wined3d: Add GL_ARB_texture_rectangles to our opengl extensions.
[wine/wine-gecko.git] / dlls / wined3d / directx.c
blob9700ae3d8d5a21e0b802c55aa1d21cb97775ceea
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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 /* Compile time diagnostics: */
26 #ifndef DEBUG_SINGLE_MODE
27 /* Set to 1 to force only a single display mode to be exposed: */
28 #define DEBUG_SINGLE_MODE 0
29 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 /* Extension detection */
40 static const struct {
41 const char *extension_string;
42 GL_SupportedExt extension;
43 DWORD version;
44 } EXTENSION_MAP[] = {
45 /* APPLE */
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
49 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
51 /* ATI */
52 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
53 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
54 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
55 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
57 /* ARB */
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
62 {"GL_ARB_imaging", ARB_IMAGING, 0 },
63 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
64 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
65 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
66 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
67 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
68 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
69 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
70 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
71 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
72 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
73 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
74 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
75 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
76 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
77 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, 0 },
78 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
79 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
80 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
81 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
82 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
83 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
85 /* EXT */
86 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
87 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
88 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
89 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
90 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
91 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
92 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
93 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
94 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
95 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
96 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
97 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
98 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
99 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
100 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
101 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
102 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
103 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
104 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
105 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 0 },
107 /* NV */
108 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
109 {"GL_NV_fence", NV_FENCE, 0 },
110 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
111 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
112 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
113 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
114 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
115 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
116 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
117 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
118 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
119 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
120 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
121 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
122 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
123 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
124 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
125 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
127 /* SGI */
128 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
131 /**********************************************************
132 * Utility functions follow
133 **********************************************************/
135 /* Adapters */
136 static int numAdapters = 0;
137 static struct WineD3DAdapter Adapters[1];
139 /* lookup tables */
140 int minLookup[MAX_LOOKUPS];
141 int maxLookup[MAX_LOOKUPS];
142 DWORD *stateLookup[MAX_LOOKUPS];
144 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
148 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
149 * ie there is no GL Context - Get a default rendering context to enable the
150 * function query some info from GL
153 static int wined3d_fake_gl_context_ref = 0;
154 static BOOL wined3d_fake_gl_context_foreign;
155 static BOOL wined3d_fake_gl_context_available = FALSE;
156 static HDC wined3d_fake_gl_context_hdc = NULL;
157 static HWND wined3d_fake_gl_context_hwnd = NULL;
159 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
160 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
162 0, 0, &wined3d_fake_gl_context_cs,
163 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
164 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
165 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
167 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
169 static void WineD3D_ReleaseFakeGLContext(void) {
170 HGLRC glCtx;
172 EnterCriticalSection(&wined3d_fake_gl_context_cs);
174 if(!wined3d_fake_gl_context_available) {
175 TRACE_(d3d_caps)("context not available\n");
176 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
177 return;
180 glCtx = pwglGetCurrentContext();
182 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
183 if (0 == (--wined3d_fake_gl_context_ref) ) {
184 if(!wined3d_fake_gl_context_foreign && glCtx) {
185 TRACE_(d3d_caps)("destroying fake GL context\n");
186 pwglMakeCurrent(NULL, NULL);
187 pwglDeleteContext(glCtx);
189 if(wined3d_fake_gl_context_hdc)
190 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
191 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
192 if(wined3d_fake_gl_context_hwnd)
193 DestroyWindow(wined3d_fake_gl_context_hwnd);
194 wined3d_fake_gl_context_hwnd = NULL;
195 wined3d_fake_gl_context_available = FALSE;
197 assert(wined3d_fake_gl_context_ref >= 0);
199 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
202 static BOOL WineD3D_CreateFakeGLContext(void) {
203 HGLRC glCtx = NULL;
205 EnterCriticalSection(&wined3d_fake_gl_context_cs);
207 TRACE("getting context...\n");
208 if(wined3d_fake_gl_context_ref > 0) goto ret;
209 assert(0 == wined3d_fake_gl_context_ref);
211 wined3d_fake_gl_context_foreign = TRUE;
213 glCtx = pwglGetCurrentContext();
214 if (!glCtx) {
215 PIXELFORMATDESCRIPTOR pfd;
216 int iPixelFormat;
218 wined3d_fake_gl_context_foreign = FALSE;
220 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
221 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
222 if(!wined3d_fake_gl_context_hwnd) {
223 ERR("HWND creation failed!\n");
224 goto fail;
226 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
227 if(!wined3d_fake_gl_context_hdc) {
228 ERR("GetDC failed!\n");
229 goto fail;
232 /* PixelFormat selection */
233 ZeroMemory(&pfd, sizeof(pfd));
234 pfd.nSize = sizeof(pfd);
235 pfd.nVersion = 1;
236 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
237 pfd.iPixelType = PFD_TYPE_RGBA;
238 pfd.cColorBits = 32;
239 pfd.iLayerType = PFD_MAIN_PLANE;
241 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
242 if(!iPixelFormat) {
243 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
244 ERR("Can't find a suitable iPixelFormat\n");
245 goto fail;
247 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
248 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
250 /* Create a GL context */
251 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
252 if (!glCtx) {
253 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
254 goto fail;
257 /* Make it the current GL context */
258 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
259 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
260 goto fail;
264 ret:
265 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
266 wined3d_fake_gl_context_ref++;
267 wined3d_fake_gl_context_available = TRUE;
268 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
269 return TRUE;
270 fail:
271 if(wined3d_fake_gl_context_hdc)
272 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
273 wined3d_fake_gl_context_hdc = NULL;
274 if(wined3d_fake_gl_context_hwnd)
275 DestroyWindow(wined3d_fake_gl_context_hwnd);
276 wined3d_fake_gl_context_hwnd = NULL;
277 if(glCtx) pwglDeleteContext(glCtx);
278 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
279 return FALSE;
282 /* Adjust the amount of used texture memory */
283 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
284 UINT Adapter = D3DDevice->adapterNo;
286 Adapters[Adapter].UsedTextureRam += glram;
287 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
288 return Adapters[Adapter].UsedTextureRam;
291 /**********************************************************
292 * IUnknown parts follows
293 **********************************************************/
295 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
297 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
299 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
300 if (IsEqualGUID(riid, &IID_IUnknown)
301 || IsEqualGUID(riid, &IID_IWineD3DBase)
302 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
303 IUnknown_AddRef(iface);
304 *ppobj = This;
305 return S_OK;
307 *ppobj = NULL;
308 return E_NOINTERFACE;
311 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
312 IWineD3DImpl *This = (IWineD3DImpl *)iface;
313 ULONG refCount = InterlockedIncrement(&This->ref);
315 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
316 return refCount;
319 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
320 IWineD3DImpl *This = (IWineD3DImpl *)iface;
321 ULONG ref;
322 TRACE("(%p) : Releasing from %d\n", This, This->ref);
323 ref = InterlockedDecrement(&This->ref);
324 if (ref == 0) {
325 HeapFree(GetProcessHeap(), 0, This);
328 return ref;
331 /* Set the shader type for this device, depending on the given capabilities,
332 * the device type, and the user preferences in wined3d_settings */
334 static void select_shader_mode(
335 WineD3D_GL_Info *gl_info,
336 WINED3DDEVTYPE DeviceType,
337 int* ps_selected,
338 int* vs_selected) {
340 if (wined3d_settings.vs_mode == VS_NONE) {
341 *vs_selected = SHADER_NONE;
342 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
343 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
344 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
345 * shaders only on this card. */
346 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
347 *vs_selected = SHADER_ARB;
348 else
349 *vs_selected = SHADER_GLSL;
350 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
351 *vs_selected = SHADER_ARB;
352 } else {
353 *vs_selected = SHADER_NONE;
356 if (wined3d_settings.ps_mode == PS_NONE) {
357 *ps_selected = SHADER_NONE;
358 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
359 *ps_selected = SHADER_GLSL;
360 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
361 *ps_selected = SHADER_ARB;
362 } else {
363 *ps_selected = SHADER_NONE;
367 /** Select the number of report maximum shader constants based on the selected shader modes */
368 static void select_shader_max_constants(
369 int ps_selected_mode,
370 int vs_selected_mode,
371 WineD3D_GL_Info *gl_info) {
373 switch (vs_selected_mode) {
374 case SHADER_GLSL:
375 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
376 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
377 break;
378 case SHADER_ARB:
379 /* We have to subtract any other PARAMs that we might use in our shader programs.
380 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
381 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
382 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
383 break;
384 default:
385 gl_info->max_vshader_constantsF = 0;
386 break;
389 switch (ps_selected_mode) {
390 case SHADER_GLSL:
391 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
392 * In theory the texbem instruction may need one more shader constant too. But lets assume
393 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
394 * and lets not take away a uniform needlessly from all other shaders.
396 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
397 break;
398 case SHADER_ARB:
399 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
400 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
402 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
403 break;
404 default:
405 gl_info->max_pshader_constantsF = 0;
406 break;
410 /**********************************************************
411 * IWineD3D parts follows
412 **********************************************************/
414 #define GLINFO_LOCATION (*gl_info)
415 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
416 GLuint prog;
417 BOOL ret = FALSE;
418 const char *testcode =
419 "!!ARBvp1.0\n"
420 "PARAM C[66] = { program.env[0..65] };\n"
421 "ADDRESS A0;"
422 "ARL A0.x, 0.0;\n"
423 "MOV result.position, C[A0.x + 65];\n"
424 "END\n";
426 while(glGetError());
427 GL_EXTCALL(glGenProgramsARB(1, &prog));
428 if(!prog) {
429 ERR("Failed to create an ARB offset limit test program\n");
431 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
432 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
433 strlen(testcode), testcode));
434 if(glGetError() != 0) {
435 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
436 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
437 ret = TRUE;
438 } else TRACE("OpenGL implementation allows offsets > 63\n");
440 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
441 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
442 checkGLcall("ARB vp offset limit test cleanup\n");
444 return ret;
447 static DWORD ver_for_ext(GL_SupportedExt ext)
449 unsigned int i;
450 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
451 if(EXTENSION_MAP[i].extension == ext) {
452 return EXTENSION_MAP[i].version;
455 return 0;
458 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
459 const char *GL_Extensions = NULL;
460 const char *WGL_Extensions = NULL;
461 const char *gl_string = NULL;
462 const char *gl_string_cursor = NULL;
463 GLint gl_max;
464 GLfloat gl_floatv[2];
465 int major = 1, minor = 0;
466 BOOL return_value = TRUE;
467 int i;
468 HDC hdc;
469 unsigned int vidmem=0;
471 TRACE_(d3d_caps)("(%p)\n", gl_info);
473 ENTER_GL();
475 gl_string = (const char *) glGetString(GL_RENDERER);
476 if (NULL == gl_string)
477 gl_string = "None";
478 strcpy(gl_info->gl_renderer, gl_string);
480 gl_string = (const char *) glGetString(GL_VENDOR);
481 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
482 if (gl_string != NULL) {
483 /* Fill in the GL vendor */
484 if (strstr(gl_string, "NVIDIA")) {
485 gl_info->gl_vendor = VENDOR_NVIDIA;
486 } else if (strstr(gl_string, "ATI")) {
487 gl_info->gl_vendor = VENDOR_ATI;
488 } else if (strstr(gl_string, "Intel(R)") ||
489 strstr(gl_info->gl_renderer, "Intel(R)")) {
490 gl_info->gl_vendor = VENDOR_INTEL;
491 } else if (strstr(gl_string, "Mesa")) {
492 gl_info->gl_vendor = VENDOR_MESA;
493 } else {
494 gl_info->gl_vendor = VENDOR_WINE;
496 } else {
497 gl_info->gl_vendor = VENDOR_WINE;
501 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
503 /* Parse the GL_VERSION field into major and minor information */
504 gl_string = (const char *) glGetString(GL_VERSION);
505 if (gl_string != NULL) {
507 switch (gl_info->gl_vendor) {
508 case VENDOR_NVIDIA:
509 gl_string_cursor = strstr(gl_string, "NVIDIA");
510 if (!gl_string_cursor) {
511 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
512 break;
515 gl_string_cursor = strstr(gl_string_cursor, " ");
516 if (!gl_string_cursor) {
517 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
518 break;
521 while (*gl_string_cursor == ' ') {
522 ++gl_string_cursor;
525 if (!*gl_string_cursor) {
526 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
527 break;
530 major = atoi(gl_string_cursor);
531 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
532 ++gl_string_cursor;
535 if (*gl_string_cursor++ != '.') {
536 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
537 break;
540 minor = atoi(gl_string_cursor);
541 minor = major*100+minor;
542 major = 10;
544 break;
546 case VENDOR_ATI:
547 major = minor = 0;
548 gl_string_cursor = strchr(gl_string, '-');
549 if (gl_string_cursor) {
550 int error = 0;
551 gl_string_cursor++;
553 /* Check if version number is of the form x.y.z */
554 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
555 error = 1;
556 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
557 error = 1;
558 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
559 error = 1;
560 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
561 error = 1;
563 /* Mark version number as malformed */
564 if (error)
565 gl_string_cursor = 0;
568 if (!gl_string_cursor)
569 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
570 else {
571 major = *gl_string_cursor - '0';
572 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
574 break;
576 case VENDOR_INTEL:
577 case VENDOR_MESA:
578 gl_string_cursor = strstr(gl_string, "Mesa");
579 gl_string_cursor = strstr(gl_string_cursor, " ");
580 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
581 if (*gl_string_cursor) {
582 char tmp[16];
583 int cursor = 0;
585 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
586 tmp[cursor++] = *gl_string_cursor;
587 ++gl_string_cursor;
589 tmp[cursor] = 0;
590 major = atoi(tmp);
592 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
593 ++gl_string_cursor;
595 cursor = 0;
596 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
597 tmp[cursor++] = *gl_string_cursor;
598 ++gl_string_cursor;
600 tmp[cursor] = 0;
601 minor = atoi(tmp);
603 break;
605 default:
606 major = 0;
607 minor = 9;
609 gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor);
610 TRACE_(d3d_caps)("found GL_VERSION (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->gl_driver_version);
613 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
616 * Initialize openGL extension related variables
617 * with Default values
619 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
620 gl_info->max_buffers = 1;
621 gl_info->max_textures = 1;
622 gl_info->max_texture_stages = 1;
623 gl_info->max_fragment_samplers = 1;
624 gl_info->max_vertex_samplers = 0;
625 gl_info->max_combined_samplers = 0;
626 gl_info->max_sampler_stages = 1;
627 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
628 gl_info->ps_arb_max_temps = 0;
629 gl_info->ps_arb_max_instructions = 0;
630 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
631 gl_info->vs_arb_max_temps = 0;
632 gl_info->vs_arb_max_instructions = 0;
633 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
634 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
635 gl_info->vs_glsl_constantsF = 0;
636 gl_info->ps_glsl_constantsF = 0;
637 gl_info->vs_arb_constantsF = 0;
638 gl_info->ps_arb_constantsF = 0;
640 /* Retrieve opengl defaults */
641 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
642 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
643 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
645 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
646 gl_info->max_lights = gl_max;
647 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
649 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
650 gl_info->max_texture_size = gl_max;
651 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
653 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
654 gl_info->max_pointsizemin = gl_floatv[0];
655 gl_info->max_pointsize = gl_floatv[1];
656 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
658 glGetIntegerv(GL_AUX_BUFFERS, &gl_max);
659 gl_info->max_aux_buffers = gl_max;
660 TRACE_(d3d_caps)("Offscreen rendering support - number of aux buffers=%d\n", gl_max);
662 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
663 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
664 TRACE_(d3d_caps)("GL_Extensions reported:\n");
666 if (NULL == GL_Extensions) {
667 ERR(" GL_Extensions returns NULL\n");
668 } else {
669 while (*GL_Extensions != 0x00) {
670 const char *Start;
671 char ThisExtn[256];
672 size_t len;
674 while (isspace(*GL_Extensions)) GL_Extensions++;
675 Start = GL_Extensions;
676 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
677 GL_Extensions++;
680 len = GL_Extensions - Start;
681 if (len == 0 || len >= sizeof(ThisExtn))
682 continue;
684 memcpy(ThisExtn, Start, len);
685 ThisExtn[len] = '\0';
686 TRACE_(d3d_caps)("- %s\n", ThisExtn);
688 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
689 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
690 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
691 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
692 break;
696 /* Now work out what GL support this card really has */
697 #define USE_GL_FUNC(type, pfn, ext, replace) { \
698 DWORD ver = ver_for_ext(ext); \
699 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
700 else if(ver && ver <= gl_info->gl_driver_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
701 else gl_info->pfn = NULL; \
703 GL_EXT_FUNCS_GEN;
704 #undef USE_GL_FUNC
706 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
707 WGL_EXT_FUNCS_GEN;
708 #undef USE_GL_FUNC
710 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
711 * loading the functions, otherwise the code above will load the extension entry points instead of the
712 * core functions, which may not work
714 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
715 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
716 EXTENSION_MAP[i].version <= gl_info->gl_driver_version && EXTENSION_MAP[i].version) {
717 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
718 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
722 if (gl_info->supported[APPLE_FENCE]) {
723 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
724 * The apple extension interacts with some other apple exts. Disable the NV
725 * extension if the apple one is support to prevent confusion in other parts
726 * of the code
728 gl_info->supported[NV_FENCE] = FALSE;
730 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
731 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
732 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
734 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
735 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
736 * Won't occur in any real world situation though
738 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
740 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
741 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
742 gl_info->max_buffers = gl_max;
743 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
745 if (gl_info->supported[ARB_MULTITEXTURE]) {
746 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
747 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
748 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
750 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
751 GLint tmp;
752 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
753 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
754 } else {
755 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
757 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
759 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
760 GLint tmp;
761 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
762 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
763 } else {
764 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
766 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
768 if (gl_info->supported[ARB_VERTEX_SHADER]) {
769 GLint tmp;
770 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
771 gl_info->max_vertex_samplers = tmp;
772 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
773 gl_info->max_combined_samplers = tmp;
775 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
776 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
777 * an issue because then the sampler setup only depends on the two shaders. If a pixel
778 * shader is used with fixed function vertex processing we're fine too because fixed function
779 * vertex processing doesn't use any samplers. If fixed function fragment processing is
780 * used we have to make sure that all vertex sampler setups are valid together with all
781 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
782 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
783 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
784 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
785 * a fixed function pipeline anymore.
787 * So this is just a check to check that our assumption holds true. If not, write a warning
788 * and reduce the number of vertex samplers or propably disable vertex texture fetch.
790 if(gl_info->max_vertex_samplers &&
791 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
792 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
793 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
794 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
795 gl_info->max_vertex_samplers = max(0, gl_info->max_combined_samplers - MAX_TEXTURES);
797 } else {
798 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
800 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
801 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
803 if (gl_info->supported[ARB_VERTEX_BLEND]) {
804 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
805 gl_info->max_blends = gl_max;
806 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
808 if (gl_info->supported[EXT_TEXTURE3D]) {
809 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
810 gl_info->max_texture3d_size = gl_max;
811 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
813 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
814 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
815 gl_info->max_anisotropy = gl_max;
816 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
818 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
819 gl_info->ps_arb_version = PS_VERSION_11;
820 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
821 gl_info->ps_arb_constantsF = gl_max;
822 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
823 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
824 gl_info->ps_arb_max_temps = gl_max;
825 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
826 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
827 gl_info->ps_arb_max_instructions = gl_max;
828 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
830 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
831 gl_info->vs_arb_version = VS_VERSION_11;
832 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
833 gl_info->vs_arb_constantsF = gl_max;
834 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
835 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
836 gl_info->vs_arb_max_temps = gl_max;
837 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
838 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
839 gl_info->vs_arb_max_instructions = gl_max;
840 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
842 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
844 if (gl_info->supported[ARB_VERTEX_SHADER]) {
845 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
846 gl_info->vs_glsl_constantsF = gl_max / 4;
847 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
849 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
850 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
851 gl_info->ps_glsl_constantsF = gl_max / 4;
852 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
853 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
854 gl_info->max_glsl_varyings = gl_max;
855 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
857 if (gl_info->supported[EXT_VERTEX_SHADER]) {
858 gl_info->vs_ati_version = VS_VERSION_11;
860 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
861 gl_info->vs_nv_version = VS_VERSION_30;
862 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
863 gl_info->vs_nv_version = VS_VERSION_20;
864 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
865 gl_info->vs_nv_version = VS_VERSION_11;
866 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
867 gl_info->vs_nv_version = VS_VERSION_10;
869 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
870 gl_info->ps_nv_version = PS_VERSION_30;
871 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
872 gl_info->ps_nv_version = PS_VERSION_20;
874 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
875 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
876 * This saves a few redundant glDisable calls
878 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
882 checkGLcall("extension detection\n");
884 /* In some cases the number of texture stages can be larger than the number
885 * of samplers. The GF4 for example can use only 2 samplers (no fragment
886 * shaders), but 8 texture stages (register combiners). */
887 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
889 /* We can only use ORM_FBO when the hardware supports it. */
890 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
891 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
892 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
895 /* MRTs are currently only supported when FBOs are used. */
896 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
897 gl_info->max_buffers = 1;
900 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
901 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
902 * in case of the latest videocards in the number of pixel/vertex pipelines.
904 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
905 * rendering. Various games use this information to get a rough estimation of the features of the card
906 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
907 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
908 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
909 * not the PCI id.
911 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
912 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
913 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
914 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
915 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
916 * is used for rendering which is not always the case). This would work but it is not very portable. Second
917 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
918 * is limited.
920 * As said most games only use the PCI id to get an indication of the capabilities of the card.
921 * It doesn't really matter if the given id is the correct one if we return the id of a card with
922 * similar 3d features.
924 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
925 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
926 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
927 * won't pass we return a default card. This way is better than maintaining a full card database as even
928 * without a full database we can return a card with similar features. Second the size of the database
929 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
930 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
931 * to distinguishes between different models from that family.
933 * The code also selects a default amount of video memory which we will use for an estimation of the amount
934 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
935 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
936 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
937 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
938 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
939 * memory behind our backs if really needed.
940 * Note that the amout of video memory can be overruled using a registry setting.
942 switch (gl_info->gl_vendor) {
943 case VENDOR_NVIDIA:
944 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
945 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
947 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
948 /* Geforce8 - highend */
949 if (strstr(gl_info->gl_renderer, "8800")) {
950 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
951 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
953 /* Geforce8 - midend */
954 else if(strstr(gl_info->gl_renderer, "8600") ||
955 strstr(gl_info->gl_renderer, "8700"))
957 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
958 vidmem = 256;
960 /* Geforce8 - lowend */
961 else if(strstr(gl_info->gl_renderer, "8300") ||
962 strstr(gl_info->gl_renderer, "8400") ||
963 strstr(gl_info->gl_renderer, "8500"))
965 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
966 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
968 /* Geforce7 - highend */
969 else if(strstr(gl_info->gl_renderer, "7800") ||
970 strstr(gl_info->gl_renderer, "7900") ||
971 strstr(gl_info->gl_renderer, "7950") ||
972 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
973 strstr(gl_info->gl_renderer, "Quadro FX 5"))
975 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
976 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
978 /* Geforce7 midend */
979 else if(strstr(gl_info->gl_renderer, "7600") ||
980 strstr(gl_info->gl_renderer, "7700")) {
981 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
982 vidmem = 256; /* The 7600 uses 256-512MB */
983 /* Geforce7 lower medium */
984 } else if(strstr(gl_info->gl_renderer, "7400")) {
985 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
986 vidmem = 256; /* The 7400 uses 256-512MB */
988 /* Geforce6 highend */
989 else if(strstr(gl_info->gl_renderer, "6800"))
991 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
992 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
994 /* Geforce6 - midend */
995 else if(strstr(gl_info->gl_renderer, "6600") ||
996 strstr(gl_info->gl_renderer, "6610") ||
997 strstr(gl_info->gl_renderer, "6700"))
999 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1000 vidmem = 128; /* A 6600GT has 128-256MB */
1002 /* Geforce6/7 lowend */
1003 else {
1004 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1005 vidmem = 64; /* */
1007 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1008 /* GeforceFX - highend */
1009 if (strstr(gl_info->gl_renderer, "5800") ||
1010 strstr(gl_info->gl_renderer, "5900") ||
1011 strstr(gl_info->gl_renderer, "5950") ||
1012 strstr(gl_info->gl_renderer, "Quadro FX"))
1014 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1015 vidmem = 256; /* 5800-5900 cards use 256MB */
1017 /* GeforceFX - midend */
1018 else if(strstr(gl_info->gl_renderer, "5600") ||
1019 strstr(gl_info->gl_renderer, "5650") ||
1020 strstr(gl_info->gl_renderer, "5700") ||
1021 strstr(gl_info->gl_renderer, "5750"))
1023 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1024 vidmem = 128; /* A 5600 uses 128-256MB */
1026 /* GeforceFX - lowend */
1027 else {
1028 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1029 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1031 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1032 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1033 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1034 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1036 else {
1037 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1038 vidmem = 64; /* Geforce3 cards have 64-128MB */
1040 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1041 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1042 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1043 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1045 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1046 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1047 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1049 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1050 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1051 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1053 else {
1054 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1055 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1057 } else {
1058 if (strstr(gl_info->gl_renderer, "TNT2")) {
1059 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1060 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1062 else {
1063 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1064 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1067 break;
1068 case VENDOR_ATI:
1069 if(WINE_D3D9_CAPABLE(gl_info)) {
1070 /* Radeon R6xx HD2900 - highend */
1071 if (strstr(gl_info->gl_renderer, "HD 2900")) {
1072 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1073 vidmem = 512; /* HD2900 uses 512-1024MB */
1075 /* Radeon R6xx HD2600- midend */
1076 else if (strstr(gl_info->gl_renderer, "HD 2600")) {
1077 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1078 vidmem = 256; /* HD2600 uses 256-512MB */
1080 /* Radeon R6xx HD2300/HD2400 - lowend */
1081 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1082 strstr(gl_info->gl_renderer, "HD 2400"))
1084 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1085 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1087 /* Radeon R5xx */
1088 else if (strstr(gl_info->gl_renderer, "X1600") ||
1089 strstr(gl_info->gl_renderer, "X1650") ||
1090 strstr(gl_info->gl_renderer, "X1800") ||
1091 strstr(gl_info->gl_renderer, "X1900") ||
1092 strstr(gl_info->gl_renderer, "X1950"))
1094 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1095 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1097 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1098 else if(strstr(gl_info->gl_renderer, "X700") ||
1099 strstr(gl_info->gl_renderer, "X800") ||
1100 strstr(gl_info->gl_renderer, "X850") ||
1101 strstr(gl_info->gl_renderer, "X1300") ||
1102 strstr(gl_info->gl_renderer, "X1400") ||
1103 strstr(gl_info->gl_renderer, "X1450") ||
1104 strstr(gl_info->gl_renderer, "X1550"))
1106 gl_info->gl_card = CARD_ATI_RADEON_X700;
1107 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1109 /* Radeon R3xx */
1110 else {
1111 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1112 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1114 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1115 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1116 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1117 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1118 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1119 vidmem = 32; /* There are models with up to 64MB */
1120 } else {
1121 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1122 vidmem = 16; /* There are 16-32MB models */
1124 break;
1125 case VENDOR_INTEL:
1126 if (strstr(gl_info->gl_renderer, "915GM")) {
1127 gl_info->gl_card = CARD_INTEL_I915GM;
1128 } else if (strstr(gl_info->gl_renderer, "915G")) {
1129 gl_info->gl_card = CARD_INTEL_I915G;
1130 } else if (strstr(gl_info->gl_renderer, "865G")) {
1131 gl_info->gl_card = CARD_INTEL_I865G;
1132 } else if (strstr(gl_info->gl_renderer, "855G")) {
1133 gl_info->gl_card = CARD_INTEL_I855G;
1134 } else if (strstr(gl_info->gl_renderer, "830G")) {
1135 gl_info->gl_card = CARD_INTEL_I830G;
1136 } else {
1137 gl_info->gl_card = CARD_INTEL_I915G;
1139 break;
1140 case VENDOR_MESA:
1141 case VENDOR_WINE:
1142 default:
1143 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1144 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1145 * them a good generic choice.
1147 gl_info->gl_vendor = VENDOR_NVIDIA;
1148 if(WINE_D3D9_CAPABLE(gl_info))
1149 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1150 else if(WINE_D3D8_CAPABLE(gl_info))
1151 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1152 else if(WINE_D3D7_CAPABLE(gl_info))
1153 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1154 else if(WINE_D3D6_CAPABLE(gl_info))
1155 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1156 else
1157 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1159 TRACE("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1161 /* If we have an estimate use it, else default to 64MB; */
1162 if(vidmem)
1163 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1164 else
1165 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1167 /* Load all the lookup tables
1168 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1169 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1170 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1172 minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
1173 maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
1176 for (i = 0; i < MAX_LOOKUPS; i++) {
1177 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1180 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1181 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1182 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1183 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1184 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1185 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1186 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1187 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1188 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1189 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1191 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1192 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1193 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
1194 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
1195 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1198 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1199 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1200 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1201 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1202 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1203 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1204 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1205 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1206 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1207 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1208 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1209 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1210 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1212 /* TODO: config lookups */
1214 /* Make sure there's an active HDC else the WGL extensions will fail */
1215 hdc = pwglGetCurrentDC();
1216 if (hdc) {
1217 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1218 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1220 if (NULL == WGL_Extensions) {
1221 ERR(" WGL_Extensions returns NULL\n");
1222 } else {
1223 while (*WGL_Extensions != 0x00) {
1224 const char *Start;
1225 char ThisExtn[256];
1226 size_t len;
1228 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1229 Start = WGL_Extensions;
1230 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1231 WGL_Extensions++;
1234 len = WGL_Extensions - Start;
1235 if (len == 0 || len >= sizeof(ThisExtn))
1236 continue;
1238 memcpy(ThisExtn, Start, len);
1239 ThisExtn[len] = '\0';
1240 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1242 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1243 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1244 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1249 LEAVE_GL();
1251 return return_value;
1253 #undef GLINFO_LOCATION
1255 /**********************************************************
1256 * IWineD3D implementation follows
1257 **********************************************************/
1259 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1260 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1262 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1263 return numAdapters;
1266 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1267 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1268 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1269 return WINED3D_OK;
1272 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1273 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1275 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1276 return NULL;
1279 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1280 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1283 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1284 of the same bpp but different resolutions */
1286 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1287 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1288 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1289 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1291 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1292 return 0;
1295 /* TODO: Store modes per adapter and read it from the adapter structure */
1296 if (Adapter == 0) { /* Display */
1297 int i = 0;
1298 int j = 0;
1300 if (!DEBUG_SINGLE_MODE) {
1301 DEVMODEW DevModeW;
1303 ZeroMemory(&DevModeW, sizeof(DevModeW));
1304 DevModeW.dmSize = sizeof(DevModeW);
1305 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1306 j++;
1307 switch (Format)
1309 case WINED3DFMT_UNKNOWN:
1310 /* This is for D3D8, do not enumerate P8 here */
1311 if (DevModeW.dmBitsPerPel == 32 ||
1312 DevModeW.dmBitsPerPel == 16) i++;
1313 break;
1314 case WINED3DFMT_X8R8G8B8:
1315 if (DevModeW.dmBitsPerPel == 32) i++;
1316 break;
1317 case WINED3DFMT_R5G6B5:
1318 if (DevModeW.dmBitsPerPel == 16) i++;
1319 break;
1320 case WINED3DFMT_P8:
1321 if (DevModeW.dmBitsPerPel == 8) i++;
1322 break;
1323 default:
1324 /* Skip other modes as they do not match the requested format */
1325 break;
1328 } else {
1329 i = 1;
1330 j = 1;
1333 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1334 return i;
1335 } else {
1336 FIXME_(d3d_caps)("Adapter not primary display\n");
1338 return 0;
1341 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1342 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1343 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1344 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1346 /* Validate the parameters as much as possible */
1347 if (NULL == pMode ||
1348 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1349 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1350 return WINED3DERR_INVALIDCALL;
1353 /* TODO: Store modes per adapter and read it from the adapter structure */
1354 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1355 DEVMODEW DevModeW;
1356 int ModeIdx = 0;
1357 int i = 0;
1358 int j = 0;
1360 ZeroMemory(&DevModeW, sizeof(DevModeW));
1361 DevModeW.dmSize = sizeof(DevModeW);
1363 /* If we are filtering to a specific format (D3D9), then need to skip
1364 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1365 just count through the ones with valid bit depths */
1366 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1367 switch (Format)
1369 case WINED3DFMT_UNKNOWN:
1370 /* This is D3D8. Do not enumerate P8 here */
1371 if (DevModeW.dmBitsPerPel == 32 ||
1372 DevModeW.dmBitsPerPel == 16) i++;
1373 break;
1374 case WINED3DFMT_X8R8G8B8:
1375 if (DevModeW.dmBitsPerPel == 32) i++;
1376 break;
1377 case WINED3DFMT_R5G6B5:
1378 if (DevModeW.dmBitsPerPel == 16) i++;
1379 break;
1380 case WINED3DFMT_P8:
1381 if (DevModeW.dmBitsPerPel == 8) i++;
1382 break;
1383 default:
1384 /* Modes that don't match what we support can get an early-out */
1385 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1386 return WINED3DERR_INVALIDCALL;
1390 if (i == 0) {
1391 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1392 return WINED3DERR_INVALIDCALL;
1394 ModeIdx = j - 1;
1396 /* Now get the display mode via the calculated index */
1397 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1398 pMode->Width = DevModeW.dmPelsWidth;
1399 pMode->Height = DevModeW.dmPelsHeight;
1400 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1401 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1402 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1404 if (Format == WINED3DFMT_UNKNOWN)
1406 switch (DevModeW.dmBitsPerPel)
1408 case 8:
1409 pMode->Format = WINED3DFMT_P8;
1410 break;
1411 case 16:
1412 pMode->Format = WINED3DFMT_R5G6B5;
1413 break;
1414 case 32:
1415 pMode->Format = WINED3DFMT_X8R8G8B8;
1416 break;
1417 default:
1418 pMode->Format = WINED3DFMT_UNKNOWN;
1419 ERR("Unhandled bit depth (%u) in mode list!\n", DevModeW.dmBitsPerPel);
1421 } else {
1422 pMode->Format = Format;
1424 } else {
1425 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1426 return WINED3DERR_INVALIDCALL;
1429 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1430 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1431 DevModeW.dmBitsPerPel);
1433 } else if (DEBUG_SINGLE_MODE) {
1434 /* Return one setting of the format requested */
1435 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1436 pMode->Width = 800;
1437 pMode->Height = 600;
1438 pMode->RefreshRate = 60;
1439 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1440 } else {
1441 FIXME_(d3d_caps)("Adapter not primary display\n");
1444 return WINED3D_OK;
1447 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1448 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1449 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1451 if (NULL == pMode ||
1452 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1453 return WINED3DERR_INVALIDCALL;
1456 if (Adapter == 0) { /* Display */
1457 int bpp = 0;
1458 DEVMODEW DevModeW;
1460 ZeroMemory(&DevModeW, sizeof(DevModeW));
1461 DevModeW.dmSize = sizeof(DevModeW);
1463 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1464 pMode->Width = DevModeW.dmPelsWidth;
1465 pMode->Height = DevModeW.dmPelsHeight;
1466 bpp = DevModeW.dmBitsPerPel;
1467 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1468 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1470 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1473 switch (bpp) {
1474 case 8: pMode->Format = WINED3DFMT_R3G3B2; break;
1475 case 16: pMode->Format = WINED3DFMT_R5G6B5; break;
1476 case 24: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* Robots needs 24bit to be X8R8G8B8 */
1477 case 32: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* EVE online and the Fur demo need 32bit AdapterDisplatMode to return X8R8G8B8 */
1478 default: pMode->Format = WINED3DFMT_UNKNOWN;
1481 } else {
1482 FIXME_(d3d_caps)("Adapter not primary display\n");
1485 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1486 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1487 return WINED3D_OK;
1490 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1491 and fields being inserted in the middle, a new structure is used in place */
1492 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1493 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1494 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1496 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1498 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1499 return WINED3DERR_INVALIDCALL;
1502 /* Return the information requested */
1503 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1504 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1505 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1507 /* Note dx8 doesn't supply a DeviceName */
1508 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1509 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
1510 pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
1511 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.gl_driver_version;
1512 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1513 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1514 *(pIdentifier->SubSysId) = 0;
1515 *(pIdentifier->Revision) = 0;
1517 /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
1518 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1519 *(pIdentifier->WHQLLevel) = 0;
1520 } else {
1521 *(pIdentifier->WHQLLevel) = 1;
1524 return WINED3D_OK;
1527 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1528 short redSize, greenSize, blueSize, alphaSize, colorBits;
1530 if(!cfg)
1531 return FALSE;
1533 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1534 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1535 return FALSE;
1538 if(cfg->redSize < redSize)
1539 return FALSE;
1541 if(cfg->greenSize < greenSize)
1542 return FALSE;
1544 if(cfg->blueSize < blueSize)
1545 return FALSE;
1547 if(cfg->alphaSize < alphaSize)
1548 return FALSE;
1550 return TRUE;
1553 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1554 short depthSize, stencilSize;
1556 if(!cfg)
1557 return FALSE;
1559 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1560 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1561 return FALSE;
1564 if(cfg->depthSize < depthSize)
1565 return FALSE;
1567 if(cfg->stencilSize < stencilSize)
1568 return FALSE;
1570 return TRUE;
1573 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1574 WINED3DFORMAT AdapterFormat,
1575 WINED3DFORMAT RenderTargetFormat,
1576 WINED3DFORMAT DepthStencilFormat) {
1577 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1578 int nCfgs;
1579 WineD3D_PixelFormat *cfgs;
1580 int it;
1582 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1583 This, Adapter,
1584 DeviceType, debug_d3ddevicetype(DeviceType),
1585 AdapterFormat, debug_d3dformat(AdapterFormat),
1586 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1587 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1589 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1590 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1591 return WINED3DERR_INVALIDCALL;
1594 cfgs = Adapters[Adapter].cfgs;
1595 nCfgs = Adapters[Adapter].nCfgs;
1596 for (it = 0; it < nCfgs; ++it) {
1597 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1598 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1599 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1600 return WINED3D_OK;
1604 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1606 return WINED3DERR_NOTAVAILABLE;
1609 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1610 WINED3DFORMAT SurfaceFormat,
1611 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1613 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1614 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1615 This,
1616 Adapter,
1617 DeviceType, debug_d3ddevicetype(DeviceType),
1618 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1619 Windowed,
1620 MultiSampleType,
1621 pQualityLevels);
1623 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1624 return WINED3DERR_INVALIDCALL;
1627 /* TODO: Store in Adapter structure */
1628 if (pQualityLevels != NULL) {
1629 static int s_single_shot = 0;
1630 if (!s_single_shot) {
1631 FIXME("Quality levels unsupported at present\n");
1632 s_single_shot = 1;
1634 *pQualityLevels = 1; /* Guess at a value! */
1637 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1638 return WINED3DERR_NOTAVAILABLE;
1641 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE CheckType,
1642 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1644 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1645 int nCfgs = 0;
1646 WineD3D_PixelFormat *cfgs;
1647 int it;
1648 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1650 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1651 This,
1652 Adapter,
1653 CheckType, debug_d3ddevicetype(CheckType),
1654 DisplayFormat, debug_d3dformat(DisplayFormat),
1655 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1656 Windowed);
1658 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1659 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1660 return WINED3DERR_INVALIDCALL;
1663 cfgs = Adapters[Adapter].cfgs;
1664 nCfgs = Adapters[Adapter].nCfgs;
1665 for (it = 0; it < nCfgs; ++it) {
1666 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
1667 hr = WINED3D_OK;
1668 TRACE_(d3d_caps)("OK\n");
1669 break ;
1673 if(hr != WINED3D_OK)
1674 ERR("unsupported format %s\n", debug_d3dformat(DisplayFormat));
1676 if(hr != WINED3D_OK)
1677 TRACE_(d3d_caps)("returning something different from WINED3D_OK\n");
1679 return hr;
1682 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1683 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1684 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
1685 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1686 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
1687 This,
1688 Adapter,
1689 DeviceType, debug_d3ddevicetype(DeviceType),
1690 AdapterFormat, debug_d3dformat(AdapterFormat),
1691 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
1692 RType, debug_d3dresourcetype(RType),
1693 CheckFormat, debug_d3dformat(CheckFormat));
1695 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1696 return WINED3DERR_INVALIDCALL;
1699 if (Usage & WINED3DUSAGE_QUERY_FILTER) {
1700 switch (CheckFormat) {
1701 /* Filtering not supported */
1702 case WINED3DFMT_R32F:
1703 case WINED3DFMT_A32B32G32R32F:
1704 TRACE_(d3d_caps)("[FAILED]\n");
1705 return WINED3DERR_NOTAVAILABLE;
1706 default:
1707 break;
1711 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
1712 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
1713 TRACE_(d3d_caps)("[FAILED] - No mipmap generation support\n");
1714 return WINED3DERR_NOTAVAILABLE;
1718 if(RType == WINED3DRTYPE_VOLUMETEXTURE) {
1719 if(!GL_SUPPORT(EXT_TEXTURE3D)) {
1720 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
1721 return WINED3DERR_NOTAVAILABLE;
1723 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
1724 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
1725 * app needing one of those formats, don't advertize them to avoid leading apps into
1726 * temptation. The windows drivers don't support most of those formats on volumes anyway,
1727 * except of R32F.
1729 switch(CheckFormat) {
1730 case WINED3DFMT_P8:
1731 case WINED3DFMT_A4L4:
1732 case WINED3DFMT_R32F:
1733 case WINED3DFMT_R16F:
1734 case WINED3DFMT_X8L8V8U8:
1735 case WINED3DFMT_L6V5U5:
1736 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
1737 return WINED3DERR_NOTAVAILABLE;
1739 case WINED3DFMT_Q8W8V8U8:
1740 case WINED3DFMT_V16U16:
1741 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1742 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
1743 return WINED3DERR_NOTAVAILABLE;
1745 break;
1747 case WINED3DFMT_V8U8:
1748 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1749 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
1750 return WINED3DERR_NOTAVAILABLE;
1752 break;
1754 case WINED3DFMT_DXT1:
1755 case WINED3DFMT_DXT2:
1756 case WINED3DFMT_DXT3:
1757 case WINED3DFMT_DXT4:
1758 case WINED3DFMT_DXT5:
1759 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
1760 * compressed texture results in an error. While the D3D refrast does
1761 * support s3tc volumes, at least the nvidia windows driver does not, so
1762 * we're free not to support this format.
1764 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
1765 return WINED3DERR_NOTAVAILABLE;
1767 default:
1768 /* Do nothing, continue with checking the format below */
1769 break;
1772 /* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants
1773 * See http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/IDirect3D9__CheckDeviceFormat.asp
1774 * and http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/D3DUSAGE_QUERY.asp */
1775 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
1776 if (!GL_LIMITS(vertex_samplers)) {
1777 TRACE_(d3d_caps)("[FAILED]\n");
1778 return WINED3DERR_NOTAVAILABLE;
1781 switch (CheckFormat) {
1782 case WINED3DFMT_A32B32G32R32F:
1783 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1784 TRACE_(d3d_caps)("[FAILED]\n");
1785 return WINED3DERR_NOTAVAILABLE;
1787 TRACE_(d3d_caps)("[OK]\n");
1788 return WINED3D_OK;
1790 default:
1791 TRACE_(d3d_caps)("[FAILED]\n");
1792 return WINED3DERR_NOTAVAILABLE;
1796 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
1797 switch (CheckFormat) {
1798 /* In theory we could do all formats, just fetch them accordingly should the buffer be locked.
1799 * Windows supports only those 3, and enumerating the other formats confuses applications
1801 case WINED3DFMT_D24S8:
1802 case WINED3DFMT_D24X8:
1803 case WINED3DFMT_D16:
1804 TRACE_(d3d_caps)("[OK]\n");
1805 return WINED3D_OK;
1806 case WINED3DFMT_D16_LOCKABLE:
1807 case WINED3DFMT_D24FS8:
1808 case WINED3DFMT_D32F_LOCKABLE:
1809 case WINED3DFMT_D24X4S4:
1810 case WINED3DFMT_D15S1:
1811 case WINED3DFMT_D32:
1812 TRACE_(d3d_caps)("[FAILED]. Disabled because not enumerated on windows\n");
1813 return WINED3DERR_NOTAVAILABLE;
1814 default:
1815 TRACE_(d3d_caps)("[FAILED]\n");
1816 return WINED3DERR_NOTAVAILABLE;
1818 } else if(Usage & WINED3DUSAGE_RENDERTARGET) {
1819 switch (CheckFormat) {
1820 case WINED3DFMT_R8G8B8:
1821 case WINED3DFMT_A8R8G8B8:
1822 case WINED3DFMT_X8R8G8B8:
1823 case WINED3DFMT_R5G6B5:
1824 case WINED3DFMT_X1R5G5B5:
1825 case WINED3DFMT_A1R5G5B5:
1826 case WINED3DFMT_A4R4G4B4:
1827 case WINED3DFMT_R3G3B2:
1828 case WINED3DFMT_X4R4G4B4:
1829 case WINED3DFMT_A8B8G8R8:
1830 case WINED3DFMT_X8B8G8R8:
1831 case WINED3DFMT_P8:
1832 TRACE_(d3d_caps)("[OK]\n");
1833 return WINED3D_OK;
1834 case WINED3DFMT_R16F:
1835 case WINED3DFMT_A16B16G16R16F:
1836 if (!GL_SUPPORT(ARB_HALF_FLOAT_PIXEL) || !GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1837 TRACE_(d3d_caps)("[FAILED]\n");
1838 return WINED3DERR_NOTAVAILABLE;
1840 TRACE_(d3d_caps)("[OK]\n");
1841 return WINED3D_OK;
1842 case WINED3DFMT_A32B32G32R32F:
1843 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1844 TRACE_(d3d_caps)("[FAILED]\n");
1845 return WINED3DERR_NOTAVAILABLE;
1847 TRACE_(d3d_caps)("[OK]\n");
1848 return WINED3D_OK;
1849 default:
1850 TRACE_(d3d_caps)("[FAILED]\n");
1851 return WINED3DERR_NOTAVAILABLE;
1853 } else if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
1854 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1855 switch (CheckFormat) {
1856 case WINED3DFMT_V8U8:
1857 TRACE_(d3d_caps)("[OK]\n");
1858 return WINED3D_OK;
1859 /* TODO: Other bump map formats */
1860 default:
1861 TRACE_(d3d_caps)("[FAILED]\n");
1862 return WINED3DERR_NOTAVAILABLE;
1865 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1866 switch (CheckFormat) {
1867 case WINED3DFMT_V8U8:
1868 TRACE_(d3d_caps)("[OK]\n");
1869 return WINED3D_OK;
1870 default:
1871 TRACE_(d3d_caps)("[FAILED]\n");
1872 return WINED3DERR_NOTAVAILABLE;
1875 TRACE_(d3d_caps)("[FAILED]\n");
1876 return WINED3DERR_NOTAVAILABLE;
1879 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
1880 switch (CheckFormat) {
1881 case WINED3DFMT_DXT1:
1882 case WINED3DFMT_DXT2:
1883 case WINED3DFMT_DXT3:
1884 case WINED3DFMT_DXT4:
1885 case WINED3DFMT_DXT5:
1886 TRACE_(d3d_caps)("[OK]\n");
1887 return WINED3D_OK;
1888 default:
1889 break; /* Avoid compiler warnings */
1893 /* Check for supported sRGB formats (Texture loading and framebuffer) */
1894 if (GL_SUPPORT(EXT_TEXTURE_SRGB) && (Usage & WINED3DUSAGE_QUERY_SRGBREAD)) {
1895 switch (CheckFormat) {
1896 case WINED3DFMT_A8R8G8B8:
1897 case WINED3DFMT_X8R8G8B8:
1898 case WINED3DFMT_A4R4G4B4:
1899 case WINED3DFMT_L8:
1900 case WINED3DFMT_A8L8:
1901 case WINED3DFMT_DXT1:
1902 case WINED3DFMT_DXT2:
1903 case WINED3DFMT_DXT3:
1904 case WINED3DFMT_DXT4:
1905 case WINED3DFMT_DXT5:
1906 TRACE_(d3d_caps)("[OK]\n");
1907 return WINED3D_OK;
1909 default:
1910 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
1911 return WINED3DERR_NOTAVAILABLE;
1915 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1917 BOOL half_pixel_support = GL_SUPPORT(ARB_HALF_FLOAT_PIXEL);
1919 switch (CheckFormat) {
1920 case WINED3DFMT_R16F:
1921 case WINED3DFMT_A16B16G16R16F:
1922 if (!half_pixel_support) break;
1923 case WINED3DFMT_R32F:
1924 case WINED3DFMT_A32B32G32R32F:
1925 TRACE_(d3d_caps)("[OK]\n");
1926 return WINED3D_OK;
1927 default:
1928 break; /* Avoid compiler warnings */
1932 /* This format is nothing special and it is supported perfectly.
1933 * However, ati and nvidia driver on windows do not mark this format as
1934 * supported (tested with the dxCapsViewer) and pretending to
1935 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
1936 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
1937 * Enable it on dx7. It will need additional checking on dx10 when we support it.
1939 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
1940 TRACE_(d3d_caps)("[FAILED]\n");
1941 return WINED3DERR_NOTAVAILABLE;
1944 switch (CheckFormat) {
1946 /*****
1947 * supported: RGB(A) formats
1949 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
1950 case WINED3DFMT_A8R8G8B8:
1951 case WINED3DFMT_X8R8G8B8:
1952 case WINED3DFMT_R5G6B5:
1953 case WINED3DFMT_X1R5G5B5:
1954 case WINED3DFMT_A1R5G5B5:
1955 case WINED3DFMT_A4R4G4B4:
1956 case WINED3DFMT_R3G3B2:
1957 case WINED3DFMT_A8:
1958 case WINED3DFMT_X4R4G4B4:
1959 case WINED3DFMT_A8B8G8R8:
1960 case WINED3DFMT_X8B8G8R8:
1961 case WINED3DFMT_A2R10G10B10:
1962 case WINED3DFMT_A2B10G10R10:
1963 TRACE_(d3d_caps)("[OK]\n");
1964 return WINED3D_OK;
1966 /*****
1967 * supported: Palettized
1969 case WINED3DFMT_P8:
1970 TRACE_(d3d_caps)("[OK]\n");
1971 return WINED3D_OK;
1973 /*****
1974 * Supported: (Alpha)-Luminance
1976 case WINED3DFMT_L8:
1977 case WINED3DFMT_A8L8:
1978 case WINED3DFMT_A4L4:
1979 TRACE_(d3d_caps)("[OK]\n");
1980 return WINED3D_OK;
1982 /*****
1983 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
1984 * GL_NV_texture_shader), but advertized to make apps happy.
1985 * Enable some because games often fail when they are not available
1986 * and are still playable even without bump mapping
1988 case WINED3DFMT_V8U8:
1989 case WINED3DFMT_V16U16:
1990 case WINED3DFMT_L6V5U5:
1991 case WINED3DFMT_X8L8V8U8:
1992 case WINED3DFMT_Q8W8V8U8:
1993 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
1994 return WINED3D_OK;
1996 /* Those are not advertized by the nvidia windows driver, and not
1997 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
1998 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
1999 * ARGB format if needed
2001 case WINED3DFMT_W11V11U10:
2002 case WINED3DFMT_A2W10V10U10:
2003 WARN_(d3d_caps)("[FAILED]\n");
2004 return WINED3DERR_NOTAVAILABLE;
2006 /*****
2007 * DXTN Formats: Handled above
2008 * WINED3DFMT_DXT1
2009 * WINED3DFMT_DXT2
2010 * WINED3DFMT_DXT3
2011 * WINED3DFMT_DXT4
2012 * WINED3DFMT_DXT5
2015 /*****
2016 * Odd formats - not supported
2018 case WINED3DFMT_VERTEXDATA:
2019 case WINED3DFMT_INDEX16:
2020 case WINED3DFMT_INDEX32:
2021 case WINED3DFMT_Q16W16V16U16:
2022 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2023 return WINED3DERR_NOTAVAILABLE;
2025 /*****
2026 * Float formats: Not supported right now
2028 case WINED3DFMT_G16R16F:
2029 case WINED3DFMT_G32R32F:
2030 case WINED3DFMT_CxV8U8:
2031 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2032 return WINED3DERR_NOTAVAILABLE;
2034 /* Not supported */
2035 case WINED3DFMT_G16R16:
2036 case WINED3DFMT_A16B16G16R16:
2037 case WINED3DFMT_A8R3G3B2:
2038 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2039 return WINED3DERR_NOTAVAILABLE;
2041 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2042 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2043 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2044 * We can do instancing with all shader versions, but we need vertex shaders.
2046 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2047 * to enable instancing. WineD3D doesn't need that and just ignores it.
2049 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2051 case WINEMAKEFOURCC('I','N','S','T'):
2052 TRACE("ATI Instancing check hack\n");
2053 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2054 TRACE_(d3d_caps)("[OK]\n");
2055 return WINED3D_OK;
2056 } else {
2057 TRACE_(d3d_caps)("[FAILED]\n");
2058 return WINED3DERR_NOTAVAILABLE;
2061 default:
2062 break;
2065 TRACE_(d3d_caps)("[FAILED]\n");
2066 return WINED3DERR_NOTAVAILABLE;
2069 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2070 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2071 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2073 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2074 This,
2075 Adapter,
2076 DeviceType, debug_d3ddevicetype(DeviceType),
2077 SourceFormat, debug_d3dformat(SourceFormat),
2078 TargetFormat, debug_d3dformat(TargetFormat));
2079 return WINED3D_OK;
2082 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2083 subset of a D3DCAPS9 structure. However, it has to come via a void *
2084 as the d3d8 interface cannot import the d3d9 header */
2085 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2087 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2088 int vs_selected_mode;
2089 int ps_selected_mode;
2091 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2093 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2094 return WINED3DERR_INVALIDCALL;
2097 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2099 /* This function should *not* be modifying GL caps
2100 * TODO: move the functionality where it belongs */
2101 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2103 /* ------------------------------------------------
2104 The following fields apply to both d3d8 and d3d9
2105 ------------------------------------------------ */
2106 *pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2107 *pCaps->AdapterOrdinal = Adapter;
2109 *pCaps->Caps = 0;
2110 *pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2111 WINED3DCAPS2_FULLSCREENGAMMA |
2112 WINED3DCAPS2_DYNAMICTEXTURES;
2113 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2114 *pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2116 *pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2117 *pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2118 WINED3DPRESENT_INTERVAL_ONE;
2120 *pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2121 WINED3DCURSORCAPS_LOWRES;
2123 *pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2124 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2125 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2126 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2127 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2128 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2129 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2130 WINED3DDEVCAPS_PUREDEVICE |
2131 WINED3DDEVCAPS_HWRASTERIZATION |
2132 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2133 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2134 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2135 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2136 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2137 WINED3DDEVCAPS_RTPATCHES;
2139 *pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2140 WINED3DPMISCCAPS_CULLCCW |
2141 WINED3DPMISCCAPS_CULLCW |
2142 WINED3DPMISCCAPS_COLORWRITEENABLE |
2143 WINED3DPMISCCAPS_CLIPTLVERTS |
2144 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2145 WINED3DPMISCCAPS_MASKZ |
2146 WINED3DPMISCCAPS_BLENDOP;
2147 /* TODO:
2148 WINED3DPMISCCAPS_NULLREFERENCE
2149 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2150 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2151 WINED3DPMISCCAPS_SEPARATEALPHABLEND
2152 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2153 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
2154 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2156 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
2157 #if 0
2158 if (GL_SUPPORT(NV_REGISTER_COMBINERS))
2159 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2160 if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
2161 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
2162 #endif
2164 *pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2165 WINED3DPRASTERCAPS_PAT |
2166 WINED3DPRASTERCAPS_WFOG |
2167 WINED3DPRASTERCAPS_ZFOG |
2168 WINED3DPRASTERCAPS_FOGVERTEX |
2169 WINED3DPRASTERCAPS_FOGTABLE |
2170 WINED3DPRASTERCAPS_STIPPLE |
2171 WINED3DPRASTERCAPS_SUBPIXEL |
2172 WINED3DPRASTERCAPS_ZTEST |
2173 WINED3DPRASTERCAPS_SCISSORTEST |
2174 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2175 WINED3DPRASTERCAPS_DEPTHBIAS;
2177 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2178 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
2179 WINED3DPRASTERCAPS_ZBIAS |
2180 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
2182 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
2183 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
2185 /* FIXME Add:
2186 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2187 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2188 WINED3DPRASTERCAPS_ANTIALIASEDGES
2189 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2190 WINED3DPRASTERCAPS_WBUFFER */
2192 *pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2193 WINED3DPCMPCAPS_EQUAL |
2194 WINED3DPCMPCAPS_GREATER |
2195 WINED3DPCMPCAPS_GREATEREQUAL |
2196 WINED3DPCMPCAPS_LESS |
2197 WINED3DPCMPCAPS_LESSEQUAL |
2198 WINED3DPCMPCAPS_NEVER |
2199 WINED3DPCMPCAPS_NOTEQUAL;
2201 *pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BLENDFACTOR |
2202 WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
2203 WINED3DPBLENDCAPS_BOTHSRCALPHA |
2204 WINED3DPBLENDCAPS_DESTALPHA |
2205 WINED3DPBLENDCAPS_DESTCOLOR |
2206 WINED3DPBLENDCAPS_INVDESTALPHA |
2207 WINED3DPBLENDCAPS_INVDESTCOLOR |
2208 WINED3DPBLENDCAPS_INVSRCALPHA |
2209 WINED3DPBLENDCAPS_INVSRCCOLOR |
2210 WINED3DPBLENDCAPS_ONE |
2211 WINED3DPBLENDCAPS_SRCALPHA |
2212 WINED3DPBLENDCAPS_SRCALPHASAT |
2213 WINED3DPBLENDCAPS_SRCCOLOR |
2214 WINED3DPBLENDCAPS_ZERO;
2216 *pCaps->DestBlendCaps = WINED3DPBLENDCAPS_BLENDFACTOR |
2217 WINED3DPBLENDCAPS_DESTALPHA |
2218 WINED3DPBLENDCAPS_DESTCOLOR |
2219 WINED3DPBLENDCAPS_INVDESTALPHA |
2220 WINED3DPBLENDCAPS_INVDESTCOLOR |
2221 WINED3DPBLENDCAPS_INVSRCALPHA |
2222 WINED3DPBLENDCAPS_INVSRCCOLOR |
2223 WINED3DPBLENDCAPS_ONE |
2224 WINED3DPBLENDCAPS_SRCALPHA |
2225 WINED3DPBLENDCAPS_SRCCOLOR |
2226 WINED3DPBLENDCAPS_ZERO;
2227 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
2228 * according to the glBlendFunc manpage
2230 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
2231 * legacy settings for srcblend only
2234 *pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2235 WINED3DPCMPCAPS_EQUAL |
2236 WINED3DPCMPCAPS_GREATER |
2237 WINED3DPCMPCAPS_GREATEREQUAL |
2238 WINED3DPCMPCAPS_LESS |
2239 WINED3DPCMPCAPS_LESSEQUAL |
2240 WINED3DPCMPCAPS_NEVER |
2241 WINED3DPCMPCAPS_NOTEQUAL;
2243 *pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
2244 WINED3DPSHADECAPS_COLORGOURAUDRGB |
2245 WINED3DPSHADECAPS_ALPHAFLATBLEND |
2246 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
2247 WINED3DPSHADECAPS_COLORFLATRGB |
2248 WINED3DPSHADECAPS_FOGFLAT |
2249 WINED3DPSHADECAPS_FOGGOURAUD |
2250 WINED3DPSHADECAPS_SPECULARFLATRGB;
2252 *pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
2253 WINED3DPTEXTURECAPS_ALPHAPALETTE |
2254 WINED3DPTEXTURECAPS_BORDER |
2255 WINED3DPTEXTURECAPS_MIPMAP |
2256 WINED3DPTEXTURECAPS_PROJECTED |
2257 WINED3DPTEXTURECAPS_PERSPECTIVE;
2259 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
2260 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
2261 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
2264 if( GL_SUPPORT(EXT_TEXTURE3D)) {
2265 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
2266 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
2267 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
2270 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2271 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
2272 WINED3DPTEXTURECAPS_MIPCUBEMAP |
2273 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
2277 *pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2278 WINED3DPTFILTERCAPS_MAGFPOINT |
2279 WINED3DPTFILTERCAPS_MINFLINEAR |
2280 WINED3DPTFILTERCAPS_MINFPOINT |
2281 WINED3DPTFILTERCAPS_MIPFLINEAR |
2282 WINED3DPTFILTERCAPS_MIPFPOINT |
2283 WINED3DPTFILTERCAPS_LINEAR |
2284 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2285 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2286 WINED3DPTFILTERCAPS_MIPLINEAR |
2287 WINED3DPTFILTERCAPS_MIPNEAREST |
2288 WINED3DPTFILTERCAPS_NEAREST;
2290 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2291 *pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2292 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2295 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2296 *pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2297 WINED3DPTFILTERCAPS_MAGFPOINT |
2298 WINED3DPTFILTERCAPS_MINFLINEAR |
2299 WINED3DPTFILTERCAPS_MINFPOINT |
2300 WINED3DPTFILTERCAPS_MIPFLINEAR |
2301 WINED3DPTFILTERCAPS_MIPFPOINT |
2302 WINED3DPTFILTERCAPS_LINEAR |
2303 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2304 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2305 WINED3DPTFILTERCAPS_MIPLINEAR |
2306 WINED3DPTFILTERCAPS_MIPNEAREST |
2307 WINED3DPTFILTERCAPS_NEAREST;
2309 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2310 *pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2311 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2313 } else
2314 *pCaps->CubeTextureFilterCaps = 0;
2316 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2317 *pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2318 WINED3DPTFILTERCAPS_MAGFPOINT |
2319 WINED3DPTFILTERCAPS_MINFLINEAR |
2320 WINED3DPTFILTERCAPS_MINFPOINT |
2321 WINED3DPTFILTERCAPS_MIPFLINEAR |
2322 WINED3DPTFILTERCAPS_MIPFPOINT |
2323 WINED3DPTFILTERCAPS_LINEAR |
2324 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2325 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2326 WINED3DPTFILTERCAPS_MIPLINEAR |
2327 WINED3DPTFILTERCAPS_MIPNEAREST |
2328 WINED3DPTFILTERCAPS_NEAREST;
2329 } else
2330 *pCaps->VolumeTextureFilterCaps = 0;
2332 *pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2333 WINED3DPTADDRESSCAPS_CLAMP |
2334 WINED3DPTADDRESSCAPS_WRAP;
2336 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2337 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2339 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2340 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2342 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2343 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2346 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2347 *pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2348 WINED3DPTADDRESSCAPS_CLAMP |
2349 WINED3DPTADDRESSCAPS_WRAP;
2350 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2351 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2353 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2354 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2356 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2357 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2359 } else
2360 *pCaps->VolumeTextureAddressCaps = 0;
2362 *pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
2363 WINED3DLINECAPS_ZTEST;
2364 /* FIXME: Add
2365 WINED3DLINECAPS_BLEND
2366 WINED3DLINECAPS_ALPHACMP
2367 WINED3DLINECAPS_FOG */
2369 *pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
2370 *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
2372 if(GL_SUPPORT(EXT_TEXTURE3D))
2373 *pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
2374 else
2375 *pCaps->MaxVolumeExtent = 0;
2377 *pCaps->MaxTextureRepeat = 32768;
2378 *pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
2379 *pCaps->MaxVertexW = 1.0;
2381 *pCaps->GuardBandLeft = 0;
2382 *pCaps->GuardBandTop = 0;
2383 *pCaps->GuardBandRight = 0;
2384 *pCaps->GuardBandBottom = 0;
2386 *pCaps->ExtentsAdjust = 0;
2388 *pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
2389 WINED3DSTENCILCAPS_INCRSAT |
2390 WINED3DSTENCILCAPS_INVERT |
2391 WINED3DSTENCILCAPS_KEEP |
2392 WINED3DSTENCILCAPS_REPLACE |
2393 WINED3DSTENCILCAPS_ZERO;
2394 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
2395 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
2396 WINED3DSTENCILCAPS_INCR;
2398 if ( This->dxVersion > 8 &&
2399 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
2400 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
2401 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
2404 *pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
2406 *pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
2407 WINED3DTEXOPCAPS_ADDSIGNED |
2408 WINED3DTEXOPCAPS_ADDSIGNED2X |
2409 WINED3DTEXOPCAPS_MODULATE |
2410 WINED3DTEXOPCAPS_MODULATE2X |
2411 WINED3DTEXOPCAPS_MODULATE4X |
2412 WINED3DTEXOPCAPS_SELECTARG1 |
2413 WINED3DTEXOPCAPS_SELECTARG2 |
2414 WINED3DTEXOPCAPS_DISABLE;
2416 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
2417 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
2418 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2419 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2420 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2421 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2422 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2423 WINED3DTEXOPCAPS_LERP |
2424 WINED3DTEXOPCAPS_SUBTRACT;
2426 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
2427 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2428 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
2429 WINED3DTEXOPCAPS_MULTIPLYADD |
2430 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2431 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2432 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
2434 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
2435 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
2437 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2438 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2439 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
2442 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2443 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
2444 } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2445 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
2446 * not support 3D textures. This asks for trouble if an app uses both bump mapping
2447 * and 3D textures. It also allows us to keep the code simpler by having texture
2448 * shaders constantly enabled.
2450 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
2451 /* TODO: Luminance bump map? */
2453 #if 0
2454 /* FIXME: Add
2455 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
2456 WINED3DTEXOPCAPS_PREMODULATE */
2457 #endif
2459 *pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
2460 *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
2461 *pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
2462 *pCaps->MaxActiveLights = GL_LIMITS(lights);
2464 *pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
2465 *pCaps->MaxVertexBlendMatrixIndex = 0;
2467 *pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
2468 *pCaps->MaxPointSize = GL_LIMITS(pointsize);
2471 *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
2472 WINED3DVTXPCAPS_MATERIALSOURCE7 |
2473 WINED3DVTXPCAPS_POSITIONALLIGHTS |
2474 WINED3DVTXPCAPS_LOCALVIEWER |
2475 WINED3DVTXPCAPS_VERTEXFOG |
2476 WINED3DVTXPCAPS_TEXGEN;
2477 /* FIXME: Add
2478 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
2480 *pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
2481 *pCaps->MaxVertexIndex = 0xFFFFF;
2482 *pCaps->MaxStreams = MAX_STREAMS;
2483 *pCaps->MaxStreamStride = 1024;
2485 if (vs_selected_mode == SHADER_GLSL) {
2486 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
2487 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
2488 * vs_nv_version which is based on NV_vertex_program.
2489 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
2490 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
2491 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
2492 * of native instructions, so use that here. For more info see the pixel shader versioning code below. */
2493 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
2494 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
2495 else
2496 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
2497 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (*pCaps->VertexShaderVersion >> 8) & 0xff, *pCaps->VertexShaderVersion & 0xff);
2498 } else if (vs_selected_mode == SHADER_ARB) {
2499 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2500 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2501 } else {
2502 *pCaps->VertexShaderVersion = 0;
2503 TRACE_(d3d_caps)("Vertex shader functionality not available\n");
2506 *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2508 if (ps_selected_mode == SHADER_GLSL) {
2509 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
2510 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
2511 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
2512 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
2513 * in max native instructions. Intel and others also offer the info in this extension but they
2514 * don't support GLSL (at least on Windows).
2516 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go upto 512. Assume that if the number
2517 * of instructions is 512 or less we have to do with ps2.0 hardware.
2518 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
2520 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
2521 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
2522 else
2523 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
2524 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
2525 * Direct3D minimum requirement.
2527 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
2528 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
2530 * The problem is that the refrast clamps temporary results in the shader to
2531 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
2532 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
2533 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
2534 * offer a way to query this.
2536 *pCaps->PixelShader1xMaxValue = 8.0;
2537 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (*pCaps->PixelShaderVersion >> 8) & 0xff, *pCaps->PixelShaderVersion & 0xff);
2538 } else if (ps_selected_mode == SHADER_ARB) {
2539 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2540 *pCaps->PixelShader1xMaxValue = 8.0;
2541 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2542 } else {
2543 *pCaps->PixelShaderVersion = 0;
2544 *pCaps->PixelShader1xMaxValue = 0.0;
2545 TRACE_(d3d_caps)("Pixel shader functionality not available\n");
2548 /* ------------------------------------------------
2549 The following fields apply to d3d9 only
2550 ------------------------------------------------ */
2551 if (This->dxVersion > 8) {
2552 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
2553 *pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
2554 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
2555 *pCaps->MaxNpatchTessellationLevel = 0;
2556 *pCaps->MasterAdapterOrdinal = 0;
2557 *pCaps->AdapterOrdinalInGroup = 0;
2558 *pCaps->NumberOfAdaptersInGroup = 1;
2560 if(*pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
2561 /* OpenGL supports all the formats below, perhaps not always
2562 * without conversion, but it supports them.
2563 * Further GLSL doesn't seem to have an official unsigned type so
2564 * don't advertise it yet as I'm not sure how we handle it.
2565 * We might need to add some clamping in the shader engine to
2566 * support it.
2567 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
2568 *pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
2569 WINED3DDTCAPS_UBYTE4N |
2570 WINED3DDTCAPS_SHORT2N |
2571 WINED3DDTCAPS_SHORT4N;
2572 if (GL_SUPPORT(NV_HALF_FLOAT)) {
2573 *pCaps->DeclTypes |=
2574 WINED3DDTCAPS_FLOAT16_2 |
2575 WINED3DDTCAPS_FLOAT16_4;
2577 } else
2578 *pCaps->DeclTypes = 0;
2580 *pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
2583 *pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
2584 WINED3DPTFILTERCAPS_MAGFPOINT |
2585 WINED3DPTFILTERCAPS_MINFLINEAR |
2586 WINED3DPTFILTERCAPS_MAGFLINEAR;
2587 *pCaps->VertexTextureFilterCaps = 0;
2589 if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
2590 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2591 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
2592 *pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
2593 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2594 *pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
2595 *pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
2597 *pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
2598 *pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
2599 } else if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
2600 *pCaps->VS20Caps.Caps = 0;
2601 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
2602 *pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
2603 *pCaps->VS20Caps.StaticFlowControlDepth = 1;
2605 *pCaps->MaxVShaderInstructionsExecuted = 65535;
2606 *pCaps->MaxVertexShader30InstructionSlots = 0;
2607 } else { /* VS 1.x */
2608 *pCaps->VS20Caps.Caps = 0;
2609 *pCaps->VS20Caps.DynamicFlowControlDepth = 0;
2610 *pCaps->VS20Caps.NumTemps = 0;
2611 *pCaps->VS20Caps.StaticFlowControlDepth = 0;
2613 *pCaps->MaxVShaderInstructionsExecuted = 0;
2614 *pCaps->MaxVertexShader30InstructionSlots = 0;
2617 if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
2618 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2619 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
2621 /* 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 */
2622 *pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
2623 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
2624 WINED3DPS20CAPS_PREDICATION |
2625 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
2626 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
2627 *pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2628 *pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
2629 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
2630 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
2632 *pCaps->MaxPShaderInstructionsExecuted = 65535;
2633 *pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
2634 } else if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
2635 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
2636 *pCaps->PS20Caps.Caps = 0;
2637 *pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
2638 *pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
2639 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minumum: 1 */
2640 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
2642 *pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
2643 *pCaps->MaxPixelShader30InstructionSlots = 0;
2644 } else { /* PS 1.x */
2645 *pCaps->PS20Caps.Caps = 0;
2646 *pCaps->PS20Caps.DynamicFlowControlDepth = 0;
2647 *pCaps->PS20Caps.NumTemps = 0;
2648 *pCaps->PS20Caps.StaticFlowControlDepth = 0;
2649 *pCaps->PS20Caps.NumInstructionSlots = 0;
2651 *pCaps->MaxPShaderInstructionsExecuted = 0;
2652 *pCaps->MaxPixelShader30InstructionSlots = 0;
2656 return WINED3D_OK;
2659 static unsigned int glsl_program_key_hash(void *key) {
2660 glsl_program_key_t *k = (glsl_program_key_t *)key;
2662 unsigned int hash = k->vshader | k->pshader << 16;
2663 hash += ~(hash << 15);
2664 hash ^= (hash >> 10);
2665 hash += (hash << 3);
2666 hash ^= (hash >> 6);
2667 hash += ~(hash << 11);
2668 hash ^= (hash >> 16);
2670 return hash;
2673 static BOOL glsl_program_key_compare(void *keya, void *keyb) {
2674 glsl_program_key_t *ka = (glsl_program_key_t *)keya;
2675 glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
2677 return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
2680 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
2681 and fields being inserted in the middle, a new structure is used in place */
2682 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
2683 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
2684 IUnknown *parent) {
2686 IWineD3DDeviceImpl *object = NULL;
2687 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2688 HDC hDC;
2689 int i;
2691 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
2692 * number and create a device without a 3D adapter for 2D only operation.
2694 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
2695 return WINED3DERR_INVALIDCALL;
2698 /* Create a WineD3DDevice object */
2699 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
2700 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
2701 TRACE("Created WineD3DDevice object @ %p\n", object);
2702 if (NULL == object) {
2703 return WINED3DERR_OUTOFVIDEOMEMORY;
2706 /* Set up initial COM information */
2707 object->lpVtbl = &IWineD3DDevice_Vtbl;
2708 object->ref = 1;
2709 object->wineD3D = iface;
2710 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
2711 IWineD3D_AddRef(object->wineD3D);
2712 object->parent = parent;
2713 list_init(&object->resources);
2715 if(This->dxVersion == 7) {
2716 object->surface_alignment = 8;
2717 } else {
2718 object->surface_alignment = 4;
2720 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
2722 /* Set the state up as invalid until the device is fully created */
2723 object->state = WINED3DERR_DRIVERINTERNALERROR;
2725 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
2726 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
2728 /* Save the creation parameters */
2729 object->createParms.AdapterOrdinal = Adapter;
2730 object->createParms.DeviceType = DeviceType;
2731 object->createParms.hFocusWindow = hFocusWindow;
2732 object->createParms.BehaviorFlags = BehaviourFlags;
2734 /* Initialize other useful values */
2735 object->adapterNo = Adapter;
2736 object->devType = DeviceType;
2738 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
2739 if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
2740 object->shader_backend = &glsl_shader_backend;
2741 object->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
2742 } else if (object->ps_selected_mode == SHADER_ARB || object->vs_selected_mode == SHADER_ARB) {
2743 object->shader_backend = &arb_program_shader_backend;
2744 } else {
2745 object->shader_backend = &none_shader_backend;
2748 /* set the state of the device to valid */
2749 object->state = WINED3D_OK;
2751 /* Get the initial screen setup for ddraw */
2752 object->ddraw_width = GetSystemMetrics(SM_CXSCREEN);
2753 object->ddraw_height = GetSystemMetrics(SM_CYSCREEN);
2754 hDC = GetDC(0);
2755 object->ddraw_format = pixelformat_for_depth(GetDeviceCaps(hDC, BITSPIXEL) * GetDeviceCaps(hDC, PLANES));
2756 ReleaseDC(0, hDC);
2758 for(i = 0; i < PATCHMAP_SIZE; i++) {
2759 list_init(&object->patches[i]);
2761 return WINED3D_OK;
2763 #undef GLINFO_LOCATION
2765 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
2766 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2767 IUnknown_AddRef(This->parent);
2768 *pParent = This->parent;
2769 return WINED3D_OK;
2772 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
2773 IUnknown* surfaceParent;
2774 TRACE("(%p) call back\n", pSurface);
2776 /* Now, release the parent, which will take care of cleaning up the surface for us */
2777 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
2778 IUnknown_Release(surfaceParent);
2779 return IUnknown_Release(surfaceParent);
2782 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
2783 IUnknown* volumeParent;
2784 TRACE("(%p) call back\n", pVolume);
2786 /* Now, release the parent, which will take care of cleaning up the volume for us */
2787 IWineD3DVolume_GetParent(pVolume, &volumeParent);
2788 IUnknown_Release(volumeParent);
2789 return IUnknown_Release(volumeParent);
2792 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
2793 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
2794 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
2795 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
2797 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
2798 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
2799 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
2800 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
2801 * is specific to the MacOS window management, and GL_APPLE_ycbcr_422 is a Quicktime specific, so
2802 * it the chance that other implementations support it is rather rare since Win32 Quicktime uses
2803 * DirectDraw, not OpenGL.
2805 if(gl_info->supported[APPLE_FENCE] &&
2806 gl_info->supported[APPLE_CLIENT_STORAGE] &&
2807 gl_info->supported[APPLE_FLUSH_RENDER] &&
2808 gl_info->supported[APPLE_YCBCR_422]) {
2809 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
2810 TRACE_(d3d_caps)("Activating MacOS fixups\n");
2811 return TRUE;
2812 } else {
2813 TRACE_(d3d_caps)("Apple extensions are not supported\n");
2814 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
2815 return FALSE;
2819 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
2820 if(implementation_is_apple(gl_info)) {
2821 /* MacOS advertises more GLSL vertex shader uniforms than support on hardware, and if more are
2822 * used it falls back to software. While the compiler can detect if the shader uses all declared
2823 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
2824 * using relative addressing falls back to software.
2826 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
2828 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
2829 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
2830 } else {
2831 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
2832 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
2833 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
2836 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
2837 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
2838 * If real NP2 textures are used, the driver falls back to software. So remove the supported
2839 * flag for this extension
2841 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
2842 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
2843 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
2844 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
2845 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
2846 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
2847 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
2853 #define PUSH1(att) attribs[nAttribs++] = (att);
2854 #define GLINFO_LOCATION (Adapters[0].gl_info)
2855 BOOL InitAdapters(void) {
2856 static HMODULE mod_gl;
2857 BOOL ret;
2858 int ps_selected_mode, vs_selected_mode;
2860 /* No need to hold any lock. The calling library makes sure only one thread calls
2861 * wined3d simultaneously
2863 if(numAdapters > 0) return TRUE;
2865 TRACE("Initializing adapters\n");
2867 if(!mod_gl) {
2868 #ifdef USE_WIN32_OPENGL
2869 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
2870 mod_gl = LoadLibraryA("opengl32.dll");
2871 if(!mod_gl) {
2872 ERR("Can't load opengl32.dll!\n");
2873 return FALSE;
2875 #else
2876 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
2877 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
2878 mod_gl = GetModuleHandleA("gdi32.dll");
2879 #endif
2882 /* Load WGL core functions from opengl32.dll */
2883 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
2884 WGL_FUNCS_GEN;
2885 #undef USE_WGL_FUNC
2887 if(!pwglGetProcAddress) {
2888 ERR("Unable to load wglGetProcAddress!\n");
2889 return FALSE;
2892 /* Dynamically load all GL core functions */
2893 GL_FUNCS_GEN;
2894 #undef USE_GL_FUNC
2896 /* For now only one default adapter */
2898 int iPixelFormat;
2899 int attribs[8];
2900 int values[8];
2901 int nAttribs = 0;
2902 int res;
2903 WineD3D_PixelFormat *cfgs;
2904 int attribute;
2905 DISPLAY_DEVICEW DisplayDevice;
2906 HDC hdc;
2908 TRACE("Initializing default adapter\n");
2909 Adapters[0].monitorPoint.x = -1;
2910 Adapters[0].monitorPoint.y = -1;
2912 if (!WineD3D_CreateFakeGLContext()) {
2913 ERR("Failed to get a gl context for default adapter\n");
2914 HeapFree(GetProcessHeap(), 0, Adapters);
2915 WineD3D_ReleaseFakeGLContext();
2916 return FALSE;
2919 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
2920 if(!ret) {
2921 ERR("Failed to initialize gl caps for default adapter\n");
2922 HeapFree(GetProcessHeap(), 0, Adapters);
2923 WineD3D_ReleaseFakeGLContext();
2924 return FALSE;
2926 ret = initPixelFormats(&Adapters[0].gl_info);
2927 if(!ret) {
2928 ERR("Failed to init gl formats\n");
2929 HeapFree(GetProcessHeap(), 0, Adapters);
2930 WineD3D_ReleaseFakeGLContext();
2931 return FALSE;
2934 hdc = pwglGetCurrentDC();
2935 if(!hdc) {
2936 ERR("Failed to get gl HDC\n");
2937 HeapFree(GetProcessHeap(), 0, Adapters);
2938 WineD3D_ReleaseFakeGLContext();
2939 return FALSE;
2942 Adapters[0].driver = "Display";
2943 Adapters[0].description = "Direct3D HAL";
2945 /* Use the VideoRamSize registry setting when set */
2946 if(wined3d_settings.emulated_textureram)
2947 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
2948 else
2949 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
2950 Adapters[0].UsedTextureRam = 0;
2951 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
2953 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
2954 DisplayDevice.cb = sizeof(DisplayDevice);
2955 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
2956 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
2957 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
2959 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
2960 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
2962 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
2963 cfgs = Adapters[0].cfgs;
2964 PUSH1(WGL_RED_BITS_ARB)
2965 PUSH1(WGL_GREEN_BITS_ARB)
2966 PUSH1(WGL_BLUE_BITS_ARB)
2967 PUSH1(WGL_ALPHA_BITS_ARB)
2968 PUSH1(WGL_DEPTH_BITS_ARB)
2969 PUSH1(WGL_STENCIL_BITS_ARB)
2971 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
2972 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
2974 if(!res)
2975 continue;
2977 /* Cache the pixel format */
2978 cfgs->iPixelFormat = iPixelFormat;
2979 cfgs->redSize = values[0];
2980 cfgs->greenSize = values[1];
2981 cfgs->blueSize = values[2];
2982 cfgs->alphaSize = values[3];
2983 cfgs->depthSize = values[4];
2984 cfgs->stencilSize = values[5];
2986 TRACE("iPixelFormat=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d\n", cfgs->iPixelFormat, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize);
2987 cfgs++;
2989 WineD3D_ReleaseFakeGLContext();
2991 fixup_extensions(&Adapters[0].gl_info);
2993 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
2994 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
2997 numAdapters = 1;
2998 TRACE("%d adapters successfully initialized\n", numAdapters);
3000 return TRUE;
3002 #undef PUSH1
3003 #undef GLINFO_LOCATION
3005 /**********************************************************
3006 * IWineD3D VTbl follows
3007 **********************************************************/
3009 const IWineD3DVtbl IWineD3D_Vtbl =
3011 /* IUnknown */
3012 IWineD3DImpl_QueryInterface,
3013 IWineD3DImpl_AddRef,
3014 IWineD3DImpl_Release,
3015 /* IWineD3D */
3016 IWineD3DImpl_GetParent,
3017 IWineD3DImpl_GetAdapterCount,
3018 IWineD3DImpl_RegisterSoftwareDevice,
3019 IWineD3DImpl_GetAdapterMonitor,
3020 IWineD3DImpl_GetAdapterModeCount,
3021 IWineD3DImpl_EnumAdapterModes,
3022 IWineD3DImpl_GetAdapterDisplayMode,
3023 IWineD3DImpl_GetAdapterIdentifier,
3024 IWineD3DImpl_CheckDeviceMultiSampleType,
3025 IWineD3DImpl_CheckDepthStencilMatch,
3026 IWineD3DImpl_CheckDeviceType,
3027 IWineD3DImpl_CheckDeviceFormat,
3028 IWineD3DImpl_CheckDeviceFormatConversion,
3029 IWineD3DImpl_GetDeviceCaps,
3030 IWineD3DImpl_CreateDevice