switch (*vendor)
1204 case VENDOR_NVIDIA:
1205 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1206 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1208 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1210 /* Geforce 200 - highend */
1211 if (strstr(gl_renderer, "GTX 280")
1212 || strstr(gl_renderer, "GTX 285")
1213 || strstr(gl_renderer, "GTX 295"))
1215 *vidmem = 1024;
1216 return CARD_NVIDIA_GEFORCE_GTX280;
1219 /* Geforce 200 - midend high */
1220 if (strstr(gl_renderer, "GTX 275"))
1222 *vidmem = 896;
1223 return CARD_NVIDIA_GEFORCE_GTX275;
1226 /* Geforce 200 - midend */
1227 if (strstr(gl_renderer, "GTX 260"))
1229 *vidmem = 1024;
1230 return CARD_NVIDIA_GEFORCE_GTX260;
1232 /* Geforce 200 - midend */
1233 if (strstr(gl_renderer, "GT 240"))
1235 *vidmem = 512;
1236 return CARD_NVIDIA_GEFORCE_GT240;
1239 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1240 if (strstr(gl_renderer, "9800")
1241 || strstr(gl_renderer, "GTS 150")
1242 || strstr(gl_renderer, "GTS 250"))
1244 *vidmem = 512;
1245 return CARD_NVIDIA_GEFORCE_9800GT;
1248 /* Geforce9 - midend */
1249 if (strstr(gl_renderer, "9600"))
1251 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1252 return CARD_NVIDIA_GEFORCE_9600GT;
1255 /* Geforce9 - midend low / Geforce 200 - low */
1256 if (strstr(gl_renderer, "9500")
1257 || strstr(gl_renderer, "GT 120")
1258 || strstr(gl_renderer, "GT 130"))
1260 *vidmem = 256; /* The 9500GT has 256-1024MB */
1261 return CARD_NVIDIA_GEFORCE_9500GT;
1264 /* Geforce9 - lowend */
1265 if (strstr(gl_renderer, "9400"))
1267 *vidmem = 256; /* The 9400GT has 256-1024MB */
1268 return CARD_NVIDIA_GEFORCE_9400GT;
1271 /* Geforce9 - lowend low */
1272 if (strstr(gl_renderer, "9100")
1273 || strstr(gl_renderer, "9200")
1274 || strstr(gl_renderer, "9300")
1275 || strstr(gl_renderer, "G 100"))
1277 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1278 return CARD_NVIDIA_GEFORCE_9200;
1281 /* Geforce8 - highend */
1282 if (strstr(gl_renderer, "8800"))
1284 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1285 return CARD_NVIDIA_GEFORCE_8800GTS;
1288 /* Geforce8 - midend mobile */
1289 if (strstr(gl_renderer, "8600 M"))
1291 *vidmem = 512;
1292 return CARD_NVIDIA_GEFORCE_8600MGT;
1295 /* Geforce8 - midend */
1296 if (strstr(gl_renderer, "8600")
1297 || strstr(gl_renderer, "8700"))
1299 *vidmem = 256;
1300 return CARD_NVIDIA_GEFORCE_8600GT;
1303 /* Geforce8 - lowend */
1304 if (strstr(gl_renderer, "8100")
1305 || strstr(gl_renderer, "8200")
1306 || strstr(gl_renderer, "8300")
1307 || strstr(gl_renderer, "8400")
1308 || strstr(gl_renderer, "8500"))
1310 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1311 return CARD_NVIDIA_GEFORCE_8300GS;
1314 /* Geforce7 - highend */
1315 if (strstr(gl_renderer, "7800")
1316 || strstr(gl_renderer, "7900")
1317 || strstr(gl_renderer, "7950")
1318 || strstr(gl_renderer, "Quadro FX 4")
1319 || strstr(gl_renderer, "Quadro FX 5"))
1321 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1322 return CARD_NVIDIA_GEFORCE_7800GT;
1325 /* Geforce7 midend */
1326 if (strstr(gl_renderer, "7600")
1327 || strstr(gl_renderer, "7700"))
1329 *vidmem = 256; /* The 7600 uses 256-512MB */
1330 return CARD_NVIDIA_GEFORCE_7600;
1333 /* Geforce7 lower medium */
1334 if (strstr(gl_renderer, "7400"))
1336 *vidmem = 256; /* The 7400 uses 256-512MB */
1337 return CARD_NVIDIA_GEFORCE_7400;
1340 /* Geforce7 lowend */
1341 if (strstr(gl_renderer, "7300"))
1343 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1344 return CARD_NVIDIA_GEFORCE_7300;
1347 /* Geforce6 highend */
1348 if (strstr(gl_renderer, "6800"))
1350 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1351 return CARD_NVIDIA_GEFORCE_6800;
1354 /* Geforce6 - midend */
1355 if (strstr(gl_renderer, "6600")
1356 || strstr(gl_renderer, "6610")
1357 || strstr(gl_renderer, "6700"))
1359 *vidmem = 128; /* A 6600GT has 128-256MB */
1360 return CARD_NVIDIA_GEFORCE_6600GT;
1363 /* Geforce6/7 lowend */
1364 *vidmem = 64; /* */
1365 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1368 if (WINE_D3D9_CAPABLE(gl_info))
1370 /* GeforceFX - highend */
1371 if (strstr(gl_renderer, "5800")
1372 || strstr(gl_renderer, "5900")
1373 || strstr(gl_renderer, "5950")
1374 || strstr(gl_renderer, "Quadro FX"))
1376 *vidmem = 256; /* 5800-5900 cards use 256MB */
1377 return CARD_NVIDIA_GEFORCEFX_5800;
1380 /* GeforceFX - midend */
1381 if (strstr(gl_renderer, "5600")
1382 || strstr(gl_renderer, "5650")
1383 || strstr(gl_renderer, "5700")
1384 || strstr(gl_renderer, "5750"))
1386 *vidmem = 128; /* A 5600 uses 128-256MB */
1387 return CARD_NVIDIA_GEFORCEFX_5600;
1390 /* GeforceFX - lowend */
1391 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1392 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1395 if (WINE_D3D8_CAPABLE(gl_info))
1397 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1399 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1400 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1403 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1404 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1407 if (WINE_D3D7_CAPABLE(gl_info))
1409 if (strstr(gl_renderer, "GeForce4 MX"))
1411 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1412 * early models had 32MB but most have 64MB or even 128MB. */
1413 *vidmem = 64;
1414 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1417 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1419 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1420 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1423 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1425 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1426 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1429 /* Most Geforce1 cards have 32MB, there are also some rare 16
1430 * and 64MB (Dell) models. */
1431 *vidmem = 32;
1432 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1435 if (strstr(gl_renderer, "TNT2"))
1437 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1438 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1441 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1442 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1444 case VENDOR_ATI:
1445 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1447 * Beware: renderer string do not match exact card model,
1448 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1449 if (WINE_D3D9_CAPABLE(gl_info))
1451 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1452 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1453 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1454 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1456 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1457 return CARD_ATI_RADEON_HD5800;
1460 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1461 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1462 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1463 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1465 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1466 return CARD_ATI_RADEON_HD5700;
1469 /* Radeon R7xx HD4800 - highend */
1470 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1471 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1472 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1473 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1474 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1476 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1477 return CARD_ATI_RADEON_HD4800;
1480 /* Radeon R740 HD4700 - midend */
1481 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1482 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1484 *vidmem = 512;
1485 return CARD_ATI_RADEON_HD4700;
1488 /* Radeon R730 HD4600 - midend */
1489 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1490 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1491 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1493 *vidmem = 512;
1494 return CARD_ATI_RADEON_HD4600;
1497 /* Radeon R710 HD4500/HD4350 - lowend */
1498 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1499 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1501 *vidmem = 256;
1502 return CARD_ATI_RADEON_HD4350;
1505 /* Radeon R6xx HD2900/HD3800 - highend */
1506 if (strstr(gl_renderer, "HD 2900")
1507 || strstr(gl_renderer, "HD 3870")
1508 || strstr(gl_renderer, "HD 3850"))
1510 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1511 return CARD_ATI_RADEON_HD2900;
1514 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1515 if (strstr(gl_renderer, "HD 2600")
1516 || strstr(gl_renderer, "HD 3830")
1517 || strstr(gl_renderer, "HD 3690")
1518 || strstr(gl_renderer, "HD 3650"))
1520 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1521 return CARD_ATI_RADEON_HD2600;
1524 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1525 if (strstr(gl_renderer, "HD 2300")
1526 || strstr(gl_renderer, "HD 2400")
1527 || strstr(gl_renderer, "HD 3470")
1528 || strstr(gl_renderer, "HD 3450")
1529 || strstr(gl_renderer, "HD 3430")
1530 || strstr(gl_renderer, "HD 3400"))
1532 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1533 return CARD_ATI_RADEON_HD2300;
1536 /* Radeon R6xx/R7xx integrated */
1537 if (strstr(gl_renderer, "HD 3100")
1538 || strstr(gl_renderer, "HD 3200")
1539 || strstr(gl_renderer, "HD 3300"))
1541 *vidmem = 128; /* 128MB */
1542 return CARD_ATI_RADEON_HD3200;
1545 /* Radeon R5xx */
1546 if (strstr(gl_renderer, "X1600")
1547 || strstr(gl_renderer, "X1650")
1548 || strstr(gl_renderer, "X1800")
1549 || strstr(gl_renderer, "X1900")
1550 || strstr(gl_renderer, "X1950"))
1552 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1553 return CARD_ATI_RADEON_X1600;
1556 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1557 if (strstr(gl_renderer, "X700")
1558 || strstr(gl_renderer, "X800")
1559 || strstr(gl_renderer, "X850")
1560 || strstr(gl_renderer, "X1300")
1561 || strstr(gl_renderer, "X1400")
1562 || strstr(gl_renderer, "X1450")
1563 || strstr(gl_renderer, "X1550"))
1565 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1566 return CARD_ATI_RADEON_X700;
1569 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1570 if (strstr(gl_renderer, "Radeon Xpress"))
1572 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1573 return CARD_ATI_RADEON_XPRESS_200M;
1576 /* Radeon R3xx */
1577 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1578 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1581 if (WINE_D3D8_CAPABLE(gl_info))
1583 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1584 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1587 if (WINE_D3D7_CAPABLE(gl_info))
1589 *vidmem = 32; /* There are models with up to 64MB */
1590 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1593 *vidmem = 16; /* There are 16-32MB models */
1594 return CARD_ATI_RAGE_128PRO;
1596 case VENDOR_INTEL:
1597 if (strstr(gl_renderer, "X3100"))
1599 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1600 *vidmem = 128;
1601 return CARD_INTEL_X3100;
1604 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1606 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1607 *vidmem = 64;
1608 return CARD_INTEL_I945GM;
1611 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1612 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1613 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1614 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1615 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1616 return CARD_INTEL_I915G;
1618 case VENDOR_MESA:
1619 case VENDOR_WINE:
1620 default:
1621 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1622 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1623 * them a good generic choice. */
1624 *vendor = VENDOR_NVIDIA;
1625 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1626 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1627 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1628 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1629 return CARD_NVIDIA_RIVA_128;
1633 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1635 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1636 int vs_selected_mode, ps_selected_mode;
1638 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1639 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1640 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1641 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1642 else if (gl_info->supported[NV_REGISTER_COMBINERS]
1643 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1644 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1645 else return &ffp_fragment_pipeline;
1648 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1650 int vs_selected_mode, ps_selected_mode;
1652 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1653 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1654 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1655 return &none_shader_backend;
1658 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
1660 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1661 int vs_selected_mode, ps_selected_mode;
1663 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1664 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1665 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
1666 else return &ffp_blit;
1669 /* Context activation is done by the caller. */
1670 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
1672 struct wined3d_driver_info *driver_info = &adapter->driver_info;
1673 struct wined3d_gl_info *gl_info = &adapter->gl_info;
1674 const char *GL_Extensions = NULL;
1675 const char *WGL_Extensions = NULL;
1676 const char *gl_string = NULL;
1677 enum wined3d_pci_vendor vendor;
1678 enum wined3d_pci_device device;
1679 GLint gl_max;
1680 GLfloat gl_floatv[2];
1681 unsigned i;
1682 HDC hdc;
1683 unsigned int vidmem=0;
1684 char *gl_renderer;
1685 DWORD gl_version;
1686 size_t len;
1688 TRACE_(d3d_caps)("(%p)\n", gl_info);
1690 ENTER_GL();
1692 gl_string = (const char *)glGetString(GL_RENDERER);
1693 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_string));
1694 if (!gl_string)
1696 LEAVE_GL();
1697 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
1698 return FALSE;
1701 len = strlen(gl_string) + 1;
1702 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
1703 if (!gl_renderer)
1705 LEAVE_GL();
1706 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
1707 return FALSE;
1709 memcpy(gl_renderer, gl_string, len);
1711 gl_string = (const char *)glGetString(GL_VENDOR);
1712 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_string));
1713 if (!gl_string)
1715 LEAVE_GL();
1716 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
1717 HeapFree(GetProcessHeap(), 0, gl_renderer);
1718 return FALSE;
1720 vendor = wined3d_guess_vendor(gl_string, gl_renderer);
1721 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), vendor);
1723 /* Parse the GL_VERSION field into major and minor information */
1724 gl_string = (const char *)glGetString(GL_VERSION);
1725 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_string));
1726 if (!gl_string)
1728 LEAVE_GL();
1729 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1730 HeapFree(GetProcessHeap(), 0, gl_renderer);
1731 return FALSE;
1733 gl_version = wined3d_parse_gl_version(gl_string);
1736 * Initialize openGL extension related variables
1737 * with Default values
1739 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1740 gl_info->limits.buffers = 1;
1741 gl_info->limits.textures = 1;
1742 gl_info->limits.texture_stages = 1;
1743 gl_info->limits.fragment_samplers = 1;
1744 gl_info->limits.vertex_samplers = 0;
1745 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
1746 gl_info->limits.sampler_stages = 1;
1747 gl_info->limits.glsl_vs_float_constants = 0;
1748 gl_info->limits.glsl_ps_float_constants = 0;
1749 gl_info->limits.arb_vs_float_constants = 0;
1750 gl_info->limits.arb_vs_native_constants = 0;
1751 gl_info->limits.arb_vs_instructions = 0;
1752 gl_info->limits.arb_vs_temps = 0;
1753 gl_info->limits.arb_ps_float_constants = 0;
1754 gl_info->limits.arb_ps_local_constants = 0;
1755 gl_info->limits.arb_ps_instructions = 0;
1756 gl_info->limits.arb_ps_temps = 0;
1758 /* Retrieve opengl defaults */
1759 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1760 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1761 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1763 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1764 gl_info->limits.lights = gl_max;
1765 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1767 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1768 gl_info->limits.texture_size = gl_max;
1769 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1771 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1772 gl_info->limits.pointsize_min = gl_floatv[0];
1773 gl_info->limits.pointsize_max = gl_floatv[1];
1774 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1776 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1777 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1778 if (!GL_Extensions)
1780 LEAVE_GL();
1781 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1782 HeapFree(GetProcessHeap(), 0, gl_renderer);
1783 return FALSE;
1786 LEAVE_GL();
1788 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1790 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1792 while (*GL_Extensions)
1794 const char *start;
1795 char current_ext[256];
1797 while (isspace(*GL_Extensions)) ++GL_Extensions;
1798 start = GL_Extensions;
1799 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1801 len = GL_Extensions - start;
1802 if (!len || len >= sizeof(current_ext)) continue;
1804 memcpy(current_ext, start, len);
1805 current_ext[len] = '\0';
1806 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
1808 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1810 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1812 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1813 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1814 break;
1819 /* Now work out what GL support this card really has */
1820 #define USE_GL_FUNC(type, pfn, ext, replace) \
1822 DWORD ver = ver_for_ext(ext); \
1823 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1824 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1825 else gl_info->pfn = NULL; \
1827 GL_EXT_FUNCS_GEN;
1828 #undef USE_GL_FUNC
1830 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1831 WGL_EXT_FUNCS_GEN;
1832 #undef USE_GL_FUNC
1834 ENTER_GL();
1836 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1837 * loading the functions, otherwise the code above will load the extension entry points instead of the
1838 * core functions, which may not work. */
1839 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1841 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1842 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1844 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1845 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1849 if (gl_info->supported[APPLE_FENCE])
1851 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1852 * The apple extension interacts with some other apple exts. Disable the NV
1853 * extension if the apple one is support to prevent confusion in other parts
1854 * of the code. */
1855 gl_info->supported[NV_FENCE] = FALSE;
1857 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1859 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1861 * The enums are the same:
1862 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1863 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1864 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1865 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1866 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1868 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1870 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1871 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1873 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1875 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1876 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1879 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1881 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
1882 * functionality. Prefer the ARB extension */
1883 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
1885 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1887 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1888 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1890 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
1892 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
1893 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
1895 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
1897 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
1898 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
1900 if (gl_info->supported[NV_TEXTURE_SHADER2])
1902 if (gl_info->supported[NV_REGISTER_COMBINERS])
1904 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1905 * are supported. The nv extensions provide the same functionality as the
1906 * ATI one, and a bit more(signed pixelformats). */
1907 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1910 if (gl_info->supported[ARB_DRAW_BUFFERS])
1912 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1913 gl_info->limits.buffers = gl_max;
1914 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1916 if (gl_info->supported[ARB_MULTITEXTURE])
1918 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1919 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
1920 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
1922 if (gl_info->supported[NV_REGISTER_COMBINERS])
1924 GLint tmp;
1925 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1926 gl_info->limits.texture_stages = min(MAX_TEXTURES, tmp);
1928 else
1930 gl_info->limits.texture_stages = min(MAX_TEXTURES, gl_max);
1932 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->limits.texture_stages);
1934 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1936 GLint tmp;
1937 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1938 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1940 else
1942 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
1944 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
1946 if (gl_info->supported[ARB_VERTEX_SHADER])
1948 GLint tmp;
1949 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1950 gl_info->limits.vertex_samplers = tmp;
1951 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1952 gl_info->limits.combined_samplers = tmp;
1954 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1955 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1956 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1957 * shader is used with fixed function vertex processing we're fine too because fixed function
1958 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1959 * used we have to make sure that all vertex sampler setups are valid together with all
1960 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1961 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1962 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1963 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1964 * a fixed function pipeline anymore.
1966 * So this is just a check to check that our assumption holds true. If not, write a warning
1967 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1968 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
1969 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
1971 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1972 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
1973 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1974 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
1975 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
1976 else
1977 gl_info->limits.vertex_samplers = 0;
1980 else
1982 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
1984 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
1985 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
1987 if (gl_info->supported[ARB_VERTEX_BLEND])
1989 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1990 gl_info->limits.blends = gl_max;
1991 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
1993 if (gl_info->supported[EXT_TEXTURE3D])
1995 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1996 gl_info->limits.texture3d_size = gl_max;
1997 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
1999 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2001 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2002 gl_info->limits.anisotropy = gl_max;
2003 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2005 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2007 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2008 gl_info->limits.arb_ps_float_constants = gl_max;
2009 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2010 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2011 gl_info->limits.arb_ps_native_constants = gl_max;
2012 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2013 gl_info->limits.arb_ps_native_constants);
2014 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2015 gl_info->limits.arb_ps_temps = gl_max;
2016 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2017 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2018 gl_info->limits.arb_ps_instructions = gl_max;
2019 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2020 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2021 gl_info->limits.arb_ps_local_constants = gl_max;
2022 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2024 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2026 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2027 gl_info->limits.arb_vs_float_constants = gl_max;
2028 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2029 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2030 gl_info->limits.arb_vs_native_constants = gl_max;
2031 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2032 gl_info->limits.arb_vs_native_constants);
2033 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2034 gl_info->limits.arb_vs_temps = gl_max;
2035 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2036 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2037 gl_info->limits.arb_vs_instructions = gl_max;
2038 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2040 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2042 if (gl_info->supported[ARB_VERTEX_SHADER])
2044 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2045 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2046 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2048 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2050 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2051 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2052 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2053 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2054 gl_info->limits.glsl_varyings = gl_max;
2055 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2057 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2059 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2060 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2062 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2064 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2066 else
2068 gl_info->limits.shininess = 128.0f;
2070 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2072 /* If we have full NP2 texture support, disable
2073 * GL_ARB_texture_rectangle because we will never use it.
2074 * This saves a few redundant glDisable calls. */
2075 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2077 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2079 /* Disable NV_register_combiners and fragment shader if this is supported.
2080 * generally the NV extensions are preferred over the ATI ones, and this
2081 * extension is disabled if register_combiners and texture_shader2 are both
2082 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2083 * fragment processing support. */
2084 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2085 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2086 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2087 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2088 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
2090 if (gl_info->supported[NV_HALF_FLOAT])
2092 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2093 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2095 if (gl_info->supported[ARB_POINT_SPRITE])
2097 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2099 else
2101 gl_info->limits.point_sprite_units = 0;
2103 checkGLcall("extension detection");
2105 LEAVE_GL();
2107 adapter->fragment_pipe = select_fragment_implementation(adapter);
2108 adapter->shader_backend = select_shader_backend(adapter);
2109 adapter->blitter = select_blit_implementation(adapter);
2111 /* In some cases the number of texture stages can be larger than the number
2112 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2113 * shaders), but 8 texture stages (register combiners). */
2114 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2116 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2118 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2119 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2120 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2121 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2122 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2123 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2124 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2125 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2126 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2127 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2128 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2129 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2130 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2131 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2132 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2133 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2134 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2135 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2136 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2138 else
2140 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2142 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2143 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2144 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2145 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2146 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2147 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2148 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2149 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2150 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2151 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2152 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2153 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2154 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2155 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2156 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2157 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2158 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2160 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2162 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2163 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2165 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2167 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2169 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2171 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2175 /* MRTs are currently only supported when FBOs are used. */
2176 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2178 gl_info->limits.buffers = 1;
2181 device = wined3d_guess_card(gl_info, gl_renderer, &vendor, &vidmem);
2182 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", vendor, device);
2184 /* If we have an estimate use it, else default to 64MB; */
2185 if(vidmem)
2186 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2187 else
2188 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2190 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2191 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2192 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2193 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2194 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2195 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2196 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2197 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2199 /* Make sure there's an active HDC else the WGL extensions will fail */
2200 hdc = pwglGetCurrentDC();
2201 if (hdc) {
2202 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2203 if(GL_EXTCALL(wglGetExtensionsStringARB))
2204 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2206 if (NULL == WGL_Extensions) {
2207 ERR(" WGL_Extensions returns NULL\n");
2208 } else {
2209 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2210 while (*WGL_Extensions != 0x00) {
2211 const char *Start;
2212 char ThisExtn[256];
2214 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2215 Start = WGL_Extensions;
2216 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2217 WGL_Extensions++;
2220 len = WGL_Extensions - Start;
2221 if (len == 0 || len >= sizeof(ThisExtn))
2222 continue;
2224 memcpy(ThisExtn, Start, len);
2225 ThisExtn[len] = '\0';
2226 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2228 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2229 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2230 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2232 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2233 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2234 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2236 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2237 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2238 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2244 fixup_extensions(gl_info, gl_renderer, vendor, device);
2245 init_driver_info(driver_info, vendor, device);
2246 add_gl_compat_wrappers(gl_info);
2248 HeapFree(GetProcessHeap(), 0, gl_renderer);
2249 return TRUE;
2252 /**********************************************************
2253 * IWineD3D implementation follows
2254 **********************************************************/
2256 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2257 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2259 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2261 return This->adapter_count;
2264 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2266 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2268 return WINED3D_OK;
2271 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2272 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2274 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2276 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2277 return NULL;
2280 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2283 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2284 of the same bpp but different resolutions */
2286 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2287 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2288 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2289 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2291 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2292 return 0;
2295 /* TODO: Store modes per adapter and read it from the adapter structure */
2296 if (Adapter == 0) { /* Display */
2297 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2298 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2299 unsigned int i = 0;
2300 unsigned int j = 0;
2301 DEVMODEW mode;
2303 memset(&mode, 0, sizeof(mode));
2304 mode.dmSize = sizeof(mode);
2306 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2308 ++j;
2310 if (Format == WINED3DFMT_UNKNOWN)
2312 /* This is for D3D8, do not enumerate P8 here */
2313 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2315 else if (mode.dmBitsPerPel == format_bits)
2317 ++i;
2321 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2322 return i;
2323 } else {
2324 FIXME_(d3d_caps)("Adapter not primary display\n");
2326 return 0;
2329 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2330 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2331 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2332 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2334 /* Validate the parameters as much as possible */
2335 if (NULL == pMode ||
2336 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2337 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2338 return WINED3DERR_INVALIDCALL;
2341 /* TODO: Store modes per adapter and read it from the adapter structure */
2342 if (Adapter == 0)
2344 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2345 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2346 DEVMODEW DevModeW;
2347 int ModeIdx = 0;
2348 UINT i = 0;
2349 int j = 0;
2351 ZeroMemory(&DevModeW, sizeof(DevModeW));
2352 DevModeW.dmSize = sizeof(DevModeW);
2354 /* If we are filtering to a specific format (D3D9), then need to skip
2355 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2356 just count through the ones with valid bit depths */
2357 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2359 if (Format == WINED3DFMT_UNKNOWN)
2361 /* This is for D3D8, do not enumerate P8 here */
2362 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2364 else if (DevModeW.dmBitsPerPel == format_bits)
2366 ++i;
2370 if (i == 0) {
2371 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2372 return WINED3DERR_INVALIDCALL;
2374 ModeIdx = j - 1;
2376 /* Now get the display mode via the calculated index */
2377 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2378 pMode->Width = DevModeW.dmPelsWidth;
2379 pMode->Height = DevModeW.dmPelsHeight;
2380 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2381 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2382 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2384 if (Format == WINED3DFMT_UNKNOWN) {
2385 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2386 } else {
2387 pMode->Format = Format;
2389 } else {
2390 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2391 return WINED3DERR_INVALIDCALL;
2394 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2395 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2396 DevModeW.dmBitsPerPel);
2399 else
2401 FIXME_(d3d_caps)("Adapter not primary display\n");
2404 return WINED3D_OK;
2407 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2409 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2411 if (NULL == pMode ||
2412 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2413 return WINED3DERR_INVALIDCALL;
2416 if (Adapter == 0) { /* Display */
2417 int bpp = 0;
2418 DEVMODEW DevModeW;
2420 ZeroMemory(&DevModeW, sizeof(DevModeW));
2421 DevModeW.dmSize = sizeof(DevModeW);
2423 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2424 pMode->Width = DevModeW.dmPelsWidth;
2425 pMode->Height = DevModeW.dmPelsHeight;
2426 bpp = DevModeW.dmBitsPerPel;
2427 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2428 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2430 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2433 pMode->Format = pixelformat_for_depth(bpp);
2434 } else {
2435 FIXME_(d3d_caps)("Adapter not primary display\n");
2438 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2439 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2440 return WINED3D_OK;
2443 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2444 and fields being inserted in the middle, a new structure is used in place */
2445 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2446 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2447 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2448 struct wined3d_adapter *adapter;
2449 size_t len;
2451 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2453 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2454 return WINED3DERR_INVALIDCALL;
2457 adapter = &This->adapters[Adapter];
2459 /* Return the information requested */
2460 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2462 if (pIdentifier->driver_size)
2464 const char *name = adapter->driver_info.name;
2465 len = min(strlen(name), pIdentifier->driver_size - 1);
2466 memcpy(pIdentifier->driver, name, len);
2467 pIdentifier->driver[len] = '\0';
2470 if (pIdentifier->description_size)
2472 const char *description = adapter->driver_info.description;
2473 len = min(strlen(description), pIdentifier->description_size - 1);
2474 memcpy(pIdentifier->description, description, len);
2475 pIdentifier->description[len] = '\0';
2478 /* Note that d3d8 doesn't supply a device name. */
2479 if (pIdentifier->device_name_size)
2481 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2483 len = strlen(device_name);
2484 if (len >= pIdentifier->device_name_size)
2486 ERR("Device name size too small.\n");
2487 return WINED3DERR_INVALIDCALL;
2490 memcpy(pIdentifier->device_name, device_name, len);
2491 pIdentifier->device_name[len] = '\0';
2494 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2495 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2496 pIdentifier->vendor_id = adapter->driver_info.vendor;
2497 pIdentifier->device_id = adapter->driver_info.device;
2498 pIdentifier->subsystem_id = 0;
2499 pIdentifier->revision = 0;
2500 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2501 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2502 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2503 pIdentifier->video_memory = adapter->TextureRam;
2505 return WINED3D_OK;
2508 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2509 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2511 short redSize, greenSize, blueSize, alphaSize, colorBits;
2513 if(!cfg)
2514 return FALSE;
2516 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2517 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2519 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2520 return FALSE;
2523 if(cfg->redSize < redSize)
2524 return FALSE;
2526 if(cfg->greenSize < greenSize)
2527 return FALSE;
2529 if(cfg->blueSize < blueSize)
2530 return FALSE;
2532 if(cfg->alphaSize < alphaSize)
2533 return FALSE;
2535 return TRUE;
2536 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2537 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2538 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2539 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2540 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2541 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2542 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2543 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2544 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2545 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2546 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2547 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2548 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2549 } else {
2550 /* Probably a color index mode */
2551 return FALSE;
2554 return FALSE;
2557 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2558 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2560 short depthSize, stencilSize;
2561 BOOL lockable = FALSE;
2563 if(!cfg)
2564 return FALSE;
2566 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2568 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2569 return FALSE;
2572 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2573 lockable = TRUE;
2575 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2576 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2577 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2578 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2579 return FALSE;
2581 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2582 * allow more stencil bits than requested. */
2583 if(cfg->stencilSize < stencilSize)
2584 return FALSE;
2586 return TRUE;
2589 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2590 WINED3DFORMAT AdapterFormat,
2591 WINED3DFORMAT RenderTargetFormat,
2592 WINED3DFORMAT DepthStencilFormat) {
2593 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2594 int nCfgs;
2595 const WineD3D_PixelFormat *cfgs;
2596 const struct wined3d_adapter *adapter;
2597 const struct GlPixelFormatDesc *rt_format_desc;
2598 const struct GlPixelFormatDesc *ds_format_desc;
2599 int it;
2601 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2602 This, Adapter,
2603 DeviceType, debug_d3ddevicetype(DeviceType),
2604 AdapterFormat, debug_d3dformat(AdapterFormat),
2605 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2606 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2608 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2609 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2610 return WINED3DERR_INVALIDCALL;
2613 adapter = &This->adapters[Adapter];
2614 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2615 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2616 cfgs = adapter->cfgs;
2617 nCfgs = adapter->nCfgs;
2618 for (it = 0; it < nCfgs; ++it) {
2619 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2621 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2623 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2624 return WINED3D_OK;
2628 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2630 return WINED3DERR_NOTAVAILABLE;
2633 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2634 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2636 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2637 const struct GlPixelFormatDesc *glDesc;
2638 const struct wined3d_adapter *adapter;
2640 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2641 This,
2642 Adapter,
2643 DeviceType, debug_d3ddevicetype(DeviceType),
2644 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2645 Windowed,
2646 MultiSampleType,
2647 pQualityLevels);
2649 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2650 return WINED3DERR_INVALIDCALL;
2653 /* TODO: handle Windowed, add more quality levels */
2655 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2656 if(pQualityLevels) *pQualityLevels = 1;
2657 return WINED3D_OK;
2660 /* By default multisampling is disabled right now as it causes issues
2661 * on some Nvidia driver versions and it doesn't work well in combination
2662 * with FBOs yet. */
2663 if(!wined3d_settings.allow_multisampling)
2664 return WINED3DERR_NOTAVAILABLE;
2666 adapter = &This->adapters[Adapter];
2667 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2668 if (!glDesc) return WINED3DERR_INVALIDCALL;
2670 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2671 int i, nCfgs;
2672 const WineD3D_PixelFormat *cfgs;
2674 cfgs = adapter->cfgs;
2675 nCfgs = adapter->nCfgs;
2676 for(i=0; i<nCfgs; i++) {
2677 if(cfgs[i].numSamples != MultiSampleType)
2678 continue;
2680 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2681 continue;
2683 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2685 if(pQualityLevels)
2686 *pQualityLevels = 1; /* Guess at a value! */
2687 return WINED3D_OK;
2690 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2691 short redSize, greenSize, blueSize, alphaSize, colorBits;
2692 int i, nCfgs;
2693 const WineD3D_PixelFormat *cfgs;
2695 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2697 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2698 return WINED3DERR_NOTAVAILABLE;
2701 cfgs = adapter->cfgs;
2702 nCfgs = adapter->nCfgs;
2703 for(i=0; i<nCfgs; i++) {
2704 if(cfgs[i].numSamples != MultiSampleType)
2705 continue;
2706 if(cfgs[i].redSize != redSize)
2707 continue;
2708 if(cfgs[i].greenSize != greenSize)
2709 continue;
2710 if(cfgs[i].blueSize != blueSize)
2711 continue;
2712 if(cfgs[i].alphaSize != alphaSize)
2713 continue;
2715 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2717 if(pQualityLevels)
2718 *pQualityLevels = 1; /* Guess at a value! */
2719 return WINED3D_OK;
2722 return WINED3DERR_NOTAVAILABLE;
2725 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2726 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
2728 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2729 UINT nmodes;
2731 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
2732 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
2733 debug_d3dformat(BackBufferFormat), Windowed);
2735 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2736 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2737 return WINED3DERR_INVALIDCALL;
2740 /* The task of this function is to check whether a certain display / backbuffer format
2741 * combination is available on the given adapter. In fullscreen mode microsoft specified
2742 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2743 * and display format should match exactly.
2744 * In windowed mode format conversion can occur and this depends on the driver. When format
2745 * conversion is done, this function should nevertheless fail and applications need to use
2746 * CheckDeviceFormatConversion.
2747 * At the moment we assume that fullscreen and windowed have the same capabilities */
2749 /* There are only 4 display formats */
2750 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
2751 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2752 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2753 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
2755 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2756 return WINED3DERR_NOTAVAILABLE;
2759 /* If the requested DisplayFormat is not available, don't continue */
2760 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2761 if(!nmodes) {
2762 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2763 return WINED3DERR_NOTAVAILABLE;
2766 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2767 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2768 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2769 return WINED3DERR_NOTAVAILABLE;
2772 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2773 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
2775 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2776 return WINED3DERR_NOTAVAILABLE;
2779 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2780 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2781 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
2783 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2784 return WINED3DERR_NOTAVAILABLE;
2787 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2788 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2789 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
2791 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2792 return WINED3DERR_NOTAVAILABLE;
2795 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2796 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
2797 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
2799 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2800 return WINED3DERR_NOTAVAILABLE;
2803 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2804 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2805 if(FAILED(hr))
2806 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2808 return hr;
2812 /* Check if we support bumpmapping for a format */
2813 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
2814 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2816 switch(format_desc->format)
2818 case WINED3DFMT_R8G8_SNORM:
2819 case WINED3DFMT_R16G16_SNORM:
2820 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
2821 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
2822 case WINED3DFMT_R8G8B8A8_SNORM:
2823 /* Ask the fixed function pipeline implementation if it can deal
2824 * with the conversion. If we've got a GL extension giving native
2825 * support this will be an identity conversion. */
2826 if (adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
2828 TRACE_(d3d_caps)("[OK]\n");
2829 return TRUE;
2831 TRACE_(d3d_caps)("[FAILED]\n");
2832 return FALSE;
2834 default:
2835 TRACE_(d3d_caps)("[FAILED]\n");
2836 return FALSE;
2840 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2841 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
2842 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2844 int it=0;
2846 /* Only allow depth/stencil formats */
2847 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
2849 /* Walk through all WGL pixel formats to find a match */
2850 for (it = 0; it < adapter->nCfgs; ++it)
2852 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2853 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2855 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2857 return TRUE;
2862 return FALSE;
2865 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2867 /* The flags entry of a format contains the filtering capability */
2868 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2870 return FALSE;
2873 /* Check the render target capabilities of a format */
2874 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
2875 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2877 /* Filter out non-RT formats */
2878 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2880 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2881 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2882 int it;
2883 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2884 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2886 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2887 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2889 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2890 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2891 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2892 TRACE_(d3d_caps)("[FAILED]\n");
2893 return FALSE;
2896 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2897 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2898 for (it = 0; it < adapter->nCfgs; ++it)
2900 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2901 &cfgs[it], check_format_desc))
2903 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2904 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2905 return TRUE;
2908 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2909 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2910 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2911 int it;
2913 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2914 for (it = 0; it < adapter->nCfgs; ++it)
2916 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2917 &cfgs[it], check_format_desc))
2919 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2920 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2921 return TRUE;
2924 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2925 /* For now return TRUE for FBOs until we have some proper checks.
2926 * Note that this function will only be called when the format is around for texturing. */
2927 return TRUE;
2929 return FALSE;
2932 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2934 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2936 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2937 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2939 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2940 return FALSE;
2943 switch (format_desc->format)
2945 case WINED3DFMT_B8G8R8A8_UNORM:
2946 case WINED3DFMT_B8G8R8X8_UNORM:
2947 case WINED3DFMT_B4G4R4A4_UNORM:
2948 case WINED3DFMT_L8_UNORM:
2949 case WINED3DFMT_L8A8_UNORM:
2950 case WINED3DFMT_DXT1:
2951 case WINED3DFMT_DXT2:
2952 case WINED3DFMT_DXT3:
2953 case WINED3DFMT_DXT4:
2954 case WINED3DFMT_DXT5:
2955 TRACE_(d3d_caps)("[OK]\n");
2956 return TRUE;
2958 default:
2959 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2960 return FALSE;
2962 return FALSE;
2965 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
2966 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2968 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2969 * doing the color fixup in shaders.
2970 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2971 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
2973 int vs_selected_mode;
2974 int ps_selected_mode;
2975 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2977 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2978 TRACE_(d3d_caps)("[OK]\n");
2979 return TRUE;
2983 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2984 return FALSE;
2987 /* Check if a format support blending in combination with pixel shaders */
2988 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
2989 const struct GlPixelFormatDesc *format_desc)
2991 /* The flags entry of a format contains the post pixel shader blending capability */
2992 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2994 return FALSE;
2997 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2999 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3000 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3001 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3002 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3003 * capability anyway.
3005 * For now lets report this on all formats, but in the future we may want to
3006 * restrict it to some should games need that
3008 return TRUE;
3011 /* Check if a texture format is supported on the given adapter */
3012 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3013 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3015 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3017 switch (format_desc->format)
3019 /*****
3020 * supported: RGB(A) formats
3022 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3023 case WINED3DFMT_B8G8R8A8_UNORM:
3024 case WINED3DFMT_B8G8R8X8_UNORM:
3025 case WINED3DFMT_B5G6R5_UNORM:
3026 case WINED3DFMT_B5G5R5X1_UNORM:
3027 case WINED3DFMT_B5G5R5A1_UNORM:
3028 case WINED3DFMT_B4G4R4A4_UNORM:
3029 case WINED3DFMT_A8_UNORM:
3030 case WINED3DFMT_B4G4R4X4_UNORM:
3031 case WINED3DFMT_R8G8B8A8_UNORM:
3032 case WINED3DFMT_R8G8B8X8_UNORM:
3033 case WINED3DFMT_B10G10R10A2_UNORM:
3034 case WINED3DFMT_R10G10B10A2_UNORM:
3035 case WINED3DFMT_R16G16_UNORM:
3036 TRACE_(d3d_caps)("[OK]\n");
3037 return TRUE;
3039 case WINED3DFMT_B2G3R3_UNORM:
3040 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3041 return FALSE;
3043 /*****
3044 * supported: Palettized
3046 case WINED3DFMT_P8_UINT:
3047 TRACE_(d3d_caps)("[OK]\n");
3048 return TRUE;
3049 /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
3050 case WINED3DFMT_P8_UINT_A8_UNORM:
3051 return FALSE;
3053 /*****
3054 * Supported: (Alpha)-Luminance
3056 case WINED3DFMT_L8_UNORM:
3057 case WINED3DFMT_L8A8_UNORM:
3058 case WINED3DFMT_L16_UNORM:
3059 TRACE_(d3d_caps)("[OK]\n");
3060 return TRUE;
3062 /* Not supported on Windows, thus disabled */
3063 case WINED3DFMT_L4A4_UNORM:
3064 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3065 return FALSE;
3067 /*****
3068 * Supported: Depth/Stencil formats
3070 case WINED3DFMT_D16_LOCKABLE:
3071 case WINED3DFMT_D16_UNORM:
3072 case WINED3DFMT_S1_UINT_D15_UNORM:
3073 case WINED3DFMT_X8D24_UNORM:
3074 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3075 case WINED3DFMT_D24_UNORM_S8_UINT:
3076 case WINED3DFMT_S8_UINT_D24_FLOAT:
3077 case WINED3DFMT_D32_UNORM:
3078 case WINED3DFMT_D32_FLOAT:
3079 return TRUE;
3081 /*****
3082 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3083 * GL_NV_texture_shader). Emulated by shaders
3085 case WINED3DFMT_R8G8_SNORM:
3086 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3087 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3088 case WINED3DFMT_R8G8B8A8_SNORM:
3089 case WINED3DFMT_R16G16_SNORM:
3090 /* Ask the shader backend if it can deal with the conversion. If
3091 * we've got a GL extension giving native support this will be an
3092 * identity conversion. */
3093 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3095 TRACE_(d3d_caps)("[OK]\n");
3096 return TRUE;
3098 TRACE_(d3d_caps)("[FAILED]\n");
3099 return FALSE;
3101 case WINED3DFMT_DXT1:
3102 case WINED3DFMT_DXT2:
3103 case WINED3DFMT_DXT3:
3104 case WINED3DFMT_DXT4:
3105 case WINED3DFMT_DXT5:
3106 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3108 TRACE_(d3d_caps)("[OK]\n");
3109 return TRUE;
3111 TRACE_(d3d_caps)("[FAILED]\n");
3112 return FALSE;
3115 /*****
3116 * Odd formats - not supported
3118 case WINED3DFMT_VERTEXDATA:
3119 case WINED3DFMT_R16_UINT:
3120 case WINED3DFMT_R32_UINT:
3121 case WINED3DFMT_R16G16B16A16_SNORM:
3122 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3123 case WINED3DFMT_R10G11B11_SNORM:
3124 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3125 return FALSE;
3127 /*****
3128 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3130 case WINED3DFMT_R8G8_SNORM_Cx:
3131 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3132 return FALSE;
3134 /* YUV formats */
3135 case WINED3DFMT_UYVY:
3136 case WINED3DFMT_YUY2:
3137 if (gl_info->supported[APPLE_YCBCR_422])
3139 TRACE_(d3d_caps)("[OK]\n");
3140 return TRUE;
3142 TRACE_(d3d_caps)("[FAILED]\n");
3143 return FALSE;
3144 case WINED3DFMT_YV12:
3145 TRACE_(d3d_caps)("[FAILED]\n");
3146 return FALSE;
3148 /* Not supported */
3149 case WINED3DFMT_R16G16B16A16_UNORM:
3150 case WINED3DFMT_B2G3R3A8_UNORM:
3151 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3152 return FALSE;
3154 /* Floating point formats */
3155 case WINED3DFMT_R16_FLOAT:
3156 case WINED3DFMT_R16G16_FLOAT:
3157 case WINED3DFMT_R16G16B16A16_FLOAT:
3158 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3160 TRACE_(d3d_caps)("[OK]\n");
3161 return TRUE;
3163 TRACE_(d3d_caps)("[FAILED]\n");
3164 return FALSE;
3166 case WINED3DFMT_R32_FLOAT:
3167 case WINED3DFMT_R32G32_FLOAT:
3168 case WINED3DFMT_R32G32B32A32_FLOAT:
3169 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3171 TRACE_(d3d_caps)("[OK]\n");
3172 return TRUE;
3174 TRACE_(d3d_caps)("[FAILED]\n");
3175 return FALSE;
3177 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3178 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3179 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3180 * We can do instancing with all shader versions, but we need vertex shaders.
3182 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3183 * to enable instancing. WineD3D doesn't need that and just ignores it.
3185 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3187 case WINED3DFMT_INST:
3188 TRACE("ATI Instancing check hack\n");
3189 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3191 TRACE_(d3d_caps)("[OK]\n");
3192 return TRUE;
3194 TRACE_(d3d_caps)("[FAILED]\n");
3195 return FALSE;
3197 /* Some weird FOURCC formats */
3198 case WINED3DFMT_R8G8_B8G8:
3199 case WINED3DFMT_G8R8_G8B8:
3200 case WINED3DFMT_MULTI2_ARGB8:
3201 TRACE_(d3d_caps)("[FAILED]\n");
3202 return FALSE;
3204 /* Vendor specific formats */
3205 case WINED3DFMT_ATI2N:
3206 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3207 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3209 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3210 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3212 TRACE_(d3d_caps)("[OK]\n");
3213 return TRUE;
3216 TRACE_(d3d_caps)("[OK]\n");
3217 return TRUE;
3219 TRACE_(d3d_caps)("[FAILED]\n");
3220 return FALSE;
3222 case WINED3DFMT_NVHU:
3223 case WINED3DFMT_NVHS:
3224 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3225 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3226 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3227 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3228 * Applications have to deal with not having NVHS and NVHU.
3230 TRACE_(d3d_caps)("[FAILED]\n");
3231 return FALSE;
3233 case WINED3DFMT_UNKNOWN:
3234 return FALSE;
3236 default:
3237 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3238 break;
3240 return FALSE;
3243 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3244 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3246 if(SurfaceType == SURFACE_GDI) {
3247 switch(check_format_desc->format)
3249 case WINED3DFMT_B8G8R8_UNORM:
3250 case WINED3DFMT_B8G8R8A8_UNORM:
3251 case WINED3DFMT_B8G8R8X8_UNORM:
3252 case WINED3DFMT_B5G6R5_UNORM:
3253 case WINED3DFMT_B5G5R5X1_UNORM:
3254 case WINED3DFMT_B5G5R5A1_UNORM:
3255 case WINED3DFMT_B4G4R4A4_UNORM:
3256 case WINED3DFMT_B2G3R3_UNORM:
3257 case WINED3DFMT_A8_UNORM:
3258 case WINED3DFMT_B2G3R3A8_UNORM:
3259 case WINED3DFMT_B4G4R4X4_UNORM:
3260 case WINED3DFMT_R10G10B10A2_UNORM:
3261 case WINED3DFMT_R8G8B8A8_UNORM:
3262 case WINED3DFMT_R8G8B8X8_UNORM:
3263 case WINED3DFMT_R16G16_UNORM:
3264 case WINED3DFMT_B10G10R10A2_UNORM:
3265 case WINED3DFMT_R16G16B16A16_UNORM:
3266 case WINED3DFMT_P8_UINT:
3267 TRACE_(d3d_caps)("[OK]\n");
3268 return TRUE;
3269 default:
3270 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3271 return FALSE;
3275 /* All format that are supported for textures are supported for surfaces as well */
3276 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3277 /* All depth stencil formats are supported on surfaces */
3278 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3280 /* If opengl can't process the format natively, the blitter may be able to convert it */
3281 if (adapter->blitter->color_fixup_supported(check_format_desc->color_fixup))
3283 TRACE_(d3d_caps)("[OK]\n");
3284 return TRUE;
3287 /* Reject other formats */
3288 TRACE_(d3d_caps)("[FAILED]\n");
3289 return FALSE;
3292 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3294 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3296 if (!gl_info->limits.vertex_samplers)
3298 TRACE_(d3d_caps)("[FAILED]\n");
3299 return FALSE;
3302 switch (format_desc->format)
3304 case WINED3DFMT_R32G32B32A32_FLOAT:
3305 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3307 TRACE_(d3d_caps)("[FAILED]\n");
3308 return FALSE;
3310 TRACE_(d3d_caps)("[OK]\n");
3311 return TRUE;
3313 default:
3314 TRACE_(d3d_caps)("[FAILED]\n");
3315 return FALSE;
3317 return FALSE;
3320 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3321 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3322 WINED3DSURFTYPE SurfaceType)
3324 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3325 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3326 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3327 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3328 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3329 DWORD UsageCaps = 0;
3331 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3332 This,
3333 Adapter,
3334 DeviceType, debug_d3ddevicetype(DeviceType),
3335 AdapterFormat, debug_d3dformat(AdapterFormat),
3336 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3337 RType, debug_d3dresourcetype(RType),
3338 CheckFormat, debug_d3dformat(CheckFormat));
3340 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3341 return WINED3DERR_INVALIDCALL;
3344 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3346 if(SurfaceType != SURFACE_OPENGL) {
3347 TRACE("[FAILED]\n");
3348 return WINED3DERR_NOTAVAILABLE;
3351 /* Cubetexture allows:
3352 * - D3DUSAGE_AUTOGENMIPMAP
3353 * - D3DUSAGE_DEPTHSTENCIL
3354 * - D3DUSAGE_DYNAMIC
3355 * - D3DUSAGE_NONSECURE (d3d9ex)
3356 * - D3DUSAGE_RENDERTARGET
3357 * - D3DUSAGE_SOFTWAREPROCESSING
3358 * - D3DUSAGE_QUERY_WRAPANDMIP
3360 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3362 /* Check if the texture format is around */
3363 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3365 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3366 /* Check for automatic mipmap generation support */
3367 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3369 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3370 } else {
3371 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3372 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3376 /* Always report dynamic locking */
3377 if(Usage & WINED3DUSAGE_DYNAMIC)
3378 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3380 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3381 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3383 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3384 } else {
3385 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3386 return WINED3DERR_NOTAVAILABLE;
3390 /* Always report software processing */
3391 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3392 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3394 /* Check QUERY_FILTER support */
3395 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3396 if (CheckFilterCapability(adapter, format_desc))
3398 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3399 } else {
3400 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3401 return WINED3DERR_NOTAVAILABLE;
3405 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3406 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3407 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3409 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3410 } else {
3411 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3412 return WINED3DERR_NOTAVAILABLE;
3416 /* Check QUERY_SRGBREAD support */
3417 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3418 if (CheckSrgbReadCapability(adapter, format_desc))
3420 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3421 } else {
3422 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3423 return WINED3DERR_NOTAVAILABLE;
3427 /* Check QUERY_SRGBWRITE support */
3428 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3429 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3431 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3432 } else {
3433 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3434 return WINED3DERR_NOTAVAILABLE;
3438 /* Check QUERY_VERTEXTEXTURE support */
3439 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3440 if (CheckVertexTextureCapability(adapter, format_desc))
3442 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3443 } else {
3444 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3445 return WINED3DERR_NOTAVAILABLE;
3449 /* Check QUERY_WRAPANDMIP support */
3450 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3451 if (CheckWrapAndMipCapability(adapter, format_desc))
3453 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3454 } else {
3455 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3456 return WINED3DERR_NOTAVAILABLE;
3459 } else {
3460 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3461 return WINED3DERR_NOTAVAILABLE;
3463 } else {
3464 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3465 return WINED3DERR_NOTAVAILABLE;
3467 } else if(RType == WINED3DRTYPE_SURFACE) {
3468 /* Surface allows:
3469 * - D3DUSAGE_DEPTHSTENCIL
3470 * - D3DUSAGE_NONSECURE (d3d9ex)
3471 * - D3DUSAGE_RENDERTARGET
3474 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3476 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3477 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3479 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3480 } else {
3481 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3482 return WINED3DERR_NOTAVAILABLE;
3486 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3487 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3489 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3490 } else {
3491 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3492 return WINED3DERR_NOTAVAILABLE;
3496 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3497 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3498 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3500 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3501 } else {
3502 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3503 return WINED3DERR_NOTAVAILABLE;
3506 } else {
3507 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3508 return WINED3DERR_NOTAVAILABLE;
3511 } else if(RType == WINED3DRTYPE_TEXTURE) {
3512 /* Texture allows:
3513 * - D3DUSAGE_AUTOGENMIPMAP
3514 * - D3DUSAGE_DEPTHSTENCIL
3515 * - D3DUSAGE_DMAP
3516 * - D3DUSAGE_DYNAMIC
3517 * - D3DUSAGE_NONSECURE (d3d9ex)
3518 * - D3DUSAGE_RENDERTARGET
3519 * - D3DUSAGE_SOFTWAREPROCESSING
3520 * - D3DUSAGE_TEXTAPI (d3d9ex)
3521 * - D3DUSAGE_QUERY_WRAPANDMIP
3524 if(SurfaceType != SURFACE_OPENGL) {
3525 TRACE("[FAILED]\n");
3526 return WINED3DERR_NOTAVAILABLE;
3529 /* Check if the texture format is around */
3530 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3532 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3533 /* Check for automatic mipmap generation support */
3534 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3536 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3537 } else {
3538 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3539 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3543 /* Always report dynamic locking */
3544 if(Usage & WINED3DUSAGE_DYNAMIC)
3545 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3547 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3548 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3550 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3551 } else {
3552 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3553 return WINED3DERR_NOTAVAILABLE;
3557 /* Always report software processing */
3558 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3559 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3561 /* Check QUERY_FILTER support */
3562 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3563 if (CheckFilterCapability(adapter, format_desc))
3565 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3566 } else {
3567 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3568 return WINED3DERR_NOTAVAILABLE;
3572 /* Check QUERY_LEGACYBUMPMAP support */
3573 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3574 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3576 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3577 } else {
3578 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3579 return WINED3DERR_NOTAVAILABLE;
3583 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3584 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3585 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3587 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3588 } else {
3589 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3590 return WINED3DERR_NOTAVAILABLE;
3594 /* Check QUERY_SRGBREAD support */
3595 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3596 if (CheckSrgbReadCapability(adapter, format_desc))
3598 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3599 } else {
3600 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3601 return WINED3DERR_NOTAVAILABLE;
3605 /* Check QUERY_SRGBWRITE support */
3606 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3607 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3609 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3610 } else {
3611 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3612 return WINED3DERR_NOTAVAILABLE;
3616 /* Check QUERY_VERTEXTEXTURE support */
3617 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3618 if (CheckVertexTextureCapability(adapter, format_desc))
3620 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3621 } else {
3622 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3623 return WINED3DERR_NOTAVAILABLE;
3627 /* Check QUERY_WRAPANDMIP support */
3628 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3629 if (CheckWrapAndMipCapability(adapter, format_desc))
3631 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3632 } else {
3633 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3634 return WINED3DERR_NOTAVAILABLE;
3638 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3639 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3641 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3642 } else {
3643 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3644 return WINED3DERR_NOTAVAILABLE;
3647 } else {
3648 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3649 return WINED3DERR_NOTAVAILABLE;
3651 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3652 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3653 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3655 * Volumetexture allows:
3656 * - D3DUSAGE_DYNAMIC
3657 * - D3DUSAGE_NONSECURE (d3d9ex)
3658 * - D3DUSAGE_SOFTWAREPROCESSING
3659 * - D3DUSAGE_QUERY_WRAPANDMIP
3662 if(SurfaceType != SURFACE_OPENGL) {
3663 TRACE("[FAILED]\n");
3664 return WINED3DERR_NOTAVAILABLE;
3667 /* Check volume texture and volume usage caps */
3668 if (gl_info->supported[EXT_TEXTURE3D])
3670 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3672 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3673 return WINED3DERR_NOTAVAILABLE;
3676 /* Always report dynamic locking */
3677 if(Usage & WINED3DUSAGE_DYNAMIC)
3678 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3680 /* Always report software processing */
3681 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3682 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3684 /* Check QUERY_FILTER support */
3685 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3686 if (CheckFilterCapability(adapter, format_desc))
3688 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3689 } else {
3690 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3691 return WINED3DERR_NOTAVAILABLE;
3695 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3696 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3697 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3699 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3700 } else {
3701 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3702 return WINED3DERR_NOTAVAILABLE;
3706 /* Check QUERY_SRGBREAD support */
3707 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3708 if (CheckSrgbReadCapability(adapter, format_desc))
3710 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3711 } else {
3712 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3713 return WINED3DERR_NOTAVAILABLE;
3717 /* Check QUERY_SRGBWRITE support */
3718 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3719 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3721 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3722 } else {
3723 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3724 return WINED3DERR_NOTAVAILABLE;
3728 /* Check QUERY_VERTEXTEXTURE support */
3729 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3730 if (CheckVertexTextureCapability(adapter, format_desc))
3732 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3733 } else {
3734 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3735 return WINED3DERR_NOTAVAILABLE;
3739 /* Check QUERY_WRAPANDMIP support */
3740 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3741 if (CheckWrapAndMipCapability(adapter, format_desc))
3743 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3744 } else {
3745 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3746 return WINED3DERR_NOTAVAILABLE;
3749 } else {
3750 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3751 return WINED3DERR_NOTAVAILABLE;
3754 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3755 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3756 * app needing one of those formats, don't advertize them to avoid leading apps into
3757 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3758 * except of R32F.
3760 switch(CheckFormat) {
3761 case WINED3DFMT_P8_UINT:
3762 case WINED3DFMT_L4A4_UNORM:
3763 case WINED3DFMT_R32_FLOAT:
3764 case WINED3DFMT_R16_FLOAT:
3765 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3766 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3767 case WINED3DFMT_R16G16_UNORM:
3768 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3769 return WINED3DERR_NOTAVAILABLE;
3771 case WINED3DFMT_R8G8B8A8_SNORM:
3772 case WINED3DFMT_R16G16_SNORM:
3773 if (!gl_info->supported[NV_TEXTURE_SHADER])
3775 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3776 return WINED3DERR_NOTAVAILABLE;
3778 break;
3780 case WINED3DFMT_R8G8_SNORM:
3781 if (!gl_info->supported[NV_TEXTURE_SHADER])
3783 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3784 return WINED3DERR_NOTAVAILABLE;
3786 break;
3788 case WINED3DFMT_DXT1:
3789 case WINED3DFMT_DXT2:
3790 case WINED3DFMT_DXT3:
3791 case WINED3DFMT_DXT4:
3792 case WINED3DFMT_DXT5:
3793 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3794 * compressed texture results in an error. While the D3D refrast does
3795 * support s3tc volumes, at least the nvidia windows driver does not, so
3796 * we're free not to support this format.
3798 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3799 return WINED3DERR_NOTAVAILABLE;
3801 default:
3802 /* Do nothing, continue with checking the format below */
3803 break;
3805 } else if(RType == WINED3DRTYPE_BUFFER){
3806 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3807 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3808 return WINED3DERR_NOTAVAILABLE;
3811 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3812 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3813 * usage flags match. */
3814 if(UsageCaps == Usage) {
3815 return WINED3D_OK;
3816 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3817 return WINED3DOK_NOAUTOGEN;
3818 } else {
3819 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3820 return WINED3DERR_NOTAVAILABLE;
3824 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
3825 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
3827 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
3828 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
3829 debug_d3dformat(dst_format));
3831 return WINED3D_OK;
3834 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3835 subset of a D3DCAPS9 structure. However, it has to come via a void *
3836 as the d3d8 interface cannot import the d3d9 header */
3837 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3839 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3840 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3841 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3842 int vs_selected_mode;
3843 int ps_selected_mode;
3844 struct shader_caps shader_caps;
3845 struct fragment_caps fragment_caps;
3846 DWORD ckey_caps, blit_caps, fx_caps;
3848 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3850 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3851 return WINED3DERR_INVALIDCALL;
3854 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3856 /* ------------------------------------------------
3857 The following fields apply to both d3d8 and d3d9
3858 ------------------------------------------------ */
3859 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3860 pCaps->AdapterOrdinal = Adapter;
3862 pCaps->Caps = 0;
3863 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3864 WINED3DCAPS2_FULLSCREENGAMMA |
3865 WINED3DCAPS2_DYNAMICTEXTURES;
3866 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3868 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3871 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3872 WINED3DCAPS3_COPY_TO_VIDMEM |
3873 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3875 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3876 WINED3DPRESENT_INTERVAL_ONE;
3878 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3879 WINED3DCURSORCAPS_LOWRES;
3881 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3882 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3883 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3884 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3885 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3886 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3887 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3888 WINED3DDEVCAPS_PUREDEVICE |
3889 WINED3DDEVCAPS_HWRASTERIZATION |
3890 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3891 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3892 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3893 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3894 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3895 WINED3DDEVCAPS_RTPATCHES;
3897 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3898 WINED3DPMISCCAPS_CULLCCW |
3899 WINED3DPMISCCAPS_CULLCW |
3900 WINED3DPMISCCAPS_COLORWRITEENABLE |
3901 WINED3DPMISCCAPS_CLIPTLVERTS |
3902 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3903 WINED3DPMISCCAPS_MASKZ |
3904 WINED3DPMISCCAPS_BLENDOP |
3905 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3906 /* TODO:
3907 WINED3DPMISCCAPS_NULLREFERENCE
3908 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3909 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3910 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3911 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3913 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
3914 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3916 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3917 WINED3DPRASTERCAPS_PAT |
3918 WINED3DPRASTERCAPS_WFOG |
3919 WINED3DPRASTERCAPS_ZFOG |
3920 WINED3DPRASTERCAPS_FOGVERTEX |
3921 WINED3DPRASTERCAPS_FOGTABLE |
3922 WINED3DPRASTERCAPS_STIPPLE |
3923 WINED3DPRASTERCAPS_SUBPIXEL |
3924 WINED3DPRASTERCAPS_ZTEST |
3925 WINED3DPRASTERCAPS_SCISSORTEST |
3926 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3927 WINED3DPRASTERCAPS_DEPTHBIAS;
3929 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
3931 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3932 WINED3DPRASTERCAPS_ZBIAS |
3933 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3935 if (gl_info->supported[NV_FOG_DISTANCE])
3937 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3939 /* FIXME Add:
3940 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3941 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3942 WINED3DPRASTERCAPS_ANTIALIASEDGES
3943 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3944 WINED3DPRASTERCAPS_WBUFFER */
3946 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3947 WINED3DPCMPCAPS_EQUAL |
3948 WINED3DPCMPCAPS_GREATER |
3949 WINED3DPCMPCAPS_GREATEREQUAL |
3950 WINED3DPCMPCAPS_LESS |
3951 WINED3DPCMPCAPS_LESSEQUAL |
3952 WINED3DPCMPCAPS_NEVER |
3953 WINED3DPCMPCAPS_NOTEQUAL;
3955 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3956 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3957 WINED3DPBLENDCAPS_DESTALPHA |
3958 WINED3DPBLENDCAPS_DESTCOLOR |
3959 WINED3DPBLENDCAPS_INVDESTALPHA |
3960 WINED3DPBLENDCAPS_INVDESTCOLOR |
3961 WINED3DPBLENDCAPS_INVSRCALPHA |
3962 WINED3DPBLENDCAPS_INVSRCCOLOR |
3963 WINED3DPBLENDCAPS_ONE |
3964 WINED3DPBLENDCAPS_SRCALPHA |
3965 WINED3DPBLENDCAPS_SRCALPHASAT |
3966 WINED3DPBLENDCAPS_SRCCOLOR |
3967 WINED3DPBLENDCAPS_ZERO;
3969 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3970 WINED3DPBLENDCAPS_DESTCOLOR |
3971 WINED3DPBLENDCAPS_INVDESTALPHA |
3972 WINED3DPBLENDCAPS_INVDESTCOLOR |
3973 WINED3DPBLENDCAPS_INVSRCALPHA |
3974 WINED3DPBLENDCAPS_INVSRCCOLOR |
3975 WINED3DPBLENDCAPS_ONE |
3976 WINED3DPBLENDCAPS_SRCALPHA |
3977 WINED3DPBLENDCAPS_SRCCOLOR |
3978 WINED3DPBLENDCAPS_ZERO;
3979 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3980 * according to the glBlendFunc manpage
3982 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3983 * legacy settings for srcblend only
3986 if (gl_info->supported[EXT_BLEND_COLOR])
3988 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3989 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3993 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3994 WINED3DPCMPCAPS_EQUAL |
3995 WINED3DPCMPCAPS_GREATER |
3996 WINED3DPCMPCAPS_GREATEREQUAL |
3997 WINED3DPCMPCAPS_LESS |
3998 WINED3DPCMPCAPS_LESSEQUAL |
3999 WINED3DPCMPCAPS_NEVER |
4000 WINED3DPCMPCAPS_NOTEQUAL;
4002 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4003 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4004 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4005 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4006 WINED3DPSHADECAPS_COLORFLATRGB |
4007 WINED3DPSHADECAPS_FOGFLAT |
4008 WINED3DPSHADECAPS_FOGGOURAUD |
4009 WINED3DPSHADECAPS_SPECULARFLATRGB;
4011 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4012 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4013 WINED3DPTEXTURECAPS_TRANSPARENCY |
4014 WINED3DPTEXTURECAPS_BORDER |
4015 WINED3DPTEXTURECAPS_MIPMAP |
4016 WINED3DPTEXTURECAPS_PROJECTED |
4017 WINED3DPTEXTURECAPS_PERSPECTIVE;
4019 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4021 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4022 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4025 if (gl_info->supported[EXT_TEXTURE3D])
4027 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4028 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4029 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4032 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4034 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4035 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4036 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4040 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4041 WINED3DPTFILTERCAPS_MAGFPOINT |
4042 WINED3DPTFILTERCAPS_MINFLINEAR |
4043 WINED3DPTFILTERCAPS_MINFPOINT |
4044 WINED3DPTFILTERCAPS_MIPFLINEAR |
4045 WINED3DPTFILTERCAPS_MIPFPOINT |
4046 WINED3DPTFILTERCAPS_LINEAR |
4047 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4048 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4049 WINED3DPTFILTERCAPS_MIPLINEAR |
4050 WINED3DPTFILTERCAPS_MIPNEAREST |
4051 WINED3DPTFILTERCAPS_NEAREST;
4053 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4055 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4056 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4059 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4061 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4062 WINED3DPTFILTERCAPS_MAGFPOINT |
4063 WINED3DPTFILTERCAPS_MINFLINEAR |
4064 WINED3DPTFILTERCAPS_MINFPOINT |
4065 WINED3DPTFILTERCAPS_MIPFLINEAR |
4066 WINED3DPTFILTERCAPS_MIPFPOINT |
4067 WINED3DPTFILTERCAPS_LINEAR |
4068 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4069 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4070 WINED3DPTFILTERCAPS_MIPLINEAR |
4071 WINED3DPTFILTERCAPS_MIPNEAREST |
4072 WINED3DPTFILTERCAPS_NEAREST;
4074 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4076 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4077 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4079 } else
4080 pCaps->CubeTextureFilterCaps = 0;
4082 if (gl_info->supported[EXT_TEXTURE3D])
4084 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4085 WINED3DPTFILTERCAPS_MAGFPOINT |
4086 WINED3DPTFILTERCAPS_MINFLINEAR |
4087 WINED3DPTFILTERCAPS_MINFPOINT |
4088 WINED3DPTFILTERCAPS_MIPFLINEAR |
4089 WINED3DPTFILTERCAPS_MIPFPOINT |
4090 WINED3DPTFILTERCAPS_LINEAR |
4091 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4092 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4093 WINED3DPTFILTERCAPS_MIPLINEAR |
4094 WINED3DPTFILTERCAPS_MIPNEAREST |
4095 WINED3DPTFILTERCAPS_NEAREST;
4096 } else
4097 pCaps->VolumeTextureFilterCaps = 0;
4099 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4100 WINED3DPTADDRESSCAPS_CLAMP |
4101 WINED3DPTADDRESSCAPS_WRAP;
4103 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4105 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4107 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4109 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4111 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4113 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4116 if (gl_info->supported[EXT_TEXTURE3D])
4118 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4119 WINED3DPTADDRESSCAPS_CLAMP |
4120 WINED3DPTADDRESSCAPS_WRAP;
4121 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4123 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4125 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4127 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4129 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4131 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4133 } else
4134 pCaps->VolumeTextureAddressCaps = 0;
4136 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4137 WINED3DLINECAPS_ZTEST |
4138 WINED3DLINECAPS_BLEND |
4139 WINED3DLINECAPS_ALPHACMP |
4140 WINED3DLINECAPS_FOG;
4141 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4142 * idea how generating the smoothing alpha values works; the result is different
4145 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4146 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4148 if (gl_info->supported[EXT_TEXTURE3D])
4149 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4150 else
4151 pCaps->MaxVolumeExtent = 0;
4153 pCaps->MaxTextureRepeat = 32768;
4154 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4155 pCaps->MaxVertexW = 1.0f;
4157 pCaps->GuardBandLeft = 0.0f;
4158 pCaps->GuardBandTop = 0.0f;
4159 pCaps->GuardBandRight = 0.0f;
4160 pCaps->GuardBandBottom = 0.0f;
4162 pCaps->ExtentsAdjust = 0.0f;
4164 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4165 WINED3DSTENCILCAPS_INCRSAT |
4166 WINED3DSTENCILCAPS_INVERT |
4167 WINED3DSTENCILCAPS_KEEP |
4168 WINED3DSTENCILCAPS_REPLACE |
4169 WINED3DSTENCILCAPS_ZERO;
4170 if (gl_info->supported[EXT_STENCIL_WRAP])
4172 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4173 WINED3DSTENCILCAPS_INCR;
4175 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4177 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4180 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4182 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4183 pCaps->MaxActiveLights = gl_info->limits.lights;
4185 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4186 pCaps->MaxVertexBlendMatrixIndex = 0;
4188 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4189 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4192 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4193 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4194 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4195 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4196 WINED3DVTXPCAPS_LOCALVIEWER |
4197 WINED3DVTXPCAPS_VERTEXFOG |
4198 WINED3DVTXPCAPS_TEXGEN;
4200 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4201 pCaps->MaxVertexIndex = 0xFFFFF;
4202 pCaps->MaxStreams = MAX_STREAMS;
4203 pCaps->MaxStreamStride = 1024;
4205 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4206 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4207 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4208 pCaps->MaxNpatchTessellationLevel = 0;
4209 pCaps->MasterAdapterOrdinal = 0;
4210 pCaps->AdapterOrdinalInGroup = 0;
4211 pCaps->NumberOfAdaptersInGroup = 1;
4213 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4215 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4216 WINED3DPTFILTERCAPS_MAGFPOINT |
4217 WINED3DPTFILTERCAPS_MINFLINEAR |
4218 WINED3DPTFILTERCAPS_MAGFLINEAR;
4219 pCaps->VertexTextureFilterCaps = 0;
4221 memset(&shader_caps, 0, sizeof(shader_caps));
4222 adapter->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4224 memset(&fragment_caps, 0, sizeof(fragment_caps));
4225 adapter->fragment_pipe->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4227 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4228 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4230 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4231 * Ignore shader model capabilities if disabled in config
4233 if(vs_selected_mode == SHADER_NONE) {
4234 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4235 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4236 pCaps->MaxVertexShaderConst = 0;
4237 } else {
4238 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4239 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4242 if(ps_selected_mode == SHADER_NONE) {
4243 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4244 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4245 pCaps->PixelShader1xMaxValue = 0.0f;
4246 } else {
4247 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4248 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4251 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4252 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4253 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4255 pCaps->VS20Caps = shader_caps.VS20Caps;
4256 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4257 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4258 pCaps->PS20Caps = shader_caps.PS20Caps;
4259 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4260 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4262 /* The following caps are shader specific, but they are things we cannot detect, or which
4263 * are the same among all shader models. So to avoid code duplication set the shader version
4264 * specific, but otherwise constant caps here
4266 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4267 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4268 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4269 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4270 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4271 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4272 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4274 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4275 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4277 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4279 pCaps->VS20Caps.Caps = 0;
4280 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4281 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4282 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4284 pCaps->MaxVShaderInstructionsExecuted = 65535;
4285 pCaps->MaxVertexShader30InstructionSlots = 0;
4286 } else { /* VS 1.x */
4287 pCaps->VS20Caps.Caps = 0;
4288 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4289 pCaps->VS20Caps.NumTemps = 0;
4290 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4292 pCaps->MaxVShaderInstructionsExecuted = 0;
4293 pCaps->MaxVertexShader30InstructionSlots = 0;
4296 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4297 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4298 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4300 /* 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 */
4301 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4302 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4303 WINED3DPS20CAPS_PREDICATION |
4304 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4305 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4306 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4307 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4308 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4309 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4311 pCaps->MaxPShaderInstructionsExecuted = 65535;
4312 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4313 adapter->gl_info.limits.arb_ps_instructions);
4315 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4317 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4318 pCaps->PS20Caps.Caps = 0;
4319 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4320 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4321 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4322 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4324 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4325 pCaps->MaxPixelShader30InstructionSlots = 0;
4326 } else { /* PS 1.x */
4327 pCaps->PS20Caps.Caps = 0;
4328 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4329 pCaps->PS20Caps.NumTemps = 0;
4330 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4331 pCaps->PS20Caps.NumInstructionSlots = 0;
4333 pCaps->MaxPShaderInstructionsExecuted = 0;
4334 pCaps->MaxPixelShader30InstructionSlots = 0;
4337 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4338 /* OpenGL supports all the formats below, perhaps not always
4339 * without conversion, but it supports them.
4340 * Further GLSL doesn't seem to have an official unsigned type so
4341 * don't advertise it yet as I'm not sure how we handle it.
4342 * We might need to add some clamping in the shader engine to
4343 * support it.
4344 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4345 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4346 WINED3DDTCAPS_UBYTE4N |
4347 WINED3DDTCAPS_SHORT2N |
4348 WINED3DDTCAPS_SHORT4N;
4349 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4351 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4352 WINED3DDTCAPS_FLOAT16_4;
4354 } else
4355 pCaps->DeclTypes = 0;
4357 /* Set DirectDraw helper Caps */
4358 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4359 WINEDDCKEYCAPS_SRCBLT;
4360 fx_caps = WINEDDFXCAPS_BLTALPHA |
4361 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4362 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4363 WINEDDFXCAPS_BLTROTATION90 |
4364 WINEDDFXCAPS_BLTSHRINKX |
4365 WINEDDFXCAPS_BLTSHRINKXN |
4366 WINEDDFXCAPS_BLTSHRINKY |
4367 WINEDDFXCAPS_BLTSHRINKXN |
4368 WINEDDFXCAPS_BLTSTRETCHX |
4369 WINEDDFXCAPS_BLTSTRETCHXN |
4370 WINEDDFXCAPS_BLTSTRETCHY |
4371 WINEDDFXCAPS_BLTSTRETCHYN;
4372 blit_caps = WINEDDCAPS_BLT |
4373 WINEDDCAPS_BLTCOLORFILL |
4374 WINEDDCAPS_BLTDEPTHFILL |
4375 WINEDDCAPS_BLTSTRETCH |
4376 WINEDDCAPS_CANBLTSYSMEM |
4377 WINEDDCAPS_CANCLIP |
4378 WINEDDCAPS_CANCLIPSTRETCHED |
4379 WINEDDCAPS_COLORKEY |
4380 WINEDDCAPS_COLORKEYHWASSIST |
4381 WINEDDCAPS_ALIGNBOUNDARYSRC;
4383 /* Fill the ddraw caps structure */
4384 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4385 WINEDDCAPS_PALETTE |
4386 blit_caps;
4387 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4388 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4389 WINEDDCAPS2_PRIMARYGAMMA |
4390 WINEDDCAPS2_WIDESURFACES |
4391 WINEDDCAPS2_CANRENDERWINDOWED;
4392 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4393 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4394 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4395 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4396 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4397 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4398 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4399 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4400 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4402 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4403 WINEDDSCAPS_BACKBUFFER |
4404 WINEDDSCAPS_FLIP |
4405 WINEDDSCAPS_FRONTBUFFER |
4406 WINEDDSCAPS_OFFSCREENPLAIN |
4407 WINEDDSCAPS_PALETTE |
4408 WINEDDSCAPS_PRIMARYSURFACE |
4409 WINEDDSCAPS_SYSTEMMEMORY |
4410 WINEDDSCAPS_VIDEOMEMORY |
4411 WINEDDSCAPS_VISIBLE;
4412 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4414 /* Set D3D caps if OpenGL is available. */
4415 if (adapter->opengl)
4417 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4418 WINEDDSCAPS_MIPMAP |
4419 WINEDDSCAPS_TEXTURE |
4420 WINEDDSCAPS_ZBUFFER;
4421 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4424 return WINED3D_OK;
4427 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4428 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4429 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4431 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4432 IWineD3DDeviceImpl *object;
4433 HRESULT hr;
4435 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4436 "parent %p, device_parent %p, device %p.\n",
4437 iface, adapter_idx, device_type, focus_window, flags,
4438 parent, device_parent, device);
4440 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4441 * number and create a device without a 3D adapter for 2D only operation. */
4442 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4444 return WINED3DERR_INVALIDCALL;
4447 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4448 if (!object)
4450 ERR("Failed to allocate device memory.\n");
4451 return E_OUTOFMEMORY;
4454 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4455 if (FAILED(hr))
4457 WARN("Failed to initialize device, hr %#x.\n", hr);
4458 HeapFree(GetProcessHeap(), 0, object);
4459 return hr;
4462 TRACE("Created device %p.\n", object);
4463 *device = (IWineD3DDevice *)object;
4465 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4467 return WINED3D_OK;
4470 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4471 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4472 IUnknown_AddRef(This->parent);
4473 *pParent = This->parent;
4474 return WINED3D_OK;
4477 static void WINE_GLAPI invalid_func(const void *data)
4479 ERR("Invalid vertex attribute function called\n");
4480 DebugBreak();
4483 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4485 ERR("Invalid texcoord function called\n");
4486 DebugBreak();
4489 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4490 * the extension detection and are used in drawStridedSlow
4492 static void WINE_GLAPI position_d3dcolor(const void *data)
4494 DWORD pos = *((const DWORD *)data);
4496 FIXME("Add a test for fixed function position from d3dcolor type\n");
4497 glVertex4s(D3DCOLOR_B_R(pos),
4498 D3DCOLOR_B_G(pos),
4499 D3DCOLOR_B_B(pos),
4500 D3DCOLOR_B_A(pos));
4503 static void WINE_GLAPI position_float4(const void *data)
4505 const GLfloat *pos = data;
4507 if (pos[3] != 0.0f && pos[3] != 1.0f)
4509 float w = 1.0f / pos[3];
4511 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4513 else
4515 glVertex3fv(pos);
4519 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4521 DWORD diffuseColor = *((const DWORD *)data);
4523 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4524 D3DCOLOR_B_G(diffuseColor),
4525 D3DCOLOR_B_B(diffuseColor),
4526 D3DCOLOR_B_A(diffuseColor));
4529 static void WINE_GLAPI specular_d3dcolor(const void *data)
4531 DWORD specularColor = *((const DWORD *)data);
4532 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4533 D3DCOLOR_B_G(specularColor),
4534 D3DCOLOR_B_B(specularColor)};
4536 specular_func_3ubv(d);
4539 static void WINE_GLAPI warn_no_specular_func(const void *data)
4541 WARN("GL_EXT_secondary_color not supported\n");
4544 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4546 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4547 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4548 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4549 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4550 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4551 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4552 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4553 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4554 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4555 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4556 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4557 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4558 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4559 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4560 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4561 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4562 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4564 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4565 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4566 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4567 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4568 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4569 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4570 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4571 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4572 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4573 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4574 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4575 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4576 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4577 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4578 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4579 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4580 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4582 /* No 4 component entry points here */
4583 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4584 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4585 if (gl_info->supported[EXT_SECONDARY_COLOR])
4587 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4589 else
4591 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4593 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4594 if (gl_info->supported[EXT_SECONDARY_COLOR])
4596 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4597 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4599 else
4601 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4603 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4604 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4605 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4606 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4607 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4608 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4609 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4610 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4611 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4612 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4613 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4614 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4616 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4617 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4619 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4620 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4621 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4622 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4623 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4624 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4625 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4626 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4627 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4628 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4629 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4630 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4631 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4632 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4633 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4634 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4635 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4637 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4638 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4639 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4640 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4641 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4642 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4643 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4644 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4645 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4646 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4647 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4648 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4649 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4650 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4651 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4652 if (gl_info->supported[NV_HALF_FLOAT])
4654 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4655 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4656 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4657 } else {
4658 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4659 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4663 BOOL InitAdapters(IWineD3DImpl *This)
4665 static HMODULE mod_gl;
4666 BOOL ret;
4667 int ps_selected_mode, vs_selected_mode;
4669 /* No need to hold any lock. The calling library makes sure only one thread calls
4670 * wined3d simultaneously
4673 TRACE("Initializing adapters\n");
4675 if(!mod_gl) {
4676 #ifdef USE_WIN32_OPENGL
4677 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4678 mod_gl = LoadLibraryA("opengl32.dll");
4679 if(!mod_gl) {
4680 ERR("Can't load opengl32.dll!\n");
4681 goto nogl_adapter;
4683 #else
4684 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4685 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4686 mod_gl = GetModuleHandleA("gdi32.dll");
4687 #endif
4690 /* Load WGL core functions from opengl32.dll */
4691 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4692 WGL_FUNCS_GEN;
4693 #undef USE_WGL_FUNC
4695 if(!pwglGetProcAddress) {
4696 ERR("Unable to load wglGetProcAddress!\n");
4697 goto nogl_adapter;
4700 /* Dynamically load all GL core functions */
4701 GL_FUNCS_GEN;
4702 #undef USE_GL_FUNC
4704 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4705 * otherwise because we have to use winex11.drv's override
4707 #ifdef USE_WIN32_OPENGL
4708 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4709 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4710 #else
4711 wglFinish = (void*)pwglGetProcAddress("wglFinish");
4712 wglFlush = (void*)pwglGetProcAddress("wglFlush");
4713 #endif
4715 glEnableWINE = glEnable;
4716 glDisableWINE = glDisable;
4718 /* For now only one default adapter */
4720 struct wined3d_adapter *adapter = &This->adapters[0];
4721 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4722 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4723 int iPixelFormat;
4724 int res;
4725 int i;
4726 WineD3D_PixelFormat *cfgs;
4727 DISPLAY_DEVICEW DisplayDevice;
4728 HDC hdc;
4730 TRACE("Initializing default adapter\n");
4731 adapter->ordinal = 0;
4732 adapter->monitorPoint.x = -1;
4733 adapter->monitorPoint.y = -1;
4735 if (!AllocateLocallyUniqueId(&adapter->luid))
4737 DWORD err = GetLastError();
4738 ERR("Failed to set adapter LUID (%#x).\n", err);
4739 goto nogl_adapter;
4741 TRACE("Allocated LUID %08x:%08x for adapter.\n",
4742 adapter->luid.HighPart, adapter->luid.LowPart);
4744 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4746 ERR("Failed to get a gl context for default adapter\n");
4747 goto nogl_adapter;
4750 ret = IWineD3DImpl_FillGLCaps(adapter);
4751 if(!ret) {
4752 ERR("Failed to initialize gl caps for default adapter\n");
4753 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4754 goto nogl_adapter;
4756 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
4757 if(!ret) {
4758 ERR("Failed to init gl formats\n");
4759 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4760 goto nogl_adapter;
4763 hdc = fake_gl_ctx.dc;
4765 /* Use the VideoRamSize registry setting when set */
4766 if(wined3d_settings.emulated_textureram)
4767 adapter->TextureRam = wined3d_settings.emulated_textureram;
4768 else
4769 adapter->TextureRam = adapter->gl_info.vidmem;
4770 adapter->UsedTextureRam = 0;
4771 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4773 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4774 DisplayDevice.cb = sizeof(DisplayDevice);
4775 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4776 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4777 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4779 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
4781 int attribute;
4782 int attribs[10];
4783 int values[10];
4784 int nAttribs = 0;
4786 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4787 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4789 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4790 cfgs = adapter->cfgs;
4791 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4792 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4793 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4794 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4795 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4796 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4797 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4798 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4799 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4800 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4802 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4804 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4806 if(!res)
4807 continue;
4809 /* Cache the pixel format */
4810 cfgs->iPixelFormat = iPixelFormat;
4811 cfgs->redSize = values[0];
4812 cfgs->greenSize = values[1];
4813 cfgs->blueSize = values[2];
4814 cfgs->alphaSize = values[3];
4815 cfgs->depthSize = values[4];
4816 cfgs->stencilSize = values[5];
4817 cfgs->windowDrawable = values[6];
4818 cfgs->iPixelType = values[7];
4819 cfgs->doubleBuffer = values[8];
4820 cfgs->auxBuffers = values[9];
4822 cfgs->pbufferDrawable = FALSE;
4823 /* Check for pbuffer support when it is around as
4824 * wglGetPixelFormatAttribiv fails for unknown attributes. */
4825 if (gl_info->supported[WGL_ARB_PBUFFER])
4827 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4828 int value;
4829 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4830 cfgs->pbufferDrawable = value;
4833 cfgs->numSamples = 0;
4834 /* Check multisample support */
4835 if (gl_info->supported[ARB_MULTISAMPLE])
4837 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4838 int value[2];
4839 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4840 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4841 * value[1] = number of multi sample buffers*/
4842 if(value[0])
4843 cfgs->numSamples = value[1];
4847 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4848 cfgs++;
4851 else
4853 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4854 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4855 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4857 cfgs = adapter->cfgs;
4858 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4860 PIXELFORMATDESCRIPTOR ppfd;
4862 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4863 if(!res)
4864 continue;
4866 /* We only want HW acceleration using an OpenGL ICD driver.
4867 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4868 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4870 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4872 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4873 continue;
4876 cfgs->iPixelFormat = iPixelFormat;
4877 cfgs->redSize = ppfd.cRedBits;
4878 cfgs->greenSize = ppfd.cGreenBits;
4879 cfgs->blueSize = ppfd.cBlueBits;
4880 cfgs->alphaSize = ppfd.cAlphaBits;
4881 cfgs->depthSize = ppfd.cDepthBits;
4882 cfgs->stencilSize = ppfd.cStencilBits;
4883 cfgs->pbufferDrawable = 0;
4884 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4885 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4886 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4887 cfgs->auxBuffers = ppfd.cAuxBuffers;
4888 cfgs->numSamples = 0;
4890 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4891 cfgs++;
4892 adapter->nCfgs++;
4895 /* 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 */
4896 if(!adapter->nCfgs)
4898 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4900 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4901 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4902 goto nogl_adapter;
4906 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4907 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4908 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4909 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4910 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4911 * driver is allowed to consume more bits EXCEPT for stencil bits.
4913 * Mark an adapter with this broken stencil behavior.
4915 adapter->brokenStencil = TRUE;
4916 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4918 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4919 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4920 adapter->brokenStencil = FALSE;
4921 break;
4925 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4927 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4928 fillGLAttribFuncs(&adapter->gl_info);
4929 adapter->opengl = TRUE;
4931 This->adapter_count = 1;
4932 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4934 return TRUE;
4936 nogl_adapter:
4937 /* Initialize an adapter for ddraw-only memory counting */
4938 memset(This->adapters, 0, sizeof(This->adapters));
4939 This->adapters[0].ordinal = 0;
4940 This->adapters[0].opengl = FALSE;
4941 This->adapters[0].monitorPoint.x = -1;
4942 This->adapters[0].monitorPoint.y = -1;
4944 This->adapters[0].driver_info.name = "Display";
4945 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
4946 if(wined3d_settings.emulated_textureram) {
4947 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4948 } else {
4949 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4952 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4954 This->adapter_count = 1;
4955 return FALSE;
4958 /**********************************************************
4959 * IWineD3D VTbl follows
4960 **********************************************************/
4962 const IWineD3DVtbl IWineD3D_Vtbl =
4964 /* IUnknown */
4965 IWineD3DImpl_QueryInterface,
4966 IWineD3DImpl_AddRef,
4967 IWineD3DImpl_Release,
4968 /* IWineD3D */
4969 IWineD3DImpl_GetParent,
4970 IWineD3DImpl_GetAdapterCount,
4971 IWineD3DImpl_RegisterSoftwareDevice,
4972 IWineD3DImpl_GetAdapterMonitor,
4973 IWineD3DImpl_GetAdapterModeCount,
4974 IWineD3DImpl_EnumAdapterModes,
4975 IWineD3DImpl_GetAdapterDisplayMode,
4976 IWineD3DImpl_GetAdapterIdentifier,
4977 IWineD3DImpl_CheckDeviceMultiSampleType,
4978 IWineD3DImpl_CheckDepthStencilMatch,
4979 IWineD3DImpl_CheckDeviceType,
4980 IWineD3DImpl_CheckDeviceFormat,
4981 IWineD3DImpl_CheckDeviceFormatConversion,
4982 IWineD3DImpl_GetDeviceCaps,
4983 IWineD3DImpl_CreateDevice
4986 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
4988 const struct wined3d_parent_ops wined3d_null_parent_ops =
4990 wined3d_null_wined3d_object_destroyed,