wined3d: Rename the wined3d_format "Flags" field to "flags".
[wine/multimedia.git] / dlls / wined3d / directx.c
blobccb9aa5d6c2d804bc488bbbd92c76f368e2863a9
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 2009-2010 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
39 static const struct {
40 const char *extension_string;
41 GL_SupportedExt extension;
42 DWORD version;
43 } EXTENSION_MAP[] = {
44 /* APPLE */
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
52 /* ARB */
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
96 /* ATI */
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
103 /* EXT */
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
109 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
110 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
111 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
112 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
113 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
114 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
116 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
117 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
118 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
119 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
120 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
121 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
122 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
123 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
124 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
125 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
126 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
127 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
128 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
129 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
130 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
131 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
132 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
134 /* NV */
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_fence", NV_FENCE, 0 },
137 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
138 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
139 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
143 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
144 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
145 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
146 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
147 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
148 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
149 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
150 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
151 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
152 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
153 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
154 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 /* SGI */
157 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
160 /**********************************************************
161 * Utility functions follow
162 **********************************************************/
164 const struct min_lookup minMipLookup[] =
166 /* NONE POINT LINEAR */
167 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
168 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
172 const struct min_lookup minMipLookup_noFilter[] =
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
180 const struct min_lookup minMipLookup_noMip[] =
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
188 const GLenum magLookup[] =
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 const GLenum magLookup_noFilter[] =
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
214 struct wined3d_fake_gl_ctx
216 HDC dc;
217 HWND wnd;
218 HGLRC gl_ctx;
219 HDC restore_dc;
220 HGLRC restore_gl_ctx;
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 TRACE_(d3d_caps)("Destroying fake GL context.\n");
227 if (!pwglMakeCurrent(NULL, NULL))
229 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
232 if (!pwglDeleteContext(ctx->gl_ctx))
234 DWORD err = GetLastError();
235 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
238 ReleaseDC(ctx->wnd, ctx->dc);
239 DestroyWindow(ctx->wnd);
241 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 PIXELFORMATDESCRIPTOR pfd;
251 int iPixelFormat;
253 TRACE("getting context...\n");
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261 if (!ctx->wnd)
263 ERR_(d3d_caps)("Failed to create a window.\n");
264 goto fail;
267 ctx->dc = GetDC(ctx->wnd);
268 if (!ctx->dc)
270 ERR_(d3d_caps)("Failed to get a DC.\n");
271 goto fail;
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
277 pfd.nVersion = 1;
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
280 pfd.cColorBits = 32;
281 pfd.iLayerType = PFD_MAIN_PLANE;
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284 if (!iPixelFormat)
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288 goto fail;
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
295 if (!ctx->gl_ctx)
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298 goto fail;
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310 goto fail;
313 return TRUE;
315 fail:
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317 ctx->gl_ctx = NULL;
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319 ctx->dc = NULL;
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
321 ctx->wnd = NULL;
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
327 return FALSE;
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
333 struct wined3d_adapter *adapter = device->adapter;
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 /**********************************************************
347 * IUnknown parts follows
348 **********************************************************/
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
352 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
354 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355 if (IsEqualGUID(riid, &IID_IUnknown)
356 || IsEqualGUID(riid, &IID_IWineD3DBase)
357 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358 IUnknown_AddRef(iface);
359 *ppobj = This;
360 return S_OK;
362 *ppobj = NULL;
363 return E_NOINTERFACE;
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
368 ULONG refCount = InterlockedIncrement(&This->ref);
370 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371 return refCount;
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
376 ULONG ref;
377 TRACE("(%p) : Releasing from %d\n", This, This->ref);
378 ref = InterlockedDecrement(&This->ref);
380 if (!ref)
382 unsigned int i;
384 for (i = 0; i < This->adapter_count; ++i)
386 wined3d_adapter_cleanup(&This->adapters[i]);
388 HeapFree(GetProcessHeap(), 0, This);
391 return ref;
394 /**********************************************************
395 * IWineD3D parts follows
396 **********************************************************/
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
401 GLuint prog;
402 BOOL ret = FALSE;
403 const char *testcode =
404 "!!ARBvp1.0\n"
405 "PARAM C[66] = { program.env[0..65] };\n"
406 "ADDRESS A0;"
407 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408 "ARL A0.x, zero.x;\n"
409 "MOV result.position, C[A0.x + 65];\n"
410 "END\n";
412 while(glGetError());
413 GL_EXTCALL(glGenProgramsARB(1, &prog));
414 if(!prog) {
415 ERR("Failed to create an ARB offset limit test program\n");
417 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419 strlen(testcode), testcode));
420 if (glGetError())
422 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
424 ret = TRUE;
425 } else TRACE("OpenGL implementation allows offsets > 63\n");
427 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429 checkGLcall("ARB vp offset limit test cleanup");
431 return ret;
434 static DWORD ver_for_ext(GL_SupportedExt ext)
436 unsigned int i;
437 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438 if(EXTENSION_MAP[i].extension == ext) {
439 return EXTENSION_MAP[i].version;
442 return 0;
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
448 if (card_vendor != HW_VENDOR_ATI) return FALSE;
449 if (device == CARD_ATI_RADEON_9500) return TRUE;
450 if (device == CARD_ATI_RADEON_X700) return TRUE;
451 if (device == CARD_ATI_RADEON_X1600) return TRUE;
452 return FALSE;
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
458 if (card_vendor == HW_VENDOR_NVIDIA)
460 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461 device == CARD_NVIDIA_GEFORCEFX_5600 ||
462 device == CARD_NVIDIA_GEFORCEFX_5800)
464 return TRUE;
467 return FALSE;
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
473 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
477 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482 * the chance that other implementations support them is rather small since Win32 QuickTime uses
483 * DirectDraw, not OpenGL.
485 * This test has been moved into wined3d_guess_gl_vendor()
487 if (gl_vendor == GL_VENDOR_APPLE)
489 return TRUE;
491 return FALSE;
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
497 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499 * all the texture. This function detects this bug by its symptom and disables PBOs
500 * if the test fails.
502 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505 * read back is compared to the original. If they are equal PBOs are assumed to work,
506 * otherwise the PBO extension is disabled. */
507 GLuint texture, pbo;
508 static const unsigned int pattern[] =
510 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
515 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
517 /* No PBO -> No point in testing them. */
518 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
520 ENTER_GL();
522 while (glGetError());
523 glGenTextures(1, &texture);
524 glBindTexture(GL_TEXTURE_2D, texture);
526 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528 checkGLcall("Specifying the PBO test texture");
530 GL_EXTCALL(glGenBuffersARB(1, &pbo));
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533 checkGLcall("Specifying the PBO test pbo");
535 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536 checkGLcall("Loading the PBO test texture");
538 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
539 LEAVE_GL();
541 wglFinish(); /* just to be sure */
543 memset(check, 0, sizeof(check));
544 ENTER_GL();
545 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546 checkGLcall("Reading back the PBO test texture");
548 glDeleteTextures(1, &texture);
549 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550 checkGLcall("PBO test cleanup");
552 LEAVE_GL();
554 if (memcmp(check, pattern, sizeof(check)))
556 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
560 else
562 TRACE_(d3d_caps)("PBO test successful.\n");
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
569 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
575 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576 if (card_vendor != HW_VENDOR_ATI) return FALSE;
577 if (device == CARD_ATI_RADEON_X1600) return FALSE;
578 return TRUE;
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 return gl_vendor == GL_VENDOR_FGLRX;
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
591 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
595 * hardcoded
597 * dx10 cards usually have 64 varyings */
598 return gl_info->limits.glsl_varyings > 44;
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
605 GLenum error;
606 DWORD data[16];
608 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
610 ENTER_GL();
611 while(glGetError());
612 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613 error = glGetError();
614 LEAVE_GL();
616 if(error == GL_NO_ERROR)
618 TRACE("GL Implementation accepts 4 component specular color pointers\n");
619 return TRUE;
621 else
623 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624 debug_glerror(error));
625 return FALSE;
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
632 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633 return gl_info->supported[NV_TEXTURE_SHADER];
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
640 GLuint prog;
641 BOOL ret = FALSE;
642 GLint pos;
643 const char *testcode =
644 "!!ARBvp1.0\n"
645 "OPTION NV_vertex_program2;\n"
646 "MOV result.clip[0], 0.0;\n"
647 "MOV result.position, 0.0;\n"
648 "END\n";
650 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
652 ENTER_GL();
653 while(glGetError());
655 GL_EXTCALL(glGenProgramsARB(1, &prog));
656 if(!prog)
658 ERR("Failed to create the NVvp clip test program\n");
659 LEAVE_GL();
660 return FALSE;
662 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664 strlen(testcode), testcode));
665 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
666 if(pos != -1)
668 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
670 ret = TRUE;
671 while(glGetError());
673 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
675 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
679 LEAVE_GL();
680 return ret;
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
687 char data[4 * 4 * 4];
688 GLuint tex, fbo;
689 GLenum status;
691 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
693 memset(data, 0xcc, sizeof(data));
695 ENTER_GL();
697 glGenTextures(1, &tex);
698 glBindTexture(GL_TEXTURE_2D, tex);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702 checkGLcall("glTexImage2D");
704 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707 checkGLcall("glFramebufferTexture2D");
709 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711 checkGLcall("glCheckFramebufferStatus");
713 memset(data, 0x11, sizeof(data));
714 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glTexSubImage2D");
717 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718 glClear(GL_COLOR_BUFFER_BIT);
719 checkGLcall("glClear");
721 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722 checkGLcall("glGetTexImage");
724 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726 glBindTexture(GL_TEXTURE_2D, 0);
727 checkGLcall("glBindTexture");
729 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730 glDeleteTextures(1, &tex);
731 checkGLcall("glDeleteTextures");
733 LEAVE_GL();
735 return *(DWORD *)data == 0x11111111;
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
740 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
748 quirk_arb_constants(gl_info);
749 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751 * allow 48 different offsets or other helper immediate values. */
752 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760 * most games, but avoids the crash
762 * A more sophisticated way would be to find all units that need texture coordinates and enable
763 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
766 * Note that disabling the extension entirely does not gain predictability because there is no point
767 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
770 if (gl_info->supported[ARB_POINT_SPRITE])
772 TRACE("Limiting point sprites to one texture unit.\n");
773 gl_info->limits.point_sprite_units = 1;
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
779 quirk_arb_constants(gl_info);
781 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783 * If real NP2 textures are used, the driver falls back to software. We could just remove the
784 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
789 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790 * has this extension promoted to core. The extension loading code sets this extension supported
791 * due to that, so this code works on fglrx as well. */
792 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
794 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
799 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800 * it is generally more efficient. Reserve just 8 constants. */
801 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
807 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
814 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815 * triggering the software fallback. There is not much we can do here apart from disabling the
816 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817 * in IWineD3DImpl_FillGLCaps).
818 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819 * post-processing effects in the game "Max Payne 2").
820 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
821 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
828 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832 * according to the spec.
834 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835 * makes the shader slower and eats instruction slots which should be available to the d3d app.
837 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839 * this workaround is activated on cards that do not need it, it won't break things, just affect
840 * performance negatively. */
841 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
847 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
852 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
857 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
863 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
868 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
871 struct driver_quirk
873 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875 void (*apply)(struct wined3d_gl_info *gl_info);
876 const char *description;
879 static const struct driver_quirk quirk_table[] =
882 match_ati_r300_to_500,
883 quirk_ati_dx9,
884 "ATI GLSL constant and normalized texrect quirk"
886 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887 * used it falls back to software. While the compiler can detect if the shader uses all declared
888 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889 * using relative addressing falls back to software.
891 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
893 match_apple,
894 quirk_apple_glsl_constants,
895 "Apple GLSL uniform override"
898 match_geforce5,
899 quirk_no_np2,
900 "Geforce 5 NP2 disable"
903 match_apple_intel,
904 quirk_texcoord_w,
905 "Init texcoord .w for Apple Intel GPU driver"
908 match_apple_nonr500ati,
909 quirk_texcoord_w,
910 "Init texcoord .w for Apple ATI >= r600 GPU driver"
913 match_fglrx,
914 quirk_one_point_sprite,
915 "Fglrx point sprite crash workaround"
918 match_dx10_capable,
919 quirk_clip_varying,
920 "Reserved varying for gl_ClipPos"
923 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924 * GL implementations accept it. The Mac GL is the only implementation known to
925 * reject it.
927 * If we can pass 4 component specular colors, do it, because (a) we don't have
928 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929 * passes specular alpha to the pixel shader if any is used. Otherwise the
930 * specular alpha is used to pass the fog coordinate, which we pass to opengl
931 * via GL_EXT_fog_coord.
933 match_allows_spec_alpha,
934 quirk_allows_specular_alpha,
935 "Allow specular alpha quirk"
938 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939 * (rdar://5682521).
941 match_apple_nvts,
942 quirk_apple_nvts,
943 "Apple NV_texture_shader disable"
946 match_broken_nv_clip,
947 quirk_disable_nvvp_clip,
948 "Apple NV_vertex_program clip bug quirk"
951 match_fbo_tex_update,
952 quirk_fbo_tex_update,
953 "FBO rebind for attachment updates"
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958 * reporting a driver version is moot because we are not the Windows driver, and we have different
959 * bugs, features, etc.
961 * The driver version has the form "x.y.z.w".
963 * "x" is the Windows version the driver is meant for:
964 * 4 -> 95/98/NT4
965 * 5 -> 2000
966 * 6 -> 2000/XP
967 * 7 -> Vista
968 * 8 -> Win 7
970 * "y" is the maximum Direct3D version the driver supports.
971 * y -> d3d version mapping:
972 * 11 -> d3d6
973 * 12 -> d3d7
974 * 13 -> d3d8
975 * 14 -> d3d9
976 * 15 -> d3d10
977 * 16 -> d3d10.1
978 * 17 -> d3d11
980 * "z" is the subversion number.
982 * "w" is the vendor specific driver build number.
985 struct driver_version_information
987 enum wined3d_display_driver driver;
988 enum wined3d_driver_model driver_model;
989 const char *driver_name; /* name of Windows driver */
990 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
991 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
998 /* ATI
999 * - Radeon HD2x00 (R600) and up supported by current drivers.
1000 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1002 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1003 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1004 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1005 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1006 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1007 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1008 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1010 /* Intel
1011 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013 * igxprd32.dll but the GMA800 driver was never updated. */
1014 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1015 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1016 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1017 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1018 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1019 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1021 /* Nvidia
1022 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023 * - GeforceFX support is up to 173.x on <= XP
1024 * - Geforce2MX/3/4 up to 96.x on <= XP
1025 * - TNT/Geforce1/2 up to 71.x on <= XP
1026 * All version numbers used below are from the Linux nvidia drivers. */
1027 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1028 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1029 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1030 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1031 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1034 struct gpu_description
1036 WORD vendor; /* reported PCI card vendor ID */
1037 WORD card; /* reported PCI card device ID */
1038 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1039 enum wined3d_display_driver driver;
1040 unsigned int vidmem;
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044 * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1047 /* Nvidia cards */
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1084 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1085 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1086 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1087 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1088 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1089 /* ATI cards */
1090 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
1091 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
1092 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
1093 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
1094 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
1095 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
1096 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
1097 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
1098 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
1099 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
1100 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_ATI_R600, 128 },
1101 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
1102 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
1103 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
1104 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
1105 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_ATI_R600, 512 },
1106 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_ATI_R600, 512 },
1107 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
1108 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
1109 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_ATI_R600, 1024},
1110 /* Intel cards */
1111 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1112 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1113 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1114 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1115 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1116 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1117 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
1118 {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512}
1121 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1122 enum wined3d_driver_model driver_model)
1124 unsigned int i;
1126 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1127 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1129 const struct driver_version_information *entry = &driver_version_table[i];
1131 if (entry->driver == driver && entry->driver_model == driver_model)
1133 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1134 entry->driver_name, entry->version, entry->subversion, entry->build);
1136 return entry;
1139 return NULL;
1142 static void init_driver_info(struct wined3d_driver_info *driver_info,
1143 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1145 OSVERSIONINFOW os_version;
1146 WORD driver_os_version;
1147 unsigned int i;
1148 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1149 enum wined3d_driver_model driver_model;
1150 const struct driver_version_information *version_info;
1152 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1154 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1155 vendor = wined3d_settings.pci_vendor_id;
1157 driver_info->vendor = vendor;
1159 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1161 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1162 device = wined3d_settings.pci_device_id;
1164 driver_info->device = device;
1166 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1167 * overrides the pci ids to a card which is not in our database. */
1168 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1170 memset(&os_version, 0, sizeof(os_version));
1171 os_version.dwOSVersionInfoSize = sizeof(os_version);
1172 if (!GetVersionExW(&os_version))
1174 ERR("Failed to get OS version, reporting 2000/XP.\n");
1175 driver_os_version = 6;
1176 driver_model = DRIVER_MODEL_NT5X;
1178 else
1180 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1181 switch (os_version.dwMajorVersion)
1183 case 4:
1184 /* If needed we could distinguish between 9x and NT4, but this code won't make
1185 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1187 driver_os_version = 4;
1188 driver_model = DRIVER_MODEL_WIN9X;
1189 break;
1191 case 5:
1192 driver_os_version = 6;
1193 driver_model = DRIVER_MODEL_NT5X;
1194 break;
1196 case 6:
1197 if (os_version.dwMinorVersion == 0)
1199 driver_os_version = 7;
1200 driver_model = DRIVER_MODEL_NT6X;
1202 else
1204 if (os_version.dwMinorVersion > 1)
1206 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1207 os_version.dwMajorVersion, os_version.dwMinorVersion);
1209 driver_os_version = 8;
1210 driver_model = DRIVER_MODEL_NT6X;
1212 break;
1214 default:
1215 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1216 os_version.dwMajorVersion, os_version.dwMinorVersion);
1217 driver_os_version = 6;
1218 driver_model = DRIVER_MODEL_NT5X;
1219 break;
1223 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1224 * This means that unless the ids are overriden, we will always find a GPU description. */
1225 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1227 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1229 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1231 driver_info->description = gpu_description_table[i].description;
1232 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1233 driver = gpu_description_table[i].driver;
1234 break;
1238 if (wined3d_settings.emulated_textureram)
1240 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1241 driver_info->vidmem = wined3d_settings.emulated_textureram;
1244 /* Try to obtain driver version information for the current Windows version. This fails in
1245 * some cases:
1246 * - the gpu is not available on the currently selected OS version:
1247 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1248 * version information for the current Windows version is returned instead of faked info.
1249 * We do the same and assume the default Windows version to emulate is WinXP.
1251 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1252 * For now return the XP driver info. Perhaps later on we should return VESA.
1254 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1255 * This could be an indication that our database is not up to date, so this should be fixed.
1257 version_info = get_driver_version_info(driver, driver_model);
1258 if (version_info)
1260 driver_info->name = version_info->driver_name;
1261 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1262 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1264 else
1266 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1267 if (version_info)
1269 driver_info->name = version_info->driver_name;
1270 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1271 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1273 else
1275 driver_info->description = "Direct3D HAL";
1276 driver_info->name = "Display";
1277 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1278 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1280 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1281 vendor, device, driver_model);
1285 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1286 driver_info->version_high, driver_info->version_low);
1289 /* Context activation is done by the caller. */
1290 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1291 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1293 unsigned int i;
1295 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1297 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1298 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1299 quirk_table[i].apply(gl_info);
1302 /* Find out if PBOs work as they are supposed to. */
1303 test_pbo_functionality(gl_info);
1306 static DWORD wined3d_parse_gl_version(const char *gl_version)
1308 const char *ptr = gl_version;
1309 int major, minor;
1311 major = atoi(ptr);
1312 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1314 while (isdigit(*ptr)) ++ptr;
1315 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1317 minor = atoi(ptr);
1319 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1321 return MAKEDWORD_VERSION(major, minor);
1324 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1327 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1328 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1329 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1331 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1332 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1333 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1334 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1335 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1336 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1337 * DirectDraw, not OpenGL. */
1338 if (gl_info->supported[APPLE_FENCE]
1339 && gl_info->supported[APPLE_CLIENT_STORAGE]
1340 && gl_info->supported[APPLE_FLUSH_RENDER]
1341 && gl_info->supported[APPLE_YCBCR_422])
1342 return GL_VENDOR_APPLE;
1344 if (strstr(gl_vendor_string, "NVIDIA"))
1345 return GL_VENDOR_NVIDIA;
1347 if (strstr(gl_vendor_string, "ATI"))
1348 return GL_VENDOR_FGLRX;
1350 if (strstr(gl_vendor_string, "Intel(R)")
1351 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1352 || strstr(gl_renderer, "Intel")
1353 || strstr(gl_vendor_string, "Intel Inc."))
1354 return GL_VENDOR_INTEL;
1356 if (strstr(gl_vendor_string, "Mesa")
1357 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1358 || strstr(gl_vendor_string, "DRI R300 Project")
1359 || strstr(gl_vendor_string, "X.Org R300 Project")
1360 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1361 || strstr(gl_vendor_string, "VMware, Inc.")
1362 || strstr(gl_renderer, "Mesa")
1363 || strstr(gl_renderer, "Gallium"))
1364 return GL_VENDOR_MESA;
1366 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1367 debugstr_a(gl_vendor_string));
1369 return GL_VENDOR_UNKNOWN;
1372 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1374 if (strstr(gl_vendor_string, "NVIDIA"))
1375 return HW_VENDOR_NVIDIA;
1377 if (strstr(gl_vendor_string, "ATI")
1378 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1379 || strstr(gl_vendor_string, "X.Org R300 Project")
1380 || strstr(gl_renderer, "AMD")
1381 || strstr(gl_renderer, "R100")
1382 || strstr(gl_renderer, "R200")
1383 || strstr(gl_renderer, "R300")
1384 || strstr(gl_renderer, "R600")
1385 || strstr(gl_renderer, "R700"))
1386 return HW_VENDOR_ATI;
1388 if (strstr(gl_vendor_string, "Intel(R)")
1389 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1390 || strstr(gl_renderer, "Intel")
1391 || strstr(gl_vendor_string, "Intel Inc."))
1392 return HW_VENDOR_INTEL;
1394 if (strstr(gl_vendor_string, "Mesa")
1395 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1396 || strstr(gl_vendor_string, "VMware, Inc."))
1397 return HW_VENDOR_SOFTWARE;
1399 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1401 return HW_VENDOR_NVIDIA;
1406 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1407 const char *gl_renderer)
1409 unsigned int i;
1411 if (WINE_D3D10_CAPABLE(gl_info))
1413 static const struct
1415 const char *renderer;
1416 enum wined3d_pci_device id;
1418 cards[] =
1420 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1421 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1422 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1423 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1424 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1425 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1426 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1427 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1428 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1429 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1430 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1431 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1432 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1433 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1434 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1435 {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1436 {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1437 {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1438 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1439 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1440 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1441 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1442 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1443 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1444 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1445 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1446 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1447 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1448 {"9300", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1449 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1450 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1451 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1452 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1453 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1454 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1455 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1456 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1457 {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1458 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1459 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1460 {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1461 {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1464 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1466 if (strstr(gl_renderer, cards[i].renderer))
1467 return cards[i].id;
1470 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1471 return CARD_NVIDIA_GEFORCE_8300GS;
1474 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1475 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1477 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1479 static const struct
1481 const char *renderer;
1482 enum wined3d_pci_device id;
1484 cards[] =
1486 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1487 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1488 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1489 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1490 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1491 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1492 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1493 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1494 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1495 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1496 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1497 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1498 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1501 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1503 if (strstr(gl_renderer, cards[i].renderer))
1504 return cards[i].id;
1507 /* Geforce 6/7 - lowend */
1508 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1511 if (WINE_D3D9_CAPABLE(gl_info))
1513 /* GeforceFX - highend */
1514 if (strstr(gl_renderer, "5800")
1515 || strstr(gl_renderer, "5900")
1516 || strstr(gl_renderer, "5950")
1517 || strstr(gl_renderer, "Quadro FX"))
1519 return CARD_NVIDIA_GEFORCEFX_5800;
1522 /* GeforceFX - midend */
1523 if (strstr(gl_renderer, "5600")
1524 || strstr(gl_renderer, "5650")
1525 || strstr(gl_renderer, "5700")
1526 || strstr(gl_renderer, "5750"))
1528 return CARD_NVIDIA_GEFORCEFX_5600;
1531 /* GeforceFX - lowend */
1532 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1535 if (WINE_D3D8_CAPABLE(gl_info))
1537 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1539 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1542 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1545 if (WINE_D3D7_CAPABLE(gl_info))
1547 if (strstr(gl_renderer, "GeForce4 MX"))
1549 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1552 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1554 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1557 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1559 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1562 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1565 if (strstr(gl_renderer, "TNT2"))
1567 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1570 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1573 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1574 const char *gl_renderer)
1576 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1578 * Beware: renderer string do not match exact card model,
1579 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1580 if (WINE_D3D10_CAPABLE(gl_info))
1582 unsigned int i;
1584 static const struct
1586 const char *renderer;
1587 enum wined3d_pci_device id;
1589 cards[] =
1591 /* Evergreen */
1592 {"HD 5870", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1593 {"HD 5850", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1594 {"HD 5800", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1595 {"HD 5770", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1596 {"HD 5750", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1597 {"HD 5700", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1598 /* R700 */
1599 {"HD 4890", CARD_ATI_RADEON_HD4800}, /* Radeon RV790 */
1600 {"HD 4870", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1601 {"HD 4850", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1602 {"HD 4830", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1603 {"HD 4800", CARD_ATI_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1604 {"HD 4770", CARD_ATI_RADEON_HD4700}, /* Radeon RV740 */
1605 {"HD 4700", CARD_ATI_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1606 {"HD 4670", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1607 {"HD 4650", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1608 {"HD 4600", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1609 {"HD 4550", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1610 {"HD 4350", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1611 /* R600/R700 integrated */
1612 {"HD 3300", CARD_ATI_RADEON_HD3200},
1613 {"HD 3200", CARD_ATI_RADEON_HD3200},
1614 {"HD 3100", CARD_ATI_RADEON_HD3200},
1615 /* R600 */
1616 {"HD 3870", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1617 {"HD 3850", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1618 {"HD 2900", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1619 {"HD 3830", CARD_ATI_RADEON_HD2600}, /* China-only midend */
1620 {"HD 3690", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1621 {"HD 3650", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1622 {"HD 2600", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1623 {"HD 3470", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1624 {"HD 3450", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1625 {"HD 3430", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1626 {"HD 3400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1627 {"HD 2400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1628 {"HD 2350", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1631 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1633 if (strstr(gl_renderer, cards[i].renderer))
1634 return cards[i].id;
1637 /* Default for when no GPU has been found */
1638 return CARD_ATI_RADEON_HD3200;
1641 if (WINE_D3D8_CAPABLE(gl_info))
1643 /* Radeon R5xx */
1644 if (strstr(gl_renderer, "X1600")
1645 || strstr(gl_renderer, "X1650")
1646 || strstr(gl_renderer, "X1800")
1647 || strstr(gl_renderer, "X1900")
1648 || strstr(gl_renderer, "X1950"))
1650 return CARD_ATI_RADEON_X1600;
1653 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1654 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1655 if (strstr(gl_renderer, "X700")
1656 || strstr(gl_renderer, "X800")
1657 || strstr(gl_renderer, "X850")
1658 || strstr(gl_renderer, "X1300")
1659 || strstr(gl_renderer, "X1400")
1660 || strstr(gl_renderer, "X1450")
1661 || strstr(gl_renderer, "X1550")
1662 || strstr(gl_renderer, "X2300")
1663 || strstr(gl_renderer, "X2500")
1664 || strstr(gl_renderer, "HD 2300")
1667 return CARD_ATI_RADEON_X700;
1670 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1671 if (strstr(gl_renderer, "Radeon Xpress"))
1673 return CARD_ATI_RADEON_XPRESS_200M;
1676 /* Radeon R3xx */
1677 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1680 if (WINE_D3D8_CAPABLE(gl_info))
1682 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1685 if (WINE_D3D7_CAPABLE(gl_info))
1687 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1690 return CARD_ATI_RAGE_128PRO;
1693 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1694 const char *gl_renderer)
1696 if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1697 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1699 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1700 return CARD_INTEL_X3100;
1703 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1705 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1706 return CARD_INTEL_I945GM;
1709 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1710 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1711 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1712 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1713 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1714 return CARD_INTEL_I915G;
1718 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1719 const char *gl_renderer)
1721 unsigned int i;
1723 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1725 * Beware: renderer string do not match exact card model,
1726 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1727 if (strstr(gl_renderer, "Gallium"))
1729 /* 20101109 - These are never returned by current Gallium radeon
1730 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1732 * These are returned but not handled: RC410, RV380. */
1733 static const struct
1735 const char *renderer;
1736 enum wined3d_pci_device id;
1738 cards[] =
1740 /* Evergreen */
1741 {"HEMLOCK", CARD_ATI_RADEON_HD5900},
1742 {"CYPRESS", CARD_ATI_RADEON_HD5800},
1743 {"JUNIPER", CARD_ATI_RADEON_HD5700},
1744 {"REDWOOD", CARD_ATI_RADEON_HD5600},
1745 {"CEDAR", CARD_ATI_RADEON_HD5400},
1746 /* R700 */
1747 {"R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1748 {"RV790", CARD_ATI_RADEON_HD4800},
1749 {"RV770", CARD_ATI_RADEON_HD4800},
1750 {"RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1751 {"RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1752 {"RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1753 /* R600/R700 integrated */
1754 {"RS880", CARD_ATI_RADEON_HD3200},
1755 {"RS780", CARD_ATI_RADEON_HD3200},
1756 /* R600 */
1757 {"R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1758 {"R600", CARD_ATI_RADEON_HD2900},
1759 {"RV670", CARD_ATI_RADEON_HD2900},
1760 {"RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1761 {"RV630", CARD_ATI_RADEON_HD2600},
1762 {"RV620", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1763 {"RV610", CARD_ATI_RADEON_HD2350},
1764 /* R500 */
1765 {"R580", CARD_ATI_RADEON_X1600},
1766 {"R520", CARD_ATI_RADEON_X1600},
1767 {"RV570", CARD_ATI_RADEON_X1600},
1768 {"RV560", CARD_ATI_RADEON_X1600},
1769 {"RV535", CARD_ATI_RADEON_X1600},
1770 {"RV530", CARD_ATI_RADEON_X1600},
1771 {"RV516", CARD_ATI_RADEON_X700}, /* X700 is actually R400. */
1772 {"RV515", CARD_ATI_RADEON_X700},
1773 /* R400 */
1774 {"R481", CARD_ATI_RADEON_X700},
1775 {"R480", CARD_ATI_RADEON_X700},
1776 {"R430", CARD_ATI_RADEON_X700},
1777 {"R423", CARD_ATI_RADEON_X700},
1778 {"R420", CARD_ATI_RADEON_X700},
1779 {"R410", CARD_ATI_RADEON_X700},
1780 {"RV410", CARD_ATI_RADEON_X700},
1781 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1782 {"RS740", CARD_ATI_RADEON_XPRESS_200M},
1783 {"RS690", CARD_ATI_RADEON_XPRESS_200M},
1784 {"RS600", CARD_ATI_RADEON_XPRESS_200M},
1785 {"RS485", CARD_ATI_RADEON_XPRESS_200M},
1786 {"RS482", CARD_ATI_RADEON_XPRESS_200M},
1787 {"RS480", CARD_ATI_RADEON_XPRESS_200M},
1788 {"RS400", CARD_ATI_RADEON_XPRESS_200M},
1789 /* R300 */
1790 {"R360", CARD_ATI_RADEON_9500},
1791 {"R350", CARD_ATI_RADEON_9500},
1792 {"R300", CARD_ATI_RADEON_9500},
1793 {"RV370", CARD_ATI_RADEON_9500},
1794 {"RV360", CARD_ATI_RADEON_9500},
1795 {"RV351", CARD_ATI_RADEON_9500},
1796 {"RV350", CARD_ATI_RADEON_9500},
1799 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1801 if (strstr(gl_renderer, cards[i].renderer))
1802 return cards[i].id;
1806 if (WINE_D3D9_CAPABLE(gl_info))
1808 static const struct
1810 const char *renderer;
1811 enum wined3d_pci_device id;
1813 cards[] =
1815 /* R700 */
1816 {"(R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1817 {"(RV790", CARD_ATI_RADEON_HD4800},
1818 {"(RV770", CARD_ATI_RADEON_HD4800},
1819 {"(RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1820 {"(RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1821 {"(RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1822 /* R600/R700 integrated */
1823 {"RS880", CARD_ATI_RADEON_HD3200},
1824 {"RS780", CARD_ATI_RADEON_HD3200},
1825 /* R600 */
1826 {"(R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1827 {"(R600", CARD_ATI_RADEON_HD2900},
1828 {"(RV670", CARD_ATI_RADEON_HD2900},
1829 {"(RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1830 {"(RV630", CARD_ATI_RADEON_HD2600},
1831 {"(RV620", CARD_ATI_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
1832 {"(RV610", CARD_ATI_RADEON_HD2350},
1835 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1837 if (strstr(gl_renderer, cards[i].renderer))
1838 return cards[i].id;
1842 if (WINE_D3D8_CAPABLE(gl_info))
1844 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1847 if (WINE_D3D7_CAPABLE(gl_info))
1849 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1852 return CARD_ATI_RAGE_128PRO;
1855 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1856 const char *gl_renderer)
1858 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1859 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1860 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1861 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1862 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1863 return CARD_NVIDIA_RIVA_128;
1867 struct vendor_card_selection
1869 enum wined3d_gl_vendor gl_vendor;
1870 enum wined3d_pci_vendor card_vendor;
1871 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1872 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1875 static const struct vendor_card_selection vendor_card_select_table[] =
1877 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1878 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1879 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1880 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
1881 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1882 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1883 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1884 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
1885 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
1889 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1890 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1892 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1893 * different GPUs with roughly the same features. In most cases GPUs from a
1894 * certain family differ in clockspeeds, the amount of video memory and the
1895 * number of shader pipelines.
1897 * A Direct3D device object contains the PCI id (vendor + device) of the
1898 * videocard which is used for rendering. Various applications use this
1899 * information to get a rough estimation of the features of the card and
1900 * some might use it for enabling 3d effects only on certain types of
1901 * videocards. In some cases games might even use it to work around bugs
1902 * which happen on certain videocards/driver combinations. The problem is
1903 * that OpenGL only exposes a rendering string containing the name of the
1904 * videocard and not the PCI id.
1906 * Various games depend on the PCI id, so somehow we need to provide one.
1907 * A simple option is to parse the renderer string and translate this to
1908 * the right PCI id. This is a lot of work because there are more than 200
1909 * GPUs just for Nvidia. Various cards share the same renderer string, so
1910 * the amount of code might be 'small' but there are quite a number of
1911 * exceptions which would make this a pain to maintain. Another way would
1912 * be to query the PCI id from the operating system (assuming this is the
1913 * videocard which is used for rendering which is not always the case).
1914 * This would work but it is not very portable. Second it would not work
1915 * well in, let's say, a remote X situation in which the amount of 3d
1916 * features which can be used is limited.
1918 * As said most games only use the PCI id to get an indication of the
1919 * capabilities of the card. It doesn't really matter if the given id is
1920 * the correct one if we return the id of a card with similar 3d features.
1922 * The code below checks the OpenGL capabilities of a videocard and matches
1923 * that to a certain level of Direct3D functionality. Once a card passes
1924 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1925 * least a GeforceFX. To give a better estimate we do a basic check on the
1926 * renderer string but if that won't pass we return a default card. This
1927 * way is better than maintaining a full card database as even without a
1928 * full database we can return a card with similar features. Second the
1929 * size of the database can be made quite small because when you know what
1930 * type of 3d functionality a card has, you know to which GPU family the
1931 * GPU must belong. Because of this you only have to check a small part of
1932 * the renderer string to distinguishes between different models from that
1933 * family.
1935 * The code also selects a default amount of video memory which we will
1936 * use for an estimation of the amount of free texture memory. In case of
1937 * real D3D the amount of texture memory includes video memory and system
1938 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1939 * HyperMemory). We don't know how much system memory can be addressed by
1940 * the system but we can make a reasonable estimation about the amount of
1941 * video memory. If the value is slightly wrong it doesn't matter as we
1942 * didn't include AGP-like memory which makes the amount of addressable
1943 * memory higher and second OpenGL isn't that critical it moves to system
1944 * memory behind our backs if really needed. Note that the amount of video
1945 * memory can be overruled using a registry setting. */
1947 int i;
1949 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1951 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1952 || (vendor_card_select_table[i].card_vendor != *card_vendor))
1953 continue;
1954 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1955 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1958 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1959 *gl_vendor, *card_vendor);
1961 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1962 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1963 * them a good generic choice. */
1964 *card_vendor = HW_VENDOR_NVIDIA;
1965 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1966 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1967 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1968 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1969 return CARD_NVIDIA_RIVA_128;
1972 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1974 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1975 int vs_selected_mode, ps_selected_mode;
1977 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1978 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1979 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1980 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1981 else if (gl_info->supported[NV_REGISTER_COMBINERS]
1982 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1983 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1984 else return &ffp_fragment_pipeline;
1987 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1989 int vs_selected_mode, ps_selected_mode;
1991 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1992 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1993 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1994 return &none_shader_backend;
1997 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
1999 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2000 int vs_selected_mode, ps_selected_mode;
2002 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2003 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2004 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2005 else return &ffp_blit;
2008 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2010 DWORD ver;
2012 #define USE_GL_FUNC(type, pfn, ext, replace) \
2013 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2014 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2015 else gl_info->pfn = NULL;
2017 GL_EXT_FUNCS_GEN;
2018 #undef USE_GL_FUNC
2020 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2021 WGL_EXT_FUNCS_GEN;
2022 #undef USE_GL_FUNC
2025 /* Context activation is done by the caller. */
2026 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2028 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2029 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2030 const char *GL_Extensions = NULL;
2031 const char *WGL_Extensions = NULL;
2032 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2033 struct fragment_caps fragment_caps;
2034 enum wined3d_gl_vendor gl_vendor;
2035 enum wined3d_pci_vendor card_vendor;
2036 enum wined3d_pci_device device;
2037 GLint gl_max;
2038 GLfloat gl_floatv[2];
2039 unsigned i;
2040 HDC hdc;
2041 DWORD gl_version;
2042 size_t len;
2044 TRACE_(d3d_caps)("(%p)\n", gl_info);
2046 ENTER_GL();
2048 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2049 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2050 if (!gl_renderer_str)
2052 LEAVE_GL();
2053 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2054 return FALSE;
2057 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2058 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2059 if (!gl_vendor_str)
2061 LEAVE_GL();
2062 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2063 return FALSE;
2066 /* Parse the GL_VERSION field into major and minor information */
2067 gl_version_str = (const char *)glGetString(GL_VERSION);
2068 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2069 if (!gl_version_str)
2071 LEAVE_GL();
2072 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2073 return FALSE;
2075 gl_version = wined3d_parse_gl_version(gl_version_str);
2078 * Initialize openGL extension related variables
2079 * with Default values
2081 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2082 gl_info->limits.blends = 1;
2083 gl_info->limits.buffers = 1;
2084 gl_info->limits.textures = 1;
2085 gl_info->limits.fragment_samplers = 1;
2086 gl_info->limits.vertex_samplers = 0;
2087 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2088 gl_info->limits.sampler_stages = 1;
2089 gl_info->limits.glsl_vs_float_constants = 0;
2090 gl_info->limits.glsl_ps_float_constants = 0;
2091 gl_info->limits.arb_vs_float_constants = 0;
2092 gl_info->limits.arb_vs_native_constants = 0;
2093 gl_info->limits.arb_vs_instructions = 0;
2094 gl_info->limits.arb_vs_temps = 0;
2095 gl_info->limits.arb_ps_float_constants = 0;
2096 gl_info->limits.arb_ps_local_constants = 0;
2097 gl_info->limits.arb_ps_instructions = 0;
2098 gl_info->limits.arb_ps_temps = 0;
2100 /* Retrieve opengl defaults */
2101 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2102 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2103 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2105 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2106 gl_info->limits.lights = gl_max;
2107 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2109 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2110 gl_info->limits.texture_size = gl_max;
2111 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2113 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2114 gl_info->limits.pointsize_min = gl_floatv[0];
2115 gl_info->limits.pointsize_max = gl_floatv[1];
2116 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2118 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2119 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2120 if (!GL_Extensions)
2122 LEAVE_GL();
2123 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2124 return FALSE;
2127 LEAVE_GL();
2129 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2131 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2133 while (*GL_Extensions)
2135 const char *start;
2137 while (isspace(*GL_Extensions)) ++GL_Extensions;
2138 start = GL_Extensions;
2139 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2141 len = GL_Extensions - start;
2142 if (!len) continue;
2144 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2146 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2148 if (len == strlen(EXTENSION_MAP[i].extension_string)
2149 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2151 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2152 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2153 break;
2158 /* Now work out what GL support this card really has */
2159 load_gl_funcs( gl_info, gl_version );
2161 ENTER_GL();
2163 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2164 * loading the functions, otherwise the code above will load the extension entry points instead of the
2165 * core functions, which may not work. */
2166 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2168 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2169 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2171 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2172 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2176 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2178 if (gl_info->supported[APPLE_FENCE])
2180 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2181 * The apple extension interacts with some other apple exts. Disable the NV
2182 * extension if the apple one is support to prevent confusion in other parts
2183 * of the code. */
2184 gl_info->supported[NV_FENCE] = FALSE;
2186 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2188 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2190 * The enums are the same:
2191 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2192 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2193 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2194 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2195 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2197 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2199 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2200 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2202 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2204 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2205 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2208 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2210 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2211 * functionality. Prefer the ARB extension */
2212 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2214 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2216 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2217 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2219 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2221 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2222 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2224 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2226 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2227 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2229 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2231 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2232 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2234 if (gl_info->supported[NV_TEXTURE_SHADER2])
2236 if (gl_info->supported[NV_REGISTER_COMBINERS])
2238 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2239 * are supported. The nv extensions provide the same functionality as the
2240 * ATI one, and a bit more(signed pixelformats). */
2241 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2245 if (gl_info->supported[NV_REGISTER_COMBINERS])
2247 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2248 gl_info->limits.general_combiners = gl_max;
2249 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2251 if (gl_info->supported[ARB_DRAW_BUFFERS])
2253 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2254 gl_info->limits.buffers = gl_max;
2255 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2257 if (gl_info->supported[ARB_MULTITEXTURE])
2259 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2260 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2261 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2263 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2265 GLint tmp;
2266 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2267 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2269 else
2271 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2273 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2275 if (gl_info->supported[ARB_VERTEX_SHADER])
2277 GLint tmp;
2278 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2279 gl_info->limits.vertex_samplers = tmp;
2280 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2281 gl_info->limits.combined_samplers = tmp;
2283 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2284 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2285 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2286 * shader is used with fixed function vertex processing we're fine too because fixed function
2287 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2288 * used we have to make sure that all vertex sampler setups are valid together with all
2289 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2290 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2291 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2292 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2293 * a fixed function pipeline anymore.
2295 * So this is just a check to check that our assumption holds true. If not, write a warning
2296 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2297 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2298 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2300 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2301 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2302 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2303 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2304 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2305 else
2306 gl_info->limits.vertex_samplers = 0;
2309 else
2311 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2313 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2314 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2316 if (gl_info->supported[ARB_VERTEX_BLEND])
2318 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2319 gl_info->limits.blends = gl_max;
2320 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2322 if (gl_info->supported[EXT_TEXTURE3D])
2324 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2325 gl_info->limits.texture3d_size = gl_max;
2326 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2328 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2330 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2331 gl_info->limits.anisotropy = gl_max;
2332 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2334 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2336 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2337 gl_info->limits.arb_ps_float_constants = gl_max;
2338 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2339 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2340 gl_info->limits.arb_ps_native_constants = gl_max;
2341 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2342 gl_info->limits.arb_ps_native_constants);
2343 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2344 gl_info->limits.arb_ps_temps = gl_max;
2345 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2346 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2347 gl_info->limits.arb_ps_instructions = gl_max;
2348 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2349 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2350 gl_info->limits.arb_ps_local_constants = gl_max;
2351 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2353 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2355 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2356 gl_info->limits.arb_vs_float_constants = gl_max;
2357 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2358 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2359 gl_info->limits.arb_vs_native_constants = gl_max;
2360 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2361 gl_info->limits.arb_vs_native_constants);
2362 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2363 gl_info->limits.arb_vs_temps = gl_max;
2364 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2365 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2366 gl_info->limits.arb_vs_instructions = gl_max;
2367 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2369 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2371 if (gl_info->supported[ARB_VERTEX_SHADER])
2373 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2374 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2375 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2377 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2379 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2380 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2381 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2382 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2383 gl_info->limits.glsl_varyings = gl_max;
2384 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2386 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2388 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2389 unsigned int major, minor;
2391 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2393 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2394 sscanf(str, "%u.%u", &major, &minor);
2395 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2397 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2399 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2401 else
2403 gl_info->limits.shininess = 128.0f;
2405 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2407 /* If we have full NP2 texture support, disable
2408 * GL_ARB_texture_rectangle because we will never use it.
2409 * This saves a few redundant glDisable calls. */
2410 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2412 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2414 /* Disable NV_register_combiners and fragment shader if this is supported.
2415 * generally the NV extensions are preferred over the ATI ones, and this
2416 * extension is disabled if register_combiners and texture_shader2 are both
2417 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2418 * fragment processing support. */
2419 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2420 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2421 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2422 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2424 if (gl_info->supported[NV_HALF_FLOAT])
2426 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2427 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2429 if (gl_info->supported[ARB_POINT_SPRITE])
2431 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2433 else
2435 gl_info->limits.point_sprite_units = 0;
2437 checkGLcall("extension detection");
2439 LEAVE_GL();
2441 adapter->fragment_pipe = select_fragment_implementation(adapter);
2442 adapter->shader_backend = select_shader_backend(adapter);
2443 adapter->blitter = select_blit_implementation(adapter);
2445 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2446 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2447 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2449 /* In some cases the number of texture stages can be larger than the number
2450 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2451 * shaders), but 8 texture stages (register combiners). */
2452 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2454 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2456 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2457 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2458 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2459 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2460 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2461 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2462 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2463 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2464 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2465 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2466 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2467 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2468 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2469 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2470 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2471 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2472 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2473 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2474 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2476 else
2478 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2480 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2481 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2482 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2483 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2484 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2485 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2486 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2487 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2488 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2489 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2490 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2491 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2492 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2493 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2494 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2495 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2496 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2498 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2500 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2501 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2503 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2505 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2507 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2509 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2513 /* MRTs are currently only supported when FBOs are used. */
2514 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2516 gl_info->limits.buffers = 1;
2519 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2520 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2521 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2523 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2524 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2526 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2527 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2528 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2529 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2530 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2531 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2532 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2533 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2535 /* Make sure there's an active HDC else the WGL extensions will fail */
2536 hdc = pwglGetCurrentDC();
2537 if (hdc) {
2538 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2539 if(GL_EXTCALL(wglGetExtensionsStringARB))
2540 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2542 if (!WGL_Extensions)
2544 ERR(" WGL_Extensions returns NULL\n");
2546 else
2548 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2549 while (*WGL_Extensions)
2551 const char *Start;
2552 char ThisExtn[256];
2554 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2555 Start = WGL_Extensions;
2556 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2558 len = WGL_Extensions - Start;
2559 if (!len || len >= sizeof(ThisExtn))
2560 continue;
2562 memcpy(ThisExtn, Start, len);
2563 ThisExtn[len] = '\0';
2564 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2566 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2567 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2568 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2570 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2571 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2572 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2578 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2579 init_driver_info(driver_info, card_vendor, device);
2580 add_gl_compat_wrappers(gl_info);
2582 return TRUE;
2585 /**********************************************************
2586 * IWineD3D implementation follows
2587 **********************************************************/
2589 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2590 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2592 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2594 return This->adapter_count;
2597 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2599 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2601 return WINED3D_OK;
2604 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2605 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2607 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2609 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2610 return NULL;
2613 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2616 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2617 of the same bpp but different resolutions */
2619 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2620 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2622 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2624 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2626 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2627 return 0;
2630 /* TODO: Store modes per adapter and read it from the adapter structure */
2631 if (Adapter == 0)
2633 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2634 UINT format_bits = format->byte_count * CHAR_BIT;
2635 unsigned int i = 0;
2636 unsigned int j = 0;
2637 DEVMODEW mode;
2639 memset(&mode, 0, sizeof(mode));
2640 mode.dmSize = sizeof(mode);
2642 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2644 ++j;
2646 if (format_id == WINED3DFMT_UNKNOWN)
2648 /* This is for D3D8, do not enumerate P8 here */
2649 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2651 else if (mode.dmBitsPerPel == format_bits)
2653 ++i;
2657 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2658 return i;
2659 } else {
2660 FIXME_(d3d_caps)("Adapter not primary display\n");
2662 return 0;
2665 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2666 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2667 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2669 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2671 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2672 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2674 /* Validate the parameters as much as possible */
2675 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2676 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2678 return WINED3DERR_INVALIDCALL;
2681 /* TODO: Store modes per adapter and read it from the adapter structure */
2682 if (Adapter == 0)
2684 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2685 UINT format_bits = format->byte_count * CHAR_BIT;
2686 DEVMODEW DevModeW;
2687 int ModeIdx = 0;
2688 UINT i = 0;
2689 int j = 0;
2691 ZeroMemory(&DevModeW, sizeof(DevModeW));
2692 DevModeW.dmSize = sizeof(DevModeW);
2694 /* If we are filtering to a specific format (D3D9), then need to skip
2695 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2696 just count through the ones with valid bit depths */
2697 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2699 if (format_id == WINED3DFMT_UNKNOWN)
2701 /* This is for D3D8, do not enumerate P8 here */
2702 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2704 else if (DevModeW.dmBitsPerPel == format_bits)
2706 ++i;
2710 if (!i)
2712 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2713 return WINED3DERR_INVALIDCALL;
2715 ModeIdx = j - 1;
2717 /* Now get the display mode via the calculated index */
2718 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2719 pMode->Width = DevModeW.dmPelsWidth;
2720 pMode->Height = DevModeW.dmPelsHeight;
2721 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2722 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2723 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2725 if (format_id == WINED3DFMT_UNKNOWN)
2726 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2727 else
2728 pMode->Format = format_id;
2730 else
2732 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2733 return WINED3DERR_INVALIDCALL;
2736 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2737 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2738 DevModeW.dmBitsPerPel);
2741 else
2743 FIXME_(d3d_caps)("Adapter not primary display\n");
2746 return WINED3D_OK;
2749 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2751 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2753 if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2754 return WINED3DERR_INVALIDCALL;
2756 if (Adapter == 0) { /* Display */
2757 int bpp = 0;
2758 DEVMODEW DevModeW;
2760 ZeroMemory(&DevModeW, sizeof(DevModeW));
2761 DevModeW.dmSize = sizeof(DevModeW);
2763 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2764 pMode->Width = DevModeW.dmPelsWidth;
2765 pMode->Height = DevModeW.dmPelsHeight;
2766 bpp = DevModeW.dmBitsPerPel;
2767 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2768 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2770 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2773 pMode->Format = pixelformat_for_depth(bpp);
2774 } else {
2775 FIXME_(d3d_caps)("Adapter not primary display\n");
2778 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2779 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2780 return WINED3D_OK;
2783 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2784 and fields being inserted in the middle, a new structure is used in place */
2785 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2786 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2787 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2788 struct wined3d_adapter *adapter;
2789 size_t len;
2791 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2793 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2794 return WINED3DERR_INVALIDCALL;
2797 adapter = &This->adapters[Adapter];
2799 /* Return the information requested */
2800 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2802 if (pIdentifier->driver_size)
2804 const char *name = adapter->driver_info.name;
2805 len = min(strlen(name), pIdentifier->driver_size - 1);
2806 memcpy(pIdentifier->driver, name, len);
2807 pIdentifier->driver[len] = '\0';
2810 if (pIdentifier->description_size)
2812 const char *description = adapter->driver_info.description;
2813 len = min(strlen(description), pIdentifier->description_size - 1);
2814 memcpy(pIdentifier->description, description, len);
2815 pIdentifier->description[len] = '\0';
2818 /* Note that d3d8 doesn't supply a device name. */
2819 if (pIdentifier->device_name_size)
2821 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2823 len = strlen(device_name);
2824 if (len >= pIdentifier->device_name_size)
2826 ERR("Device name size too small.\n");
2827 return WINED3DERR_INVALIDCALL;
2830 memcpy(pIdentifier->device_name, device_name, len);
2831 pIdentifier->device_name[len] = '\0';
2834 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2835 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2836 pIdentifier->vendor_id = adapter->driver_info.vendor;
2837 pIdentifier->device_id = adapter->driver_info.device;
2838 pIdentifier->subsystem_id = 0;
2839 pIdentifier->revision = 0;
2840 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2841 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2842 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2843 pIdentifier->video_memory = adapter->TextureRam;
2845 return WINED3D_OK;
2848 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2849 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2851 short redSize, greenSize, blueSize, alphaSize, colorBits;
2853 if(!cfg)
2854 return FALSE;
2856 /* Float formats need FBOs. If FBOs are used this function isn't called */
2857 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2859 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2860 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2862 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2863 return FALSE;
2866 if(cfg->redSize < redSize)
2867 return FALSE;
2869 if(cfg->greenSize < greenSize)
2870 return FALSE;
2872 if(cfg->blueSize < blueSize)
2873 return FALSE;
2875 if(cfg->alphaSize < alphaSize)
2876 return FALSE;
2878 return TRUE;
2881 /* Probably a RGBA_float or color index mode */
2882 return FALSE;
2885 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2886 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2888 short depthSize, stencilSize;
2889 BOOL lockable = FALSE;
2891 if(!cfg)
2892 return FALSE;
2894 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2896 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2897 return FALSE;
2900 /* Float formats need FBOs. If FBOs are used this function isn't called */
2901 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2903 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2904 lockable = TRUE;
2906 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2907 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2908 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2909 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2910 return FALSE;
2912 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2913 * allow more stencil bits than requested. */
2914 if(cfg->stencilSize < stencilSize)
2915 return FALSE;
2917 return TRUE;
2920 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
2921 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
2922 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
2924 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2925 int nCfgs;
2926 const WineD3D_PixelFormat *cfgs;
2927 const struct wined3d_adapter *adapter;
2928 const struct wined3d_format *rt_format;
2929 const struct wined3d_format *ds_format;
2930 int it;
2932 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2933 This, Adapter,
2934 DeviceType, debug_d3ddevicetype(DeviceType),
2935 AdapterFormat, debug_d3dformat(AdapterFormat),
2936 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2937 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2939 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2940 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2941 return WINED3DERR_INVALIDCALL;
2944 adapter = &This->adapters[Adapter];
2945 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
2946 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
2947 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2949 if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
2950 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2952 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2953 return WINED3D_OK;
2956 else
2958 cfgs = adapter->cfgs;
2959 nCfgs = adapter->nCfgs;
2960 for (it = 0; it < nCfgs; ++it)
2962 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
2964 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
2966 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2967 return WINED3D_OK;
2972 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2974 return WINED3DERR_NOTAVAILABLE;
2977 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
2978 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
2979 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2981 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2982 const struct wined3d_adapter *adapter;
2983 const struct wined3d_format *format;
2985 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2986 This,
2987 Adapter,
2988 DeviceType, debug_d3ddevicetype(DeviceType),
2989 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2990 Windowed,
2991 MultiSampleType,
2992 pQualityLevels);
2994 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2995 return WINED3DERR_INVALIDCALL;
2998 /* TODO: handle Windowed, add more quality levels */
3000 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3001 if(pQualityLevels) *pQualityLevels = 1;
3002 return WINED3D_OK;
3005 /* By default multisampling is disabled right now as it causes issues
3006 * on some Nvidia driver versions and it doesn't work well in combination
3007 * with FBOs yet. */
3008 if(!wined3d_settings.allow_multisampling)
3009 return WINED3DERR_NOTAVAILABLE;
3011 adapter = &This->adapters[Adapter];
3012 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3013 if (!format) return WINED3DERR_INVALIDCALL;
3015 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3017 int i, nCfgs;
3018 const WineD3D_PixelFormat *cfgs;
3020 cfgs = adapter->cfgs;
3021 nCfgs = adapter->nCfgs;
3022 for(i=0; i<nCfgs; i++) {
3023 if(cfgs[i].numSamples != MultiSampleType)
3024 continue;
3026 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3027 continue;
3029 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3031 if(pQualityLevels)
3032 *pQualityLevels = 1; /* Guess at a value! */
3033 return WINED3D_OK;
3036 else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3038 short redSize, greenSize, blueSize, alphaSize, colorBits;
3039 int i, nCfgs;
3040 const WineD3D_PixelFormat *cfgs;
3042 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3044 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3045 return WINED3DERR_NOTAVAILABLE;
3048 cfgs = adapter->cfgs;
3049 nCfgs = adapter->nCfgs;
3050 for(i=0; i<nCfgs; i++) {
3051 if(cfgs[i].numSamples != MultiSampleType)
3052 continue;
3053 if(cfgs[i].redSize != redSize)
3054 continue;
3055 if(cfgs[i].greenSize != greenSize)
3056 continue;
3057 if(cfgs[i].blueSize != blueSize)
3058 continue;
3059 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3060 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3061 continue;
3062 if (cfgs[i].colorSize != (format->byte_count << 3))
3063 continue;
3065 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3067 if(pQualityLevels)
3068 *pQualityLevels = 1; /* Guess at a value! */
3069 return WINED3D_OK;
3072 return WINED3DERR_NOTAVAILABLE;
3075 /* Check if we support bumpmapping for a format */
3076 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3078 /* Ask the fixed function pipeline implementation if it can deal
3079 * with the conversion. If we've got a GL extension giving native
3080 * support this will be an identity conversion. */
3081 return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3082 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3085 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3086 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3087 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3089 int it=0;
3091 /* Only allow depth/stencil formats */
3092 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3094 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3096 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3097 if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3099 else
3101 /* Walk through all WGL pixel formats to find a match */
3102 for (it = 0; it < adapter->nCfgs; ++it)
3104 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3105 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3107 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3109 return TRUE;
3115 return FALSE;
3118 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3120 /* The flags entry of a format contains the filtering capability */
3121 if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3123 return FALSE;
3126 /* Check the render target capabilities of a format */
3127 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3128 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3130 /* Filter out non-RT formats */
3131 if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3132 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3134 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3135 int it;
3136 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3137 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3139 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3140 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3142 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3143 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3144 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3145 TRACE_(d3d_caps)("[FAILED]\n");
3146 return FALSE;
3149 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3150 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3151 for (it = 0; it < adapter->nCfgs; ++it)
3153 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3154 &cfgs[it], check_format))
3156 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3157 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3158 return TRUE;
3162 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3164 /* For now return TRUE for FBOs until we have some proper checks.
3165 * Note that this function will only be called when the format is around for texturing. */
3166 return TRUE;
3168 return FALSE;
3171 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3173 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->flags & WINED3DFMT_FLAG_SRGB_READ);
3176 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3178 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3179 * doing the color fixup in shaders.
3180 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3181 if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3183 int vs_selected_mode;
3184 int ps_selected_mode;
3185 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3187 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3188 TRACE_(d3d_caps)("[OK]\n");
3189 return TRUE;
3193 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3194 return FALSE;
3197 /* Check if a format support blending in combination with pixel shaders */
3198 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3199 const struct wined3d_format *format)
3201 /* The flags entry of a format contains the post pixel shader blending capability */
3202 if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3204 return FALSE;
3207 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3209 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3210 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3211 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3212 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3213 * capability anyway.
3215 * For now lets report this on all formats, but in the future we may want to
3216 * restrict it to some should games need that
3218 return TRUE;
3221 /* Check if a texture format is supported on the given adapter */
3222 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3224 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3226 switch (format->id)
3228 /*****
3229 * supported: RGB(A) formats
3231 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3232 case WINED3DFMT_B8G8R8A8_UNORM:
3233 case WINED3DFMT_B8G8R8X8_UNORM:
3234 case WINED3DFMT_B5G6R5_UNORM:
3235 case WINED3DFMT_B5G5R5X1_UNORM:
3236 case WINED3DFMT_B5G5R5A1_UNORM:
3237 case WINED3DFMT_B4G4R4A4_UNORM:
3238 case WINED3DFMT_A8_UNORM:
3239 case WINED3DFMT_B4G4R4X4_UNORM:
3240 case WINED3DFMT_R8G8B8A8_UNORM:
3241 case WINED3DFMT_R8G8B8X8_UNORM:
3242 case WINED3DFMT_B10G10R10A2_UNORM:
3243 case WINED3DFMT_R10G10B10A2_UNORM:
3244 case WINED3DFMT_R16G16_UNORM:
3245 TRACE_(d3d_caps)("[OK]\n");
3246 return TRUE;
3248 case WINED3DFMT_B2G3R3_UNORM:
3249 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3250 return FALSE;
3252 /*****
3253 * Not supported: Palettized
3254 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3255 * Since it is not widely available, don't offer it. Further no Windows driver offers
3256 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3258 case WINED3DFMT_P8_UINT:
3259 case WINED3DFMT_P8_UINT_A8_UNORM:
3260 return FALSE;
3262 /*****
3263 * Supported: (Alpha)-Luminance
3265 case WINED3DFMT_L8_UNORM:
3266 case WINED3DFMT_L8A8_UNORM:
3267 case WINED3DFMT_L16_UNORM:
3268 TRACE_(d3d_caps)("[OK]\n");
3269 return TRUE;
3271 /* Not supported on Windows, thus disabled */
3272 case WINED3DFMT_L4A4_UNORM:
3273 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3274 return FALSE;
3276 /*****
3277 * Supported: Depth/Stencil formats
3279 case WINED3DFMT_D16_LOCKABLE:
3280 case WINED3DFMT_D16_UNORM:
3281 case WINED3DFMT_S1_UINT_D15_UNORM:
3282 case WINED3DFMT_X8D24_UNORM:
3283 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3284 case WINED3DFMT_D24_UNORM_S8_UINT:
3285 case WINED3DFMT_S8_UINT_D24_FLOAT:
3286 case WINED3DFMT_D32_UNORM:
3287 case WINED3DFMT_D32_FLOAT:
3288 return TRUE;
3290 case WINED3DFMT_INTZ:
3291 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3292 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3293 return TRUE;
3294 return FALSE;
3296 /*****
3297 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3298 * GL_NV_texture_shader). Emulated by shaders
3300 case WINED3DFMT_R8G8_SNORM:
3301 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3302 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3303 case WINED3DFMT_R8G8B8A8_SNORM:
3304 case WINED3DFMT_R16G16_SNORM:
3305 /* Ask the shader backend if it can deal with the conversion. If
3306 * we've got a GL extension giving native support this will be an
3307 * identity conversion. */
3308 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3310 TRACE_(d3d_caps)("[OK]\n");
3311 return TRUE;
3313 TRACE_(d3d_caps)("[FAILED]\n");
3314 return FALSE;
3316 case WINED3DFMT_DXT1:
3317 case WINED3DFMT_DXT2:
3318 case WINED3DFMT_DXT3:
3319 case WINED3DFMT_DXT4:
3320 case WINED3DFMT_DXT5:
3321 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3323 TRACE_(d3d_caps)("[OK]\n");
3324 return TRUE;
3326 TRACE_(d3d_caps)("[FAILED]\n");
3327 return FALSE;
3330 /*****
3331 * Odd formats - not supported
3333 case WINED3DFMT_VERTEXDATA:
3334 case WINED3DFMT_R16_UINT:
3335 case WINED3DFMT_R32_UINT:
3336 case WINED3DFMT_R16G16B16A16_SNORM:
3337 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3338 case WINED3DFMT_R10G11B11_SNORM:
3339 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3340 return FALSE;
3342 /*****
3343 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3345 case WINED3DFMT_R8G8_SNORM_Cx:
3346 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3347 return FALSE;
3349 /* YUV formats */
3350 case WINED3DFMT_UYVY:
3351 case WINED3DFMT_YUY2:
3352 if (gl_info->supported[APPLE_YCBCR_422])
3354 TRACE_(d3d_caps)("[OK]\n");
3355 return TRUE;
3357 TRACE_(d3d_caps)("[FAILED]\n");
3358 return FALSE;
3359 case WINED3DFMT_YV12:
3360 TRACE_(d3d_caps)("[FAILED]\n");
3361 return FALSE;
3363 /* Not supported */
3364 case WINED3DFMT_R16G16B16A16_UNORM:
3365 case WINED3DFMT_B2G3R3A8_UNORM:
3366 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3367 return FALSE;
3369 /* Floating point formats */
3370 case WINED3DFMT_R16_FLOAT:
3371 case WINED3DFMT_R16G16_FLOAT:
3372 case WINED3DFMT_R16G16B16A16_FLOAT:
3373 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3375 TRACE_(d3d_caps)("[OK]\n");
3376 return TRUE;
3378 TRACE_(d3d_caps)("[FAILED]\n");
3379 return FALSE;
3381 case WINED3DFMT_R32_FLOAT:
3382 case WINED3DFMT_R32G32_FLOAT:
3383 case WINED3DFMT_R32G32B32A32_FLOAT:
3384 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3386 TRACE_(d3d_caps)("[OK]\n");
3387 return TRUE;
3389 TRACE_(d3d_caps)("[FAILED]\n");
3390 return FALSE;
3392 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3393 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3394 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3395 * We can do instancing with all shader versions, but we need vertex shaders.
3397 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3398 * to enable instancing. WineD3D doesn't need that and just ignores it.
3400 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3402 case WINED3DFMT_INST:
3403 TRACE("ATI Instancing check hack\n");
3404 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3406 TRACE_(d3d_caps)("[OK]\n");
3407 return TRUE;
3409 TRACE_(d3d_caps)("[FAILED]\n");
3410 return FALSE;
3412 /* Some weird FOURCC formats */
3413 case WINED3DFMT_R8G8_B8G8:
3414 case WINED3DFMT_G8R8_G8B8:
3415 case WINED3DFMT_MULTI2_ARGB8:
3416 TRACE_(d3d_caps)("[FAILED]\n");
3417 return FALSE;
3419 /* Vendor specific formats */
3420 case WINED3DFMT_ATI2N:
3421 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3422 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3424 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3425 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3427 TRACE_(d3d_caps)("[OK]\n");
3428 return TRUE;
3431 TRACE_(d3d_caps)("[OK]\n");
3432 return TRUE;
3434 TRACE_(d3d_caps)("[FAILED]\n");
3435 return FALSE;
3437 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3438 * format MAKEFOURCC('N','V','D','B') is used.
3439 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3440 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3441 * to test value.
3443 case WINED3DFMT_NVDB:
3444 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3446 TRACE_(d3d_caps)("[OK]\n");
3447 return TRUE;
3449 TRACE_(d3d_caps)("[FAILED]\n");
3450 return FALSE;
3452 case WINED3DFMT_NVHU:
3453 case WINED3DFMT_NVHS:
3454 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3455 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3456 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3457 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3458 * Applications have to deal with not having NVHS and NVHU.
3460 TRACE_(d3d_caps)("[FAILED]\n");
3461 return FALSE;
3463 case WINED3DFMT_UNKNOWN:
3464 return FALSE;
3466 default:
3467 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3468 break;
3470 return FALSE;
3473 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3474 const struct wined3d_format *adapter_format,
3475 const struct wined3d_format *check_format,
3476 WINED3DSURFTYPE SurfaceType)
3478 if (SurfaceType == SURFACE_GDI)
3480 switch (check_format->id)
3482 case WINED3DFMT_B8G8R8_UNORM:
3483 case WINED3DFMT_B8G8R8A8_UNORM:
3484 case WINED3DFMT_B8G8R8X8_UNORM:
3485 case WINED3DFMT_B5G6R5_UNORM:
3486 case WINED3DFMT_B5G5R5X1_UNORM:
3487 case WINED3DFMT_B5G5R5A1_UNORM:
3488 case WINED3DFMT_B4G4R4A4_UNORM:
3489 case WINED3DFMT_B2G3R3_UNORM:
3490 case WINED3DFMT_A8_UNORM:
3491 case WINED3DFMT_B2G3R3A8_UNORM:
3492 case WINED3DFMT_B4G4R4X4_UNORM:
3493 case WINED3DFMT_R10G10B10A2_UNORM:
3494 case WINED3DFMT_R8G8B8A8_UNORM:
3495 case WINED3DFMT_R8G8B8X8_UNORM:
3496 case WINED3DFMT_R16G16_UNORM:
3497 case WINED3DFMT_B10G10R10A2_UNORM:
3498 case WINED3DFMT_R16G16B16A16_UNORM:
3499 case WINED3DFMT_P8_UINT:
3500 TRACE_(d3d_caps)("[OK]\n");
3501 return TRUE;
3502 default:
3503 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3504 return FALSE;
3508 /* All format that are supported for textures are supported for surfaces as well */
3509 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3510 /* All depth stencil formats are supported on surfaces */
3511 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3513 /* If opengl can't process the format natively, the blitter may be able to convert it */
3514 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3515 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3516 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3518 TRACE_(d3d_caps)("[OK]\n");
3519 return TRUE;
3522 /* Reject other formats */
3523 TRACE_(d3d_caps)("[FAILED]\n");
3524 return FALSE;
3527 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3528 const struct wined3d_format *format)
3530 return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3533 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3534 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3535 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3537 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3538 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3539 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3540 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3541 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3542 DWORD UsageCaps = 0;
3544 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3545 This,
3546 Adapter,
3547 DeviceType, debug_d3ddevicetype(DeviceType),
3548 AdapterFormat, debug_d3dformat(AdapterFormat),
3549 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3550 RType, debug_d3dresourcetype(RType),
3551 CheckFormat, debug_d3dformat(CheckFormat));
3553 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3554 return WINED3DERR_INVALIDCALL;
3557 switch (RType)
3559 case WINED3DRTYPE_CUBETEXTURE:
3560 /* Cubetexture allows:
3561 * - WINED3DUSAGE_AUTOGENMIPMAP
3562 * - WINED3DUSAGE_DEPTHSTENCIL
3563 * - WINED3DUSAGE_DYNAMIC
3564 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3565 * - WINED3DUSAGE_RENDERTARGET
3566 * - WINED3DUSAGE_SOFTWAREPROCESSING
3567 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3569 if (SurfaceType != SURFACE_OPENGL)
3571 TRACE_(d3d_caps)("[FAILED]\n");
3572 return WINED3DERR_NOTAVAILABLE;
3575 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3577 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3578 return WINED3DERR_NOTAVAILABLE;
3581 if (!CheckTextureCapability(adapter, format))
3583 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3584 return WINED3DERR_NOTAVAILABLE;
3587 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3589 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3590 /* When autogenmipmap isn't around continue and return
3591 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3592 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3593 else
3594 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3597 /* Always report dynamic locking. */
3598 if (Usage & WINED3DUSAGE_DYNAMIC)
3599 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3601 if (Usage & WINED3DUSAGE_RENDERTARGET)
3603 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3605 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3606 return WINED3DERR_NOTAVAILABLE;
3608 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3611 /* Always report software processing. */
3612 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3613 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3615 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3617 if (!CheckFilterCapability(adapter, format))
3619 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3620 return WINED3DERR_NOTAVAILABLE;
3622 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3625 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3627 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3629 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3630 return WINED3DERR_NOTAVAILABLE;
3632 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3635 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3637 if (!CheckSrgbReadCapability(adapter, format))
3639 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3640 return WINED3DERR_NOTAVAILABLE;
3642 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3645 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3647 if (!CheckSrgbWriteCapability(adapter, format))
3649 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3650 return WINED3DERR_NOTAVAILABLE;
3652 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3655 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3657 if (!CheckVertexTextureCapability(adapter, format))
3659 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3660 return WINED3DERR_NOTAVAILABLE;
3662 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3665 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3667 if (!CheckWrapAndMipCapability(adapter, format))
3669 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3670 return WINED3DERR_NOTAVAILABLE;
3672 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3674 break;
3676 case WINED3DRTYPE_SURFACE:
3677 /* Surface allows:
3678 * - WINED3DUSAGE_DEPTHSTENCIL
3679 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3680 * - WINED3DUSAGE_RENDERTARGET
3682 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3684 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3685 return WINED3DERR_NOTAVAILABLE;
3688 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3690 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3692 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3693 return WINED3DERR_NOTAVAILABLE;
3695 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3698 if (Usage & WINED3DUSAGE_RENDERTARGET)
3700 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3702 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3703 return WINED3DERR_NOTAVAILABLE;
3705 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3708 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3710 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3712 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3713 return WINED3DERR_NOTAVAILABLE;
3715 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3717 break;
3719 case WINED3DRTYPE_TEXTURE:
3720 /* Texture allows:
3721 * - WINED3DUSAGE_AUTOGENMIPMAP
3722 * - WINED3DUSAGE_DEPTHSTENCIL
3723 * - WINED3DUSAGE_DMAP
3724 * - WINED3DUSAGE_DYNAMIC
3725 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3726 * - WINED3DUSAGE_RENDERTARGET
3727 * - WINED3DUSAGE_SOFTWAREPROCESSING
3728 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3729 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3731 if (SurfaceType != SURFACE_OPENGL)
3733 TRACE_(d3d_caps)("[FAILED]\n");
3734 return WINED3DERR_NOTAVAILABLE;
3737 if (!CheckTextureCapability(adapter, format))
3739 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3740 return WINED3DERR_NOTAVAILABLE;
3743 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3745 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3746 /* When autogenmipmap isn't around continue and return
3747 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3748 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3749 else
3750 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3753 /* Always report dynamic locking. */
3754 if (Usage & WINED3DUSAGE_DYNAMIC)
3755 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3757 if (Usage & WINED3DUSAGE_RENDERTARGET)
3759 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3761 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3762 return WINED3DERR_NOTAVAILABLE;
3764 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3767 /* Always report software processing. */
3768 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3769 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3771 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3773 if (!CheckFilterCapability(adapter, format))
3775 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3776 return WINED3DERR_NOTAVAILABLE;
3778 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3781 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3783 if (!CheckBumpMapCapability(adapter, format))
3785 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3786 return WINED3DERR_NOTAVAILABLE;
3788 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3791 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3793 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3795 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3796 return WINED3DERR_NOTAVAILABLE;
3798 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3801 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3803 if (!CheckSrgbReadCapability(adapter, format))
3805 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3806 return WINED3DERR_NOTAVAILABLE;
3808 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3811 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3813 if (!CheckSrgbWriteCapability(adapter, format))
3815 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3816 return WINED3DERR_NOTAVAILABLE;
3818 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3821 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3823 if (!CheckVertexTextureCapability(adapter, format))
3825 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3826 return WINED3DERR_NOTAVAILABLE;
3828 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3831 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3833 if (!CheckWrapAndMipCapability(adapter, format))
3835 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3836 return WINED3DERR_NOTAVAILABLE;
3838 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3841 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3843 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3845 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3846 return WINED3DERR_NOTAVAILABLE;
3848 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3850 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3851 return WINED3DERR_NOTAVAILABLE;
3853 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3855 break;
3857 case WINED3DRTYPE_VOLUMETEXTURE:
3858 case WINED3DRTYPE_VOLUME:
3859 /* Volume is to VolumeTexture what Surface is to Texture, but its
3860 * usage caps are not documented. Most driver seem to offer
3861 * (nearly) the same on Volume and VolumeTexture, so do that too.
3863 * Volumetexture allows:
3864 * - D3DUSAGE_DYNAMIC
3865 * - D3DUSAGE_NONSECURE (d3d9ex)
3866 * - D3DUSAGE_SOFTWAREPROCESSING
3867 * - D3DUSAGE_QUERY_WRAPANDMIP
3869 if (SurfaceType != SURFACE_OPENGL)
3871 TRACE_(d3d_caps)("[FAILED]\n");
3872 return WINED3DERR_NOTAVAILABLE;
3875 if (!gl_info->supported[EXT_TEXTURE3D])
3877 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3878 return WINED3DERR_NOTAVAILABLE;
3881 if (!CheckTextureCapability(adapter, format))
3883 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3884 return WINED3DERR_NOTAVAILABLE;
3887 /* Filter formats that need conversion; For one part, this
3888 * conversion is unimplemented, and volume textures are huge, so
3889 * it would be a big performance hit. Unless we hit an application
3890 * needing one of those formats, don't advertize them to avoid
3891 * leading applications into temptation. The windows drivers don't
3892 * support most of those formats on volumes anyway, except for
3893 * WINED3DFMT_R32_FLOAT. */
3894 switch (CheckFormat)
3896 case WINED3DFMT_P8_UINT:
3897 case WINED3DFMT_L4A4_UNORM:
3898 case WINED3DFMT_R32_FLOAT:
3899 case WINED3DFMT_R16_FLOAT:
3900 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3901 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3902 case WINED3DFMT_R16G16_UNORM:
3903 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3904 return WINED3DERR_NOTAVAILABLE;
3906 case WINED3DFMT_R8G8B8A8_SNORM:
3907 case WINED3DFMT_R16G16_SNORM:
3908 if (!gl_info->supported[NV_TEXTURE_SHADER])
3910 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3911 return WINED3DERR_NOTAVAILABLE;
3913 break;
3915 case WINED3DFMT_R8G8_SNORM:
3916 if (!gl_info->supported[NV_TEXTURE_SHADER])
3918 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3919 return WINED3DERR_NOTAVAILABLE;
3921 break;
3923 case WINED3DFMT_DXT1:
3924 case WINED3DFMT_DXT2:
3925 case WINED3DFMT_DXT3:
3926 case WINED3DFMT_DXT4:
3927 case WINED3DFMT_DXT5:
3928 /* The GL_EXT_texture_compression_s3tc spec requires that
3929 * loading an s3tc compressed texture results in an error.
3930 * While the D3D refrast does support s3tc volumes, at
3931 * least the nvidia windows driver does not, so we're free
3932 * not to support this format. */
3933 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3934 return WINED3DERR_NOTAVAILABLE;
3936 default:
3937 /* Do nothing, continue with checking the format below */
3938 break;
3941 /* Always report dynamic locking. */
3942 if (Usage & WINED3DUSAGE_DYNAMIC)
3943 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3945 /* Always report software processing. */
3946 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3947 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3949 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3951 if (!CheckFilterCapability(adapter, format))
3953 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3954 return WINED3DERR_NOTAVAILABLE;
3956 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3959 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3961 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3963 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3964 return WINED3DERR_NOTAVAILABLE;
3966 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3969 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3971 if (!CheckSrgbReadCapability(adapter, format))
3973 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3974 return WINED3DERR_NOTAVAILABLE;
3976 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3979 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3981 if (!CheckSrgbWriteCapability(adapter, format))
3983 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3984 return WINED3DERR_NOTAVAILABLE;
3986 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3989 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3991 if (!CheckVertexTextureCapability(adapter, format))
3993 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3994 return WINED3DERR_NOTAVAILABLE;
3996 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3999 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4001 if (!CheckWrapAndMipCapability(adapter, format))
4003 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4004 return WINED3DERR_NOTAVAILABLE;
4006 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4008 break;
4010 default:
4011 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4012 return WINED3DERR_NOTAVAILABLE;
4015 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4016 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4017 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4018 if (UsageCaps == Usage)
4019 return WINED3D_OK;
4020 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4021 return WINED3DOK_NOAUTOGEN;
4023 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4024 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4026 return WINED3DERR_NOTAVAILABLE;
4029 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4030 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4032 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4033 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4034 debug_d3dformat(dst_format));
4036 return WINED3D_OK;
4039 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4040 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4042 UINT mode_count;
4043 HRESULT hr;
4045 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4046 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4047 debug_d3dformat(backbuffer_format), windowed);
4049 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4051 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4052 return WINED3DERR_INVALIDCALL;
4055 /* The task of this function is to check whether a certain display / backbuffer format
4056 * combination is available on the given adapter. In fullscreen mode microsoft specified
4057 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4058 * and display format should match exactly.
4059 * In windowed mode format conversion can occur and this depends on the driver. When format
4060 * conversion is done, this function should nevertheless fail and applications need to use
4061 * CheckDeviceFormatConversion.
4062 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4064 /* There are only 4 display formats. */
4065 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4066 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4067 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4068 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4070 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4071 return WINED3DERR_NOTAVAILABLE;
4074 /* If the requested display format is not available, don't continue. */
4075 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4076 if (!mode_count)
4078 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4079 return WINED3DERR_NOTAVAILABLE;
4082 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4083 * it means 'reuse' the display format for the backbuffer. */
4084 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4086 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4087 return WINED3DERR_NOTAVAILABLE;
4090 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4091 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4092 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4094 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4095 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4096 return WINED3DERR_NOTAVAILABLE;
4099 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4100 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4101 * WINED3DFMT_B5G5R5A1_UNORM. */
4102 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4103 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4105 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4106 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4107 return WINED3DERR_NOTAVAILABLE;
4110 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4111 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4112 * WINED3DFMT_B8G8R8A8_UNORM. */
4113 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4114 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4116 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4117 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4118 return WINED3DERR_NOTAVAILABLE;
4121 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4122 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4123 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4124 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4126 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4127 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4128 return WINED3DERR_NOTAVAILABLE;
4131 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4132 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4133 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4134 if (FAILED(hr))
4135 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4136 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4138 return hr;
4141 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4142 subset of a D3DCAPS9 structure. However, it has to come via a void *
4143 as the d3d8 interface cannot import the d3d9 header */
4144 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4146 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4147 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4148 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4149 int vs_selected_mode;
4150 int ps_selected_mode;
4151 struct shader_caps shader_caps;
4152 struct fragment_caps fragment_caps;
4153 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4155 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4157 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4158 return WINED3DERR_INVALIDCALL;
4161 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4163 /* ------------------------------------------------
4164 The following fields apply to both d3d8 and d3d9
4165 ------------------------------------------------ */
4166 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4167 pCaps->AdapterOrdinal = Adapter;
4169 pCaps->Caps = 0;
4170 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4171 WINED3DCAPS2_FULLSCREENGAMMA |
4172 WINED3DCAPS2_DYNAMICTEXTURES;
4173 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4175 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4178 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4179 WINED3DCAPS3_COPY_TO_VIDMEM |
4180 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4182 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4183 WINED3DPRESENT_INTERVAL_ONE;
4185 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4186 WINED3DCURSORCAPS_LOWRES;
4188 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4189 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4190 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4191 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4192 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4193 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4194 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4195 WINED3DDEVCAPS_PUREDEVICE |
4196 WINED3DDEVCAPS_HWRASTERIZATION |
4197 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4198 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4199 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4200 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4201 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4202 WINED3DDEVCAPS_RTPATCHES;
4204 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4205 WINED3DPMISCCAPS_CULLCCW |
4206 WINED3DPMISCCAPS_CULLCW |
4207 WINED3DPMISCCAPS_COLORWRITEENABLE |
4208 WINED3DPMISCCAPS_CLIPTLVERTS |
4209 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4210 WINED3DPMISCCAPS_MASKZ |
4211 WINED3DPMISCCAPS_BLENDOP |
4212 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4213 /* TODO:
4214 WINED3DPMISCCAPS_NULLREFERENCE
4215 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4216 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4217 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4219 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4220 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4221 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4222 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4224 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4225 WINED3DPRASTERCAPS_PAT |
4226 WINED3DPRASTERCAPS_WFOG |
4227 WINED3DPRASTERCAPS_ZFOG |
4228 WINED3DPRASTERCAPS_FOGVERTEX |
4229 WINED3DPRASTERCAPS_FOGTABLE |
4230 WINED3DPRASTERCAPS_STIPPLE |
4231 WINED3DPRASTERCAPS_SUBPIXEL |
4232 WINED3DPRASTERCAPS_ZTEST |
4233 WINED3DPRASTERCAPS_SCISSORTEST |
4234 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4235 WINED3DPRASTERCAPS_DEPTHBIAS;
4237 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4239 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4240 WINED3DPRASTERCAPS_ZBIAS |
4241 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4243 if (gl_info->supported[NV_FOG_DISTANCE])
4245 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4247 /* FIXME Add:
4248 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4249 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4250 WINED3DPRASTERCAPS_ANTIALIASEDGES
4251 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4252 WINED3DPRASTERCAPS_WBUFFER */
4254 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4255 WINED3DPCMPCAPS_EQUAL |
4256 WINED3DPCMPCAPS_GREATER |
4257 WINED3DPCMPCAPS_GREATEREQUAL |
4258 WINED3DPCMPCAPS_LESS |
4259 WINED3DPCMPCAPS_LESSEQUAL |
4260 WINED3DPCMPCAPS_NEVER |
4261 WINED3DPCMPCAPS_NOTEQUAL;
4263 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4264 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4265 WINED3DPBLENDCAPS_DESTALPHA |
4266 WINED3DPBLENDCAPS_DESTCOLOR |
4267 WINED3DPBLENDCAPS_INVDESTALPHA |
4268 WINED3DPBLENDCAPS_INVDESTCOLOR |
4269 WINED3DPBLENDCAPS_INVSRCALPHA |
4270 WINED3DPBLENDCAPS_INVSRCCOLOR |
4271 WINED3DPBLENDCAPS_ONE |
4272 WINED3DPBLENDCAPS_SRCALPHA |
4273 WINED3DPBLENDCAPS_SRCALPHASAT |
4274 WINED3DPBLENDCAPS_SRCCOLOR |
4275 WINED3DPBLENDCAPS_ZERO;
4277 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4278 WINED3DPBLENDCAPS_DESTCOLOR |
4279 WINED3DPBLENDCAPS_INVDESTALPHA |
4280 WINED3DPBLENDCAPS_INVDESTCOLOR |
4281 WINED3DPBLENDCAPS_INVSRCALPHA |
4282 WINED3DPBLENDCAPS_INVSRCCOLOR |
4283 WINED3DPBLENDCAPS_ONE |
4284 WINED3DPBLENDCAPS_SRCALPHA |
4285 WINED3DPBLENDCAPS_SRCCOLOR |
4286 WINED3DPBLENDCAPS_ZERO;
4287 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4288 * according to the glBlendFunc manpage
4290 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4291 * legacy settings for srcblend only
4294 if (gl_info->supported[EXT_BLEND_COLOR])
4296 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4297 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4301 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4302 WINED3DPCMPCAPS_EQUAL |
4303 WINED3DPCMPCAPS_GREATER |
4304 WINED3DPCMPCAPS_GREATEREQUAL |
4305 WINED3DPCMPCAPS_LESS |
4306 WINED3DPCMPCAPS_LESSEQUAL |
4307 WINED3DPCMPCAPS_NEVER |
4308 WINED3DPCMPCAPS_NOTEQUAL;
4310 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4311 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4312 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4313 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4314 WINED3DPSHADECAPS_COLORFLATRGB |
4315 WINED3DPSHADECAPS_FOGFLAT |
4316 WINED3DPSHADECAPS_FOGGOURAUD |
4317 WINED3DPSHADECAPS_SPECULARFLATRGB;
4319 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4320 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4321 WINED3DPTEXTURECAPS_TRANSPARENCY |
4322 WINED3DPTEXTURECAPS_BORDER |
4323 WINED3DPTEXTURECAPS_MIPMAP |
4324 WINED3DPTEXTURECAPS_PROJECTED |
4325 WINED3DPTEXTURECAPS_PERSPECTIVE;
4327 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4329 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4330 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4333 if (gl_info->supported[EXT_TEXTURE3D])
4335 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4336 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4337 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4340 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4342 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4343 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4344 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4348 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4349 WINED3DPTFILTERCAPS_MAGFPOINT |
4350 WINED3DPTFILTERCAPS_MINFLINEAR |
4351 WINED3DPTFILTERCAPS_MINFPOINT |
4352 WINED3DPTFILTERCAPS_MIPFLINEAR |
4353 WINED3DPTFILTERCAPS_MIPFPOINT |
4354 WINED3DPTFILTERCAPS_LINEAR |
4355 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4356 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4357 WINED3DPTFILTERCAPS_MIPLINEAR |
4358 WINED3DPTFILTERCAPS_MIPNEAREST |
4359 WINED3DPTFILTERCAPS_NEAREST;
4361 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4363 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4364 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4367 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4369 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4370 WINED3DPTFILTERCAPS_MAGFPOINT |
4371 WINED3DPTFILTERCAPS_MINFLINEAR |
4372 WINED3DPTFILTERCAPS_MINFPOINT |
4373 WINED3DPTFILTERCAPS_MIPFLINEAR |
4374 WINED3DPTFILTERCAPS_MIPFPOINT |
4375 WINED3DPTFILTERCAPS_LINEAR |
4376 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4377 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4378 WINED3DPTFILTERCAPS_MIPLINEAR |
4379 WINED3DPTFILTERCAPS_MIPNEAREST |
4380 WINED3DPTFILTERCAPS_NEAREST;
4382 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4384 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4385 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4387 } else
4388 pCaps->CubeTextureFilterCaps = 0;
4390 if (gl_info->supported[EXT_TEXTURE3D])
4392 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4393 WINED3DPTFILTERCAPS_MAGFPOINT |
4394 WINED3DPTFILTERCAPS_MINFLINEAR |
4395 WINED3DPTFILTERCAPS_MINFPOINT |
4396 WINED3DPTFILTERCAPS_MIPFLINEAR |
4397 WINED3DPTFILTERCAPS_MIPFPOINT |
4398 WINED3DPTFILTERCAPS_LINEAR |
4399 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4400 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4401 WINED3DPTFILTERCAPS_MIPLINEAR |
4402 WINED3DPTFILTERCAPS_MIPNEAREST |
4403 WINED3DPTFILTERCAPS_NEAREST;
4404 } else
4405 pCaps->VolumeTextureFilterCaps = 0;
4407 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4408 WINED3DPTADDRESSCAPS_CLAMP |
4409 WINED3DPTADDRESSCAPS_WRAP;
4411 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4413 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4415 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4417 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4419 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4421 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4424 if (gl_info->supported[EXT_TEXTURE3D])
4426 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4427 WINED3DPTADDRESSCAPS_CLAMP |
4428 WINED3DPTADDRESSCAPS_WRAP;
4429 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4431 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4433 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4435 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4437 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4439 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4441 } else
4442 pCaps->VolumeTextureAddressCaps = 0;
4444 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4445 WINED3DLINECAPS_ZTEST |
4446 WINED3DLINECAPS_BLEND |
4447 WINED3DLINECAPS_ALPHACMP |
4448 WINED3DLINECAPS_FOG;
4449 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4450 * idea how generating the smoothing alpha values works; the result is different
4453 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4454 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4456 if (gl_info->supported[EXT_TEXTURE3D])
4457 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4458 else
4459 pCaps->MaxVolumeExtent = 0;
4461 pCaps->MaxTextureRepeat = 32768;
4462 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4463 pCaps->MaxVertexW = 1.0f;
4465 pCaps->GuardBandLeft = 0.0f;
4466 pCaps->GuardBandTop = 0.0f;
4467 pCaps->GuardBandRight = 0.0f;
4468 pCaps->GuardBandBottom = 0.0f;
4470 pCaps->ExtentsAdjust = 0.0f;
4472 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4473 WINED3DSTENCILCAPS_INCRSAT |
4474 WINED3DSTENCILCAPS_INVERT |
4475 WINED3DSTENCILCAPS_KEEP |
4476 WINED3DSTENCILCAPS_REPLACE |
4477 WINED3DSTENCILCAPS_ZERO;
4478 if (gl_info->supported[EXT_STENCIL_WRAP])
4480 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4481 WINED3DSTENCILCAPS_INCR;
4483 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4485 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4488 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4490 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4491 pCaps->MaxActiveLights = gl_info->limits.lights;
4493 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4494 pCaps->MaxVertexBlendMatrixIndex = 0;
4496 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4497 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4500 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4501 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4502 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4503 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4504 WINED3DVTXPCAPS_LOCALVIEWER |
4505 WINED3DVTXPCAPS_VERTEXFOG |
4506 WINED3DVTXPCAPS_TEXGEN;
4508 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4509 pCaps->MaxVertexIndex = 0xFFFFF;
4510 pCaps->MaxStreams = MAX_STREAMS;
4511 pCaps->MaxStreamStride = 1024;
4513 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4514 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4515 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4516 pCaps->MaxNpatchTessellationLevel = 0;
4517 pCaps->MasterAdapterOrdinal = 0;
4518 pCaps->AdapterOrdinalInGroup = 0;
4519 pCaps->NumberOfAdaptersInGroup = 1;
4521 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4523 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4524 WINED3DPTFILTERCAPS_MAGFPOINT |
4525 WINED3DPTFILTERCAPS_MINFLINEAR |
4526 WINED3DPTFILTERCAPS_MAGFLINEAR;
4527 pCaps->VertexTextureFilterCaps = 0;
4529 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4530 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4532 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4533 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4535 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4536 * Ignore shader model capabilities if disabled in config
4538 if(vs_selected_mode == SHADER_NONE) {
4539 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4540 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4541 pCaps->MaxVertexShaderConst = 0;
4542 } else {
4543 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4544 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4547 if(ps_selected_mode == SHADER_NONE) {
4548 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4549 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4550 pCaps->PixelShader1xMaxValue = 0.0f;
4551 } else {
4552 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4553 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4556 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4557 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4558 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4560 /* The following caps are shader specific, but they are things we cannot detect, or which
4561 * are the same among all shader models. So to avoid code duplication set the shader version
4562 * specific, but otherwise constant caps here
4564 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4565 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4566 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4567 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4568 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4569 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4570 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4572 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4573 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4575 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4577 pCaps->VS20Caps.Caps = 0;
4578 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4579 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4580 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4582 pCaps->MaxVShaderInstructionsExecuted = 65535;
4583 pCaps->MaxVertexShader30InstructionSlots = 0;
4584 } else { /* VS 1.x */
4585 pCaps->VS20Caps.Caps = 0;
4586 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4587 pCaps->VS20Caps.NumTemps = 0;
4588 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4590 pCaps->MaxVShaderInstructionsExecuted = 0;
4591 pCaps->MaxVertexShader30InstructionSlots = 0;
4594 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4595 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4596 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4598 /* 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 */
4599 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4600 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4601 WINED3DPS20CAPS_PREDICATION |
4602 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4603 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4604 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4605 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4606 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4607 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4609 pCaps->MaxPShaderInstructionsExecuted = 65535;
4610 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4611 adapter->gl_info.limits.arb_ps_instructions);
4613 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4615 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4616 pCaps->PS20Caps.Caps = 0;
4617 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4618 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4619 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4620 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4622 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4623 pCaps->MaxPixelShader30InstructionSlots = 0;
4624 } else { /* PS 1.x */
4625 pCaps->PS20Caps.Caps = 0;
4626 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4627 pCaps->PS20Caps.NumTemps = 0;
4628 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4629 pCaps->PS20Caps.NumInstructionSlots = 0;
4631 pCaps->MaxPShaderInstructionsExecuted = 0;
4632 pCaps->MaxPixelShader30InstructionSlots = 0;
4635 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4636 /* OpenGL supports all the formats below, perhaps not always
4637 * without conversion, but it supports them.
4638 * Further GLSL doesn't seem to have an official unsigned type so
4639 * don't advertise it yet as I'm not sure how we handle it.
4640 * We might need to add some clamping in the shader engine to
4641 * support it.
4642 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4643 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4644 WINED3DDTCAPS_UBYTE4N |
4645 WINED3DDTCAPS_SHORT2N |
4646 WINED3DDTCAPS_SHORT4N;
4647 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4649 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4650 WINED3DDTCAPS_FLOAT16_4;
4652 } else
4653 pCaps->DeclTypes = 0;
4655 /* Set DirectDraw helper Caps */
4656 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4657 WINEDDCKEYCAPS_SRCBLT;
4658 fx_caps = WINEDDFXCAPS_BLTALPHA |
4659 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4660 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4661 WINEDDFXCAPS_BLTROTATION90 |
4662 WINEDDFXCAPS_BLTSHRINKX |
4663 WINEDDFXCAPS_BLTSHRINKXN |
4664 WINEDDFXCAPS_BLTSHRINKY |
4665 WINEDDFXCAPS_BLTSHRINKXN |
4666 WINEDDFXCAPS_BLTSTRETCHX |
4667 WINEDDFXCAPS_BLTSTRETCHXN |
4668 WINEDDFXCAPS_BLTSTRETCHY |
4669 WINEDDFXCAPS_BLTSTRETCHYN;
4670 blit_caps = WINEDDCAPS_BLT |
4671 WINEDDCAPS_BLTCOLORFILL |
4672 WINEDDCAPS_BLTDEPTHFILL |
4673 WINEDDCAPS_BLTSTRETCH |
4674 WINEDDCAPS_CANBLTSYSMEM |
4675 WINEDDCAPS_CANCLIP |
4676 WINEDDCAPS_CANCLIPSTRETCHED |
4677 WINEDDCAPS_COLORKEY |
4678 WINEDDCAPS_COLORKEYHWASSIST |
4679 WINEDDCAPS_ALIGNBOUNDARYSRC;
4680 pal_caps = WINEDDPCAPS_8BIT |
4681 WINEDDPCAPS_PRIMARYSURFACE;
4683 /* Fill the ddraw caps structure */
4684 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4685 WINEDDCAPS_PALETTE |
4686 blit_caps;
4687 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4688 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4689 WINEDDCAPS2_PRIMARYGAMMA |
4690 WINEDDCAPS2_WIDESURFACES |
4691 WINEDDCAPS2_CANRENDERWINDOWED;
4692 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4693 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4694 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4695 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4696 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4697 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4698 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4699 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4700 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4701 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4702 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4703 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4705 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4706 WINEDDSCAPS_BACKBUFFER |
4707 WINEDDSCAPS_FLIP |
4708 WINEDDSCAPS_FRONTBUFFER |
4709 WINEDDSCAPS_OFFSCREENPLAIN |
4710 WINEDDSCAPS_PALETTE |
4711 WINEDDSCAPS_PRIMARYSURFACE |
4712 WINEDDSCAPS_SYSTEMMEMORY |
4713 WINEDDSCAPS_VIDEOMEMORY |
4714 WINEDDSCAPS_VISIBLE;
4715 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4717 /* Set D3D caps if OpenGL is available. */
4718 if (adapter->opengl)
4720 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4721 WINEDDSCAPS_MIPMAP |
4722 WINEDDSCAPS_TEXTURE |
4723 WINEDDSCAPS_ZBUFFER;
4724 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4727 return WINED3D_OK;
4730 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4731 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4733 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4734 IWineD3DDeviceImpl *object;
4735 HRESULT hr;
4737 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4738 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4740 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4741 * number and create a device without a 3D adapter for 2D only operation. */
4742 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4744 return WINED3DERR_INVALIDCALL;
4747 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4748 if (!object)
4750 ERR("Failed to allocate device memory.\n");
4751 return E_OUTOFMEMORY;
4754 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4755 if (FAILED(hr))
4757 WARN("Failed to initialize device, hr %#x.\n", hr);
4758 HeapFree(GetProcessHeap(), 0, object);
4759 return hr;
4762 TRACE("Created device %p.\n", object);
4763 *device = (IWineD3DDevice *)object;
4765 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4767 return WINED3D_OK;
4770 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4772 TRACE("iface %p.\n", iface);
4774 return ((IWineD3DImpl *)iface)->parent;
4777 static void WINE_GLAPI invalid_func(const void *data)
4779 ERR("Invalid vertex attribute function called\n");
4780 DebugBreak();
4783 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4785 ERR("Invalid texcoord function called\n");
4786 DebugBreak();
4789 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4790 * the extension detection and are used in drawStridedSlow
4792 static void WINE_GLAPI position_d3dcolor(const void *data)
4794 DWORD pos = *((const DWORD *)data);
4796 FIXME("Add a test for fixed function position from d3dcolor type\n");
4797 glVertex4s(D3DCOLOR_B_R(pos),
4798 D3DCOLOR_B_G(pos),
4799 D3DCOLOR_B_B(pos),
4800 D3DCOLOR_B_A(pos));
4803 static void WINE_GLAPI position_float4(const void *data)
4805 const GLfloat *pos = data;
4807 if (pos[3] != 0.0f && pos[3] != 1.0f)
4809 float w = 1.0f / pos[3];
4811 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4813 else
4815 glVertex3fv(pos);
4819 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4821 DWORD diffuseColor = *((const DWORD *)data);
4823 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4824 D3DCOLOR_B_G(diffuseColor),
4825 D3DCOLOR_B_B(diffuseColor),
4826 D3DCOLOR_B_A(diffuseColor));
4829 static void WINE_GLAPI specular_d3dcolor(const void *data)
4831 DWORD specularColor = *((const DWORD *)data);
4832 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4833 D3DCOLOR_B_G(specularColor),
4834 D3DCOLOR_B_B(specularColor)};
4836 specular_func_3ubv(d);
4839 static void WINE_GLAPI warn_no_specular_func(const void *data)
4841 WARN("GL_EXT_secondary_color not supported\n");
4844 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4846 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4847 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4848 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4849 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4850 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4851 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4852 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4853 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4854 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4855 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4856 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4857 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4858 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4859 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4860 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4861 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4862 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4864 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4865 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4866 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4867 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4868 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4869 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4870 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4871 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4872 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4873 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4874 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4875 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4876 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4877 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4878 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4879 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4880 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4882 /* No 4 component entry points here */
4883 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4884 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4885 if (gl_info->supported[EXT_SECONDARY_COLOR])
4887 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4889 else
4891 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4893 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4894 if (gl_info->supported[EXT_SECONDARY_COLOR])
4896 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4897 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4899 else
4901 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4903 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4904 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4905 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4906 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4907 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4908 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4909 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4910 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4911 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4912 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4913 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4914 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4916 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4917 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4919 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4920 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4921 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4922 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4923 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4924 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4925 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4926 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4927 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4928 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4929 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4930 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4931 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4932 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4933 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4934 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4935 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4937 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4938 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4939 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4940 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4941 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4942 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4943 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4944 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4945 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4946 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4947 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4948 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4949 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4950 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4951 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4952 if (gl_info->supported[NV_HALF_FLOAT])
4954 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4955 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4956 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4957 } else {
4958 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4959 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4963 /* Do not call while under the GL lock. */
4964 static BOOL InitAdapters(IWineD3DImpl *This)
4966 static HMODULE mod_gl;
4967 BOOL ret;
4968 int ps_selected_mode, vs_selected_mode;
4970 /* No need to hold any lock. The calling library makes sure only one thread calls
4971 * wined3d simultaneously
4974 TRACE("Initializing adapters\n");
4976 if(!mod_gl) {
4977 #ifdef USE_WIN32_OPENGL
4978 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4979 mod_gl = LoadLibraryA("opengl32.dll");
4980 if(!mod_gl) {
4981 ERR("Can't load opengl32.dll!\n");
4982 goto nogl_adapter;
4984 #else
4985 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4986 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4987 mod_gl = GetModuleHandleA("gdi32.dll");
4988 #endif
4991 /* Load WGL core functions from opengl32.dll */
4992 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4993 WGL_FUNCS_GEN;
4994 #undef USE_WGL_FUNC
4996 if(!pwglGetProcAddress) {
4997 ERR("Unable to load wglGetProcAddress!\n");
4998 goto nogl_adapter;
5001 /* Dynamically load all GL core functions */
5002 GL_FUNCS_GEN;
5003 #undef USE_GL_FUNC
5005 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5006 * otherwise because we have to use winex11.drv's override
5008 #ifdef USE_WIN32_OPENGL
5009 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5010 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5011 #else
5012 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5013 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5014 #endif
5016 glEnableWINE = glEnable;
5017 glDisableWINE = glDisable;
5019 /* For now only one default adapter */
5021 struct wined3d_adapter *adapter = &This->adapters[0];
5022 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5023 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5024 int iPixelFormat;
5025 int res;
5026 int i;
5027 WineD3D_PixelFormat *cfgs;
5028 DISPLAY_DEVICEW DisplayDevice;
5029 HDC hdc;
5031 TRACE("Initializing default adapter\n");
5032 adapter->ordinal = 0;
5033 adapter->monitorPoint.x = -1;
5034 adapter->monitorPoint.y = -1;
5036 if (!AllocateLocallyUniqueId(&adapter->luid))
5038 DWORD err = GetLastError();
5039 ERR("Failed to set adapter LUID (%#x).\n", err);
5040 goto nogl_adapter;
5042 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5043 adapter->luid.HighPart, adapter->luid.LowPart);
5045 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5047 ERR("Failed to get a gl context for default adapter\n");
5048 goto nogl_adapter;
5051 ret = IWineD3DImpl_FillGLCaps(adapter);
5052 if(!ret) {
5053 ERR("Failed to initialize gl caps for default adapter\n");
5054 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5055 goto nogl_adapter;
5057 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5058 if(!ret) {
5059 ERR("Failed to init gl formats\n");
5060 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5061 goto nogl_adapter;
5064 hdc = fake_gl_ctx.dc;
5066 adapter->TextureRam = adapter->driver_info.vidmem;
5067 adapter->UsedTextureRam = 0;
5068 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5070 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5071 DisplayDevice.cb = sizeof(DisplayDevice);
5072 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5073 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5074 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5076 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5078 int attribute;
5079 int attribs[11];
5080 int values[11];
5081 int nAttribs = 0;
5083 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5084 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5086 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5087 cfgs = adapter->cfgs;
5088 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5089 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5090 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5091 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5092 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5093 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5094 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5095 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5096 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5097 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5098 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5100 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5102 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5104 if(!res)
5105 continue;
5107 /* Cache the pixel format */
5108 cfgs->iPixelFormat = iPixelFormat;
5109 cfgs->redSize = values[0];
5110 cfgs->greenSize = values[1];
5111 cfgs->blueSize = values[2];
5112 cfgs->alphaSize = values[3];
5113 cfgs->colorSize = values[4];
5114 cfgs->depthSize = values[5];
5115 cfgs->stencilSize = values[6];
5116 cfgs->windowDrawable = values[7];
5117 cfgs->iPixelType = values[8];
5118 cfgs->doubleBuffer = values[9];
5119 cfgs->auxBuffers = values[10];
5121 cfgs->numSamples = 0;
5122 /* Check multisample support */
5123 if (gl_info->supported[ARB_MULTISAMPLE])
5125 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5126 int value[2];
5127 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5128 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5129 * value[1] = number of multi sample buffers*/
5130 if(value[0])
5131 cfgs->numSamples = value[1];
5135 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5136 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5137 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5138 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5139 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5140 cfgs++;
5143 else
5145 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5146 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5147 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5149 cfgs = adapter->cfgs;
5150 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5152 PIXELFORMATDESCRIPTOR ppfd;
5154 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5155 if(!res)
5156 continue;
5158 /* We only want HW acceleration using an OpenGL ICD driver.
5159 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5160 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5162 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5164 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5165 continue;
5168 cfgs->iPixelFormat = iPixelFormat;
5169 cfgs->redSize = ppfd.cRedBits;
5170 cfgs->greenSize = ppfd.cGreenBits;
5171 cfgs->blueSize = ppfd.cBlueBits;
5172 cfgs->alphaSize = ppfd.cAlphaBits;
5173 cfgs->colorSize = ppfd.cColorBits;
5174 cfgs->depthSize = ppfd.cDepthBits;
5175 cfgs->stencilSize = ppfd.cStencilBits;
5176 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5177 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5178 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5179 cfgs->auxBuffers = ppfd.cAuxBuffers;
5180 cfgs->numSamples = 0;
5182 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5183 "depth=%d, stencil=%d, windowDrawable=%d\n",
5184 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5185 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5186 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5187 cfgs++;
5188 adapter->nCfgs++;
5191 /* 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 */
5192 if(!adapter->nCfgs)
5194 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5196 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5197 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5198 goto nogl_adapter;
5202 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5203 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5204 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5205 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5206 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5207 * driver is allowed to consume more bits EXCEPT for stencil bits.
5209 * Mark an adapter with this broken stencil behavior.
5211 adapter->brokenStencil = TRUE;
5212 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5214 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5215 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5216 adapter->brokenStencil = FALSE;
5217 break;
5221 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5223 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5224 fillGLAttribFuncs(&adapter->gl_info);
5225 adapter->opengl = TRUE;
5227 This->adapter_count = 1;
5228 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5230 return TRUE;
5232 nogl_adapter:
5233 /* Initialize an adapter for ddraw-only memory counting */
5234 memset(This->adapters, 0, sizeof(This->adapters));
5235 This->adapters[0].ordinal = 0;
5236 This->adapters[0].opengl = FALSE;
5237 This->adapters[0].monitorPoint.x = -1;
5238 This->adapters[0].monitorPoint.y = -1;
5240 This->adapters[0].driver_info.name = "Display";
5241 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5242 if(wined3d_settings.emulated_textureram) {
5243 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5244 } else {
5245 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5248 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5250 This->adapter_count = 1;
5251 return FALSE;
5254 /**********************************************************
5255 * IWineD3D VTbl follows
5256 **********************************************************/
5258 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5260 /* IUnknown */
5261 IWineD3DImpl_QueryInterface,
5262 IWineD3DImpl_AddRef,
5263 IWineD3DImpl_Release,
5264 /* IWineD3D */
5265 IWineD3DImpl_GetParent,
5266 IWineD3DImpl_GetAdapterCount,
5267 IWineD3DImpl_RegisterSoftwareDevice,
5268 IWineD3DImpl_GetAdapterMonitor,
5269 IWineD3DImpl_GetAdapterModeCount,
5270 IWineD3DImpl_EnumAdapterModes,
5271 IWineD3DImpl_GetAdapterDisplayMode,
5272 IWineD3DImpl_GetAdapterIdentifier,
5273 IWineD3DImpl_CheckDeviceMultiSampleType,
5274 IWineD3DImpl_CheckDepthStencilMatch,
5275 IWineD3DImpl_CheckDeviceType,
5276 IWineD3DImpl_CheckDeviceFormat,
5277 IWineD3DImpl_CheckDeviceFormatConversion,
5278 IWineD3DImpl_GetDeviceCaps,
5279 IWineD3DImpl_CreateDevice
5282 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5284 const struct wined3d_parent_ops wined3d_null_parent_ops =
5286 wined3d_null_wined3d_object_destroyed,
5289 /* Do not call while under the GL lock. */
5290 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5292 wined3d->lpVtbl = &IWineD3D_Vtbl;
5293 wined3d->dxVersion = version;
5294 wined3d->ref = 1;
5295 wined3d->parent = parent;
5297 if (!InitAdapters(wined3d))
5299 WARN("Failed to initialize adapters.\n");
5300 if (version > 7)
5302 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5303 return E_FAIL;
5307 return WINED3D_OK;