crypt32: Initialize HashEncryptionAlgorithm.
[wine/wine-gecko.git] / dlls / wined3d / directx.c
blobfb7c657d485d32975e461cd3c35ae64eca57bc58
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
39 static const struct {
40 const char *extension_string;
41 GL_SupportedExt extension;
42 DWORD version;
43 } EXTENSION_MAP[] = {
44 /* APPLE */
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
52 /* ARB */
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
96 /* ATI */
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
103 /* EXT */
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
109 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
110 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
111 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
112 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
113 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
114 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
116 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
117 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
118 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
119 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
120 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
121 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
122 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
123 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
124 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
125 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
126 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
127 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
128 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
129 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
130 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
131 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
132 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
134 /* NV */
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_fence", NV_FENCE, 0 },
137 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
138 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
139 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
143 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
144 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
145 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
146 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
147 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
148 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
149 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
150 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
151 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
152 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
153 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
154 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 /* SGI */
157 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
160 /**********************************************************
161 * Utility functions follow
162 **********************************************************/
164 const struct min_lookup minMipLookup[] =
166 /* NONE POINT LINEAR */
167 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
168 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
172 const struct min_lookup minMipLookup_noFilter[] =
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
180 const struct min_lookup minMipLookup_noMip[] =
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
188 const GLenum magLookup[] =
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 const GLenum magLookup_noFilter[] =
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
214 struct wined3d_fake_gl_ctx
216 HDC dc;
217 HWND wnd;
218 HGLRC gl_ctx;
219 HDC restore_dc;
220 HGLRC restore_gl_ctx;
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 TRACE_(d3d_caps)("Destroying fake GL context.\n");
227 if (!pwglMakeCurrent(NULL, NULL))
229 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
232 if (!pwglDeleteContext(ctx->gl_ctx))
234 DWORD err = GetLastError();
235 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
238 ReleaseDC(ctx->wnd, ctx->dc);
239 DestroyWindow(ctx->wnd);
241 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 PIXELFORMATDESCRIPTOR pfd;
251 int iPixelFormat;
253 TRACE("getting context...\n");
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261 if (!ctx->wnd)
263 ERR_(d3d_caps)("Failed to create a window.\n");
264 goto fail;
267 ctx->dc = GetDC(ctx->wnd);
268 if (!ctx->dc)
270 ERR_(d3d_caps)("Failed to get a DC.\n");
271 goto fail;
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
277 pfd.nVersion = 1;
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
280 pfd.cColorBits = 32;
281 pfd.iLayerType = PFD_MAIN_PLANE;
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284 if (!iPixelFormat)
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288 goto fail;
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
295 if (!ctx->gl_ctx)
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298 goto fail;
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310 goto fail;
313 return TRUE;
315 fail:
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317 ctx->gl_ctx = NULL;
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319 ctx->dc = NULL;
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
321 ctx->wnd = NULL;
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
327 return FALSE;
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
333 struct wined3d_adapter *adapter = device->adapter;
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 /**********************************************************
347 * IUnknown parts follows
348 **********************************************************/
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
352 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
354 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355 if (IsEqualGUID(riid, &IID_IUnknown)
356 || IsEqualGUID(riid, &IID_IWineD3DBase)
357 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358 IUnknown_AddRef(iface);
359 *ppobj = This;
360 return S_OK;
362 *ppobj = NULL;
363 return E_NOINTERFACE;
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
368 ULONG refCount = InterlockedIncrement(&This->ref);
370 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371 return refCount;
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
376 ULONG ref;
377 TRACE("(%p) : Releasing from %d\n", This, This->ref);
378 ref = InterlockedDecrement(&This->ref);
380 if (!ref)
382 unsigned int i;
384 for (i = 0; i < This->adapter_count; ++i)
386 wined3d_adapter_cleanup(&This->adapters[i]);
388 HeapFree(GetProcessHeap(), 0, This);
391 return ref;
394 /**********************************************************
395 * IWineD3D parts follows
396 **********************************************************/
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
401 GLuint prog;
402 BOOL ret = FALSE;
403 const char *testcode =
404 "!!ARBvp1.0\n"
405 "PARAM C[66] = { program.env[0..65] };\n"
406 "ADDRESS A0;"
407 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408 "ARL A0.x, zero.x;\n"
409 "MOV result.position, C[A0.x + 65];\n"
410 "END\n";
412 while(glGetError());
413 GL_EXTCALL(glGenProgramsARB(1, &prog));
414 if(!prog) {
415 ERR("Failed to create an ARB offset limit test program\n");
417 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419 strlen(testcode), testcode));
420 if (glGetError())
422 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
424 ret = TRUE;
425 } else TRACE("OpenGL implementation allows offsets > 63\n");
427 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429 checkGLcall("ARB vp offset limit test cleanup");
431 return ret;
434 static DWORD ver_for_ext(GL_SupportedExt ext)
436 unsigned int i;
437 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438 if(EXTENSION_MAP[i].extension == ext) {
439 return EXTENSION_MAP[i].version;
442 return 0;
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
448 if (card_vendor != HW_VENDOR_ATI) return FALSE;
449 if (device == CARD_ATI_RADEON_9500) return TRUE;
450 if (device == CARD_ATI_RADEON_X700) return TRUE;
451 if (device == CARD_ATI_RADEON_X1600) return TRUE;
452 return FALSE;
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
458 if (card_vendor == HW_VENDOR_NVIDIA)
460 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461 device == CARD_NVIDIA_GEFORCEFX_5600 ||
462 device == CARD_NVIDIA_GEFORCEFX_5800)
464 return TRUE;
467 return FALSE;
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
473 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
477 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482 * the chance that other implementations support them is rather small since Win32 QuickTime uses
483 * DirectDraw, not OpenGL.
485 * This test has been moved into wined3d_guess_gl_vendor()
487 if (gl_vendor == GL_VENDOR_APPLE)
489 return TRUE;
491 return FALSE;
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
497 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499 * all the texture. This function detects this bug by its symptom and disables PBOs
500 * if the test fails.
502 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505 * read back is compared to the original. If they are equal PBOs are assumed to work,
506 * otherwise the PBO extension is disabled. */
507 GLuint texture, pbo;
508 static const unsigned int pattern[] =
510 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
515 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
517 /* No PBO -> No point in testing them. */
518 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
520 ENTER_GL();
522 while (glGetError());
523 glGenTextures(1, &texture);
524 glBindTexture(GL_TEXTURE_2D, texture);
526 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528 checkGLcall("Specifying the PBO test texture");
530 GL_EXTCALL(glGenBuffersARB(1, &pbo));
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533 checkGLcall("Specifying the PBO test pbo");
535 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536 checkGLcall("Loading the PBO test texture");
538 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
539 LEAVE_GL();
541 wglFinish(); /* just to be sure */
543 memset(check, 0, sizeof(check));
544 ENTER_GL();
545 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546 checkGLcall("Reading back the PBO test texture");
548 glDeleteTextures(1, &texture);
549 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550 checkGLcall("PBO test cleanup");
552 LEAVE_GL();
554 if (memcmp(check, pattern, sizeof(check)))
556 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
560 else
562 TRACE_(d3d_caps)("PBO test successful.\n");
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
569 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
575 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576 if (card_vendor != HW_VENDOR_ATI) return FALSE;
577 if (device == CARD_ATI_RADEON_X1600) return FALSE;
578 return TRUE;
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 return gl_vendor == GL_VENDOR_FGLRX;
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
591 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
595 * hardcoded
597 * dx10 cards usually have 64 varyings */
598 return gl_info->limits.glsl_varyings > 44;
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
605 GLenum error;
606 DWORD data[16];
608 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
610 ENTER_GL();
611 while(glGetError());
612 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613 error = glGetError();
614 LEAVE_GL();
616 if(error == GL_NO_ERROR)
618 TRACE("GL Implementation accepts 4 component specular color pointers\n");
619 return TRUE;
621 else
623 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624 debug_glerror(error));
625 return FALSE;
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
632 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633 return gl_info->supported[NV_TEXTURE_SHADER];
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
640 GLuint prog;
641 BOOL ret = FALSE;
642 GLint pos;
643 const char *testcode =
644 "!!ARBvp1.0\n"
645 "OPTION NV_vertex_program2;\n"
646 "MOV result.clip[0], 0.0;\n"
647 "MOV result.position, 0.0;\n"
648 "END\n";
650 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
652 ENTER_GL();
653 while(glGetError());
655 GL_EXTCALL(glGenProgramsARB(1, &prog));
656 if(!prog)
658 ERR("Failed to create the NVvp clip test program\n");
659 LEAVE_GL();
660 return FALSE;
662 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664 strlen(testcode), testcode));
665 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
666 if(pos != -1)
668 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
670 ret = TRUE;
671 while(glGetError());
673 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
675 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
679 LEAVE_GL();
680 return ret;
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
687 char data[4 * 4 * 4];
688 GLuint tex, fbo;
689 GLenum status;
691 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
693 memset(data, 0xcc, sizeof(data));
695 ENTER_GL();
697 glGenTextures(1, &tex);
698 glBindTexture(GL_TEXTURE_2D, tex);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702 checkGLcall("glTexImage2D");
704 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707 checkGLcall("glFramebufferTexture2D");
709 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711 checkGLcall("glCheckFramebufferStatus");
713 memset(data, 0x11, sizeof(data));
714 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glTexSubImage2D");
717 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718 glClear(GL_COLOR_BUFFER_BIT);
719 checkGLcall("glClear");
721 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722 checkGLcall("glGetTexImage");
724 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726 glBindTexture(GL_TEXTURE_2D, 0);
727 checkGLcall("glBindTexture");
729 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730 glDeleteTextures(1, &tex);
731 checkGLcall("glDeleteTextures");
733 LEAVE_GL();
735 return *(DWORD *)data == 0x11111111;
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
740 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
748 quirk_arb_constants(gl_info);
749 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751 * allow 48 different offsets or other helper immediate values. */
752 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760 * most games, but avoids the crash
762 * A more sophisticated way would be to find all units that need texture coordinates and enable
763 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
766 * Note that disabling the extension entirely does not gain predictability because there is no point
767 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
770 if (gl_info->supported[ARB_POINT_SPRITE])
772 TRACE("Limiting point sprites to one texture unit.\n");
773 gl_info->limits.point_sprite_units = 1;
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
779 quirk_arb_constants(gl_info);
781 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783 * If real NP2 textures are used, the driver falls back to software. We could just remove the
784 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
789 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790 * has this extension promoted to core. The extension loading code sets this extension supported
791 * due to that, so this code works on fglrx as well. */
792 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
794 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
799 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800 * it is generally more efficient. Reserve just 8 constants. */
801 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
807 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
814 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815 * triggering the software fallback. There is not much we can do here apart from disabling the
816 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817 * in IWineD3DImpl_FillGLCaps).
818 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819 * post-processing effects in the game "Max Payne 2").
820 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
821 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
828 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832 * according to the spec.
834 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835 * makes the shader slower and eats instruction slots which should be available to the d3d app.
837 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839 * this workaround is activated on cards that do not need it, it won't break things, just affect
840 * performance negatively. */
841 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
847 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
852 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
857 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
863 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
868 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
871 struct driver_quirk
873 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875 void (*apply)(struct wined3d_gl_info *gl_info);
876 const char *description;
879 static const struct driver_quirk quirk_table[] =
882 match_ati_r300_to_500,
883 quirk_ati_dx9,
884 "ATI GLSL constant and normalized texrect quirk"
886 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887 * used it falls back to software. While the compiler can detect if the shader uses all declared
888 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889 * using relative addressing falls back to software.
891 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
893 match_apple,
894 quirk_apple_glsl_constants,
895 "Apple GLSL uniform override"
898 match_geforce5,
899 quirk_no_np2,
900 "Geforce 5 NP2 disable"
903 match_apple_intel,
904 quirk_texcoord_w,
905 "Init texcoord .w for Apple Intel GPU driver"
908 match_apple_nonr500ati,
909 quirk_texcoord_w,
910 "Init texcoord .w for Apple ATI >= r600 GPU driver"
913 match_fglrx,
914 quirk_one_point_sprite,
915 "Fglrx point sprite crash workaround"
918 match_dx10_capable,
919 quirk_clip_varying,
920 "Reserved varying for gl_ClipPos"
923 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924 * GL implementations accept it. The Mac GL is the only implementation known to
925 * reject it.
927 * If we can pass 4 component specular colors, do it, because (a) we don't have
928 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929 * passes specular alpha to the pixel shader if any is used. Otherwise the
930 * specular alpha is used to pass the fog coordinate, which we pass to opengl
931 * via GL_EXT_fog_coord.
933 match_allows_spec_alpha,
934 quirk_allows_specular_alpha,
935 "Allow specular alpha quirk"
938 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939 * (rdar://5682521).
941 match_apple_nvts,
942 quirk_apple_nvts,
943 "Apple NV_texture_shader disable"
946 match_broken_nv_clip,
947 quirk_disable_nvvp_clip,
948 "Apple NV_vertex_program clip bug quirk"
951 match_fbo_tex_update,
952 quirk_fbo_tex_update,
953 "FBO rebind for attachment updates"
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958 * reporting a driver version is moot because we are not the Windows driver, and we have different
959 * bugs, features, etc.
961 * The driver version has the form "x.y.z.w".
963 * "x" is the Windows version the driver is meant for:
964 * 4 -> 95/98/NT4
965 * 5 -> 2000
966 * 6 -> 2000/XP
967 * 7 -> Vista
968 * 8 -> Win 7
970 * "y" is the maximum Direct3D version the driver supports.
971 * y -> d3d version mapping:
972 * 11 -> d3d6
973 * 12 -> d3d7
974 * 13 -> d3d8
975 * 14 -> d3d9
976 * 15 -> d3d10
977 * 16 -> d3d10.1
978 * 17 -> d3d11
980 * "z" is the subversion number.
982 * "w" is the vendor specific driver build number.
985 struct driver_version_information
987 enum wined3d_display_driver driver;
988 enum wined3d_driver_model driver_model;
989 const char *driver_name; /* name of Windows driver */
990 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
991 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
998 /* ATI
999 * - Radeon HD2x00 (R600) and up supported by current drivers.
1000 * - Radeon 9500 (R300) - X1*00 (R5xx) supported upto Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001 * - Radeon 7xxx (R100) - 9250 (RV250) supported upto Catalyst 6.11 (XP)
1002 * - Rage 128 supported upto XP, latest official build 6.13.3279 dated October 2001 */
1003 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1004 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1005 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1006 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1007 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1008 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1010 /* Intel
1011 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013 * igxprd32.dll but the GMA800 driver was never updated. */
1014 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1015 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1016 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1017 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1018 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1019 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1021 /* Nvidia
1022 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023 * - GeforceFX support is up to 173.x on <= XP
1024 * - Geforce2MX/3/4 up to 96.x on <= XP
1025 * - TNT/Geforce1/2 up to 71.x on <= XP
1026 * All version numbers used below are from the Linux nvidia drivers. */
1027 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1028 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1029 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1030 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1031 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1034 struct gpu_description
1036 WORD vendor; /* reported PCI card vendor ID */
1037 WORD card; /* reported PCI card device ID */
1038 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1039 enum wined3d_display_driver driver;
1040 unsigned int vidmem;
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044 * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1047 /* Nvidia cards */
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1084 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1085 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1086 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1087 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1088 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1089 /* ATI cards */
1090 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
1091 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
1092 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
1093 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
1094 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
1095 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
1096 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
1097 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
1098 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
1099 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
1100 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
1101 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
1102 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
1103 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
1104 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
1105 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
1106 /* Intel cards */
1107 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1108 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1109 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1110 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1111 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1112 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1113 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128}
1116 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1117 enum wined3d_driver_model driver_model)
1119 unsigned int i;
1121 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1122 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1124 const struct driver_version_information *entry = &driver_version_table[i];
1126 if (entry->driver == driver && entry->driver_model == driver_model)
1128 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1129 entry->driver_name, entry->version, entry->subversion, entry->build);
1131 return entry;
1134 return NULL;
1137 static void init_driver_info(struct wined3d_driver_info *driver_info,
1138 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1140 OSVERSIONINFOW os_version;
1141 WORD driver_os_version;
1142 unsigned int i;
1143 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1144 enum wined3d_driver_model driver_model;
1145 const struct driver_version_information *version_info;
1147 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1149 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1150 vendor = wined3d_settings.pci_vendor_id;
1152 driver_info->vendor = vendor;
1154 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1156 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1157 device = wined3d_settings.pci_device_id;
1159 driver_info->device = device;
1161 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1162 * overrides the pci ids to a card which is not in our database. */
1163 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1165 memset(&os_version, 0, sizeof(os_version));
1166 os_version.dwOSVersionInfoSize = sizeof(os_version);
1167 if (!GetVersionExW(&os_version))
1169 ERR("Failed to get OS version, reporting 2000/XP.\n");
1170 driver_os_version = 6;
1171 driver_model = DRIVER_MODEL_NT5X;
1173 else
1175 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1176 switch (os_version.dwMajorVersion)
1178 case 4:
1179 /* If needed we could distinguish between 9x and NT4, but this code won't make
1180 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1182 driver_os_version = 4;
1183 driver_model = DRIVER_MODEL_WIN9X;
1184 break;
1186 case 5:
1187 driver_os_version = 6;
1188 driver_model = DRIVER_MODEL_NT5X;
1189 break;
1191 case 6:
1192 if (os_version.dwMinorVersion == 0)
1194 driver_os_version = 7;
1195 driver_model = DRIVER_MODEL_NT6X;
1197 else
1199 if (os_version.dwMinorVersion > 1)
1201 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1202 os_version.dwMajorVersion, os_version.dwMinorVersion);
1204 driver_os_version = 8;
1205 driver_model = DRIVER_MODEL_NT6X;
1207 break;
1209 default:
1210 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1211 os_version.dwMajorVersion, os_version.dwMinorVersion);
1212 driver_os_version = 6;
1213 driver_model = DRIVER_MODEL_NT5X;
1214 break;
1218 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1219 * This means that unless the ids are overriden, we will always find a GPU description. */
1220 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1222 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1224 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1226 driver_info->description = gpu_description_table[i].description;
1227 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1228 driver = gpu_description_table[i].driver;
1229 break;
1233 if (wined3d_settings.emulated_textureram)
1235 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1236 driver_info->vidmem = wined3d_settings.emulated_textureram;
1239 /* Try to obtain driver version information for the current Windows version. This fails in
1240 * some cases:
1241 * - the gpu is not available on the currently selected OS version:
1242 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1243 * version information for the current Windows version is returned instead of faked info.
1244 * We do the same and assume the default Windows version to emulate is WinXP.
1246 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1247 * For now return the XP driver info. Perhaps later on we should return VESA.
1249 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1250 * This could be an indication that our database is not up to date, so this should be fixed.
1252 version_info = get_driver_version_info(driver, driver_model);
1253 if (version_info)
1255 driver_info->name = version_info->driver_name;
1256 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1257 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1259 else
1261 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1262 if (version_info)
1264 driver_info->name = version_info->driver_name;
1265 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1266 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1268 else
1270 driver_info->description = "Direct3D HAL";
1271 driver_info->name = "Display";
1272 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1273 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1275 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1276 vendor, device, driver_model);
1280 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1281 driver_info->version_high, driver_info->version_low);
1284 /* Context activation is done by the caller. */
1285 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1286 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1288 unsigned int i;
1290 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1292 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1293 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1294 quirk_table[i].apply(gl_info);
1297 /* Find out if PBOs work as they are supposed to. */
1298 test_pbo_functionality(gl_info);
1301 static DWORD wined3d_parse_gl_version(const char *gl_version)
1303 const char *ptr = gl_version;
1304 int major, minor;
1306 major = atoi(ptr);
1307 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1309 while (isdigit(*ptr)) ++ptr;
1310 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1312 minor = atoi(ptr);
1314 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1316 return MAKEDWORD_VERSION(major, minor);
1319 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1322 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1323 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1324 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1326 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1327 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1328 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1329 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1330 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1331 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1332 * DirectDraw, not OpenGL. */
1333 if (gl_info->supported[APPLE_FENCE]
1334 && gl_info->supported[APPLE_CLIENT_STORAGE]
1335 && gl_info->supported[APPLE_FLUSH_RENDER]
1336 && gl_info->supported[APPLE_YCBCR_422])
1337 return GL_VENDOR_APPLE;
1339 if (strstr(gl_vendor_string, "NVIDIA"))
1340 return GL_VENDOR_NVIDIA;
1342 if (strstr(gl_vendor_string, "ATI"))
1343 return GL_VENDOR_FGLRX;
1345 if (strstr(gl_vendor_string, "Intel(R)")
1346 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1347 || strstr(gl_renderer, "Intel")
1348 || strstr(gl_vendor_string, "Intel Inc."))
1349 return GL_VENDOR_INTEL;
1351 if (strstr(gl_vendor_string, "Mesa")
1352 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1353 || strstr(gl_vendor_string, "DRI R300 Project")
1354 || strstr(gl_vendor_string, "X.Org R300 Project")
1355 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1356 || strstr(gl_vendor_string, "VMware, Inc.")
1357 || strstr(gl_renderer, "Mesa")
1358 || strstr(gl_renderer, "Gallium"))
1359 return GL_VENDOR_MESA;
1361 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1362 debugstr_a(gl_vendor_string));
1364 return GL_VENDOR_UNKNOWN;
1367 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1369 if (strstr(gl_vendor_string, "NVIDIA"))
1370 return HW_VENDOR_NVIDIA;
1372 if (strstr(gl_vendor_string, "ATI")
1373 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1374 || strstr(gl_vendor_string, "X.Org R300 Project")
1375 || strstr(gl_renderer, "R100")
1376 || strstr(gl_renderer, "R200")
1377 || strstr(gl_renderer, "R300")
1378 || strstr(gl_renderer, "R600")
1379 || strstr(gl_renderer, "R700"))
1380 return HW_VENDOR_ATI;
1382 if (strstr(gl_vendor_string, "Intel(R)")
1383 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1384 || strstr(gl_renderer, "Intel")
1385 || strstr(gl_vendor_string, "Intel Inc."))
1386 return HW_VENDOR_INTEL;
1388 if (strstr(gl_vendor_string, "Mesa")
1389 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1390 || strstr(gl_vendor_string, "VMware, Inc."))
1391 return HW_VENDOR_SOFTWARE;
1393 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1395 return HW_VENDOR_NVIDIA;
1400 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1401 const char *gl_renderer)
1403 if (WINE_D3D10_CAPABLE(gl_info))
1405 /* Geforce 400 - highend */
1406 if (strstr(gl_renderer, "GTX 480"))
1408 return CARD_NVIDIA_GEFORCE_GTX480;
1411 /* Geforce 400 - midend high */
1412 if (strstr(gl_renderer, "GTX 470"))
1414 return CARD_NVIDIA_GEFORCE_GTX470;
1417 /* Geforce 400 - midend */
1418 if (strstr(gl_renderer, "GTX 465"))
1420 return CARD_NVIDIA_GEFORCE_GTX465;
1423 /* Geforce 400 - midend */
1424 if (strstr(gl_renderer, "GTX 460"))
1426 return CARD_NVIDIA_GEFORCE_GTX460;
1429 /* Geforce 300 highend mobile */
1430 if (strstr(gl_renderer, "GTS 350M")
1431 || strstr(gl_renderer, "GTS 360M"))
1433 return CARD_NVIDIA_GEFORCE_GTS350M;
1436 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1437 if (strstr(gl_renderer, "GT 325M")
1438 || strstr(gl_renderer, "GT 330M"))
1440 return CARD_NVIDIA_GEFORCE_GT325M;
1443 /* Geforce 200 - highend */
1444 if (strstr(gl_renderer, "GTX 280")
1445 || strstr(gl_renderer, "GTX 285")
1446 || strstr(gl_renderer, "GTX 295"))
1448 return CARD_NVIDIA_GEFORCE_GTX280;
1451 /* Geforce 200 - midend high */
1452 if (strstr(gl_renderer, "GTX 275"))
1454 return CARD_NVIDIA_GEFORCE_GTX275;
1457 /* Geforce 200 - midend */
1458 if (strstr(gl_renderer, "GTX 260"))
1460 return CARD_NVIDIA_GEFORCE_GTX260;
1462 /* Geforce 200 - midend */
1463 if (strstr(gl_renderer, "GT 240"))
1465 return CARD_NVIDIA_GEFORCE_GT240;
1468 /* Geforce 200 lowend */
1469 if (strstr(gl_renderer, "GT 220"))
1471 return CARD_NVIDIA_GEFORCE_GT220;
1473 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1474 if (strstr(gl_renderer, "Geforce 210")
1475 || strstr(gl_renderer, "G 210")
1476 || strstr(gl_renderer, "Geforce 305")
1477 || strstr(gl_renderer, "Geforce 310"))
1479 return CARD_NVIDIA_GEFORCE_210;
1482 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1483 if (strstr(gl_renderer, "9800")
1484 || strstr(gl_renderer, "GTS 150")
1485 || strstr(gl_renderer, "GTS 250"))
1487 return CARD_NVIDIA_GEFORCE_9800GT;
1490 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1491 if (strstr(gl_renderer, "9600")
1492 || strstr(gl_renderer, "GT 140"))
1494 return CARD_NVIDIA_GEFORCE_9600GT;
1497 /* Geforce9 - midend low / Geforce 200 - low */
1498 if (strstr(gl_renderer, "9500")
1499 || strstr(gl_renderer, "GT 120")
1500 || strstr(gl_renderer, "GT 130"))
1502 return CARD_NVIDIA_GEFORCE_9500GT;
1505 /* Geforce9 - lowend */
1506 if (strstr(gl_renderer, "9400"))
1508 return CARD_NVIDIA_GEFORCE_9400GT;
1511 /* Geforce9 - lowend low */
1512 if (strstr(gl_renderer, "9100")
1513 || strstr(gl_renderer, "9200")
1514 || strstr(gl_renderer, "9300")
1515 || strstr(gl_renderer, "G 100"))
1517 return CARD_NVIDIA_GEFORCE_9200;
1520 /* Geforce8 - highend high*/
1521 if (strstr(gl_renderer, "8800 GTX"))
1523 return CARD_NVIDIA_GEFORCE_8800GTX;
1526 /* Geforce8 - highend */
1527 if (strstr(gl_renderer, "8800"))
1529 return CARD_NVIDIA_GEFORCE_8800GTS;
1532 /* Geforce8 - midend mobile */
1533 if (strstr(gl_renderer, "8600 M"))
1535 return CARD_NVIDIA_GEFORCE_8600MGT;
1538 /* Geforce8 - midend */
1539 if (strstr(gl_renderer, "8600")
1540 || strstr(gl_renderer, "8700"))
1542 return CARD_NVIDIA_GEFORCE_8600GT;
1545 /* Geforce8 - mid-lowend */
1546 if (strstr(gl_renderer, "8400")
1547 || strstr(gl_renderer, "8500"))
1549 return CARD_NVIDIA_GEFORCE_8400GS;
1552 /* Geforce8 - lowend */
1553 if (strstr(gl_renderer, "8100")
1554 || strstr(gl_renderer, "8200")
1555 || strstr(gl_renderer, "8300"))
1557 return CARD_NVIDIA_GEFORCE_8300GS;
1560 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1561 return CARD_NVIDIA_GEFORCE_8300GS;
1564 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1565 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1567 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1569 /* Geforce7 - highend */
1570 if (strstr(gl_renderer, "7800")
1571 || strstr(gl_renderer, "7900")
1572 || strstr(gl_renderer, "7950")
1573 || strstr(gl_renderer, "Quadro FX 4")
1574 || strstr(gl_renderer, "Quadro FX 5"))
1576 return CARD_NVIDIA_GEFORCE_7800GT;
1579 /* Geforce7 midend */
1580 if (strstr(gl_renderer, "7600")
1581 || strstr(gl_renderer, "7700"))
1583 return CARD_NVIDIA_GEFORCE_7600;
1586 /* Geforce7 lower medium */
1587 if (strstr(gl_renderer, "7400"))
1589 return CARD_NVIDIA_GEFORCE_7400;
1592 /* Geforce7 lowend */
1593 if (strstr(gl_renderer, "7300"))
1595 return CARD_NVIDIA_GEFORCE_7300;
1598 /* Geforce6 highend */
1599 if (strstr(gl_renderer, "6800"))
1601 return CARD_NVIDIA_GEFORCE_6800;
1604 /* Geforce6 - midend */
1605 if (strstr(gl_renderer, "6600")
1606 || strstr(gl_renderer, "6610")
1607 || strstr(gl_renderer, "6700"))
1609 return CARD_NVIDIA_GEFORCE_6600GT;
1612 /* Geforce6/7 lowend */
1613 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1616 if (WINE_D3D9_CAPABLE(gl_info))
1618 /* GeforceFX - highend */
1619 if (strstr(gl_renderer, "5800")
1620 || strstr(gl_renderer, "5900")
1621 || strstr(gl_renderer, "5950")
1622 || strstr(gl_renderer, "Quadro FX"))
1624 return CARD_NVIDIA_GEFORCEFX_5800;
1627 /* GeforceFX - midend */
1628 if (strstr(gl_renderer, "5600")
1629 || strstr(gl_renderer, "5650")
1630 || strstr(gl_renderer, "5700")
1631 || strstr(gl_renderer, "5750"))
1633 return CARD_NVIDIA_GEFORCEFX_5600;
1636 /* GeforceFX - lowend */
1637 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1640 if (WINE_D3D8_CAPABLE(gl_info))
1642 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1644 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1647 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1650 if (WINE_D3D7_CAPABLE(gl_info))
1652 if (strstr(gl_renderer, "GeForce4 MX"))
1654 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1657 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1659 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1662 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1664 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1667 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1670 if (strstr(gl_renderer, "TNT2"))
1672 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1675 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1678 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1679 const char *gl_renderer)
1681 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1683 * Beware: renderer string do not match exact card model,
1684 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1685 if (WINE_D3D10_CAPABLE(gl_info))
1687 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1688 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1689 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1690 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1692 return CARD_ATI_RADEON_HD5800;
1695 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1696 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1697 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1698 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1700 return CARD_ATI_RADEON_HD5700;
1703 /* Radeon R7xx HD4800 - highend */
1704 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1705 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1706 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1707 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1708 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1710 return CARD_ATI_RADEON_HD4800;
1713 /* Radeon R740 HD4700 - midend */
1714 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1715 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1717 return CARD_ATI_RADEON_HD4700;
1720 /* Radeon R730 HD4600 - midend */
1721 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1722 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1723 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1725 return CARD_ATI_RADEON_HD4600;
1728 /* Radeon R710 HD4500/HD4350 - lowend */
1729 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1730 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1732 return CARD_ATI_RADEON_HD4350;
1735 /* Radeon R6xx HD2900/HD3800 - highend */
1736 if (strstr(gl_renderer, "HD 2900")
1737 || strstr(gl_renderer, "HD 3870")
1738 || strstr(gl_renderer, "HD 3850"))
1740 return CARD_ATI_RADEON_HD2900;
1743 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1744 if (strstr(gl_renderer, "HD 2600")
1745 || strstr(gl_renderer, "HD 3830")
1746 || strstr(gl_renderer, "HD 3690")
1747 || strstr(gl_renderer, "HD 3650"))
1749 return CARD_ATI_RADEON_HD2600;
1752 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1753 * Note HD2300=DX9, HD2350=DX10 */
1754 if (strstr(gl_renderer, "HD 2350")
1755 || strstr(gl_renderer, "HD 2400")
1756 || strstr(gl_renderer, "HD 3470")
1757 || strstr(gl_renderer, "HD 3450")
1758 || strstr(gl_renderer, "HD 3430")
1759 || strstr(gl_renderer, "HD 3400"))
1761 return CARD_ATI_RADEON_HD2350;
1764 /* Radeon R6xx/R7xx integrated */
1765 if (strstr(gl_renderer, "HD 3100")
1766 || strstr(gl_renderer, "HD 3200")
1767 || strstr(gl_renderer, "HD 3300"))
1769 return CARD_ATI_RADEON_HD3200;
1772 /* Default for when no GPU has been found */
1773 return CARD_ATI_RADEON_HD3200;
1776 if (WINE_D3D8_CAPABLE(gl_info))
1778 /* Radeon R5xx */
1779 if (strstr(gl_renderer, "X1600")
1780 || strstr(gl_renderer, "X1650")
1781 || strstr(gl_renderer, "X1800")
1782 || strstr(gl_renderer, "X1900")
1783 || strstr(gl_renderer, "X1950"))
1785 return CARD_ATI_RADEON_X1600;
1788 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1789 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1790 if (strstr(gl_renderer, "X700")
1791 || strstr(gl_renderer, "X800")
1792 || strstr(gl_renderer, "X850")
1793 || strstr(gl_renderer, "X1300")
1794 || strstr(gl_renderer, "X1400")
1795 || strstr(gl_renderer, "X1450")
1796 || strstr(gl_renderer, "X1550")
1797 || strstr(gl_renderer, "X2300")
1798 || strstr(gl_renderer, "X2500")
1799 || strstr(gl_renderer, "HD 2300")
1802 return CARD_ATI_RADEON_X700;
1805 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1806 if (strstr(gl_renderer, "Radeon Xpress"))
1808 return CARD_ATI_RADEON_XPRESS_200M;
1811 /* Radeon R3xx */
1812 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1815 if (WINE_D3D8_CAPABLE(gl_info))
1817 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1820 if (WINE_D3D7_CAPABLE(gl_info))
1822 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1825 return CARD_ATI_RAGE_128PRO;
1828 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1829 const char *gl_renderer)
1831 if (strstr(gl_renderer, "X3100"))
1833 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1834 return CARD_INTEL_X3100;
1837 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1839 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1840 return CARD_INTEL_I945GM;
1843 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1844 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1845 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1846 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1847 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1848 return CARD_INTEL_I915G;
1852 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1853 const char *gl_renderer)
1855 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1857 * Beware: renderer string do not match exact card model,
1858 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1859 if (strstr(gl_renderer, "Gallium"))
1861 /* Radeon R7xx HD4800 - highend */
1862 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1863 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1864 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1866 return CARD_ATI_RADEON_HD4800;
1869 /* Radeon R740 HD4700 - midend */
1870 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1872 return CARD_ATI_RADEON_HD4700;
1875 /* Radeon R730 HD4600 - midend */
1876 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1878 return CARD_ATI_RADEON_HD4600;
1881 /* Radeon R710 HD4500/HD4350 - lowend */
1882 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1884 return CARD_ATI_RADEON_HD4350;
1887 /* Radeon R6xx HD2900/HD3800 - highend */
1888 if (strstr(gl_renderer, "R600")
1889 || strstr(gl_renderer, "RV670")
1890 || strstr(gl_renderer, "R680"))
1892 return CARD_ATI_RADEON_HD2900;
1895 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1896 if (strstr(gl_renderer, "RV630")
1897 || strstr(gl_renderer, "RV635"))
1899 return CARD_ATI_RADEON_HD2600;
1902 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1903 if (strstr(gl_renderer, "RV610")
1904 || strstr(gl_renderer, "RV620"))
1906 return CARD_ATI_RADEON_HD2350;
1909 /* Radeon R6xx/R7xx integrated */
1910 if (strstr(gl_renderer, "RS780")
1911 || strstr(gl_renderer, "RS880"))
1913 return CARD_ATI_RADEON_HD3200;
1916 /* Radeon R5xx */
1917 if (strstr(gl_renderer, "RV530")
1918 || strstr(gl_renderer, "RV535")
1919 || strstr(gl_renderer, "RV560")
1920 || strstr(gl_renderer, "R520")
1921 || strstr(gl_renderer, "RV570")
1922 || strstr(gl_renderer, "R580"))
1924 return CARD_ATI_RADEON_X1600;
1927 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1928 if (strstr(gl_renderer, "R410")
1929 || strstr(gl_renderer, "R420")
1930 || strstr(gl_renderer, "R423")
1931 || strstr(gl_renderer, "R430")
1932 || strstr(gl_renderer, "R480")
1933 || strstr(gl_renderer, "R481")
1934 || strstr(gl_renderer, "RV410")
1935 || strstr(gl_renderer, "RV515")
1936 || strstr(gl_renderer, "RV516"))
1938 return CARD_ATI_RADEON_X700;
1941 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1942 if (strstr(gl_renderer, "RS400")
1943 || strstr(gl_renderer, "RS480")
1944 || strstr(gl_renderer, "RS482")
1945 || strstr(gl_renderer, "RS485")
1946 || strstr(gl_renderer, "RS600")
1947 || strstr(gl_renderer, "RS690")
1948 || strstr(gl_renderer, "RS740"))
1950 return CARD_ATI_RADEON_XPRESS_200M;
1953 /* Radeon R3xx */
1954 if (strstr(gl_renderer, "R300")
1955 || strstr(gl_renderer, "RV350")
1956 || strstr(gl_renderer, "RV351")
1957 || strstr(gl_renderer, "RV360")
1958 || strstr(gl_renderer, "RV370")
1959 || strstr(gl_renderer, "R350")
1960 || strstr(gl_renderer, "R360"))
1962 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1966 if (WINE_D3D9_CAPABLE(gl_info))
1968 /* Radeon R7xx HD4800 - highend */
1969 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1970 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1971 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1973 return CARD_ATI_RADEON_HD4800;
1976 /* Radeon R740 HD4700 - midend */
1977 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1979 return CARD_ATI_RADEON_HD4700;
1982 /* Radeon R730 HD4600 - midend */
1983 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1985 return CARD_ATI_RADEON_HD4600;
1988 /* Radeon R710 HD4500/HD4350 - lowend */
1989 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1991 return CARD_ATI_RADEON_HD4350;
1994 /* Radeon R6xx HD2900/HD3800 - highend */
1995 if (strstr(gl_renderer, "(R600")
1996 || strstr(gl_renderer, "(RV670")
1997 || strstr(gl_renderer, "(R680"))
1999 return CARD_ATI_RADEON_HD2900;
2002 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2003 if (strstr(gl_renderer, "(RV630")
2004 || strstr(gl_renderer, "(RV635"))
2006 return CARD_ATI_RADEON_HD2600;
2009 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2010 if (strstr(gl_renderer, "(RV610")
2011 || strstr(gl_renderer, "(RV620"))
2013 return CARD_ATI_RADEON_HD2350;
2016 /* Radeon R6xx/R7xx integrated */
2017 if (strstr(gl_renderer, "(RS780")
2018 || strstr(gl_renderer, "(RS880"))
2020 return CARD_ATI_RADEON_HD3200;
2024 if (WINE_D3D8_CAPABLE(gl_info))
2026 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2029 if (WINE_D3D7_CAPABLE(gl_info))
2031 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2034 return CARD_ATI_RAGE_128PRO;
2037 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2038 const char *gl_renderer)
2040 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2041 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2042 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2043 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2044 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2045 return CARD_NVIDIA_RIVA_128;
2048 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
2049 const char *gl_renderer)
2051 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
2052 return CARD_INTEL_I915G;
2056 struct vendor_card_selection
2058 enum wined3d_gl_vendor gl_vendor;
2059 enum wined3d_pci_vendor card_vendor;
2060 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2061 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2064 static const struct vendor_card_selection vendor_card_select_table[] =
2066 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2067 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2068 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2069 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
2070 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2071 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2072 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2073 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
2074 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
2078 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2079 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2081 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2082 * different GPUs with roughly the same features. In most cases GPUs from a
2083 * certain family differ in clockspeeds, the amount of video memory and the
2084 * number of shader pipelines.
2086 * A Direct3D device object contains the PCI id (vendor + device) of the
2087 * videocard which is used for rendering. Various applications use this
2088 * information to get a rough estimation of the features of the card and
2089 * some might use it for enabling 3d effects only on certain types of
2090 * videocards. In some cases games might even use it to work around bugs
2091 * which happen on certain videocards/driver combinations. The problem is
2092 * that OpenGL only exposes a rendering string containing the name of the
2093 * videocard and not the PCI id.
2095 * Various games depend on the PCI id, so somehow we need to provide one.
2096 * A simple option is to parse the renderer string and translate this to
2097 * the right PCI id. This is a lot of work because there are more than 200
2098 * GPUs just for Nvidia. Various cards share the same renderer string, so
2099 * the amount of code might be 'small' but there are quite a number of
2100 * exceptions which would make this a pain to maintain. Another way would
2101 * be to query the PCI id from the operating system (assuming this is the
2102 * videocard which is used for rendering which is not always the case).
2103 * This would work but it is not very portable. Second it would not work
2104 * well in, let's say, a remote X situation in which the amount of 3d
2105 * features which can be used is limited.
2107 * As said most games only use the PCI id to get an indication of the
2108 * capabilities of the card. It doesn't really matter if the given id is
2109 * the correct one if we return the id of a card with similar 3d features.
2111 * The code below checks the OpenGL capabilities of a videocard and matches
2112 * that to a certain level of Direct3D functionality. Once a card passes
2113 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2114 * least a GeforceFX. To give a better estimate we do a basic check on the
2115 * renderer string but if that won't pass we return a default card. This
2116 * way is better than maintaining a full card database as even without a
2117 * full database we can return a card with similar features. Second the
2118 * size of the database can be made quite small because when you know what
2119 * type of 3d functionality a card has, you know to which GPU family the
2120 * GPU must belong. Because of this you only have to check a small part of
2121 * the renderer string to distinguishes between different models from that
2122 * family.
2124 * The code also selects a default amount of video memory which we will
2125 * use for an estimation of the amount of free texture memory. In case of
2126 * real D3D the amount of texture memory includes video memory and system
2127 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2128 * HyperMemory). We don't know how much system memory can be addressed by
2129 * the system but we can make a reasonable estimation about the amount of
2130 * video memory. If the value is slightly wrong it doesn't matter as we
2131 * didn't include AGP-like memory which makes the amount of addressable
2132 * memory higher and second OpenGL isn't that critical it moves to system
2133 * memory behind our backs if really needed. Note that the amount of video
2134 * memory can be overruled using a registry setting. */
2136 int i;
2138 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2140 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2141 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2142 continue;
2143 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2144 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2147 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2148 *gl_vendor, *card_vendor);
2150 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2151 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2152 * them a good generic choice. */
2153 *card_vendor = HW_VENDOR_NVIDIA;
2154 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2155 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2156 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2157 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2158 return CARD_NVIDIA_RIVA_128;
2161 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2163 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2164 int vs_selected_mode, ps_selected_mode;
2166 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2167 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2168 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2169 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2170 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2171 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2172 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2173 else return &ffp_fragment_pipeline;
2176 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2178 int vs_selected_mode, ps_selected_mode;
2180 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2181 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2182 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2183 return &none_shader_backend;
2186 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2188 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2189 int vs_selected_mode, ps_selected_mode;
2191 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2192 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2193 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2194 else return &ffp_blit;
2197 /* Context activation is done by the caller. */
2198 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2200 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2201 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2202 const char *GL_Extensions = NULL;
2203 const char *WGL_Extensions = NULL;
2204 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2205 struct fragment_caps fragment_caps;
2206 enum wined3d_gl_vendor gl_vendor;
2207 enum wined3d_pci_vendor card_vendor;
2208 enum wined3d_pci_device device;
2209 GLint gl_max;
2210 GLfloat gl_floatv[2];
2211 unsigned i;
2212 HDC hdc;
2213 DWORD gl_version;
2214 size_t len;
2216 TRACE_(d3d_caps)("(%p)\n", gl_info);
2218 ENTER_GL();
2220 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2221 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2222 if (!gl_renderer_str)
2224 LEAVE_GL();
2225 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2226 return FALSE;
2229 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2230 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2231 if (!gl_vendor_str)
2233 LEAVE_GL();
2234 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2235 return FALSE;
2238 /* Parse the GL_VERSION field into major and minor information */
2239 gl_version_str = (const char *)glGetString(GL_VERSION);
2240 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2241 if (!gl_version_str)
2243 LEAVE_GL();
2244 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2245 return FALSE;
2247 gl_version = wined3d_parse_gl_version(gl_version_str);
2250 * Initialize openGL extension related variables
2251 * with Default values
2253 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2254 gl_info->limits.blends = 1;
2255 gl_info->limits.buffers = 1;
2256 gl_info->limits.textures = 1;
2257 gl_info->limits.fragment_samplers = 1;
2258 gl_info->limits.vertex_samplers = 0;
2259 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2260 gl_info->limits.sampler_stages = 1;
2261 gl_info->limits.glsl_vs_float_constants = 0;
2262 gl_info->limits.glsl_ps_float_constants = 0;
2263 gl_info->limits.arb_vs_float_constants = 0;
2264 gl_info->limits.arb_vs_native_constants = 0;
2265 gl_info->limits.arb_vs_instructions = 0;
2266 gl_info->limits.arb_vs_temps = 0;
2267 gl_info->limits.arb_ps_float_constants = 0;
2268 gl_info->limits.arb_ps_local_constants = 0;
2269 gl_info->limits.arb_ps_instructions = 0;
2270 gl_info->limits.arb_ps_temps = 0;
2272 /* Retrieve opengl defaults */
2273 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2274 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2275 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2277 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2278 gl_info->limits.lights = gl_max;
2279 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2281 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2282 gl_info->limits.texture_size = gl_max;
2283 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2285 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2286 gl_info->limits.pointsize_min = gl_floatv[0];
2287 gl_info->limits.pointsize_max = gl_floatv[1];
2288 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2290 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2291 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2292 if (!GL_Extensions)
2294 LEAVE_GL();
2295 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2296 return FALSE;
2299 LEAVE_GL();
2301 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2303 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2305 while (*GL_Extensions)
2307 const char *start;
2309 while (isspace(*GL_Extensions)) ++GL_Extensions;
2310 start = GL_Extensions;
2311 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2313 len = GL_Extensions - start;
2314 if (!len) continue;
2316 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2318 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2320 if (len == strlen(EXTENSION_MAP[i].extension_string)
2321 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2323 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2324 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2325 break;
2330 /* Now work out what GL support this card really has */
2331 #define USE_GL_FUNC(type, pfn, ext, replace) \
2333 DWORD ver = ver_for_ext(ext); \
2334 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2335 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2336 else gl_info->pfn = NULL; \
2338 GL_EXT_FUNCS_GEN;
2339 #undef USE_GL_FUNC
2341 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2342 WGL_EXT_FUNCS_GEN;
2343 #undef USE_GL_FUNC
2345 ENTER_GL();
2347 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2348 * loading the functions, otherwise the code above will load the extension entry points instead of the
2349 * core functions, which may not work. */
2350 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2352 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2353 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2355 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2356 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2360 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2362 if (gl_info->supported[APPLE_FENCE])
2364 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2365 * The apple extension interacts with some other apple exts. Disable the NV
2366 * extension if the apple one is support to prevent confusion in other parts
2367 * of the code. */
2368 gl_info->supported[NV_FENCE] = FALSE;
2370 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2372 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2374 * The enums are the same:
2375 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2376 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2377 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2378 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2379 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2381 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2383 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2384 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2386 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2388 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2389 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2392 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2394 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2395 * functionality. Prefer the ARB extension */
2396 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2398 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2400 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2401 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2403 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2405 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2406 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2408 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2410 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2411 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2413 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2415 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2416 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2418 if (gl_info->supported[NV_TEXTURE_SHADER2])
2420 if (gl_info->supported[NV_REGISTER_COMBINERS])
2422 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2423 * are supported. The nv extensions provide the same functionality as the
2424 * ATI one, and a bit more(signed pixelformats). */
2425 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2429 if (gl_info->supported[NV_REGISTER_COMBINERS])
2431 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2432 gl_info->limits.general_combiners = gl_max;
2433 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2435 if (gl_info->supported[ARB_DRAW_BUFFERS])
2437 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2438 gl_info->limits.buffers = gl_max;
2439 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2441 if (gl_info->supported[ARB_MULTITEXTURE])
2443 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2444 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2445 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2447 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2449 GLint tmp;
2450 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2451 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2453 else
2455 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2457 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2459 if (gl_info->supported[ARB_VERTEX_SHADER])
2461 GLint tmp;
2462 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2463 gl_info->limits.vertex_samplers = tmp;
2464 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2465 gl_info->limits.combined_samplers = tmp;
2467 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2468 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2469 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2470 * shader is used with fixed function vertex processing we're fine too because fixed function
2471 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2472 * used we have to make sure that all vertex sampler setups are valid together with all
2473 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2474 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2475 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2476 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2477 * a fixed function pipeline anymore.
2479 * So this is just a check to check that our assumption holds true. If not, write a warning
2480 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2481 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2482 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2484 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2485 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2486 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2487 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2488 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2489 else
2490 gl_info->limits.vertex_samplers = 0;
2493 else
2495 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2497 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2498 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2500 if (gl_info->supported[ARB_VERTEX_BLEND])
2502 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2503 gl_info->limits.blends = gl_max;
2504 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2506 if (gl_info->supported[EXT_TEXTURE3D])
2508 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2509 gl_info->limits.texture3d_size = gl_max;
2510 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2512 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2514 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2515 gl_info->limits.anisotropy = gl_max;
2516 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2518 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2520 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2521 gl_info->limits.arb_ps_float_constants = gl_max;
2522 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2523 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2524 gl_info->limits.arb_ps_native_constants = gl_max;
2525 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2526 gl_info->limits.arb_ps_native_constants);
2527 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2528 gl_info->limits.arb_ps_temps = gl_max;
2529 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2530 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2531 gl_info->limits.arb_ps_instructions = gl_max;
2532 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2533 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2534 gl_info->limits.arb_ps_local_constants = gl_max;
2535 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2537 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2539 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2540 gl_info->limits.arb_vs_float_constants = gl_max;
2541 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2542 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2543 gl_info->limits.arb_vs_native_constants = gl_max;
2544 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2545 gl_info->limits.arb_vs_native_constants);
2546 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2547 gl_info->limits.arb_vs_temps = gl_max;
2548 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2549 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2550 gl_info->limits.arb_vs_instructions = gl_max;
2551 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2553 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2555 if (gl_info->supported[ARB_VERTEX_SHADER])
2557 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2558 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2559 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2561 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2563 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2564 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2565 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2566 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2567 gl_info->limits.glsl_varyings = gl_max;
2568 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2570 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2572 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2573 unsigned int major, minor;
2575 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2577 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2578 sscanf(str, "%u.%u", &major, &minor);
2579 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2581 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2583 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2585 else
2587 gl_info->limits.shininess = 128.0f;
2589 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2591 /* If we have full NP2 texture support, disable
2592 * GL_ARB_texture_rectangle because we will never use it.
2593 * This saves a few redundant glDisable calls. */
2594 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2596 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2598 /* Disable NV_register_combiners and fragment shader if this is supported.
2599 * generally the NV extensions are preferred over the ATI ones, and this
2600 * extension is disabled if register_combiners and texture_shader2 are both
2601 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2602 * fragment processing support. */
2603 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2604 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2605 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2606 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2608 if (gl_info->supported[NV_HALF_FLOAT])
2610 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2611 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2613 if (gl_info->supported[ARB_POINT_SPRITE])
2615 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2617 else
2619 gl_info->limits.point_sprite_units = 0;
2621 checkGLcall("extension detection");
2623 LEAVE_GL();
2625 adapter->fragment_pipe = select_fragment_implementation(adapter);
2626 adapter->shader_backend = select_shader_backend(adapter);
2627 adapter->blitter = select_blit_implementation(adapter);
2629 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2630 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2631 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2633 /* In some cases the number of texture stages can be larger than the number
2634 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2635 * shaders), but 8 texture stages (register combiners). */
2636 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2638 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2640 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2641 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2642 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2643 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2644 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2645 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2646 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2647 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2648 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2649 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2650 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2651 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2652 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2653 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2654 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2655 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2656 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2657 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2658 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2660 else
2662 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2664 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2665 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2666 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2667 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2668 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2669 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2670 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2671 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2672 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2673 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2674 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2675 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2676 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2677 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2678 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2679 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2680 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2682 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2684 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2685 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2687 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2689 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2691 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2693 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2697 /* MRTs are currently only supported when FBOs are used. */
2698 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2700 gl_info->limits.buffers = 1;
2703 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2704 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2705 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2707 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2708 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2710 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2711 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2712 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2713 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2714 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2715 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2716 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2717 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2719 /* Make sure there's an active HDC else the WGL extensions will fail */
2720 hdc = pwglGetCurrentDC();
2721 if (hdc) {
2722 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2723 if(GL_EXTCALL(wglGetExtensionsStringARB))
2724 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2726 if (!WGL_Extensions)
2728 ERR(" WGL_Extensions returns NULL\n");
2730 else
2732 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2733 while (*WGL_Extensions)
2735 const char *Start;
2736 char ThisExtn[256];
2738 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2739 Start = WGL_Extensions;
2740 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2742 len = WGL_Extensions - Start;
2743 if (!len || len >= sizeof(ThisExtn))
2744 continue;
2746 memcpy(ThisExtn, Start, len);
2747 ThisExtn[len] = '\0';
2748 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2750 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2751 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2752 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2754 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2755 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2756 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2762 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2763 init_driver_info(driver_info, card_vendor, device);
2764 add_gl_compat_wrappers(gl_info);
2766 return TRUE;
2769 /**********************************************************
2770 * IWineD3D implementation follows
2771 **********************************************************/
2773 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2774 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2776 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2778 return This->adapter_count;
2781 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2783 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2785 return WINED3D_OK;
2788 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2789 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2791 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2793 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2794 return NULL;
2797 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2800 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2801 of the same bpp but different resolutions */
2803 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2804 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2806 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2808 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2810 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2811 return 0;
2814 /* TODO: Store modes per adapter and read it from the adapter structure */
2815 if (Adapter == 0)
2817 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2818 UINT format_bits = format->byte_count * CHAR_BIT;
2819 unsigned int i = 0;
2820 unsigned int j = 0;
2821 DEVMODEW mode;
2823 memset(&mode, 0, sizeof(mode));
2824 mode.dmSize = sizeof(mode);
2826 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2828 ++j;
2830 if (format_id == WINED3DFMT_UNKNOWN)
2832 /* This is for D3D8, do not enumerate P8 here */
2833 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2835 else if (mode.dmBitsPerPel == format_bits)
2837 ++i;
2841 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2842 return i;
2843 } else {
2844 FIXME_(d3d_caps)("Adapter not primary display\n");
2846 return 0;
2849 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2850 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2851 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2853 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2855 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2856 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2858 /* Validate the parameters as much as possible */
2859 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2860 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2862 return WINED3DERR_INVALIDCALL;
2865 /* TODO: Store modes per adapter and read it from the adapter structure */
2866 if (Adapter == 0)
2868 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2869 UINT format_bits = format->byte_count * CHAR_BIT;
2870 DEVMODEW DevModeW;
2871 int ModeIdx = 0;
2872 UINT i = 0;
2873 int j = 0;
2875 ZeroMemory(&DevModeW, sizeof(DevModeW));
2876 DevModeW.dmSize = sizeof(DevModeW);
2878 /* If we are filtering to a specific format (D3D9), then need to skip
2879 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2880 just count through the ones with valid bit depths */
2881 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2883 if (format_id == WINED3DFMT_UNKNOWN)
2885 /* This is for D3D8, do not enumerate P8 here */
2886 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2888 else if (DevModeW.dmBitsPerPel == format_bits)
2890 ++i;
2894 if (!i)
2896 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2897 return WINED3DERR_INVALIDCALL;
2899 ModeIdx = j - 1;
2901 /* Now get the display mode via the calculated index */
2902 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2903 pMode->Width = DevModeW.dmPelsWidth;
2904 pMode->Height = DevModeW.dmPelsHeight;
2905 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2906 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2907 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2909 if (format_id == WINED3DFMT_UNKNOWN)
2910 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2911 else
2912 pMode->Format = format_id;
2914 else
2916 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2917 return WINED3DERR_INVALIDCALL;
2920 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2921 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2922 DevModeW.dmBitsPerPel);
2925 else
2927 FIXME_(d3d_caps)("Adapter not primary display\n");
2930 return WINED3D_OK;
2933 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2935 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2937 if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2938 return WINED3DERR_INVALIDCALL;
2940 if (Adapter == 0) { /* Display */
2941 int bpp = 0;
2942 DEVMODEW DevModeW;
2944 ZeroMemory(&DevModeW, sizeof(DevModeW));
2945 DevModeW.dmSize = sizeof(DevModeW);
2947 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2948 pMode->Width = DevModeW.dmPelsWidth;
2949 pMode->Height = DevModeW.dmPelsHeight;
2950 bpp = DevModeW.dmBitsPerPel;
2951 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2952 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2954 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2957 pMode->Format = pixelformat_for_depth(bpp);
2958 } else {
2959 FIXME_(d3d_caps)("Adapter not primary display\n");
2962 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2963 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2964 return WINED3D_OK;
2967 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2968 and fields being inserted in the middle, a new structure is used in place */
2969 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2970 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2971 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2972 struct wined3d_adapter *adapter;
2973 size_t len;
2975 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2977 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2978 return WINED3DERR_INVALIDCALL;
2981 adapter = &This->adapters[Adapter];
2983 /* Return the information requested */
2984 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2986 if (pIdentifier->driver_size)
2988 const char *name = adapter->driver_info.name;
2989 len = min(strlen(name), pIdentifier->driver_size - 1);
2990 memcpy(pIdentifier->driver, name, len);
2991 pIdentifier->driver[len] = '\0';
2994 if (pIdentifier->description_size)
2996 const char *description = adapter->driver_info.description;
2997 len = min(strlen(description), pIdentifier->description_size - 1);
2998 memcpy(pIdentifier->description, description, len);
2999 pIdentifier->description[len] = '\0';
3002 /* Note that d3d8 doesn't supply a device name. */
3003 if (pIdentifier->device_name_size)
3005 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3007 len = strlen(device_name);
3008 if (len >= pIdentifier->device_name_size)
3010 ERR("Device name size too small.\n");
3011 return WINED3DERR_INVALIDCALL;
3014 memcpy(pIdentifier->device_name, device_name, len);
3015 pIdentifier->device_name[len] = '\0';
3018 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3019 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3020 pIdentifier->vendor_id = adapter->driver_info.vendor;
3021 pIdentifier->device_id = adapter->driver_info.device;
3022 pIdentifier->subsystem_id = 0;
3023 pIdentifier->revision = 0;
3024 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3025 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3026 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3027 pIdentifier->video_memory = adapter->TextureRam;
3029 return WINED3D_OK;
3032 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3033 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3035 short redSize, greenSize, blueSize, alphaSize, colorBits;
3037 if(!cfg)
3038 return FALSE;
3040 /* Float formats need FBOs. If FBOs are used this function isn't called */
3041 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3043 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3044 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3046 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3047 return FALSE;
3050 if(cfg->redSize < redSize)
3051 return FALSE;
3053 if(cfg->greenSize < greenSize)
3054 return FALSE;
3056 if(cfg->blueSize < blueSize)
3057 return FALSE;
3059 if(cfg->alphaSize < alphaSize)
3060 return FALSE;
3062 return TRUE;
3065 /* Probably a RGBA_float or color index mode */
3066 return FALSE;
3069 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3070 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3072 short depthSize, stencilSize;
3073 BOOL lockable = FALSE;
3075 if(!cfg)
3076 return FALSE;
3078 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3080 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3081 return FALSE;
3084 /* Float formats need FBOs. If FBOs are used this function isn't called */
3085 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3087 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3088 lockable = TRUE;
3090 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3091 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3092 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3093 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3094 return FALSE;
3096 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3097 * allow more stencil bits than requested. */
3098 if(cfg->stencilSize < stencilSize)
3099 return FALSE;
3101 return TRUE;
3104 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3105 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3106 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3108 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3109 int nCfgs;
3110 const WineD3D_PixelFormat *cfgs;
3111 const struct wined3d_adapter *adapter;
3112 const struct wined3d_format *rt_format;
3113 const struct wined3d_format *ds_format;
3114 int it;
3116 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3117 This, Adapter,
3118 DeviceType, debug_d3ddevicetype(DeviceType),
3119 AdapterFormat, debug_d3dformat(AdapterFormat),
3120 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3121 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3123 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3124 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3125 return WINED3DERR_INVALIDCALL;
3128 adapter = &This->adapters[Adapter];
3129 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3130 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3131 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3133 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3134 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3136 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3137 return WINED3D_OK;
3140 else
3142 cfgs = adapter->cfgs;
3143 nCfgs = adapter->nCfgs;
3144 for (it = 0; it < nCfgs; ++it)
3146 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3148 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3150 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3151 return WINED3D_OK;
3156 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3158 return WINED3DERR_NOTAVAILABLE;
3161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3162 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3163 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3165 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3166 const struct wined3d_adapter *adapter;
3167 const struct wined3d_format *format;
3169 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3170 This,
3171 Adapter,
3172 DeviceType, debug_d3ddevicetype(DeviceType),
3173 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3174 Windowed,
3175 MultiSampleType,
3176 pQualityLevels);
3178 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3179 return WINED3DERR_INVALIDCALL;
3182 /* TODO: handle Windowed, add more quality levels */
3184 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3185 if(pQualityLevels) *pQualityLevels = 1;
3186 return WINED3D_OK;
3189 /* By default multisampling is disabled right now as it causes issues
3190 * on some Nvidia driver versions and it doesn't work well in combination
3191 * with FBOs yet. */
3192 if(!wined3d_settings.allow_multisampling)
3193 return WINED3DERR_NOTAVAILABLE;
3195 adapter = &This->adapters[Adapter];
3196 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3197 if (!format) return WINED3DERR_INVALIDCALL;
3199 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3201 int i, nCfgs;
3202 const WineD3D_PixelFormat *cfgs;
3204 cfgs = adapter->cfgs;
3205 nCfgs = adapter->nCfgs;
3206 for(i=0; i<nCfgs; i++) {
3207 if(cfgs[i].numSamples != MultiSampleType)
3208 continue;
3210 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3211 continue;
3213 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3215 if(pQualityLevels)
3216 *pQualityLevels = 1; /* Guess at a value! */
3217 return WINED3D_OK;
3220 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3222 short redSize, greenSize, blueSize, alphaSize, colorBits;
3223 int i, nCfgs;
3224 const WineD3D_PixelFormat *cfgs;
3226 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3228 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3229 return WINED3DERR_NOTAVAILABLE;
3232 cfgs = adapter->cfgs;
3233 nCfgs = adapter->nCfgs;
3234 for(i=0; i<nCfgs; i++) {
3235 if(cfgs[i].numSamples != MultiSampleType)
3236 continue;
3237 if(cfgs[i].redSize != redSize)
3238 continue;
3239 if(cfgs[i].greenSize != greenSize)
3240 continue;
3241 if(cfgs[i].blueSize != blueSize)
3242 continue;
3243 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3244 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3245 continue;
3246 if (cfgs[i].colorSize != (format->byte_count << 3))
3247 continue;
3249 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3251 if(pQualityLevels)
3252 *pQualityLevels = 1; /* Guess at a value! */
3253 return WINED3D_OK;
3256 return WINED3DERR_NOTAVAILABLE;
3259 /* Check if we support bumpmapping for a format */
3260 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3262 /* Ask the fixed function pipeline implementation if it can deal
3263 * with the conversion. If we've got a GL extension giving native
3264 * support this will be an identity conversion. */
3265 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3266 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3269 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3270 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3271 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3273 int it=0;
3275 /* Only allow depth/stencil formats */
3276 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3278 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3280 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3281 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3283 else
3285 /* Walk through all WGL pixel formats to find a match */
3286 for (it = 0; it < adapter->nCfgs; ++it)
3288 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3289 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3291 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3293 return TRUE;
3299 return FALSE;
3302 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3304 /* The flags entry of a format contains the filtering capability */
3305 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3307 return FALSE;
3310 /* Check the render target capabilities of a format */
3311 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3312 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3314 /* Filter out non-RT formats */
3315 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3316 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3318 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3319 int it;
3320 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3321 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3323 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3324 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3326 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3327 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3328 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3329 TRACE_(d3d_caps)("[FAILED]\n");
3330 return FALSE;
3333 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3334 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3335 for (it = 0; it < adapter->nCfgs; ++it)
3337 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3338 &cfgs[it], check_format))
3340 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3341 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3342 return TRUE;
3346 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3348 /* For now return TRUE for FBOs until we have some proper checks.
3349 * Note that this function will only be called when the format is around for texturing. */
3350 return TRUE;
3352 return FALSE;
3355 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3357 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3360 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3362 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3363 * doing the color fixup in shaders.
3364 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3365 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3367 int vs_selected_mode;
3368 int ps_selected_mode;
3369 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3371 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3372 TRACE_(d3d_caps)("[OK]\n");
3373 return TRUE;
3377 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3378 return FALSE;
3381 /* Check if a format support blending in combination with pixel shaders */
3382 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3383 const struct wined3d_format *format)
3385 /* The flags entry of a format contains the post pixel shader blending capability */
3386 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3388 return FALSE;
3391 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3393 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3394 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3395 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3396 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3397 * capability anyway.
3399 * For now lets report this on all formats, but in the future we may want to
3400 * restrict it to some should games need that
3402 return TRUE;
3405 /* Check if a texture format is supported on the given adapter */
3406 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3408 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3410 switch (format->id)
3412 /*****
3413 * supported: RGB(A) formats
3415 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3416 case WINED3DFMT_B8G8R8A8_UNORM:
3417 case WINED3DFMT_B8G8R8X8_UNORM:
3418 case WINED3DFMT_B5G6R5_UNORM:
3419 case WINED3DFMT_B5G5R5X1_UNORM:
3420 case WINED3DFMT_B5G5R5A1_UNORM:
3421 case WINED3DFMT_B4G4R4A4_UNORM:
3422 case WINED3DFMT_A8_UNORM:
3423 case WINED3DFMT_B4G4R4X4_UNORM:
3424 case WINED3DFMT_R8G8B8A8_UNORM:
3425 case WINED3DFMT_R8G8B8X8_UNORM:
3426 case WINED3DFMT_B10G10R10A2_UNORM:
3427 case WINED3DFMT_R10G10B10A2_UNORM:
3428 case WINED3DFMT_R16G16_UNORM:
3429 TRACE_(d3d_caps)("[OK]\n");
3430 return TRUE;
3432 case WINED3DFMT_B2G3R3_UNORM:
3433 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3434 return FALSE;
3436 /*****
3437 * Not supported: Palettized
3438 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3439 * Since it is not widely available, don't offer it. Further no Windows driver offers
3440 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3442 case WINED3DFMT_P8_UINT:
3443 case WINED3DFMT_P8_UINT_A8_UNORM:
3444 return FALSE;
3446 /*****
3447 * Supported: (Alpha)-Luminance
3449 case WINED3DFMT_L8_UNORM:
3450 case WINED3DFMT_L8A8_UNORM:
3451 case WINED3DFMT_L16_UNORM:
3452 TRACE_(d3d_caps)("[OK]\n");
3453 return TRUE;
3455 /* Not supported on Windows, thus disabled */
3456 case WINED3DFMT_L4A4_UNORM:
3457 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3458 return FALSE;
3460 /*****
3461 * Supported: Depth/Stencil formats
3463 case WINED3DFMT_D16_LOCKABLE:
3464 case WINED3DFMT_D16_UNORM:
3465 case WINED3DFMT_S1_UINT_D15_UNORM:
3466 case WINED3DFMT_X8D24_UNORM:
3467 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3468 case WINED3DFMT_D24_UNORM_S8_UINT:
3469 case WINED3DFMT_S8_UINT_D24_FLOAT:
3470 case WINED3DFMT_D32_UNORM:
3471 case WINED3DFMT_D32_FLOAT:
3472 return TRUE;
3474 /*****
3475 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3476 * GL_NV_texture_shader). Emulated by shaders
3478 case WINED3DFMT_R8G8_SNORM:
3479 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3480 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3481 case WINED3DFMT_R8G8B8A8_SNORM:
3482 case WINED3DFMT_R16G16_SNORM:
3483 /* Ask the shader backend if it can deal with the conversion. If
3484 * we've got a GL extension giving native support this will be an
3485 * identity conversion. */
3486 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3488 TRACE_(d3d_caps)("[OK]\n");
3489 return TRUE;
3491 TRACE_(d3d_caps)("[FAILED]\n");
3492 return FALSE;
3494 case WINED3DFMT_DXT1:
3495 case WINED3DFMT_DXT2:
3496 case WINED3DFMT_DXT3:
3497 case WINED3DFMT_DXT4:
3498 case WINED3DFMT_DXT5:
3499 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3501 TRACE_(d3d_caps)("[OK]\n");
3502 return TRUE;
3504 TRACE_(d3d_caps)("[FAILED]\n");
3505 return FALSE;
3508 /*****
3509 * Odd formats - not supported
3511 case WINED3DFMT_VERTEXDATA:
3512 case WINED3DFMT_R16_UINT:
3513 case WINED3DFMT_R32_UINT:
3514 case WINED3DFMT_R16G16B16A16_SNORM:
3515 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3516 case WINED3DFMT_R10G11B11_SNORM:
3517 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3518 return FALSE;
3520 /*****
3521 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3523 case WINED3DFMT_R8G8_SNORM_Cx:
3524 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3525 return FALSE;
3527 /* YUV formats */
3528 case WINED3DFMT_UYVY:
3529 case WINED3DFMT_YUY2:
3530 if (gl_info->supported[APPLE_YCBCR_422])
3532 TRACE_(d3d_caps)("[OK]\n");
3533 return TRUE;
3535 TRACE_(d3d_caps)("[FAILED]\n");
3536 return FALSE;
3537 case WINED3DFMT_YV12:
3538 TRACE_(d3d_caps)("[FAILED]\n");
3539 return FALSE;
3541 /* Not supported */
3542 case WINED3DFMT_R16G16B16A16_UNORM:
3543 case WINED3DFMT_B2G3R3A8_UNORM:
3544 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3545 return FALSE;
3547 /* Floating point formats */
3548 case WINED3DFMT_R16_FLOAT:
3549 case WINED3DFMT_R16G16_FLOAT:
3550 case WINED3DFMT_R16G16B16A16_FLOAT:
3551 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3553 TRACE_(d3d_caps)("[OK]\n");
3554 return TRUE;
3556 TRACE_(d3d_caps)("[FAILED]\n");
3557 return FALSE;
3559 case WINED3DFMT_R32_FLOAT:
3560 case WINED3DFMT_R32G32_FLOAT:
3561 case WINED3DFMT_R32G32B32A32_FLOAT:
3562 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3564 TRACE_(d3d_caps)("[OK]\n");
3565 return TRUE;
3567 TRACE_(d3d_caps)("[FAILED]\n");
3568 return FALSE;
3570 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3571 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3572 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3573 * We can do instancing with all shader versions, but we need vertex shaders.
3575 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3576 * to enable instancing. WineD3D doesn't need that and just ignores it.
3578 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3580 case WINED3DFMT_INST:
3581 TRACE("ATI Instancing check hack\n");
3582 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3584 TRACE_(d3d_caps)("[OK]\n");
3585 return TRUE;
3587 TRACE_(d3d_caps)("[FAILED]\n");
3588 return FALSE;
3590 /* Some weird FOURCC formats */
3591 case WINED3DFMT_R8G8_B8G8:
3592 case WINED3DFMT_G8R8_G8B8:
3593 case WINED3DFMT_MULTI2_ARGB8:
3594 TRACE_(d3d_caps)("[FAILED]\n");
3595 return FALSE;
3597 /* Vendor specific formats */
3598 case WINED3DFMT_ATI2N:
3599 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3600 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3602 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3603 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3605 TRACE_(d3d_caps)("[OK]\n");
3606 return TRUE;
3609 TRACE_(d3d_caps)("[OK]\n");
3610 return TRUE;
3612 TRACE_(d3d_caps)("[FAILED]\n");
3613 return FALSE;
3615 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3616 * format MAKEFOURCC('N','V','D','B') is used.
3617 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3618 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3619 * to test value.
3621 case WINED3DFMT_NVDB:
3622 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3624 TRACE_(d3d_caps)("[OK]\n");
3625 return TRUE;
3627 TRACE_(d3d_caps)("[FAILED]\n");
3628 return FALSE;
3630 case WINED3DFMT_NVHU:
3631 case WINED3DFMT_NVHS:
3632 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3633 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3634 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3635 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3636 * Applications have to deal with not having NVHS and NVHU.
3638 TRACE_(d3d_caps)("[FAILED]\n");
3639 return FALSE;
3641 case WINED3DFMT_UNKNOWN:
3642 return FALSE;
3644 default:
3645 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3646 break;
3648 return FALSE;
3651 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3652 const struct wined3d_format *adapter_format,
3653 const struct wined3d_format *check_format,
3654 WINED3DSURFTYPE SurfaceType)
3656 if (SurfaceType == SURFACE_GDI)
3658 switch (check_format->id)
3660 case WINED3DFMT_B8G8R8_UNORM:
3661 case WINED3DFMT_B8G8R8A8_UNORM:
3662 case WINED3DFMT_B8G8R8X8_UNORM:
3663 case WINED3DFMT_B5G6R5_UNORM:
3664 case WINED3DFMT_B5G5R5X1_UNORM:
3665 case WINED3DFMT_B5G5R5A1_UNORM:
3666 case WINED3DFMT_B4G4R4A4_UNORM:
3667 case WINED3DFMT_B2G3R3_UNORM:
3668 case WINED3DFMT_A8_UNORM:
3669 case WINED3DFMT_B2G3R3A8_UNORM:
3670 case WINED3DFMT_B4G4R4X4_UNORM:
3671 case WINED3DFMT_R10G10B10A2_UNORM:
3672 case WINED3DFMT_R8G8B8A8_UNORM:
3673 case WINED3DFMT_R8G8B8X8_UNORM:
3674 case WINED3DFMT_R16G16_UNORM:
3675 case WINED3DFMT_B10G10R10A2_UNORM:
3676 case WINED3DFMT_R16G16B16A16_UNORM:
3677 case WINED3DFMT_P8_UINT:
3678 TRACE_(d3d_caps)("[OK]\n");
3679 return TRUE;
3680 default:
3681 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3682 return FALSE;
3686 /* All format that are supported for textures are supported for surfaces as well */
3687 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3688 /* All depth stencil formats are supported on surfaces */
3689 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3691 /* If opengl can't process the format natively, the blitter may be able to convert it */
3692 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3693 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3694 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3696 TRACE_(d3d_caps)("[OK]\n");
3697 return TRUE;
3700 /* Reject other formats */
3701 TRACE_(d3d_caps)("[FAILED]\n");
3702 return FALSE;
3705 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3706 const struct wined3d_format *format)
3708 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3711 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3712 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3713 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3715 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3716 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3717 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3718 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3719 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3720 DWORD UsageCaps = 0;
3722 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3723 This,
3724 Adapter,
3725 DeviceType, debug_d3ddevicetype(DeviceType),
3726 AdapterFormat, debug_d3dformat(AdapterFormat),
3727 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3728 RType, debug_d3dresourcetype(RType),
3729 CheckFormat, debug_d3dformat(CheckFormat));
3731 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3732 return WINED3DERR_INVALIDCALL;
3735 switch (RType)
3737 case WINED3DRTYPE_CUBETEXTURE:
3738 /* Cubetexture allows:
3739 * - WINED3DUSAGE_AUTOGENMIPMAP
3740 * - WINED3DUSAGE_DEPTHSTENCIL
3741 * - WINED3DUSAGE_DYNAMIC
3742 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3743 * - WINED3DUSAGE_RENDERTARGET
3744 * - WINED3DUSAGE_SOFTWAREPROCESSING
3745 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3747 if (SurfaceType != SURFACE_OPENGL)
3749 TRACE_(d3d_caps)("[FAILED]\n");
3750 return WINED3DERR_NOTAVAILABLE;
3753 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3755 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3756 return WINED3DERR_NOTAVAILABLE;
3759 if (!CheckTextureCapability(adapter, format))
3761 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3762 return WINED3DERR_NOTAVAILABLE;
3765 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3767 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3768 /* When autogenmipmap isn't around continue and return
3769 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3770 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3771 else
3772 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3775 /* Always report dynamic locking. */
3776 if (Usage & WINED3DUSAGE_DYNAMIC)
3777 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3779 if (Usage & WINED3DUSAGE_RENDERTARGET)
3781 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3783 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3784 return WINED3DERR_NOTAVAILABLE;
3786 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3789 /* Always report software processing. */
3790 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3791 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3793 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3795 if (!CheckFilterCapability(adapter, format))
3797 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3798 return WINED3DERR_NOTAVAILABLE;
3800 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3803 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3805 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3807 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3808 return WINED3DERR_NOTAVAILABLE;
3810 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3813 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3815 if (!CheckSrgbReadCapability(adapter, format))
3817 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3818 return WINED3DERR_NOTAVAILABLE;
3820 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3823 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3825 if (!CheckSrgbWriteCapability(adapter, format))
3827 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3828 return WINED3DERR_NOTAVAILABLE;
3830 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3833 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3835 if (!CheckVertexTextureCapability(adapter, format))
3837 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3838 return WINED3DERR_NOTAVAILABLE;
3840 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3843 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3845 if (!CheckWrapAndMipCapability(adapter, format))
3847 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3848 return WINED3DERR_NOTAVAILABLE;
3850 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3852 break;
3854 case WINED3DRTYPE_SURFACE:
3855 /* Surface allows:
3856 * - WINED3DUSAGE_DEPTHSTENCIL
3857 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3858 * - WINED3DUSAGE_RENDERTARGET
3860 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3862 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3863 return WINED3DERR_NOTAVAILABLE;
3866 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3868 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3870 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3871 return WINED3DERR_NOTAVAILABLE;
3873 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3876 if (Usage & WINED3DUSAGE_RENDERTARGET)
3878 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3880 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3881 return WINED3DERR_NOTAVAILABLE;
3883 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3886 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3888 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3890 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3891 return WINED3DERR_NOTAVAILABLE;
3893 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3895 break;
3897 case WINED3DRTYPE_TEXTURE:
3898 /* Texture allows:
3899 * - WINED3DUSAGE_AUTOGENMIPMAP
3900 * - WINED3DUSAGE_DEPTHSTENCIL
3901 * - WINED3DUSAGE_DMAP
3902 * - WINED3DUSAGE_DYNAMIC
3903 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3904 * - WINED3DUSAGE_RENDERTARGET
3905 * - WINED3DUSAGE_SOFTWAREPROCESSING
3906 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3907 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3909 if (SurfaceType != SURFACE_OPENGL)
3911 TRACE_(d3d_caps)("[FAILED]\n");
3912 return WINED3DERR_NOTAVAILABLE;
3915 if (!CheckTextureCapability(adapter, format))
3917 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3918 return WINED3DERR_NOTAVAILABLE;
3921 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3923 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3924 /* When autogenmipmap isn't around continue and return
3925 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3926 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3927 else
3928 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3931 /* Always report dynamic locking. */
3932 if (Usage & WINED3DUSAGE_DYNAMIC)
3933 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3935 if (Usage & WINED3DUSAGE_RENDERTARGET)
3937 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3939 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3940 return WINED3DERR_NOTAVAILABLE;
3942 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3945 /* Always report software processing. */
3946 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3947 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3949 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3951 if (!CheckFilterCapability(adapter, format))
3953 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3954 return WINED3DERR_NOTAVAILABLE;
3956 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3959 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3961 if (!CheckBumpMapCapability(adapter, format))
3963 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3964 return WINED3DERR_NOTAVAILABLE;
3966 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3969 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3971 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3973 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3974 return WINED3DERR_NOTAVAILABLE;
3976 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3979 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3981 if (!CheckSrgbReadCapability(adapter, format))
3983 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3984 return WINED3DERR_NOTAVAILABLE;
3986 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3989 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3991 if (!CheckSrgbWriteCapability(adapter, format))
3993 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3994 return WINED3DERR_NOTAVAILABLE;
3996 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3999 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4001 if (!CheckVertexTextureCapability(adapter, format))
4003 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4004 return WINED3DERR_NOTAVAILABLE;
4006 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4009 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4011 if (!CheckWrapAndMipCapability(adapter, format))
4013 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4014 return WINED3DERR_NOTAVAILABLE;
4016 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4019 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4021 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4023 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4024 return WINED3DERR_NOTAVAILABLE;
4026 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4028 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4029 return WINED3DERR_NOTAVAILABLE;
4031 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4033 break;
4035 case WINED3DRTYPE_VOLUMETEXTURE:
4036 case WINED3DRTYPE_VOLUME:
4037 /* Volume is to VolumeTexture what Surface is to Texture, but its
4038 * usage caps are not documented. Most driver seem to offer
4039 * (nearly) the same on Volume and VolumeTexture, so do that too.
4041 * Volumetexture allows:
4042 * - D3DUSAGE_DYNAMIC
4043 * - D3DUSAGE_NONSECURE (d3d9ex)
4044 * - D3DUSAGE_SOFTWAREPROCESSING
4045 * - D3DUSAGE_QUERY_WRAPANDMIP
4047 if (SurfaceType != SURFACE_OPENGL)
4049 TRACE_(d3d_caps)("[FAILED]\n");
4050 return WINED3DERR_NOTAVAILABLE;
4053 if (!gl_info->supported[EXT_TEXTURE3D])
4055 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4056 return WINED3DERR_NOTAVAILABLE;
4059 if (!CheckTextureCapability(adapter, format))
4061 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4062 return WINED3DERR_NOTAVAILABLE;
4065 /* Filter formats that need conversion; For one part, this
4066 * conversion is unimplemented, and volume textures are huge, so
4067 * it would be a big performance hit. Unless we hit an application
4068 * needing one of those formats, don't advertize them to avoid
4069 * leading applications into temptation. The windows drivers don't
4070 * support most of those formats on volumes anyway, except for
4071 * WINED3DFMT_R32_FLOAT. */
4072 switch (CheckFormat)
4074 case WINED3DFMT_P8_UINT:
4075 case WINED3DFMT_L4A4_UNORM:
4076 case WINED3DFMT_R32_FLOAT:
4077 case WINED3DFMT_R16_FLOAT:
4078 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4079 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4080 case WINED3DFMT_R16G16_UNORM:
4081 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4082 return WINED3DERR_NOTAVAILABLE;
4084 case WINED3DFMT_R8G8B8A8_SNORM:
4085 case WINED3DFMT_R16G16_SNORM:
4086 if (!gl_info->supported[NV_TEXTURE_SHADER])
4088 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4089 return WINED3DERR_NOTAVAILABLE;
4091 break;
4093 case WINED3DFMT_R8G8_SNORM:
4094 if (!gl_info->supported[NV_TEXTURE_SHADER])
4096 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4097 return WINED3DERR_NOTAVAILABLE;
4099 break;
4101 case WINED3DFMT_DXT1:
4102 case WINED3DFMT_DXT2:
4103 case WINED3DFMT_DXT3:
4104 case WINED3DFMT_DXT4:
4105 case WINED3DFMT_DXT5:
4106 /* The GL_EXT_texture_compression_s3tc spec requires that
4107 * loading an s3tc compressed texture results in an error.
4108 * While the D3D refrast does support s3tc volumes, at
4109 * least the nvidia windows driver does not, so we're free
4110 * not to support this format. */
4111 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4112 return WINED3DERR_NOTAVAILABLE;
4114 default:
4115 /* Do nothing, continue with checking the format below */
4116 break;
4119 /* Always report dynamic locking. */
4120 if (Usage & WINED3DUSAGE_DYNAMIC)
4121 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4123 /* Always report software processing. */
4124 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4125 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4127 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4129 if (!CheckFilterCapability(adapter, format))
4131 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4132 return WINED3DERR_NOTAVAILABLE;
4134 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4137 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4139 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4141 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4142 return WINED3DERR_NOTAVAILABLE;
4144 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4147 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4149 if (!CheckSrgbReadCapability(adapter, format))
4151 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4152 return WINED3DERR_NOTAVAILABLE;
4154 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4157 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4159 if (!CheckSrgbWriteCapability(adapter, format))
4161 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4162 return WINED3DERR_NOTAVAILABLE;
4164 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4167 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4169 if (!CheckVertexTextureCapability(adapter, format))
4171 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4172 return WINED3DERR_NOTAVAILABLE;
4174 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4177 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4179 if (!CheckWrapAndMipCapability(adapter, format))
4181 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4182 return WINED3DERR_NOTAVAILABLE;
4184 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4186 break;
4188 default:
4189 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4190 return WINED3DERR_NOTAVAILABLE;
4193 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4194 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4195 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4196 if (UsageCaps == Usage)
4197 return WINED3D_OK;
4198 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4199 return WINED3DOK_NOAUTOGEN;
4201 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4202 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4204 return WINED3DERR_NOTAVAILABLE;
4207 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4208 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4210 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4211 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4212 debug_d3dformat(dst_format));
4214 return WINED3D_OK;
4217 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4218 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4220 UINT mode_count;
4221 HRESULT hr;
4223 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4224 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4225 debug_d3dformat(backbuffer_format), windowed);
4227 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4229 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4230 return WINED3DERR_INVALIDCALL;
4233 /* The task of this function is to check whether a certain display / backbuffer format
4234 * combination is available on the given adapter. In fullscreen mode microsoft specified
4235 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4236 * and display format should match exactly.
4237 * In windowed mode format conversion can occur and this depends on the driver. When format
4238 * conversion is done, this function should nevertheless fail and applications need to use
4239 * CheckDeviceFormatConversion.
4240 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4242 /* There are only 4 display formats. */
4243 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4244 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4245 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4246 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4248 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4249 return WINED3DERR_NOTAVAILABLE;
4252 /* If the requested display format is not available, don't continue. */
4253 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4254 if (!mode_count)
4256 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4257 return WINED3DERR_NOTAVAILABLE;
4260 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4261 * it means 'reuse' the display format for the backbuffer. */
4262 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4264 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4265 return WINED3DERR_NOTAVAILABLE;
4268 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4269 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4270 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4272 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4273 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4274 return WINED3DERR_NOTAVAILABLE;
4277 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4278 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4279 * WINED3DFMT_B5G5R5A1_UNORM. */
4280 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4281 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4283 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4284 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4285 return WINED3DERR_NOTAVAILABLE;
4288 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4289 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4290 * WINED3DFMT_B8G8R8A8_UNORM. */
4291 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4292 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4294 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4295 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4296 return WINED3DERR_NOTAVAILABLE;
4299 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4300 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4301 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4302 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4304 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4305 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4306 return WINED3DERR_NOTAVAILABLE;
4309 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4310 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4311 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4312 if (FAILED(hr))
4313 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4314 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4316 return hr;
4319 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4320 subset of a D3DCAPS9 structure. However, it has to come via a void *
4321 as the d3d8 interface cannot import the d3d9 header */
4322 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4324 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4325 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4326 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4327 int vs_selected_mode;
4328 int ps_selected_mode;
4329 struct shader_caps shader_caps;
4330 struct fragment_caps fragment_caps;
4331 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4333 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4335 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4336 return WINED3DERR_INVALIDCALL;
4339 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4341 /* ------------------------------------------------
4342 The following fields apply to both d3d8 and d3d9
4343 ------------------------------------------------ */
4344 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4345 pCaps->AdapterOrdinal = Adapter;
4347 pCaps->Caps = 0;
4348 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4349 WINED3DCAPS2_FULLSCREENGAMMA |
4350 WINED3DCAPS2_DYNAMICTEXTURES;
4351 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4353 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4356 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4357 WINED3DCAPS3_COPY_TO_VIDMEM |
4358 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4360 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4361 WINED3DPRESENT_INTERVAL_ONE;
4363 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4364 WINED3DCURSORCAPS_LOWRES;
4366 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4367 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4368 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4369 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4370 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4371 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4372 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4373 WINED3DDEVCAPS_PUREDEVICE |
4374 WINED3DDEVCAPS_HWRASTERIZATION |
4375 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4376 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4377 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4378 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4379 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4380 WINED3DDEVCAPS_RTPATCHES;
4382 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4383 WINED3DPMISCCAPS_CULLCCW |
4384 WINED3DPMISCCAPS_CULLCW |
4385 WINED3DPMISCCAPS_COLORWRITEENABLE |
4386 WINED3DPMISCCAPS_CLIPTLVERTS |
4387 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4388 WINED3DPMISCCAPS_MASKZ |
4389 WINED3DPMISCCAPS_BLENDOP |
4390 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4391 /* TODO:
4392 WINED3DPMISCCAPS_NULLREFERENCE
4393 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4394 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4395 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4397 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4398 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4399 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4400 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4402 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4403 WINED3DPRASTERCAPS_PAT |
4404 WINED3DPRASTERCAPS_WFOG |
4405 WINED3DPRASTERCAPS_ZFOG |
4406 WINED3DPRASTERCAPS_FOGVERTEX |
4407 WINED3DPRASTERCAPS_FOGTABLE |
4408 WINED3DPRASTERCAPS_STIPPLE |
4409 WINED3DPRASTERCAPS_SUBPIXEL |
4410 WINED3DPRASTERCAPS_ZTEST |
4411 WINED3DPRASTERCAPS_SCISSORTEST |
4412 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4413 WINED3DPRASTERCAPS_DEPTHBIAS;
4415 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4417 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4418 WINED3DPRASTERCAPS_ZBIAS |
4419 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4421 if (gl_info->supported[NV_FOG_DISTANCE])
4423 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4425 /* FIXME Add:
4426 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4427 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4428 WINED3DPRASTERCAPS_ANTIALIASEDGES
4429 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4430 WINED3DPRASTERCAPS_WBUFFER */
4432 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4433 WINED3DPCMPCAPS_EQUAL |
4434 WINED3DPCMPCAPS_GREATER |
4435 WINED3DPCMPCAPS_GREATEREQUAL |
4436 WINED3DPCMPCAPS_LESS |
4437 WINED3DPCMPCAPS_LESSEQUAL |
4438 WINED3DPCMPCAPS_NEVER |
4439 WINED3DPCMPCAPS_NOTEQUAL;
4441 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4442 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4443 WINED3DPBLENDCAPS_DESTALPHA |
4444 WINED3DPBLENDCAPS_DESTCOLOR |
4445 WINED3DPBLENDCAPS_INVDESTALPHA |
4446 WINED3DPBLENDCAPS_INVDESTCOLOR |
4447 WINED3DPBLENDCAPS_INVSRCALPHA |
4448 WINED3DPBLENDCAPS_INVSRCCOLOR |
4449 WINED3DPBLENDCAPS_ONE |
4450 WINED3DPBLENDCAPS_SRCALPHA |
4451 WINED3DPBLENDCAPS_SRCALPHASAT |
4452 WINED3DPBLENDCAPS_SRCCOLOR |
4453 WINED3DPBLENDCAPS_ZERO;
4455 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4456 WINED3DPBLENDCAPS_DESTCOLOR |
4457 WINED3DPBLENDCAPS_INVDESTALPHA |
4458 WINED3DPBLENDCAPS_INVDESTCOLOR |
4459 WINED3DPBLENDCAPS_INVSRCALPHA |
4460 WINED3DPBLENDCAPS_INVSRCCOLOR |
4461 WINED3DPBLENDCAPS_ONE |
4462 WINED3DPBLENDCAPS_SRCALPHA |
4463 WINED3DPBLENDCAPS_SRCCOLOR |
4464 WINED3DPBLENDCAPS_ZERO;
4465 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4466 * according to the glBlendFunc manpage
4468 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4469 * legacy settings for srcblend only
4472 if (gl_info->supported[EXT_BLEND_COLOR])
4474 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4475 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4479 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4480 WINED3DPCMPCAPS_EQUAL |
4481 WINED3DPCMPCAPS_GREATER |
4482 WINED3DPCMPCAPS_GREATEREQUAL |
4483 WINED3DPCMPCAPS_LESS |
4484 WINED3DPCMPCAPS_LESSEQUAL |
4485 WINED3DPCMPCAPS_NEVER |
4486 WINED3DPCMPCAPS_NOTEQUAL;
4488 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4489 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4490 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4491 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4492 WINED3DPSHADECAPS_COLORFLATRGB |
4493 WINED3DPSHADECAPS_FOGFLAT |
4494 WINED3DPSHADECAPS_FOGGOURAUD |
4495 WINED3DPSHADECAPS_SPECULARFLATRGB;
4497 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4498 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4499 WINED3DPTEXTURECAPS_TRANSPARENCY |
4500 WINED3DPTEXTURECAPS_BORDER |
4501 WINED3DPTEXTURECAPS_MIPMAP |
4502 WINED3DPTEXTURECAPS_PROJECTED |
4503 WINED3DPTEXTURECAPS_PERSPECTIVE;
4505 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4507 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4508 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4511 if (gl_info->supported[EXT_TEXTURE3D])
4513 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4514 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4515 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4518 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4520 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4521 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4522 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4526 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4527 WINED3DPTFILTERCAPS_MAGFPOINT |
4528 WINED3DPTFILTERCAPS_MINFLINEAR |
4529 WINED3DPTFILTERCAPS_MINFPOINT |
4530 WINED3DPTFILTERCAPS_MIPFLINEAR |
4531 WINED3DPTFILTERCAPS_MIPFPOINT |
4532 WINED3DPTFILTERCAPS_LINEAR |
4533 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4534 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4535 WINED3DPTFILTERCAPS_MIPLINEAR |
4536 WINED3DPTFILTERCAPS_MIPNEAREST |
4537 WINED3DPTFILTERCAPS_NEAREST;
4539 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4541 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4542 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4545 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4547 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4548 WINED3DPTFILTERCAPS_MAGFPOINT |
4549 WINED3DPTFILTERCAPS_MINFLINEAR |
4550 WINED3DPTFILTERCAPS_MINFPOINT |
4551 WINED3DPTFILTERCAPS_MIPFLINEAR |
4552 WINED3DPTFILTERCAPS_MIPFPOINT |
4553 WINED3DPTFILTERCAPS_LINEAR |
4554 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4555 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4556 WINED3DPTFILTERCAPS_MIPLINEAR |
4557 WINED3DPTFILTERCAPS_MIPNEAREST |
4558 WINED3DPTFILTERCAPS_NEAREST;
4560 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4562 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4563 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4565 } else
4566 pCaps->CubeTextureFilterCaps = 0;
4568 if (gl_info->supported[EXT_TEXTURE3D])
4570 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4571 WINED3DPTFILTERCAPS_MAGFPOINT |
4572 WINED3DPTFILTERCAPS_MINFLINEAR |
4573 WINED3DPTFILTERCAPS_MINFPOINT |
4574 WINED3DPTFILTERCAPS_MIPFLINEAR |
4575 WINED3DPTFILTERCAPS_MIPFPOINT |
4576 WINED3DPTFILTERCAPS_LINEAR |
4577 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4578 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4579 WINED3DPTFILTERCAPS_MIPLINEAR |
4580 WINED3DPTFILTERCAPS_MIPNEAREST |
4581 WINED3DPTFILTERCAPS_NEAREST;
4582 } else
4583 pCaps->VolumeTextureFilterCaps = 0;
4585 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4586 WINED3DPTADDRESSCAPS_CLAMP |
4587 WINED3DPTADDRESSCAPS_WRAP;
4589 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4591 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4593 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4595 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4597 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4599 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4602 if (gl_info->supported[EXT_TEXTURE3D])
4604 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4605 WINED3DPTADDRESSCAPS_CLAMP |
4606 WINED3DPTADDRESSCAPS_WRAP;
4607 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4609 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4611 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4613 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4615 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4617 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4619 } else
4620 pCaps->VolumeTextureAddressCaps = 0;
4622 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4623 WINED3DLINECAPS_ZTEST |
4624 WINED3DLINECAPS_BLEND |
4625 WINED3DLINECAPS_ALPHACMP |
4626 WINED3DLINECAPS_FOG;
4627 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4628 * idea how generating the smoothing alpha values works; the result is different
4631 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4632 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4634 if (gl_info->supported[EXT_TEXTURE3D])
4635 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4636 else
4637 pCaps->MaxVolumeExtent = 0;
4639 pCaps->MaxTextureRepeat = 32768;
4640 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4641 pCaps->MaxVertexW = 1.0f;
4643 pCaps->GuardBandLeft = 0.0f;
4644 pCaps->GuardBandTop = 0.0f;
4645 pCaps->GuardBandRight = 0.0f;
4646 pCaps->GuardBandBottom = 0.0f;
4648 pCaps->ExtentsAdjust = 0.0f;
4650 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4651 WINED3DSTENCILCAPS_INCRSAT |
4652 WINED3DSTENCILCAPS_INVERT |
4653 WINED3DSTENCILCAPS_KEEP |
4654 WINED3DSTENCILCAPS_REPLACE |
4655 WINED3DSTENCILCAPS_ZERO;
4656 if (gl_info->supported[EXT_STENCIL_WRAP])
4658 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4659 WINED3DSTENCILCAPS_INCR;
4661 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4663 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4666 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4668 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4669 pCaps->MaxActiveLights = gl_info->limits.lights;
4671 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4672 pCaps->MaxVertexBlendMatrixIndex = 0;
4674 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4675 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4678 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4679 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4680 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4681 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4682 WINED3DVTXPCAPS_LOCALVIEWER |
4683 WINED3DVTXPCAPS_VERTEXFOG |
4684 WINED3DVTXPCAPS_TEXGEN;
4686 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4687 pCaps->MaxVertexIndex = 0xFFFFF;
4688 pCaps->MaxStreams = MAX_STREAMS;
4689 pCaps->MaxStreamStride = 1024;
4691 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4692 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4693 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4694 pCaps->MaxNpatchTessellationLevel = 0;
4695 pCaps->MasterAdapterOrdinal = 0;
4696 pCaps->AdapterOrdinalInGroup = 0;
4697 pCaps->NumberOfAdaptersInGroup = 1;
4699 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4701 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4702 WINED3DPTFILTERCAPS_MAGFPOINT |
4703 WINED3DPTFILTERCAPS_MINFLINEAR |
4704 WINED3DPTFILTERCAPS_MAGFLINEAR;
4705 pCaps->VertexTextureFilterCaps = 0;
4707 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4708 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4710 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4711 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4713 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4714 * Ignore shader model capabilities if disabled in config
4716 if(vs_selected_mode == SHADER_NONE) {
4717 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4718 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4719 pCaps->MaxVertexShaderConst = 0;
4720 } else {
4721 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4722 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4725 if(ps_selected_mode == SHADER_NONE) {
4726 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4727 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4728 pCaps->PixelShader1xMaxValue = 0.0f;
4729 } else {
4730 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4731 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4734 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4735 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4736 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4738 /* The following caps are shader specific, but they are things we cannot detect, or which
4739 * are the same among all shader models. So to avoid code duplication set the shader version
4740 * specific, but otherwise constant caps here
4742 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4743 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4744 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4745 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4746 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4747 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4748 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4750 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4751 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4753 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4755 pCaps->VS20Caps.Caps = 0;
4756 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4757 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4758 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4760 pCaps->MaxVShaderInstructionsExecuted = 65535;
4761 pCaps->MaxVertexShader30InstructionSlots = 0;
4762 } else { /* VS 1.x */
4763 pCaps->VS20Caps.Caps = 0;
4764 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4765 pCaps->VS20Caps.NumTemps = 0;
4766 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4768 pCaps->MaxVShaderInstructionsExecuted = 0;
4769 pCaps->MaxVertexShader30InstructionSlots = 0;
4772 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4773 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4774 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4776 /* 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 */
4777 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4778 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4779 WINED3DPS20CAPS_PREDICATION |
4780 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4781 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4782 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4783 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4784 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4785 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4787 pCaps->MaxPShaderInstructionsExecuted = 65535;
4788 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4789 adapter->gl_info.limits.arb_ps_instructions);
4791 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4793 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4794 pCaps->PS20Caps.Caps = 0;
4795 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4796 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4797 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4798 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4800 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4801 pCaps->MaxPixelShader30InstructionSlots = 0;
4802 } else { /* PS 1.x */
4803 pCaps->PS20Caps.Caps = 0;
4804 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4805 pCaps->PS20Caps.NumTemps = 0;
4806 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4807 pCaps->PS20Caps.NumInstructionSlots = 0;
4809 pCaps->MaxPShaderInstructionsExecuted = 0;
4810 pCaps->MaxPixelShader30InstructionSlots = 0;
4813 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4814 /* OpenGL supports all the formats below, perhaps not always
4815 * without conversion, but it supports them.
4816 * Further GLSL doesn't seem to have an official unsigned type so
4817 * don't advertise it yet as I'm not sure how we handle it.
4818 * We might need to add some clamping in the shader engine to
4819 * support it.
4820 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4821 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4822 WINED3DDTCAPS_UBYTE4N |
4823 WINED3DDTCAPS_SHORT2N |
4824 WINED3DDTCAPS_SHORT4N;
4825 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4827 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4828 WINED3DDTCAPS_FLOAT16_4;
4830 } else
4831 pCaps->DeclTypes = 0;
4833 /* Set DirectDraw helper Caps */
4834 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4835 WINEDDCKEYCAPS_SRCBLT;
4836 fx_caps = WINEDDFXCAPS_BLTALPHA |
4837 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4838 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4839 WINEDDFXCAPS_BLTROTATION90 |
4840 WINEDDFXCAPS_BLTSHRINKX |
4841 WINEDDFXCAPS_BLTSHRINKXN |
4842 WINEDDFXCAPS_BLTSHRINKY |
4843 WINEDDFXCAPS_BLTSHRINKXN |
4844 WINEDDFXCAPS_BLTSTRETCHX |
4845 WINEDDFXCAPS_BLTSTRETCHXN |
4846 WINEDDFXCAPS_BLTSTRETCHY |
4847 WINEDDFXCAPS_BLTSTRETCHYN;
4848 blit_caps = WINEDDCAPS_BLT |
4849 WINEDDCAPS_BLTCOLORFILL |
4850 WINEDDCAPS_BLTDEPTHFILL |
4851 WINEDDCAPS_BLTSTRETCH |
4852 WINEDDCAPS_CANBLTSYSMEM |
4853 WINEDDCAPS_CANCLIP |
4854 WINEDDCAPS_CANCLIPSTRETCHED |
4855 WINEDDCAPS_COLORKEY |
4856 WINEDDCAPS_COLORKEYHWASSIST |
4857 WINEDDCAPS_ALIGNBOUNDARYSRC;
4858 pal_caps = WINEDDPCAPS_8BIT |
4859 WINEDDPCAPS_PRIMARYSURFACE;
4861 /* Fill the ddraw caps structure */
4862 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4863 WINEDDCAPS_PALETTE |
4864 blit_caps;
4865 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4866 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4867 WINEDDCAPS2_PRIMARYGAMMA |
4868 WINEDDCAPS2_WIDESURFACES |
4869 WINEDDCAPS2_CANRENDERWINDOWED;
4870 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4871 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4872 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4873 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4874 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4875 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4876 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4877 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4878 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4879 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4880 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4881 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4883 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4884 WINEDDSCAPS_BACKBUFFER |
4885 WINEDDSCAPS_FLIP |
4886 WINEDDSCAPS_FRONTBUFFER |
4887 WINEDDSCAPS_OFFSCREENPLAIN |
4888 WINEDDSCAPS_PALETTE |
4889 WINEDDSCAPS_PRIMARYSURFACE |
4890 WINEDDSCAPS_SYSTEMMEMORY |
4891 WINEDDSCAPS_VIDEOMEMORY |
4892 WINEDDSCAPS_VISIBLE;
4893 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4895 /* Set D3D caps if OpenGL is available. */
4896 if (adapter->opengl)
4898 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4899 WINEDDSCAPS_MIPMAP |
4900 WINEDDSCAPS_TEXTURE |
4901 WINEDDSCAPS_ZBUFFER;
4902 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4905 return WINED3D_OK;
4908 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4909 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4911 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4912 IWineD3DDeviceImpl *object;
4913 HRESULT hr;
4915 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4916 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4918 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4919 * number and create a device without a 3D adapter for 2D only operation. */
4920 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4922 return WINED3DERR_INVALIDCALL;
4925 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4926 if (!object)
4928 ERR("Failed to allocate device memory.\n");
4929 return E_OUTOFMEMORY;
4932 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4933 if (FAILED(hr))
4935 WARN("Failed to initialize device, hr %#x.\n", hr);
4936 HeapFree(GetProcessHeap(), 0, object);
4937 return hr;
4940 TRACE("Created device %p.\n", object);
4941 *device = (IWineD3DDevice *)object;
4943 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4945 return WINED3D_OK;
4948 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4950 TRACE("iface %p.\n", iface);
4952 return ((IWineD3DImpl *)iface)->parent;
4955 static void WINE_GLAPI invalid_func(const void *data)
4957 ERR("Invalid vertex attribute function called\n");
4958 DebugBreak();
4961 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4963 ERR("Invalid texcoord function called\n");
4964 DebugBreak();
4967 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4968 * the extension detection and are used in drawStridedSlow
4970 static void WINE_GLAPI position_d3dcolor(const void *data)
4972 DWORD pos = *((const DWORD *)data);
4974 FIXME("Add a test for fixed function position from d3dcolor type\n");
4975 glVertex4s(D3DCOLOR_B_R(pos),
4976 D3DCOLOR_B_G(pos),
4977 D3DCOLOR_B_B(pos),
4978 D3DCOLOR_B_A(pos));
4981 static void WINE_GLAPI position_float4(const void *data)
4983 const GLfloat *pos = data;
4985 if (pos[3] != 0.0f && pos[3] != 1.0f)
4987 float w = 1.0f / pos[3];
4989 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4991 else
4993 glVertex3fv(pos);
4997 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4999 DWORD diffuseColor = *((const DWORD *)data);
5001 glColor4ub(D3DCOLOR_B_R(diffuseColor),
5002 D3DCOLOR_B_G(diffuseColor),
5003 D3DCOLOR_B_B(diffuseColor),
5004 D3DCOLOR_B_A(diffuseColor));
5007 static void WINE_GLAPI specular_d3dcolor(const void *data)
5009 DWORD specularColor = *((const DWORD *)data);
5010 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5011 D3DCOLOR_B_G(specularColor),
5012 D3DCOLOR_B_B(specularColor)};
5014 specular_func_3ubv(d);
5017 static void WINE_GLAPI warn_no_specular_func(const void *data)
5019 WARN("GL_EXT_secondary_color not supported\n");
5022 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5024 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5025 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5026 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5027 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5028 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5029 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5030 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5031 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5032 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5033 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5034 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5035 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5036 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5037 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5038 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5039 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5040 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5042 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5043 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5044 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5045 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5046 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5047 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5048 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5049 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5050 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5051 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5052 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5053 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5054 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5055 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5056 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5057 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5058 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5060 /* No 4 component entry points here */
5061 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5062 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5063 if (gl_info->supported[EXT_SECONDARY_COLOR])
5065 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5067 else
5069 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5071 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5072 if (gl_info->supported[EXT_SECONDARY_COLOR])
5074 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5075 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5077 else
5079 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5081 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5082 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5083 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5084 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5085 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5086 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5087 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5088 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5089 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5090 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5091 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5092 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5094 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5095 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5097 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5098 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5099 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5100 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5101 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5102 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5103 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5104 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5105 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5106 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5107 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5108 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5109 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5110 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5111 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5112 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5113 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5115 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5116 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5117 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5118 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5119 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5120 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5121 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5122 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5123 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5124 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5125 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5126 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5127 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5128 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5129 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5130 if (gl_info->supported[NV_HALF_FLOAT])
5132 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5133 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5134 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5135 } else {
5136 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5137 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5141 /* Do not call while under the GL lock. */
5142 static BOOL InitAdapters(IWineD3DImpl *This)
5144 static HMODULE mod_gl;
5145 BOOL ret;
5146 int ps_selected_mode, vs_selected_mode;
5148 /* No need to hold any lock. The calling library makes sure only one thread calls
5149 * wined3d simultaneously
5152 TRACE("Initializing adapters\n");
5154 if(!mod_gl) {
5155 #ifdef USE_WIN32_OPENGL
5156 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5157 mod_gl = LoadLibraryA("opengl32.dll");
5158 if(!mod_gl) {
5159 ERR("Can't load opengl32.dll!\n");
5160 goto nogl_adapter;
5162 #else
5163 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5164 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5165 mod_gl = GetModuleHandleA("gdi32.dll");
5166 #endif
5169 /* Load WGL core functions from opengl32.dll */
5170 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5171 WGL_FUNCS_GEN;
5172 #undef USE_WGL_FUNC
5174 if(!pwglGetProcAddress) {
5175 ERR("Unable to load wglGetProcAddress!\n");
5176 goto nogl_adapter;
5179 /* Dynamically load all GL core functions */
5180 GL_FUNCS_GEN;
5181 #undef USE_GL_FUNC
5183 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5184 * otherwise because we have to use winex11.drv's override
5186 #ifdef USE_WIN32_OPENGL
5187 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5188 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5189 #else
5190 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5191 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5192 #endif
5194 glEnableWINE = glEnable;
5195 glDisableWINE = glDisable;
5197 /* For now only one default adapter */
5199 struct wined3d_adapter *adapter = &This->adapters[0];
5200 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5201 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5202 int iPixelFormat;
5203 int res;
5204 int i;
5205 WineD3D_PixelFormat *cfgs;
5206 DISPLAY_DEVICEW DisplayDevice;
5207 HDC hdc;
5209 TRACE("Initializing default adapter\n");
5210 adapter->ordinal = 0;
5211 adapter->monitorPoint.x = -1;
5212 adapter->monitorPoint.y = -1;
5214 if (!AllocateLocallyUniqueId(&adapter->luid))
5216 DWORD err = GetLastError();
5217 ERR("Failed to set adapter LUID (%#x).\n", err);
5218 goto nogl_adapter;
5220 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5221 adapter->luid.HighPart, adapter->luid.LowPart);
5223 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5225 ERR("Failed to get a gl context for default adapter\n");
5226 goto nogl_adapter;
5229 ret = IWineD3DImpl_FillGLCaps(adapter);
5230 if(!ret) {
5231 ERR("Failed to initialize gl caps for default adapter\n");
5232 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5233 goto nogl_adapter;
5235 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5236 if(!ret) {
5237 ERR("Failed to init gl formats\n");
5238 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5239 goto nogl_adapter;
5242 hdc = fake_gl_ctx.dc;
5244 adapter->TextureRam = adapter->driver_info.vidmem;
5245 adapter->UsedTextureRam = 0;
5246 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5248 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5249 DisplayDevice.cb = sizeof(DisplayDevice);
5250 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5251 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5252 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5254 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5256 int attribute;
5257 int attribs[11];
5258 int values[11];
5259 int nAttribs = 0;
5261 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5262 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5264 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5265 cfgs = adapter->cfgs;
5266 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5267 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5268 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5269 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5270 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5271 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5272 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5273 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5274 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5275 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5276 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5278 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5280 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5282 if(!res)
5283 continue;
5285 /* Cache the pixel format */
5286 cfgs->iPixelFormat = iPixelFormat;
5287 cfgs->redSize = values[0];
5288 cfgs->greenSize = values[1];
5289 cfgs->blueSize = values[2];
5290 cfgs->alphaSize = values[3];
5291 cfgs->colorSize = values[4];
5292 cfgs->depthSize = values[5];
5293 cfgs->stencilSize = values[6];
5294 cfgs->windowDrawable = values[7];
5295 cfgs->iPixelType = values[8];
5296 cfgs->doubleBuffer = values[9];
5297 cfgs->auxBuffers = values[10];
5299 cfgs->numSamples = 0;
5300 /* Check multisample support */
5301 if (gl_info->supported[ARB_MULTISAMPLE])
5303 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5304 int value[2];
5305 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5306 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5307 * value[1] = number of multi sample buffers*/
5308 if(value[0])
5309 cfgs->numSamples = value[1];
5313 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5314 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5315 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5316 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5317 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5318 cfgs++;
5321 else
5323 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5324 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5325 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5327 cfgs = adapter->cfgs;
5328 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5330 PIXELFORMATDESCRIPTOR ppfd;
5332 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5333 if(!res)
5334 continue;
5336 /* We only want HW acceleration using an OpenGL ICD driver.
5337 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5338 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5340 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5342 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5343 continue;
5346 cfgs->iPixelFormat = iPixelFormat;
5347 cfgs->redSize = ppfd.cRedBits;
5348 cfgs->greenSize = ppfd.cGreenBits;
5349 cfgs->blueSize = ppfd.cBlueBits;
5350 cfgs->alphaSize = ppfd.cAlphaBits;
5351 cfgs->colorSize = ppfd.cColorBits;
5352 cfgs->depthSize = ppfd.cDepthBits;
5353 cfgs->stencilSize = ppfd.cStencilBits;
5354 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5355 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5356 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5357 cfgs->auxBuffers = ppfd.cAuxBuffers;
5358 cfgs->numSamples = 0;
5360 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5361 "depth=%d, stencil=%d, windowDrawable=%d\n",
5362 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5363 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5364 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5365 cfgs++;
5366 adapter->nCfgs++;
5369 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5370 if(!adapter->nCfgs)
5372 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5374 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5375 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5376 goto nogl_adapter;
5380 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5381 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5382 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5383 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5384 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5385 * driver is allowed to consume more bits EXCEPT for stencil bits.
5387 * Mark an adapter with this broken stencil behavior.
5389 adapter->brokenStencil = TRUE;
5390 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5392 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5393 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5394 adapter->brokenStencil = FALSE;
5395 break;
5399 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5401 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5402 fillGLAttribFuncs(&adapter->gl_info);
5403 adapter->opengl = TRUE;
5405 This->adapter_count = 1;
5406 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5408 return TRUE;
5410 nogl_adapter:
5411 /* Initialize an adapter for ddraw-only memory counting */
5412 memset(This->adapters, 0, sizeof(This->adapters));
5413 This->adapters[0].ordinal = 0;
5414 This->adapters[0].opengl = FALSE;
5415 This->adapters[0].monitorPoint.x = -1;
5416 This->adapters[0].monitorPoint.y = -1;
5418 This->adapters[0].driver_info.name = "Display";
5419 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5420 if(wined3d_settings.emulated_textureram) {
5421 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5422 } else {
5423 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5426 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5428 This->adapter_count = 1;
5429 return FALSE;
5432 /**********************************************************
5433 * IWineD3D VTbl follows
5434 **********************************************************/
5436 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5438 /* IUnknown */
5439 IWineD3DImpl_QueryInterface,
5440 IWineD3DImpl_AddRef,
5441 IWineD3DImpl_Release,
5442 /* IWineD3D */
5443 IWineD3DImpl_GetParent,
5444 IWineD3DImpl_GetAdapterCount,
5445 IWineD3DImpl_RegisterSoftwareDevice,
5446 IWineD3DImpl_GetAdapterMonitor,
5447 IWineD3DImpl_GetAdapterModeCount,
5448 IWineD3DImpl_EnumAdapterModes,
5449 IWineD3DImpl_GetAdapterDisplayMode,
5450 IWineD3DImpl_GetAdapterIdentifier,
5451 IWineD3DImpl_CheckDeviceMultiSampleType,
5452 IWineD3DImpl_CheckDepthStencilMatch,
5453 IWineD3DImpl_CheckDeviceType,
5454 IWineD3DImpl_CheckDeviceFormat,
5455 IWineD3DImpl_CheckDeviceFormatConversion,
5456 IWineD3DImpl_GetDeviceCaps,
5457 IWineD3DImpl_CreateDevice
5460 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5462 const struct wined3d_parent_ops wined3d_null_parent_ops =
5464 wined3d_null_wined3d_object_destroyed,
5467 /* Do not call while under the GL lock. */
5468 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5470 wined3d->lpVtbl = &IWineD3D_Vtbl;
5471 wined3d->dxVersion = version;
5472 wined3d->ref = 1;
5473 wined3d->parent = parent;
5475 if (!InitAdapters(wined3d))
5477 WARN("Failed to initialize adapters.\n");
5478 if (version > 7)
5480 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5481 return E_FAIL;
5485 return WINED3D_OK;