setupapi: Remove some dead code: VCP_VirtnodeDelete() and VCP_RenameFiles().
[wine/wine-gecko.git] / dlls / wined3d / directx.c
blob52e9be3c8e5edd50c46c88864ace062de829d869
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
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 #define GLINFO_LOCATION (*gl_info)
41 /* The d3d device ID */
42 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
44 /* Extension detection */
45 static const struct {
46 const char *extension_string;
47 GL_SupportedExt extension;
48 DWORD version;
49 } EXTENSION_MAP[] = {
50 /* APPLE */
51 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
52 {"GL_APPLE_fence", APPLE_FENCE, 0 },
53 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
54 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
55 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
57 /* ATI */
58 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
59 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
60 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
62 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
64 /* ARB */
65 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
66 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
67 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
68 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
69 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
70 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
71 {"GL_ARB_imaging", ARB_IMAGING, 0 },
72 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
73 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
74 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
75 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
76 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
77 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
90 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
91 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
92 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
93 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
94 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
95 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
97 /* EXT */
98 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
99 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
100 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
101 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
102 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
103 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
104 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
105 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
106 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
107 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
108 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
109 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
110 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
111 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
112 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
113 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
114 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
115 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
116 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
117 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
118 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
119 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
120 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
121 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
122 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
123 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
124 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
126 /* NV */
127 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
128 {"GL_NV_fence", NV_FENCE, 0 },
129 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
130 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
131 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
132 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
133 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
134 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
135 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
136 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
137 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
138 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
139 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
140 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
141 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
142 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
143 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
144 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
145 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
147 /* SGI */
148 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
151 /**********************************************************
152 * Utility functions follow
153 **********************************************************/
155 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
156 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
157 WINED3DDEVTYPE DeviceType);
158 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
159 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
161 /* lookup tables */
162 const int minLookup[MAX_LOOKUPS] =
164 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
167 const int maxLookup[MAX_LOOKUPS] =
169 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
172 DWORD *stateLookup[MAX_LOOKUPS];
174 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
175 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
179 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
180 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
183 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
184 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
186 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
189 /* drawStridedSlow attributes */
190 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
191 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
192 glAttribFunc specular_func_3ubv;
193 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
194 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
195 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
198 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
199 * i.e., there is no GL Context - Get a default rendering context to enable the
200 * function query some info from GL.
203 static int wined3d_fake_gl_context_ref = 0;
204 static BOOL wined3d_fake_gl_context_foreign;
205 static BOOL wined3d_fake_gl_context_available = FALSE;
206 static HDC wined3d_fake_gl_context_hdc = NULL;
207 static HWND wined3d_fake_gl_context_hwnd = NULL;
209 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
210 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
212 0, 0, &wined3d_fake_gl_context_cs,
213 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
214 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
215 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
217 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
219 static void WineD3D_ReleaseFakeGLContext(void) {
220 HGLRC glCtx;
222 EnterCriticalSection(&wined3d_fake_gl_context_cs);
224 if(!wined3d_fake_gl_context_available) {
225 TRACE_(d3d_caps)("context not available\n");
226 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
227 return;
230 glCtx = pwglGetCurrentContext();
232 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
233 if (0 == (--wined3d_fake_gl_context_ref) ) {
234 if(!wined3d_fake_gl_context_foreign && glCtx) {
235 TRACE_(d3d_caps)("destroying fake GL context\n");
236 pwglMakeCurrent(NULL, NULL);
237 pwglDeleteContext(glCtx);
239 if(wined3d_fake_gl_context_hdc)
240 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
241 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
242 if(wined3d_fake_gl_context_hwnd)
243 DestroyWindow(wined3d_fake_gl_context_hwnd);
244 wined3d_fake_gl_context_hwnd = NULL;
245 wined3d_fake_gl_context_available = FALSE;
247 assert(wined3d_fake_gl_context_ref >= 0);
249 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
252 static BOOL WineD3D_CreateFakeGLContext(void) {
253 HGLRC glCtx = NULL;
255 EnterCriticalSection(&wined3d_fake_gl_context_cs);
257 TRACE("getting context...\n");
258 if(wined3d_fake_gl_context_ref > 0) goto ret;
259 assert(0 == wined3d_fake_gl_context_ref);
261 wined3d_fake_gl_context_foreign = TRUE;
263 glCtx = pwglGetCurrentContext();
264 if (!glCtx) {
265 PIXELFORMATDESCRIPTOR pfd;
266 int iPixelFormat;
268 wined3d_fake_gl_context_foreign = FALSE;
270 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
271 wined3d_fake_gl_context_hwnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
272 if(!wined3d_fake_gl_context_hwnd) {
273 ERR("HWND creation failed!\n");
274 goto fail;
276 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
277 if(!wined3d_fake_gl_context_hdc) {
278 ERR("GetDC failed!\n");
279 goto fail;
282 /* PixelFormat selection */
283 ZeroMemory(&pfd, sizeof(pfd));
284 pfd.nSize = sizeof(pfd);
285 pfd.nVersion = 1;
286 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
287 pfd.iPixelType = PFD_TYPE_RGBA;
288 pfd.cColorBits = 32;
289 pfd.iLayerType = PFD_MAIN_PLANE;
291 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
292 if(!iPixelFormat) {
293 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
294 ERR("Can't find a suitable iPixelFormat\n");
295 goto fail;
297 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
298 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
300 /* Create a GL context */
301 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
302 if (!glCtx) {
303 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
304 goto fail;
307 /* Make it the current GL context */
308 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
309 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
310 goto fail;
314 ret:
315 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
316 wined3d_fake_gl_context_ref++;
317 wined3d_fake_gl_context_available = TRUE;
318 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
319 return TRUE;
320 fail:
321 if(wined3d_fake_gl_context_hdc)
322 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
323 wined3d_fake_gl_context_hdc = NULL;
324 if(wined3d_fake_gl_context_hwnd)
325 DestroyWindow(wined3d_fake_gl_context_hwnd);
326 wined3d_fake_gl_context_hwnd = NULL;
327 if(glCtx) pwglDeleteContext(glCtx);
328 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
329 return FALSE;
332 /* Adjust the amount of used texture memory */
333 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
334 struct WineD3DAdapter *adapter = D3DDevice->adapter;
336 adapter->UsedTextureRam += glram;
337 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
338 return adapter->UsedTextureRam;
341 /**********************************************************
342 * IUnknown parts follows
343 **********************************************************/
345 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
347 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
349 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
350 if (IsEqualGUID(riid, &IID_IUnknown)
351 || IsEqualGUID(riid, &IID_IWineD3DBase)
352 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
353 IUnknown_AddRef(iface);
354 *ppobj = This;
355 return S_OK;
357 *ppobj = NULL;
358 return E_NOINTERFACE;
361 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
362 IWineD3DImpl *This = (IWineD3DImpl *)iface;
363 ULONG refCount = InterlockedIncrement(&This->ref);
365 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
366 return refCount;
369 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
370 IWineD3DImpl *This = (IWineD3DImpl *)iface;
371 ULONG ref;
372 TRACE("(%p) : Releasing from %d\n", This, This->ref);
373 ref = InterlockedDecrement(&This->ref);
374 if (ref == 0) {
375 unsigned int i;
377 for (i = 0; i < This->adapter_count; ++i)
379 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
381 HeapFree(GetProcessHeap(), 0, This);
384 return ref;
387 /* Set the shader type for this device, depending on the given capabilities,
388 * the device type, and the user preferences in wined3d_settings */
390 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
392 if (wined3d_settings.vs_mode == VS_NONE) {
393 *vs_selected = SHADER_NONE;
394 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
395 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
396 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
397 * shaders only on this card. */
398 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
399 *vs_selected = SHADER_ARB;
400 else
401 *vs_selected = SHADER_GLSL;
402 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
403 *vs_selected = SHADER_ARB;
404 } else {
405 *vs_selected = SHADER_NONE;
408 if (wined3d_settings.ps_mode == PS_NONE) {
409 *ps_selected = SHADER_NONE;
410 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
411 *ps_selected = SHADER_GLSL;
412 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
413 *ps_selected = SHADER_ARB;
414 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
415 *ps_selected = SHADER_ATI;
416 } else {
417 *ps_selected = SHADER_NONE;
421 /** Select the number of report maximum shader constants based on the selected shader modes */
422 static void select_shader_max_constants(
423 int ps_selected_mode,
424 int vs_selected_mode,
425 WineD3D_GL_Info *gl_info) {
427 switch (vs_selected_mode) {
428 case SHADER_GLSL:
429 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
430 break;
431 case SHADER_ARB:
432 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
433 break;
434 default:
435 gl_info->max_vshader_constantsF = 0;
436 break;
439 switch (ps_selected_mode) {
440 case SHADER_GLSL:
441 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
442 break;
443 case SHADER_ARB:
444 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
445 break;
446 default:
447 gl_info->max_pshader_constantsF = 0;
448 break;
452 /**********************************************************
453 * IWineD3D parts follows
454 **********************************************************/
456 /* GL locking is done by the caller */
457 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
459 GLuint prog;
460 BOOL ret = FALSE;
461 const char *testcode =
462 "!!ARBvp1.0\n"
463 "PARAM C[66] = { program.env[0..65] };\n"
464 "ADDRESS A0;"
465 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
466 "ARL A0.x, zero.x;\n"
467 "MOV result.position, C[A0.x + 65];\n"
468 "END\n";
470 while(glGetError());
471 GL_EXTCALL(glGenProgramsARB(1, &prog));
472 if(!prog) {
473 ERR("Failed to create an ARB offset limit test program\n");
475 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
476 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
477 strlen(testcode), testcode));
478 if(glGetError() != 0) {
479 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
480 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
481 ret = TRUE;
482 } else TRACE("OpenGL implementation allows offsets > 63\n");
484 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
485 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
486 checkGLcall("ARB vp offset limit test cleanup\n");
488 return ret;
491 static DWORD ver_for_ext(GL_SupportedExt ext)
493 unsigned int i;
494 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
495 if(EXTENSION_MAP[i].extension == ext) {
496 return EXTENSION_MAP[i].version;
499 return 0;
502 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
503 const char *GL_Extensions = NULL;
504 const char *WGL_Extensions = NULL;
505 const char *gl_string = NULL;
506 const char *gl_string_cursor = NULL;
507 GLint gl_max;
508 GLfloat gl_floatv[2];
509 int major = 1, minor = 0;
510 BOOL return_value = TRUE;
511 unsigned i;
512 HDC hdc;
513 unsigned int vidmem=0;
515 TRACE_(d3d_caps)("(%p)\n", gl_info);
517 ENTER_GL();
519 gl_string = (const char *) glGetString(GL_RENDERER);
520 if (!gl_string) gl_string = "None";
521 strcpy(gl_info->gl_renderer, gl_string);
523 gl_string = (const char *) glGetString(GL_VENDOR);
524 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
525 if (gl_string != NULL) {
526 /* Fill in the GL vendor */
527 if (strstr(gl_string, "NVIDIA")) {
528 gl_info->gl_vendor = VENDOR_NVIDIA;
529 } else if (strstr(gl_string, "ATI")) {
530 gl_info->gl_vendor = VENDOR_ATI;
531 } else if (strstr(gl_string, "Intel(R)") ||
532 strstr(gl_info->gl_renderer, "Intel(R)") ||
533 strstr(gl_string, "Intel Inc.")) {
534 gl_info->gl_vendor = VENDOR_INTEL;
535 } else if (strstr(gl_string, "Mesa")) {
536 gl_info->gl_vendor = VENDOR_MESA;
537 } else {
538 gl_info->gl_vendor = VENDOR_WINE;
540 } else {
541 gl_info->gl_vendor = VENDOR_WINE;
545 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
547 /* Parse the GL_VERSION field into major and minor information */
548 gl_string = (const char *) glGetString(GL_VERSION);
549 if (gl_string != NULL) {
551 /* First, parse the generic opengl version. This is supposed not to be convoluted with
552 * driver specific information
554 gl_string_cursor = gl_string;
555 major = atoi(gl_string_cursor);
556 if(major <= 0) {
557 ERR("Invalid opengl major version: %d\n", major);
559 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
560 ++gl_string_cursor;
562 if (*gl_string_cursor++ != '.') {
563 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
565 minor = atoi(gl_string_cursor);
566 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
567 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
569 /* Now parse the driver specific string which we'll report to the app */
570 switch (gl_info->gl_vendor) {
571 case VENDOR_NVIDIA:
572 gl_string_cursor = strstr(gl_string, "NVIDIA");
573 if (!gl_string_cursor) {
574 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
575 break;
578 gl_string_cursor = strstr(gl_string_cursor, " ");
579 if (!gl_string_cursor) {
580 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
581 break;
584 while (*gl_string_cursor == ' ') {
585 ++gl_string_cursor;
588 if (!*gl_string_cursor) {
589 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
590 break;
593 major = atoi(gl_string_cursor);
594 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
595 ++gl_string_cursor;
598 if (*gl_string_cursor++ != '.') {
599 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
600 break;
603 minor = atoi(gl_string_cursor);
604 minor = major*100+minor;
605 major = 10;
607 break;
609 case VENDOR_ATI:
610 major = minor = 0;
611 gl_string_cursor = strchr(gl_string, '-');
612 if (gl_string_cursor) {
613 int error = 0;
614 gl_string_cursor++;
616 /* Check if version number is of the form x.y.z */
617 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
618 error = 1;
619 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
620 error = 1;
621 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
622 error = 1;
623 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
624 error = 1;
626 /* Mark version number as malformed */
627 if (error)
628 gl_string_cursor = 0;
631 if (!gl_string_cursor)
632 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
633 else {
634 major = *gl_string_cursor - '0';
635 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
637 break;
639 case VENDOR_INTEL:
640 /* Apple and Mesa version strings look differently, but both provide intel drivers */
641 if(strstr(gl_string, "APPLE")) {
642 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
643 * We only need the first part, and use the APPLE as identification
644 * "1.2 APPLE-1.4.56"
646 gl_string_cursor = gl_string;
647 major = atoi(gl_string_cursor);
648 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
649 ++gl_string_cursor;
652 if (*gl_string_cursor++ != '.') {
653 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
654 break;
657 minor = atoi(gl_string_cursor);
658 break;
661 case VENDOR_MESA:
662 gl_string_cursor = strstr(gl_string, "Mesa");
663 gl_string_cursor = strstr(gl_string_cursor, " ");
664 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
665 if (*gl_string_cursor) {
666 char tmp[16];
667 int cursor = 0;
669 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
670 tmp[cursor++] = *gl_string_cursor;
671 ++gl_string_cursor;
673 tmp[cursor] = 0;
674 major = atoi(tmp);
676 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
677 ++gl_string_cursor;
679 cursor = 0;
680 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
681 tmp[cursor++] = *gl_string_cursor;
682 ++gl_string_cursor;
684 tmp[cursor] = 0;
685 minor = atoi(tmp);
687 break;
689 default:
690 major = 0;
691 minor = 9;
693 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
694 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
695 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
696 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
697 } else {
698 FIXME("OpenGL driver did not return version information\n");
699 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
700 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
703 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
706 * Initialize openGL extension related variables
707 * with Default values
709 memset(gl_info->supported, 0, sizeof(gl_info->supported));
710 gl_info->max_buffers = 1;
711 gl_info->max_textures = 1;
712 gl_info->max_texture_stages = 1;
713 gl_info->max_fragment_samplers = 1;
714 gl_info->max_vertex_samplers = 0;
715 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
716 gl_info->max_sampler_stages = 1;
717 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
718 gl_info->ps_arb_max_temps = 0;
719 gl_info->ps_arb_max_instructions = 0;
720 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
721 gl_info->vs_arb_max_temps = 0;
722 gl_info->vs_arb_max_instructions = 0;
723 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
724 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
725 gl_info->vs_glsl_constantsF = 0;
726 gl_info->ps_glsl_constantsF = 0;
727 gl_info->vs_arb_constantsF = 0;
728 gl_info->ps_arb_constantsF = 0;
730 /* Retrieve opengl defaults */
731 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
732 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
733 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
735 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
736 gl_info->max_lights = gl_max;
737 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
739 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
740 gl_info->max_texture_size = gl_max;
741 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
743 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
744 gl_info->max_pointsizemin = gl_floatv[0];
745 gl_info->max_pointsize = gl_floatv[1];
746 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
748 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
749 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
750 TRACE_(d3d_caps)("GL_Extensions reported:\n");
752 if (NULL == GL_Extensions) {
753 ERR(" GL_Extensions returns NULL\n");
754 } else {
755 while (*GL_Extensions != 0x00) {
756 const char *Start;
757 char ThisExtn[256];
758 size_t len;
760 while (isspace(*GL_Extensions)) GL_Extensions++;
761 Start = GL_Extensions;
762 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
763 GL_Extensions++;
766 len = GL_Extensions - Start;
767 if (len == 0 || len >= sizeof(ThisExtn))
768 continue;
770 memcpy(ThisExtn, Start, len);
771 ThisExtn[len] = '\0';
772 TRACE_(d3d_caps)("- %s\n", ThisExtn);
774 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
775 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
776 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
777 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
778 break;
783 LEAVE_GL();
785 /* Now work out what GL support this card really has */
786 #define USE_GL_FUNC(type, pfn, ext, replace) { \
787 DWORD ver = ver_for_ext(ext); \
788 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
789 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
790 else gl_info->pfn = NULL; \
792 GL_EXT_FUNCS_GEN;
793 #undef USE_GL_FUNC
795 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
796 WGL_EXT_FUNCS_GEN;
797 #undef USE_GL_FUNC
799 ENTER_GL();
800 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
801 * loading the functions, otherwise the code above will load the extension entry points instead of the
802 * core functions, which may not work
804 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
805 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
806 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
807 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
808 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
812 if (gl_info->supported[APPLE_FENCE]) {
813 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
814 * The apple extension interacts with some other apple exts. Disable the NV
815 * extension if the apple one is support to prevent confusion in other parts
816 * of the code
818 gl_info->supported[NV_FENCE] = FALSE;
820 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
821 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
823 * The enums are the same:
824 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
825 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
826 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
827 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
828 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
830 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
831 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
832 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
834 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
835 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
836 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
839 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
840 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
841 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
843 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
844 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
845 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
846 * are supported. The nv extensions provide the same functionality as the
847 * ATI one, and a bit more(signed pixelformats)
849 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
852 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
853 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
854 gl_info->max_buffers = gl_max;
855 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
857 if (gl_info->supported[ARB_MULTITEXTURE]) {
858 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
859 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
860 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
862 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
863 GLint tmp;
864 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
865 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
866 } else {
867 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
869 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
871 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
872 GLint tmp;
873 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
874 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
875 } else {
876 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
878 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
880 if (gl_info->supported[ARB_VERTEX_SHADER]) {
881 GLint tmp;
882 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
883 gl_info->max_vertex_samplers = tmp;
884 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
885 gl_info->max_combined_samplers = tmp;
887 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
888 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
889 * an issue because then the sampler setup only depends on the two shaders. If a pixel
890 * shader is used with fixed function vertex processing we're fine too because fixed function
891 * vertex processing doesn't use any samplers. If fixed function fragment processing is
892 * used we have to make sure that all vertex sampler setups are valid together with all
893 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
894 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
895 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
896 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
897 * a fixed function pipeline anymore.
899 * So this is just a check to check that our assumption holds true. If not, write a warning
900 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
902 if(gl_info->max_vertex_samplers &&
903 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
904 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
905 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
906 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
907 if( gl_info->max_combined_samplers > MAX_TEXTURES )
908 gl_info->max_vertex_samplers =
909 gl_info->max_combined_samplers - MAX_TEXTURES;
910 else
911 gl_info->max_vertex_samplers = 0;
913 } else {
914 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
916 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
917 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
919 if (gl_info->supported[ARB_VERTEX_BLEND]) {
920 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
921 gl_info->max_blends = gl_max;
922 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
924 if (gl_info->supported[EXT_TEXTURE3D]) {
925 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
926 gl_info->max_texture3d_size = gl_max;
927 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
929 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
930 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
931 gl_info->max_anisotropy = gl_max;
932 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
934 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
935 gl_info->ps_arb_version = PS_VERSION_11;
936 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
937 gl_info->ps_arb_constantsF = gl_max;
938 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
939 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
940 gl_info->ps_arb_max_temps = gl_max;
941 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
942 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
943 gl_info->ps_arb_max_instructions = gl_max;
944 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
946 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
947 gl_info->vs_arb_version = VS_VERSION_11;
948 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
949 gl_info->vs_arb_constantsF = gl_max;
950 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
951 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
952 gl_info->vs_arb_max_temps = gl_max;
953 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
954 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
955 gl_info->vs_arb_max_instructions = gl_max;
956 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
958 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
960 if (gl_info->supported[ARB_VERTEX_SHADER]) {
961 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
962 gl_info->vs_glsl_constantsF = gl_max / 4;
963 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
965 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
966 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
967 gl_info->ps_glsl_constantsF = gl_max / 4;
968 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
969 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
970 gl_info->max_glsl_varyings = gl_max;
971 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
973 if (gl_info->supported[EXT_VERTEX_SHADER]) {
974 gl_info->vs_ati_version = VS_VERSION_11;
976 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
977 gl_info->vs_nv_version = VS_VERSION_30;
978 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
979 gl_info->vs_nv_version = VS_VERSION_20;
980 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
981 gl_info->vs_nv_version = VS_VERSION_11;
982 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
983 gl_info->vs_nv_version = VS_VERSION_10;
985 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
986 gl_info->ps_nv_version = PS_VERSION_30;
987 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
988 gl_info->ps_nv_version = PS_VERSION_20;
990 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
991 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
992 } else {
993 gl_info->max_shininess = 128.0;
995 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
996 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
997 * This saves a few redundant glDisable calls
999 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1001 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1002 /* Disable NV_register_combiners and fragment shader if this is supported.
1003 * generally the NV extensions are preferred over the ATI ones, and this
1004 * extension is disabled if register_combiners and texture_shader2 are both
1005 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1006 * fragment processing support
1008 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1009 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1010 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1011 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1012 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1014 if(gl_info->supported[NV_HALF_FLOAT]) {
1015 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float */
1016 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1018 if(gl_info->supported[ARB_POINT_SPRITE]) {
1019 gl_info->max_point_sprite_units = gl_info->max_textures;
1020 } else {
1021 gl_info->max_point_sprite_units = 0;
1024 checkGLcall("extension detection\n");
1026 /* In some cases the number of texture stages can be larger than the number
1027 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1028 * shaders), but 8 texture stages (register combiners). */
1029 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1031 /* We can only use ORM_FBO when the hardware supports it. */
1032 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1033 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1034 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1037 /* MRTs are currently only supported when FBOs are used. */
1038 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1039 gl_info->max_buffers = 1;
1042 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1043 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1044 * in case of the latest videocards in the number of pixel/vertex pipelines.
1046 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1047 * rendering. Various games use this information to get a rough estimation of the features of the card
1048 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1049 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1050 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1051 * not the PCI id.
1053 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1054 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1055 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1056 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1057 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1058 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1059 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1060 * is limited.
1062 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1063 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1064 * similar 3d features.
1066 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1067 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1068 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1069 * won't pass we return a default card. This way is better than maintaining a full card database as even
1070 * without a full database we can return a card with similar features. Second the size of the database
1071 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1072 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1073 * to distinguishes between different models from that family.
1075 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1076 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1077 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1078 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1079 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1080 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1081 * memory behind our backs if really needed.
1082 * Note that the amount of video memory can be overruled using a registry setting.
1084 switch (gl_info->gl_vendor) {
1085 case VENDOR_NVIDIA:
1086 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1087 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1089 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1090 /* Geforce 200 - highend */
1091 if(strstr(gl_info->gl_renderer, "GTX 280") ||
1092 strstr(gl_info->gl_renderer, "GTX 285") ||
1093 strstr(gl_info->gl_renderer, "GTX 295"))
1095 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1096 vidmem = 1024;
1098 /* Geforce 200 - midend high */
1099 if(strstr(gl_info->gl_renderer, "GTX 275")) {
1100 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1101 vidmem = 896;
1103 /* Geforce 200 - midend */
1104 if(strstr(gl_info->gl_renderer, "GTX 260")) {
1105 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1106 vidmem = 1024;
1108 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1109 else if(strstr(gl_info->gl_renderer, "9800") ||
1110 strstr(gl_info->gl_renderer, "GTS 150") ||
1111 strstr(gl_info->gl_renderer, "GTS 250"))
1113 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1114 vidmem = 512;
1116 /* Geforce9 - midend */
1117 else if(strstr(gl_info->gl_renderer, "9600")) {
1118 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1119 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1121 /* Geforce9 - midend low / Geforce 200 - low*/
1122 else if(strstr(gl_info->gl_renderer, "9500") ||
1123 strstr(gl_info->gl_renderer, "GT 120") ||
1124 strstr(gl_info->gl_renderer, "GT 130"))
1126 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1127 vidmem = 256; /* The 9500GT has 256-1024MB */
1129 /* Geforce9 - lowend */
1130 else if(strstr(gl_info->gl_renderer, "9400")) {
1131 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1132 vidmem = 256; /* The 9400GT has 256-1024MB */
1134 /* Geforce9 - lowend low */
1135 else if(strstr(gl_info->gl_renderer, "9100") ||
1136 strstr(gl_info->gl_renderer, "9200") ||
1137 strstr(gl_info->gl_renderer, "9300") ||
1138 strstr(gl_info->gl_renderer, "G 100"))
1140 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1141 vidmem = 256; /* The 9100-9300 cards have 256MB */
1143 /* Geforce8 - highend */
1144 else if (strstr(gl_info->gl_renderer, "8800")) {
1145 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1146 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1148 /* Geforce8 - midend mobile */
1149 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1150 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1151 vidmem = 512;
1153 /* Geforce8 - midend */
1154 else if(strstr(gl_info->gl_renderer, "8600") ||
1155 strstr(gl_info->gl_renderer, "8700"))
1157 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1158 vidmem = 256;
1160 /* Geforce8 - lowend */
1161 else if(strstr(gl_info->gl_renderer, "8300") ||
1162 strstr(gl_info->gl_renderer, "8400") ||
1163 strstr(gl_info->gl_renderer, "8500"))
1165 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1166 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1168 /* Geforce7 - highend */
1169 else if(strstr(gl_info->gl_renderer, "7800") ||
1170 strstr(gl_info->gl_renderer, "7900") ||
1171 strstr(gl_info->gl_renderer, "7950") ||
1172 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1173 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1175 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1176 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1178 /* Geforce7 midend */
1179 else if(strstr(gl_info->gl_renderer, "7600") ||
1180 strstr(gl_info->gl_renderer, "7700")) {
1181 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1182 vidmem = 256; /* The 7600 uses 256-512MB */
1183 /* Geforce7 lower medium */
1184 } else if(strstr(gl_info->gl_renderer, "7400")) {
1185 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1186 vidmem = 256; /* The 7400 uses 256-512MB */
1188 /* Geforce7 lowend */
1189 else if(strstr(gl_info->gl_renderer, "7300")) {
1190 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1191 vidmem = 256; /* Mac Pros with this card have 256 MB */
1193 /* Geforce6 highend */
1194 else if(strstr(gl_info->gl_renderer, "6800"))
1196 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1197 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1199 /* Geforce6 - midend */
1200 else if(strstr(gl_info->gl_renderer, "6600") ||
1201 strstr(gl_info->gl_renderer, "6610") ||
1202 strstr(gl_info->gl_renderer, "6700"))
1204 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1205 vidmem = 128; /* A 6600GT has 128-256MB */
1207 /* Geforce6/7 lowend */
1208 else {
1209 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1210 vidmem = 64; /* */
1212 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1213 /* GeforceFX - highend */
1214 if (strstr(gl_info->gl_renderer, "5800") ||
1215 strstr(gl_info->gl_renderer, "5900") ||
1216 strstr(gl_info->gl_renderer, "5950") ||
1217 strstr(gl_info->gl_renderer, "Quadro FX"))
1219 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1220 vidmem = 256; /* 5800-5900 cards use 256MB */
1222 /* GeforceFX - midend */
1223 else if(strstr(gl_info->gl_renderer, "5600") ||
1224 strstr(gl_info->gl_renderer, "5650") ||
1225 strstr(gl_info->gl_renderer, "5700") ||
1226 strstr(gl_info->gl_renderer, "5750"))
1228 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1229 vidmem = 128; /* A 5600 uses 128-256MB */
1231 /* GeforceFX - lowend */
1232 else {
1233 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1234 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1236 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1237 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1238 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1239 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1241 else {
1242 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1243 vidmem = 64; /* Geforce3 cards have 64-128MB */
1245 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1246 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1247 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1248 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1250 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1251 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1252 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1254 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1255 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1256 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1258 else {
1259 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1260 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1262 } else {
1263 if (strstr(gl_info->gl_renderer, "TNT2")) {
1264 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1265 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1267 else {
1268 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1269 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1272 break;
1273 case VENDOR_ATI:
1274 if(WINE_D3D9_CAPABLE(gl_info)) {
1275 /* Radeon R6xx HD2900/HD3800 - highend */
1276 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1277 strstr(gl_info->gl_renderer, "HD 3870") ||
1278 strstr(gl_info->gl_renderer, "HD 3850"))
1280 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1281 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1283 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1284 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1285 strstr(gl_info->gl_renderer, "HD 3830") ||
1286 strstr(gl_info->gl_renderer, "HD 3690") ||
1287 strstr(gl_info->gl_renderer, "HD 3650"))
1289 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1290 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1292 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1293 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1294 strstr(gl_info->gl_renderer, "HD 2400") ||
1295 strstr(gl_info->gl_renderer, "HD 3470") ||
1296 strstr(gl_info->gl_renderer, "HD 3450") ||
1297 strstr(gl_info->gl_renderer, "HD 3430"))
1299 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1300 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1302 /* Radeon R6xx/R7xx integrated */
1303 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1304 strstr(gl_info->gl_renderer, "HD 3200") ||
1305 strstr(gl_info->gl_renderer, "HD 3300"))
1307 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1308 vidmem = 128; /* 128MB */
1310 /* Radeon R5xx */
1311 else if (strstr(gl_info->gl_renderer, "X1600") ||
1312 strstr(gl_info->gl_renderer, "X1650") ||
1313 strstr(gl_info->gl_renderer, "X1800") ||
1314 strstr(gl_info->gl_renderer, "X1900") ||
1315 strstr(gl_info->gl_renderer, "X1950"))
1317 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1318 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1320 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1321 else if(strstr(gl_info->gl_renderer, "X700") ||
1322 strstr(gl_info->gl_renderer, "X800") ||
1323 strstr(gl_info->gl_renderer, "X850") ||
1324 strstr(gl_info->gl_renderer, "X1300") ||
1325 strstr(gl_info->gl_renderer, "X1400") ||
1326 strstr(gl_info->gl_renderer, "X1450") ||
1327 strstr(gl_info->gl_renderer, "X1550"))
1329 gl_info->gl_card = CARD_ATI_RADEON_X700;
1330 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1332 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1333 else if(strstr(gl_info->gl_renderer, "Radeon Xpress"))
1335 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1336 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1338 /* Radeon R3xx */
1339 else {
1340 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1341 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1343 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1344 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1345 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1346 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1347 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1348 vidmem = 32; /* There are models with up to 64MB */
1349 } else {
1350 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1351 vidmem = 16; /* There are 16-32MB models */
1353 break;
1354 case VENDOR_INTEL:
1355 if (strstr(gl_info->gl_renderer, "GMA 950") ||
1356 strstr(gl_info->gl_renderer, "945GM")) {
1357 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1358 gl_info->gl_card = CARD_INTEL_I945GM;
1359 vidmem = 64;
1360 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1361 gl_info->gl_card = CARD_INTEL_I915GM;
1362 } else if (strstr(gl_info->gl_renderer, "915G")) {
1363 gl_info->gl_card = CARD_INTEL_I915G;
1364 } else if (strstr(gl_info->gl_renderer, "865G")) {
1365 gl_info->gl_card = CARD_INTEL_I865G;
1366 } else if (strstr(gl_info->gl_renderer, "855G")) {
1367 gl_info->gl_card = CARD_INTEL_I855G;
1368 } else if (strstr(gl_info->gl_renderer, "830G")) {
1369 gl_info->gl_card = CARD_INTEL_I830G;
1370 } else {
1371 gl_info->gl_card = CARD_INTEL_I915G;
1373 break;
1374 case VENDOR_MESA:
1375 case VENDOR_WINE:
1376 default:
1377 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1378 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1379 * them a good generic choice.
1381 gl_info->gl_vendor = VENDOR_NVIDIA;
1382 if(WINE_D3D9_CAPABLE(gl_info))
1383 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1384 else if(WINE_D3D8_CAPABLE(gl_info))
1385 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1386 else if(WINE_D3D7_CAPABLE(gl_info))
1387 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1388 else if(WINE_D3D6_CAPABLE(gl_info))
1389 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1390 else
1391 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1393 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1395 /* If we have an estimate use it, else default to 64MB; */
1396 if(vidmem)
1397 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1398 else
1399 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1401 /* Load all the lookup tables */
1402 for (i = 0; i < MAX_LOOKUPS; i++) {
1403 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1406 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1407 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1408 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1409 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1410 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1411 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1412 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1413 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1414 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1415 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1417 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1418 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1419 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1420 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1421 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1424 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1425 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1426 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1427 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1428 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1429 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1430 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1431 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1432 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1433 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1434 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1435 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1436 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1437 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1438 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1440 /* TODO: config lookups */
1442 /* Make sure there's an active HDC else the WGL extensions will fail */
1443 hdc = pwglGetCurrentDC();
1444 if (hdc) {
1445 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1446 if(GL_EXTCALL(wglGetExtensionsStringARB))
1447 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1449 if (NULL == WGL_Extensions) {
1450 ERR(" WGL_Extensions returns NULL\n");
1451 } else {
1452 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1453 while (*WGL_Extensions != 0x00) {
1454 const char *Start;
1455 char ThisExtn[256];
1456 size_t len;
1458 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1459 Start = WGL_Extensions;
1460 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1461 WGL_Extensions++;
1464 len = WGL_Extensions - Start;
1465 if (len == 0 || len >= sizeof(ThisExtn))
1466 continue;
1468 memcpy(ThisExtn, Start, len);
1469 ThisExtn[len] = '\0';
1470 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1472 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1473 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1474 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1476 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1477 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1478 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
1480 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1481 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1482 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1487 LEAVE_GL();
1489 return return_value;
1492 /**********************************************************
1493 * IWineD3D implementation follows
1494 **********************************************************/
1496 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1497 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1499 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
1501 return This->adapter_count;
1504 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1505 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1506 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1507 return WINED3D_OK;
1510 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1511 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1513 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1515 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1516 return NULL;
1519 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1522 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1523 of the same bpp but different resolutions */
1525 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1526 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1527 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1528 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1530 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1531 return 0;
1534 /* TODO: Store modes per adapter and read it from the adapter structure */
1535 if (Adapter == 0) { /* Display */
1536 int i = 0;
1537 int j = 0;
1539 if (!DEBUG_SINGLE_MODE) {
1540 DEVMODEW DevModeW;
1542 ZeroMemory(&DevModeW, sizeof(DevModeW));
1543 DevModeW.dmSize = sizeof(DevModeW);
1544 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1545 j++;
1546 switch (Format)
1548 case WINED3DFMT_UNKNOWN:
1549 /* This is for D3D8, do not enumerate P8 here */
1550 if (DevModeW.dmBitsPerPel == 32 ||
1551 DevModeW.dmBitsPerPel == 16) i++;
1552 break;
1553 case WINED3DFMT_X8R8G8B8:
1554 if (DevModeW.dmBitsPerPel == 32) i++;
1555 break;
1556 case WINED3DFMT_R5G6B5:
1557 if (DevModeW.dmBitsPerPel == 16) i++;
1558 break;
1559 case WINED3DFMT_P8:
1560 if (DevModeW.dmBitsPerPel == 8) i++;
1561 break;
1562 default:
1563 /* Skip other modes as they do not match the requested format */
1564 break;
1567 } else {
1568 i = 1;
1569 j = 1;
1572 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1573 return i;
1574 } else {
1575 FIXME_(d3d_caps)("Adapter not primary display\n");
1577 return 0;
1580 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1581 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1582 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1583 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1585 /* Validate the parameters as much as possible */
1586 if (NULL == pMode ||
1587 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1588 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1589 return WINED3DERR_INVALIDCALL;
1592 /* TODO: Store modes per adapter and read it from the adapter structure */
1593 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1594 DEVMODEW DevModeW;
1595 int ModeIdx = 0;
1596 UINT i = 0;
1597 int j = 0;
1599 ZeroMemory(&DevModeW, sizeof(DevModeW));
1600 DevModeW.dmSize = sizeof(DevModeW);
1602 /* If we are filtering to a specific format (D3D9), then need to skip
1603 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1604 just count through the ones with valid bit depths */
1605 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1606 switch (Format)
1608 case WINED3DFMT_UNKNOWN:
1609 /* This is D3D8. Do not enumerate P8 here */
1610 if (DevModeW.dmBitsPerPel == 32 ||
1611 DevModeW.dmBitsPerPel == 16) i++;
1612 break;
1613 case WINED3DFMT_X8R8G8B8:
1614 if (DevModeW.dmBitsPerPel == 32) i++;
1615 break;
1616 case WINED3DFMT_R5G6B5:
1617 if (DevModeW.dmBitsPerPel == 16) i++;
1618 break;
1619 case WINED3DFMT_P8:
1620 if (DevModeW.dmBitsPerPel == 8) i++;
1621 break;
1622 default:
1623 /* Modes that don't match what we support can get an early-out */
1624 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1625 return WINED3DERR_INVALIDCALL;
1629 if (i == 0) {
1630 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1631 return WINED3DERR_INVALIDCALL;
1633 ModeIdx = j - 1;
1635 /* Now get the display mode via the calculated index */
1636 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1637 pMode->Width = DevModeW.dmPelsWidth;
1638 pMode->Height = DevModeW.dmPelsHeight;
1639 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1640 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1641 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1643 if (Format == WINED3DFMT_UNKNOWN) {
1644 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1645 } else {
1646 pMode->Format = Format;
1648 } else {
1649 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1650 return WINED3DERR_INVALIDCALL;
1653 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1654 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1655 DevModeW.dmBitsPerPel);
1657 } else if (DEBUG_SINGLE_MODE) {
1658 /* Return one setting of the format requested */
1659 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1660 pMode->Width = 800;
1661 pMode->Height = 600;
1662 pMode->RefreshRate = 60;
1663 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1664 } else {
1665 FIXME_(d3d_caps)("Adapter not primary display\n");
1668 return WINED3D_OK;
1671 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1672 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1673 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1675 if (NULL == pMode ||
1676 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1677 return WINED3DERR_INVALIDCALL;
1680 if (Adapter == 0) { /* Display */
1681 int bpp = 0;
1682 DEVMODEW DevModeW;
1684 ZeroMemory(&DevModeW, sizeof(DevModeW));
1685 DevModeW.dmSize = sizeof(DevModeW);
1687 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1688 pMode->Width = DevModeW.dmPelsWidth;
1689 pMode->Height = DevModeW.dmPelsHeight;
1690 bpp = DevModeW.dmBitsPerPel;
1691 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1692 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1694 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1697 pMode->Format = pixelformat_for_depth(bpp);
1698 } else {
1699 FIXME_(d3d_caps)("Adapter not primary display\n");
1702 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1703 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1704 return WINED3D_OK;
1707 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1708 and fields being inserted in the middle, a new structure is used in place */
1709 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1710 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1711 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1713 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1715 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1716 return WINED3DERR_INVALIDCALL;
1719 /* Return the information requested */
1720 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1721 strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
1722 if(This->adapters[Adapter].gl_info.driver_description)
1723 strcpy(pIdentifier->Description, This->adapters[Adapter].gl_info.driver_description);
1724 else /* Copy default description "Direct3D HAL" */
1725 strcpy(pIdentifier->Description, This->adapters[Adapter].description);
1727 /* Note dx8 doesn't supply a DeviceName */
1728 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1729 pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
1730 pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
1731 *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
1732 *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
1733 *(pIdentifier->SubSysId) = 0;
1734 *(pIdentifier->Revision) = 0;
1735 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1737 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1739 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1740 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1743 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1745 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1746 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1749 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1750 *(pIdentifier->WHQLLevel) = 0;
1751 } else {
1752 *(pIdentifier->WHQLLevel) = 1;
1755 return WINED3D_OK;
1758 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
1759 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1761 short redSize, greenSize, blueSize, alphaSize, colorBits;
1763 if(!cfg)
1764 return FALSE;
1766 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1767 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1769 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1770 return FALSE;
1773 if(cfg->redSize < redSize)
1774 return FALSE;
1776 if(cfg->greenSize < greenSize)
1777 return FALSE;
1779 if(cfg->blueSize < blueSize)
1780 return FALSE;
1782 if(cfg->alphaSize < alphaSize)
1783 return FALSE;
1785 return TRUE;
1786 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1787 if (format_desc->format == WINED3DFMT_R16_FLOAT)
1788 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1789 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
1790 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1791 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
1792 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1793 if (format_desc->format == WINED3DFMT_R32_FLOAT)
1794 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1795 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
1796 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1797 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
1798 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1799 } else {
1800 /* Probably a color index mode */
1801 return FALSE;
1804 return FALSE;
1807 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
1808 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1810 short depthSize, stencilSize;
1811 BOOL lockable = FALSE;
1813 if(!cfg)
1814 return FALSE;
1816 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
1818 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1819 return FALSE;
1822 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
1823 lockable = TRUE;
1825 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1826 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1827 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1828 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1829 return FALSE;
1831 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1832 * allow more stencil bits than requested. */
1833 if(cfg->stencilSize < stencilSize)
1834 return FALSE;
1836 return TRUE;
1839 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1840 WINED3DFORMAT AdapterFormat,
1841 WINED3DFORMAT RenderTargetFormat,
1842 WINED3DFORMAT DepthStencilFormat) {
1843 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1844 int nCfgs;
1845 const WineD3D_PixelFormat *cfgs;
1846 const struct WineD3DAdapter *adapter;
1847 const struct GlPixelFormatDesc *rt_format_desc;
1848 const struct GlPixelFormatDesc *ds_format_desc;
1849 int it;
1851 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1852 This, Adapter,
1853 DeviceType, debug_d3ddevicetype(DeviceType),
1854 AdapterFormat, debug_d3dformat(AdapterFormat),
1855 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1856 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1858 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1859 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1860 return WINED3DERR_INVALIDCALL;
1863 adapter = &This->adapters[Adapter];
1864 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
1865 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
1866 cfgs = adapter->cfgs;
1867 nCfgs = adapter->nCfgs;
1868 for (it = 0; it < nCfgs; ++it) {
1869 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
1871 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
1873 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1874 return WINED3D_OK;
1878 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1880 return WINED3DERR_NOTAVAILABLE;
1883 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1884 WINED3DFORMAT SurfaceFormat,
1885 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1887 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1888 const struct GlPixelFormatDesc *glDesc;
1889 const struct WineD3DAdapter *adapter;
1891 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1892 This,
1893 Adapter,
1894 DeviceType, debug_d3ddevicetype(DeviceType),
1895 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1896 Windowed,
1897 MultiSampleType,
1898 pQualityLevels);
1900 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1901 return WINED3DERR_INVALIDCALL;
1904 /* TODO: handle Windowed, add more quality levels */
1906 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1908 /* By default multisampling is disabled right now as it causes issues
1909 * on some Nvidia driver versions and it doesn't work well in combination
1910 * with FBOs yet. */
1911 if(!wined3d_settings.allow_multisampling)
1912 return WINED3DERR_NOTAVAILABLE;
1914 adapter = &This->adapters[Adapter];
1915 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
1916 if (!glDesc) return WINED3DERR_INVALIDCALL;
1918 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1919 int i, nCfgs;
1920 const WineD3D_PixelFormat *cfgs;
1922 cfgs = adapter->cfgs;
1923 nCfgs = adapter->nCfgs;
1924 for(i=0; i<nCfgs; i++) {
1925 if(cfgs[i].numSamples != MultiSampleType)
1926 continue;
1928 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
1929 continue;
1931 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1933 if(pQualityLevels)
1934 *pQualityLevels = 1; /* Guess at a value! */
1935 return WINED3D_OK;
1938 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1939 short redSize, greenSize, blueSize, alphaSize, colorBits;
1940 int i, nCfgs;
1941 const WineD3D_PixelFormat *cfgs;
1943 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1945 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1946 return WINED3DERR_NOTAVAILABLE;
1949 cfgs = adapter->cfgs;
1950 nCfgs = adapter->nCfgs;
1951 for(i=0; i<nCfgs; i++) {
1952 if(cfgs[i].numSamples != MultiSampleType)
1953 continue;
1954 if(cfgs[i].redSize != redSize)
1955 continue;
1956 if(cfgs[i].greenSize != greenSize)
1957 continue;
1958 if(cfgs[i].blueSize != blueSize)
1959 continue;
1960 if(cfgs[i].alphaSize != alphaSize)
1961 continue;
1963 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1965 if(pQualityLevels)
1966 *pQualityLevels = 1; /* Guess at a value! */
1967 return WINED3D_OK;
1970 return WINED3DERR_NOTAVAILABLE;
1973 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1974 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1976 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1977 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1978 UINT nmodes;
1980 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1981 This,
1982 Adapter,
1983 DeviceType, debug_d3ddevicetype(DeviceType),
1984 DisplayFormat, debug_d3dformat(DisplayFormat),
1985 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1986 Windowed);
1988 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1989 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1990 return WINED3DERR_INVALIDCALL;
1993 /* The task of this function is to check whether a certain display / backbuffer format
1994 * combination is available on the given adapter. In fullscreen mode microsoft specified
1995 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1996 * and display format should match exactly.
1997 * In windowed mode format conversion can occur and this depends on the driver. When format
1998 * conversion is done, this function should nevertheless fail and applications need to use
1999 * CheckDeviceFormatConversion.
2000 * At the moment we assume that fullscreen and windowed have the same capabilities */
2002 /* There are only 4 display formats */
2003 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2004 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2005 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2006 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2008 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2009 return WINED3DERR_NOTAVAILABLE;
2012 /* If the requested DisplayFormat is not available, don't continue */
2013 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2014 if(!nmodes) {
2015 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2016 return WINED3DERR_NOTAVAILABLE;
2019 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2020 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2021 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2022 return WINED3DERR_NOTAVAILABLE;
2025 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2026 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2027 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2028 return WINED3DERR_NOTAVAILABLE;
2031 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2032 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2033 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2034 return WINED3DERR_NOTAVAILABLE;
2037 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2038 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2039 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2040 return WINED3DERR_NOTAVAILABLE;
2043 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2044 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2045 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2046 return WINED3DERR_NOTAVAILABLE;
2049 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2050 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2051 if(FAILED(hr))
2052 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2054 return hr;
2058 /* Check if we support bumpmapping for a format */
2059 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2060 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2062 const struct fragment_pipeline *fp;
2064 switch(format_desc->format)
2066 case WINED3DFMT_R8G8_SNORM:
2067 case WINED3DFMT_R16G16_SNORM:
2068 case WINED3DFMT_L6V5U5:
2069 case WINED3DFMT_X8L8V8U8:
2070 case WINED3DFMT_R8G8B8A8_SNORM:
2071 /* Ask the fixed function pipeline implementation if it can deal
2072 * with the conversion. If we've got a GL extension giving native
2073 * support this will be an identity conversion. */
2074 fp = select_fragment_implementation(adapter, DeviceType);
2075 if (fp->color_fixup_supported(format_desc->color_fixup))
2077 TRACE_(d3d_caps)("[OK]\n");
2078 return TRUE;
2080 TRACE_(d3d_caps)("[FAILED]\n");
2081 return FALSE;
2083 default:
2084 TRACE_(d3d_caps)("[FAILED]\n");
2085 return FALSE;
2089 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2090 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2091 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2093 int it=0;
2095 /* Only allow depth/stencil formats */
2096 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2098 /* Walk through all WGL pixel formats to find a match */
2099 for (it = 0; it < adapter->nCfgs; ++it)
2101 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2102 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2104 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2106 return TRUE;
2111 return FALSE;
2114 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2116 /* The flags entry of a format contains the filtering capability */
2117 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2119 return FALSE;
2122 /* Check the render target capabilities of a format */
2123 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2124 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2126 /* Filter out non-RT formats */
2127 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2129 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2130 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2131 int it;
2132 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2133 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2135 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2136 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2138 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2139 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2140 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2141 TRACE_(d3d_caps)("[FAILED]\n");
2142 return FALSE;
2145 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2146 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2147 for (it = 0; it < adapter->nCfgs; ++it)
2149 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2150 &cfgs[it], check_format_desc))
2152 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2153 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2154 return TRUE;
2157 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2158 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2159 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2160 int it;
2162 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2163 for (it = 0; it < adapter->nCfgs; ++it)
2165 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2166 &cfgs[it], check_format_desc))
2168 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2169 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2170 return TRUE;
2173 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2174 /* For now return TRUE for FBOs until we have some proper checks.
2175 * Note that this function will only be called when the format is around for texturing. */
2176 return TRUE;
2178 return FALSE;
2181 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2183 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2185 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2186 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2187 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2188 return FALSE;
2191 switch (format_desc->format)
2193 case WINED3DFMT_A8R8G8B8:
2194 case WINED3DFMT_X8R8G8B8:
2195 case WINED3DFMT_A4R4G4B4:
2196 case WINED3DFMT_L8:
2197 case WINED3DFMT_A8L8:
2198 case WINED3DFMT_DXT1:
2199 case WINED3DFMT_DXT2:
2200 case WINED3DFMT_DXT3:
2201 case WINED3DFMT_DXT4:
2202 case WINED3DFMT_DXT5:
2203 TRACE_(d3d_caps)("[OK]\n");
2204 return TRUE;
2206 default:
2207 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2208 return FALSE;
2210 return FALSE;
2213 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2214 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2216 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2217 * doing the color fixup in shaders.
2218 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2219 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2221 int vs_selected_mode;
2222 int ps_selected_mode;
2223 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2225 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2226 TRACE_(d3d_caps)("[OK]\n");
2227 return TRUE;
2231 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2232 return FALSE;
2235 /* Check if a format support blending in combination with pixel shaders */
2236 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2237 const struct GlPixelFormatDesc *format_desc)
2239 /* The flags entry of a format contains the post pixel shader blending capability */
2240 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2242 return FALSE;
2245 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2247 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2248 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2249 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2250 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2251 * capability anyway.
2253 * For now lets report this on all formats, but in the future we may want to
2254 * restrict it to some should games need that
2256 return TRUE;
2259 /* Check if a texture format is supported on the given adapter */
2260 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2261 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2263 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2264 const shader_backend_t *shader_backend;
2265 const struct fragment_pipeline *fp;
2267 switch (format_desc->format)
2269 /*****
2270 * supported: RGB(A) formats
2272 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2273 case WINED3DFMT_A8R8G8B8:
2274 case WINED3DFMT_X8R8G8B8:
2275 case WINED3DFMT_R5G6B5:
2276 case WINED3DFMT_X1R5G5B5:
2277 case WINED3DFMT_A1R5G5B5:
2278 case WINED3DFMT_A4R4G4B4:
2279 case WINED3DFMT_A8_UNORM:
2280 case WINED3DFMT_X4R4G4B4:
2281 case WINED3DFMT_R8G8B8A8_UNORM:
2282 case WINED3DFMT_X8B8G8R8:
2283 case WINED3DFMT_A2R10G10B10:
2284 case WINED3DFMT_R10G10B10A2_UNORM:
2285 case WINED3DFMT_R16G16_UNORM:
2286 TRACE_(d3d_caps)("[OK]\n");
2287 return TRUE;
2289 case WINED3DFMT_R3G3B2:
2290 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2291 return FALSE;
2293 /*****
2294 * supported: Palettized
2296 case WINED3DFMT_P8:
2297 TRACE_(d3d_caps)("[OK]\n");
2298 return TRUE;
2299 /* No Windows driver offers A8P8, so don't offer it either */
2300 case WINED3DFMT_A8P8:
2301 return FALSE;
2303 /*****
2304 * Supported: (Alpha)-Luminance
2306 case WINED3DFMT_L8:
2307 case WINED3DFMT_A8L8:
2308 case WINED3DFMT_L16:
2309 TRACE_(d3d_caps)("[OK]\n");
2310 return TRUE;
2312 /* Not supported on Windows, thus disabled */
2313 case WINED3DFMT_A4L4:
2314 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2315 return FALSE;
2317 /*****
2318 * Supported: Depth/Stencil formats
2320 case WINED3DFMT_D16_LOCKABLE:
2321 case WINED3DFMT_D16_UNORM:
2322 case WINED3DFMT_D15S1:
2323 case WINED3DFMT_D24X8:
2324 case WINED3DFMT_D24X4S4:
2325 case WINED3DFMT_D24S8:
2326 case WINED3DFMT_D24FS8:
2327 case WINED3DFMT_D32:
2328 case WINED3DFMT_D32F_LOCKABLE:
2329 return TRUE;
2331 /*****
2332 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2333 * GL_NV_texture_shader). Emulated by shaders
2335 case WINED3DFMT_R8G8_SNORM:
2336 case WINED3DFMT_X8L8V8U8:
2337 case WINED3DFMT_L6V5U5:
2338 case WINED3DFMT_R8G8B8A8_SNORM:
2339 case WINED3DFMT_R16G16_SNORM:
2340 /* Ask the shader backend if it can deal with the conversion. If
2341 * we've got a GL extension giving native support this will be an
2342 * identity conversion. */
2343 shader_backend = select_shader_backend(adapter, DeviceType);
2344 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2346 TRACE_(d3d_caps)("[OK]\n");
2347 return TRUE;
2349 TRACE_(d3d_caps)("[FAILED]\n");
2350 return FALSE;
2352 case WINED3DFMT_DXT1:
2353 case WINED3DFMT_DXT2:
2354 case WINED3DFMT_DXT3:
2355 case WINED3DFMT_DXT4:
2356 case WINED3DFMT_DXT5:
2357 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2358 TRACE_(d3d_caps)("[OK]\n");
2359 return TRUE;
2361 TRACE_(d3d_caps)("[FAILED]\n");
2362 return FALSE;
2365 /*****
2366 * Odd formats - not supported
2368 case WINED3DFMT_VERTEXDATA:
2369 case WINED3DFMT_R16_UINT:
2370 case WINED3DFMT_R32_UINT:
2371 case WINED3DFMT_R16G16B16A16_SNORM:
2372 case WINED3DFMT_A2W10V10U10:
2373 case WINED3DFMT_W11V11U10:
2374 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2375 return FALSE;
2377 /*****
2378 * WINED3DFMT_CxV8U8: Not supported right now
2380 case WINED3DFMT_CxV8U8:
2381 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2382 return FALSE;
2384 /* YUV formats */
2385 case WINED3DFMT_UYVY:
2386 case WINED3DFMT_YUY2:
2387 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2388 TRACE_(d3d_caps)("[OK]\n");
2389 return TRUE;
2391 TRACE_(d3d_caps)("[FAILED]\n");
2392 return FALSE;
2393 case WINED3DFMT_YV12:
2394 TRACE_(d3d_caps)("[FAILED]\n");
2395 return FALSE;
2397 /* Not supported */
2398 case WINED3DFMT_R16G16B16A16_UNORM:
2399 case WINED3DFMT_A8R3G3B2:
2400 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2401 return FALSE;
2403 /* Floating point formats */
2404 case WINED3DFMT_R16_FLOAT:
2405 case WINED3DFMT_R16G16_FLOAT:
2406 case WINED3DFMT_R16G16B16A16_FLOAT:
2407 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2408 TRACE_(d3d_caps)("[OK]\n");
2409 return TRUE;
2411 TRACE_(d3d_caps)("[FAILED]\n");
2412 return FALSE;
2414 case WINED3DFMT_R32_FLOAT:
2415 case WINED3DFMT_R32G32_FLOAT:
2416 case WINED3DFMT_R32G32B32A32_FLOAT:
2417 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2418 TRACE_(d3d_caps)("[OK]\n");
2419 return TRUE;
2421 TRACE_(d3d_caps)("[FAILED]\n");
2422 return FALSE;
2424 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2425 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2426 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2427 * We can do instancing with all shader versions, but we need vertex shaders.
2429 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2430 * to enable instancing. WineD3D doesn't need that and just ignores it.
2432 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2434 case WINEMAKEFOURCC('I','N','S','T'):
2435 TRACE("ATI Instancing check hack\n");
2436 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2437 TRACE_(d3d_caps)("[OK]\n");
2438 return TRUE;
2440 TRACE_(d3d_caps)("[FAILED]\n");
2441 return FALSE;
2443 /* Some weird FOURCC formats */
2444 case WINED3DFMT_R8G8_B8G8:
2445 case WINED3DFMT_G8R8_G8B8:
2446 case WINED3DFMT_MULTI2_ARGB8:
2447 TRACE_(d3d_caps)("[FAILED]\n");
2448 return FALSE;
2450 /* Vendor specific formats */
2451 case WINED3DFMT_ATI2N:
2452 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2453 shader_backend = select_shader_backend(adapter, DeviceType);
2454 fp = select_fragment_implementation(adapter, DeviceType);
2455 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
2456 && fp->color_fixup_supported(format_desc->color_fixup))
2458 TRACE_(d3d_caps)("[OK]\n");
2459 return TRUE;
2462 TRACE_(d3d_caps)("[OK]\n");
2463 return TRUE;
2465 TRACE_(d3d_caps)("[FAILED]\n");
2466 return FALSE;
2468 case WINED3DFMT_NVHU:
2469 case WINED3DFMT_NVHS:
2470 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2471 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2472 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2473 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2474 * Applications have to deal with not having NVHS and NVHU.
2476 TRACE_(d3d_caps)("[FAILED]\n");
2477 return FALSE;
2479 case WINED3DFMT_UNKNOWN:
2480 return FALSE;
2482 default:
2483 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
2484 break;
2486 return FALSE;
2489 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
2490 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
2492 const struct blit_shader *blitter;
2494 if(SurfaceType == SURFACE_GDI) {
2495 switch(check_format_desc->format)
2497 case WINED3DFMT_R8G8B8:
2498 case WINED3DFMT_A8R8G8B8:
2499 case WINED3DFMT_X8R8G8B8:
2500 case WINED3DFMT_R5G6B5:
2501 case WINED3DFMT_X1R5G5B5:
2502 case WINED3DFMT_A1R5G5B5:
2503 case WINED3DFMT_A4R4G4B4:
2504 case WINED3DFMT_R3G3B2:
2505 case WINED3DFMT_A8_UNORM:
2506 case WINED3DFMT_A8R3G3B2:
2507 case WINED3DFMT_X4R4G4B4:
2508 case WINED3DFMT_R10G10B10A2_UNORM:
2509 case WINED3DFMT_R8G8B8A8_UNORM:
2510 case WINED3DFMT_X8B8G8R8:
2511 case WINED3DFMT_R16G16_UNORM:
2512 case WINED3DFMT_A2R10G10B10:
2513 case WINED3DFMT_R16G16B16A16_UNORM:
2514 case WINED3DFMT_P8:
2515 TRACE_(d3d_caps)("[OK]\n");
2516 return TRUE;
2517 default:
2518 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2519 return FALSE;
2523 /* All format that are supported for textures are supported for surfaces as well */
2524 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
2525 /* All depth stencil formats are supported on surfaces */
2526 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
2528 /* If opengl can't process the format natively, the blitter may be able to convert it */
2529 blitter = select_blit_implementation(adapter, DeviceType);
2530 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
2532 TRACE_(d3d_caps)("[OK]\n");
2533 return TRUE;
2536 /* Reject other formats */
2537 TRACE_(d3d_caps)("[FAILED]\n");
2538 return FALSE;
2541 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2543 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2545 if (!GL_LIMITS(vertex_samplers)) {
2546 TRACE_(d3d_caps)("[FAILED]\n");
2547 return FALSE;
2550 switch (format_desc->format)
2552 case WINED3DFMT_R32G32B32A32_FLOAT:
2553 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2554 TRACE_(d3d_caps)("[FAILED]\n");
2555 return FALSE;
2557 TRACE_(d3d_caps)("[OK]\n");
2558 return TRUE;
2560 default:
2561 TRACE_(d3d_caps)("[FAILED]\n");
2562 return FALSE;
2564 return FALSE;
2567 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2568 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2569 WINED3DSURFTYPE SurfaceType) {
2570 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2571 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
2572 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2573 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
2574 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
2575 DWORD UsageCaps = 0;
2577 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2578 This,
2579 Adapter,
2580 DeviceType, debug_d3ddevicetype(DeviceType),
2581 AdapterFormat, debug_d3dformat(AdapterFormat),
2582 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2583 RType, debug_d3dresourcetype(RType),
2584 CheckFormat, debug_d3dformat(CheckFormat));
2586 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2587 return WINED3DERR_INVALIDCALL;
2590 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2592 if(SurfaceType != SURFACE_OPENGL) {
2593 TRACE("[FAILED]\n");
2594 return WINED3DERR_NOTAVAILABLE;
2597 /* Cubetexture allows:
2598 * - D3DUSAGE_AUTOGENMIPMAP
2599 * - D3DUSAGE_DEPTHSTENCIL
2600 * - D3DUSAGE_DYNAMIC
2601 * - D3DUSAGE_NONSECURE (d3d9ex)
2602 * - D3DUSAGE_RENDERTARGET
2603 * - D3DUSAGE_SOFTWAREPROCESSING
2604 * - D3DUSAGE_QUERY_WRAPANDMIP
2606 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2607 /* Check if the texture format is around */
2608 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2610 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2611 /* Check for automatic mipmap generation support */
2612 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2613 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2614 } else {
2615 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2616 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2620 /* Always report dynamic locking */
2621 if(Usage & WINED3DUSAGE_DYNAMIC)
2622 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2624 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2625 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2627 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2628 } else {
2629 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2630 return WINED3DERR_NOTAVAILABLE;
2634 /* Always report software processing */
2635 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2636 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2638 /* Check QUERY_FILTER support */
2639 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2640 if (CheckFilterCapability(adapter, format_desc))
2642 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2643 } else {
2644 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2645 return WINED3DERR_NOTAVAILABLE;
2649 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2650 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2651 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2653 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2654 } else {
2655 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2656 return WINED3DERR_NOTAVAILABLE;
2660 /* Check QUERY_SRGBREAD support */
2661 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2662 if (CheckSrgbReadCapability(adapter, format_desc))
2664 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2665 } else {
2666 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2667 return WINED3DERR_NOTAVAILABLE;
2671 /* Check QUERY_SRGBWRITE support */
2672 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2673 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2675 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2676 } else {
2677 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2678 return WINED3DERR_NOTAVAILABLE;
2682 /* Check QUERY_VERTEXTEXTURE support */
2683 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2684 if (CheckVertexTextureCapability(adapter, format_desc))
2686 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2687 } else {
2688 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2689 return WINED3DERR_NOTAVAILABLE;
2693 /* Check QUERY_WRAPANDMIP support */
2694 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2695 if (CheckWrapAndMipCapability(adapter, format_desc))
2697 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2698 } else {
2699 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2700 return WINED3DERR_NOTAVAILABLE;
2703 } else {
2704 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2705 return WINED3DERR_NOTAVAILABLE;
2707 } else {
2708 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2709 return WINED3DERR_NOTAVAILABLE;
2711 } else if(RType == WINED3DRTYPE_SURFACE) {
2712 /* Surface allows:
2713 * - D3DUSAGE_DEPTHSTENCIL
2714 * - D3DUSAGE_NONSECURE (d3d9ex)
2715 * - D3DUSAGE_RENDERTARGET
2718 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
2720 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2721 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2723 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2724 } else {
2725 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2726 return WINED3DERR_NOTAVAILABLE;
2730 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2731 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2733 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2734 } else {
2735 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2736 return WINED3DERR_NOTAVAILABLE;
2740 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2741 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2742 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2744 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2745 } else {
2746 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2747 return WINED3DERR_NOTAVAILABLE;
2750 } else {
2751 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2752 return WINED3DERR_NOTAVAILABLE;
2755 } else if(RType == WINED3DRTYPE_TEXTURE) {
2756 /* Texture allows:
2757 * - D3DUSAGE_AUTOGENMIPMAP
2758 * - D3DUSAGE_DEPTHSTENCIL
2759 * - D3DUSAGE_DMAP
2760 * - D3DUSAGE_DYNAMIC
2761 * - D3DUSAGE_NONSECURE (d3d9ex)
2762 * - D3DUSAGE_RENDERTARGET
2763 * - D3DUSAGE_SOFTWAREPROCESSING
2764 * - D3DUSAGE_TEXTAPI (d3d9ex)
2765 * - D3DUSAGE_QUERY_WRAPANDMIP
2768 if(SurfaceType != SURFACE_OPENGL) {
2769 TRACE("[FAILED]\n");
2770 return WINED3DERR_NOTAVAILABLE;
2773 /* Check if the texture format is around */
2774 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2776 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2777 /* Check for automatic mipmap generation support */
2778 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2779 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2780 } else {
2781 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2782 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2786 /* Always report dynamic locking */
2787 if(Usage & WINED3DUSAGE_DYNAMIC)
2788 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2790 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2791 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2793 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2794 } else {
2795 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2796 return WINED3DERR_NOTAVAILABLE;
2800 /* Always report software processing */
2801 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2802 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2804 /* Check QUERY_FILTER support */
2805 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2806 if (CheckFilterCapability(adapter, format_desc))
2808 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2809 } else {
2810 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2811 return WINED3DERR_NOTAVAILABLE;
2815 /* Check QUERY_LEGACYBUMPMAP support */
2816 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2817 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
2819 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2820 } else {
2821 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2822 return WINED3DERR_NOTAVAILABLE;
2826 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2827 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2828 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2830 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2831 } else {
2832 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2833 return WINED3DERR_NOTAVAILABLE;
2837 /* Check QUERY_SRGBREAD support */
2838 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2839 if (CheckSrgbReadCapability(adapter, format_desc))
2841 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2842 } else {
2843 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2844 return WINED3DERR_NOTAVAILABLE;
2848 /* Check QUERY_SRGBWRITE support */
2849 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2850 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2852 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2853 } else {
2854 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2855 return WINED3DERR_NOTAVAILABLE;
2859 /* Check QUERY_VERTEXTEXTURE support */
2860 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2861 if (CheckVertexTextureCapability(adapter, format_desc))
2863 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2864 } else {
2865 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2866 return WINED3DERR_NOTAVAILABLE;
2870 /* Check QUERY_WRAPANDMIP support */
2871 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2872 if (CheckWrapAndMipCapability(adapter, format_desc))
2874 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2875 } else {
2876 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2877 return WINED3DERR_NOTAVAILABLE;
2881 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2882 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2884 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2885 } else {
2886 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2887 return WINED3DERR_NOTAVAILABLE;
2890 } else {
2891 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2892 return WINED3DERR_NOTAVAILABLE;
2894 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2895 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2896 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2898 * Volumetexture allows:
2899 * - D3DUSAGE_DYNAMIC
2900 * - D3DUSAGE_NONSECURE (d3d9ex)
2901 * - D3DUSAGE_SOFTWAREPROCESSING
2902 * - D3DUSAGE_QUERY_WRAPANDMIP
2905 if(SurfaceType != SURFACE_OPENGL) {
2906 TRACE("[FAILED]\n");
2907 return WINED3DERR_NOTAVAILABLE;
2910 /* Check volume texture and volume usage caps */
2911 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2912 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
2914 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2915 return WINED3DERR_NOTAVAILABLE;
2918 /* Always report dynamic locking */
2919 if(Usage & WINED3DUSAGE_DYNAMIC)
2920 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2922 /* Always report software processing */
2923 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2924 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2926 /* Check QUERY_FILTER support */
2927 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2928 if (CheckFilterCapability(adapter, format_desc))
2930 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2931 } else {
2932 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2933 return WINED3DERR_NOTAVAILABLE;
2937 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2938 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2939 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2941 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2942 } else {
2943 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2944 return WINED3DERR_NOTAVAILABLE;
2948 /* Check QUERY_SRGBREAD support */
2949 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2950 if (CheckSrgbReadCapability(adapter, format_desc))
2952 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2953 } else {
2954 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2955 return WINED3DERR_NOTAVAILABLE;
2959 /* Check QUERY_SRGBWRITE support */
2960 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2961 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2963 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2964 } else {
2965 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2966 return WINED3DERR_NOTAVAILABLE;
2970 /* Check QUERY_VERTEXTEXTURE support */
2971 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2972 if (CheckVertexTextureCapability(adapter, format_desc))
2974 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2975 } else {
2976 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2977 return WINED3DERR_NOTAVAILABLE;
2981 /* Check QUERY_WRAPANDMIP support */
2982 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2983 if (CheckWrapAndMipCapability(adapter, format_desc))
2985 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2986 } else {
2987 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2988 return WINED3DERR_NOTAVAILABLE;
2991 } else {
2992 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2993 return WINED3DERR_NOTAVAILABLE;
2996 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2997 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2998 * app needing one of those formats, don't advertize them to avoid leading apps into
2999 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3000 * except of R32F.
3002 switch(CheckFormat) {
3003 case WINED3DFMT_P8:
3004 case WINED3DFMT_A4L4:
3005 case WINED3DFMT_R32_FLOAT:
3006 case WINED3DFMT_R16_FLOAT:
3007 case WINED3DFMT_X8L8V8U8:
3008 case WINED3DFMT_L6V5U5:
3009 case WINED3DFMT_R16G16_UNORM:
3010 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3011 return WINED3DERR_NOTAVAILABLE;
3013 case WINED3DFMT_R8G8B8A8_SNORM:
3014 case WINED3DFMT_R16G16_SNORM:
3015 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3016 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3017 return WINED3DERR_NOTAVAILABLE;
3019 break;
3021 case WINED3DFMT_R8G8_SNORM:
3022 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3023 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3024 return WINED3DERR_NOTAVAILABLE;
3026 break;
3028 case WINED3DFMT_DXT1:
3029 case WINED3DFMT_DXT2:
3030 case WINED3DFMT_DXT3:
3031 case WINED3DFMT_DXT4:
3032 case WINED3DFMT_DXT5:
3033 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3034 * compressed texture results in an error. While the D3D refrast does
3035 * support s3tc volumes, at least the nvidia windows driver does not, so
3036 * we're free not to support this format.
3038 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3039 return WINED3DERR_NOTAVAILABLE;
3041 default:
3042 /* Do nothing, continue with checking the format below */
3043 break;
3045 } else if(RType == WINED3DRTYPE_BUFFER){
3046 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3047 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3048 return WINED3DERR_NOTAVAILABLE;
3051 /* This format is nothing special and it is supported perfectly.
3052 * However, ati and nvidia driver on windows do not mark this format as
3053 * supported (tested with the dxCapsViewer) and pretending to
3054 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3055 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3056 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3058 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3059 TRACE_(d3d_caps)("[FAILED]\n");
3060 return WINED3DERR_NOTAVAILABLE;
3063 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3064 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3065 * usage flags match. */
3066 if(UsageCaps == Usage) {
3067 return WINED3D_OK;
3068 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3069 return WINED3DOK_NOAUTOGEN;
3070 } else {
3071 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3072 return WINED3DERR_NOTAVAILABLE;
3076 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3077 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3078 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3080 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3081 This,
3082 Adapter,
3083 DeviceType, debug_d3ddevicetype(DeviceType),
3084 SourceFormat, debug_d3dformat(SourceFormat),
3085 TargetFormat, debug_d3dformat(TargetFormat));
3086 return WINED3D_OK;
3089 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3091 const shader_backend_t *ret;
3092 int vs_selected_mode;
3093 int ps_selected_mode;
3095 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3096 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3097 ret = &glsl_shader_backend;
3098 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3099 ret = &arb_program_shader_backend;
3100 } else {
3101 ret = &none_shader_backend;
3103 return ret;
3106 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3107 WINED3DDEVTYPE DeviceType)
3109 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3110 int vs_selected_mode;
3111 int ps_selected_mode;
3113 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3114 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3115 return &arbfp_fragment_pipeline;
3116 } else if(ps_selected_mode == SHADER_ATI) {
3117 return &atifs_fragment_pipeline;
3118 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3119 return &nvts_fragment_pipeline;
3120 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3121 return &nvrc_fragment_pipeline;
3122 } else {
3123 return &ffp_fragment_pipeline;
3127 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3129 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3130 int vs_selected_mode;
3131 int ps_selected_mode;
3133 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3134 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3135 return &arbfp_blit;
3136 } else {
3137 return &ffp_blit;
3141 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3142 subset of a D3DCAPS9 structure. However, it has to come via a void *
3143 as the d3d8 interface cannot import the d3d9 header */
3144 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3146 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3147 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3148 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3149 int vs_selected_mode;
3150 int ps_selected_mode;
3151 struct shader_caps shader_caps;
3152 struct fragment_caps fragment_caps;
3153 const shader_backend_t *shader_backend;
3154 const struct fragment_pipeline *frag_pipeline = NULL;
3155 DWORD ckey_caps, blit_caps, fx_caps;
3157 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3159 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3160 return WINED3DERR_INVALIDCALL;
3163 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3165 /* This function should *not* be modifying GL caps
3166 * TODO: move the functionality where it belongs */
3167 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3169 /* ------------------------------------------------
3170 The following fields apply to both d3d8 and d3d9
3171 ------------------------------------------------ */
3172 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3173 pCaps->AdapterOrdinal = Adapter;
3175 pCaps->Caps = 0;
3176 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3177 WINED3DCAPS2_FULLSCREENGAMMA |
3178 WINED3DCAPS2_DYNAMICTEXTURES;
3179 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3180 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3183 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3184 WINED3DCAPS3_COPY_TO_VIDMEM |
3185 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3187 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3188 WINED3DPRESENT_INTERVAL_ONE;
3190 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3191 WINED3DCURSORCAPS_LOWRES;
3193 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3194 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3195 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3196 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3197 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3198 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3199 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3200 WINED3DDEVCAPS_PUREDEVICE |
3201 WINED3DDEVCAPS_HWRASTERIZATION |
3202 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3203 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3204 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3205 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3206 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3207 WINED3DDEVCAPS_RTPATCHES;
3209 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3210 WINED3DPMISCCAPS_CULLCCW |
3211 WINED3DPMISCCAPS_CULLCW |
3212 WINED3DPMISCCAPS_COLORWRITEENABLE |
3213 WINED3DPMISCCAPS_CLIPTLVERTS |
3214 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3215 WINED3DPMISCCAPS_MASKZ |
3216 WINED3DPMISCCAPS_BLENDOP |
3217 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3218 /* TODO:
3219 WINED3DPMISCCAPS_NULLREFERENCE
3220 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3221 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3222 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3223 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3225 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3226 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3228 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3229 WINED3DPRASTERCAPS_PAT |
3230 WINED3DPRASTERCAPS_WFOG |
3231 WINED3DPRASTERCAPS_ZFOG |
3232 WINED3DPRASTERCAPS_FOGVERTEX |
3233 WINED3DPRASTERCAPS_FOGTABLE |
3234 WINED3DPRASTERCAPS_STIPPLE |
3235 WINED3DPRASTERCAPS_SUBPIXEL |
3236 WINED3DPRASTERCAPS_ZTEST |
3237 WINED3DPRASTERCAPS_SCISSORTEST |
3238 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3239 WINED3DPRASTERCAPS_DEPTHBIAS;
3241 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3242 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3243 WINED3DPRASTERCAPS_ZBIAS |
3244 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3246 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3247 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3249 /* FIXME Add:
3250 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3251 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3252 WINED3DPRASTERCAPS_ANTIALIASEDGES
3253 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3254 WINED3DPRASTERCAPS_WBUFFER */
3256 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3257 WINED3DPCMPCAPS_EQUAL |
3258 WINED3DPCMPCAPS_GREATER |
3259 WINED3DPCMPCAPS_GREATEREQUAL |
3260 WINED3DPCMPCAPS_LESS |
3261 WINED3DPCMPCAPS_LESSEQUAL |
3262 WINED3DPCMPCAPS_NEVER |
3263 WINED3DPCMPCAPS_NOTEQUAL;
3265 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3266 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3267 WINED3DPBLENDCAPS_DESTALPHA |
3268 WINED3DPBLENDCAPS_DESTCOLOR |
3269 WINED3DPBLENDCAPS_INVDESTALPHA |
3270 WINED3DPBLENDCAPS_INVDESTCOLOR |
3271 WINED3DPBLENDCAPS_INVSRCALPHA |
3272 WINED3DPBLENDCAPS_INVSRCCOLOR |
3273 WINED3DPBLENDCAPS_ONE |
3274 WINED3DPBLENDCAPS_SRCALPHA |
3275 WINED3DPBLENDCAPS_SRCALPHASAT |
3276 WINED3DPBLENDCAPS_SRCCOLOR |
3277 WINED3DPBLENDCAPS_ZERO;
3279 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3280 WINED3DPBLENDCAPS_DESTCOLOR |
3281 WINED3DPBLENDCAPS_INVDESTALPHA |
3282 WINED3DPBLENDCAPS_INVDESTCOLOR |
3283 WINED3DPBLENDCAPS_INVSRCALPHA |
3284 WINED3DPBLENDCAPS_INVSRCCOLOR |
3285 WINED3DPBLENDCAPS_ONE |
3286 WINED3DPBLENDCAPS_SRCALPHA |
3287 WINED3DPBLENDCAPS_SRCCOLOR |
3288 WINED3DPBLENDCAPS_ZERO;
3289 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3290 * according to the glBlendFunc manpage
3292 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3293 * legacy settings for srcblend only
3296 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3297 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3298 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3302 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3303 WINED3DPCMPCAPS_EQUAL |
3304 WINED3DPCMPCAPS_GREATER |
3305 WINED3DPCMPCAPS_GREATEREQUAL |
3306 WINED3DPCMPCAPS_LESS |
3307 WINED3DPCMPCAPS_LESSEQUAL |
3308 WINED3DPCMPCAPS_NEVER |
3309 WINED3DPCMPCAPS_NOTEQUAL;
3311 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3312 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3313 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3314 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3315 WINED3DPSHADECAPS_COLORFLATRGB |
3316 WINED3DPSHADECAPS_FOGFLAT |
3317 WINED3DPSHADECAPS_FOGGOURAUD |
3318 WINED3DPSHADECAPS_SPECULARFLATRGB;
3320 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3321 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3322 WINED3DPTEXTURECAPS_TRANSPARENCY |
3323 WINED3DPTEXTURECAPS_BORDER |
3324 WINED3DPTEXTURECAPS_MIPMAP |
3325 WINED3DPTEXTURECAPS_PROJECTED |
3326 WINED3DPTEXTURECAPS_PERSPECTIVE;
3328 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3329 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3330 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3333 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3334 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3335 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3336 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3339 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3340 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3341 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3342 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3346 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3347 WINED3DPTFILTERCAPS_MAGFPOINT |
3348 WINED3DPTFILTERCAPS_MINFLINEAR |
3349 WINED3DPTFILTERCAPS_MINFPOINT |
3350 WINED3DPTFILTERCAPS_MIPFLINEAR |
3351 WINED3DPTFILTERCAPS_MIPFPOINT |
3352 WINED3DPTFILTERCAPS_LINEAR |
3353 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3354 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3355 WINED3DPTFILTERCAPS_MIPLINEAR |
3356 WINED3DPTFILTERCAPS_MIPNEAREST |
3357 WINED3DPTFILTERCAPS_NEAREST;
3359 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3360 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3361 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3364 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3365 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3366 WINED3DPTFILTERCAPS_MAGFPOINT |
3367 WINED3DPTFILTERCAPS_MINFLINEAR |
3368 WINED3DPTFILTERCAPS_MINFPOINT |
3369 WINED3DPTFILTERCAPS_MIPFLINEAR |
3370 WINED3DPTFILTERCAPS_MIPFPOINT |
3371 WINED3DPTFILTERCAPS_LINEAR |
3372 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3373 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3374 WINED3DPTFILTERCAPS_MIPLINEAR |
3375 WINED3DPTFILTERCAPS_MIPNEAREST |
3376 WINED3DPTFILTERCAPS_NEAREST;
3378 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3379 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3380 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3382 } else
3383 pCaps->CubeTextureFilterCaps = 0;
3385 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3386 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3387 WINED3DPTFILTERCAPS_MAGFPOINT |
3388 WINED3DPTFILTERCAPS_MINFLINEAR |
3389 WINED3DPTFILTERCAPS_MINFPOINT |
3390 WINED3DPTFILTERCAPS_MIPFLINEAR |
3391 WINED3DPTFILTERCAPS_MIPFPOINT |
3392 WINED3DPTFILTERCAPS_LINEAR |
3393 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3394 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3395 WINED3DPTFILTERCAPS_MIPLINEAR |
3396 WINED3DPTFILTERCAPS_MIPNEAREST |
3397 WINED3DPTFILTERCAPS_NEAREST;
3398 } else
3399 pCaps->VolumeTextureFilterCaps = 0;
3401 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3402 WINED3DPTADDRESSCAPS_CLAMP |
3403 WINED3DPTADDRESSCAPS_WRAP;
3405 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3406 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3408 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3409 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3411 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3412 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3415 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3416 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3417 WINED3DPTADDRESSCAPS_CLAMP |
3418 WINED3DPTADDRESSCAPS_WRAP;
3419 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3420 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3422 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3423 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3425 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3426 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3428 } else
3429 pCaps->VolumeTextureAddressCaps = 0;
3431 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3432 WINED3DLINECAPS_ZTEST |
3433 WINED3DLINECAPS_BLEND |
3434 WINED3DLINECAPS_ALPHACMP |
3435 WINED3DLINECAPS_FOG;
3436 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3437 * idea how generating the smoothing alpha values works; the result is different
3440 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3441 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3443 if(GL_SUPPORT(EXT_TEXTURE3D))
3444 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3445 else
3446 pCaps->MaxVolumeExtent = 0;
3448 pCaps->MaxTextureRepeat = 32768;
3449 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3450 pCaps->MaxVertexW = 1.0;
3452 pCaps->GuardBandLeft = 0;
3453 pCaps->GuardBandTop = 0;
3454 pCaps->GuardBandRight = 0;
3455 pCaps->GuardBandBottom = 0;
3457 pCaps->ExtentsAdjust = 0;
3459 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3460 WINED3DSTENCILCAPS_INCRSAT |
3461 WINED3DSTENCILCAPS_INVERT |
3462 WINED3DSTENCILCAPS_KEEP |
3463 WINED3DSTENCILCAPS_REPLACE |
3464 WINED3DSTENCILCAPS_ZERO;
3465 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3466 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3467 WINED3DSTENCILCAPS_INCR;
3469 if ( This->dxVersion > 8 &&
3470 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3471 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3472 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3475 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3477 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3478 pCaps->MaxActiveLights = GL_LIMITS(lights);
3480 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3481 pCaps->MaxVertexBlendMatrixIndex = 0;
3483 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3484 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3487 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3488 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3489 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3490 WINED3DVTXPCAPS_LOCALVIEWER |
3491 WINED3DVTXPCAPS_VERTEXFOG |
3492 WINED3DVTXPCAPS_TEXGEN;
3493 /* FIXME: Add
3494 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3496 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3497 pCaps->MaxVertexIndex = 0xFFFFF;
3498 pCaps->MaxStreams = MAX_STREAMS;
3499 pCaps->MaxStreamStride = 1024;
3501 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3502 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3503 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3504 pCaps->MaxNpatchTessellationLevel = 0;
3505 pCaps->MasterAdapterOrdinal = 0;
3506 pCaps->AdapterOrdinalInGroup = 0;
3507 pCaps->NumberOfAdaptersInGroup = 1;
3509 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3511 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3512 WINED3DPTFILTERCAPS_MAGFPOINT |
3513 WINED3DPTFILTERCAPS_MINFLINEAR |
3514 WINED3DPTFILTERCAPS_MAGFLINEAR;
3515 pCaps->VertexTextureFilterCaps = 0;
3517 memset(&shader_caps, 0, sizeof(shader_caps));
3518 shader_backend = select_shader_backend(adapter, DeviceType);
3519 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3521 memset(&fragment_caps, 0, sizeof(fragment_caps));
3522 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3523 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
3525 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3526 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3528 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3529 * Ignore shader model capabilities if disabled in config
3531 if(vs_selected_mode == SHADER_NONE) {
3532 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3533 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3534 pCaps->MaxVertexShaderConst = 0;
3535 } else {
3536 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3537 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3540 if(ps_selected_mode == SHADER_NONE) {
3541 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3542 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3543 pCaps->PixelShader1xMaxValue = 0.0;
3544 } else {
3545 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3546 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3549 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3550 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3551 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3553 pCaps->VS20Caps = shader_caps.VS20Caps;
3554 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3555 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3556 pCaps->PS20Caps = shader_caps.PS20Caps;
3557 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3558 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3560 /* The following caps are shader specific, but they are things we cannot detect, or which
3561 * are the same among all shader models. So to avoid code duplication set the shader version
3562 * specific, but otherwise constant caps here
3564 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3565 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3566 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3567 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3568 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3569 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
3570 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3572 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3573 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
3574 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3575 pCaps->VS20Caps.Caps = 0;
3576 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3577 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
3578 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3580 pCaps->MaxVShaderInstructionsExecuted = 65535;
3581 pCaps->MaxVertexShader30InstructionSlots = 0;
3582 } else { /* VS 1.x */
3583 pCaps->VS20Caps.Caps = 0;
3584 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3585 pCaps->VS20Caps.NumTemps = 0;
3586 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3588 pCaps->MaxVShaderInstructionsExecuted = 0;
3589 pCaps->MaxVertexShader30InstructionSlots = 0;
3592 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3593 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3594 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3596 /* 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 */
3597 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3598 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3599 WINED3DPS20CAPS_PREDICATION |
3600 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3601 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3602 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3603 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
3604 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3605 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3607 pCaps->MaxPShaderInstructionsExecuted = 65535;
3608 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
3609 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3610 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3611 pCaps->PS20Caps.Caps = 0;
3612 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3613 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
3614 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3615 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3617 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3618 pCaps->MaxPixelShader30InstructionSlots = 0;
3619 } else { /* PS 1.x */
3620 pCaps->PS20Caps.Caps = 0;
3621 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3622 pCaps->PS20Caps.NumTemps = 0;
3623 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3624 pCaps->PS20Caps.NumInstructionSlots = 0;
3626 pCaps->MaxPShaderInstructionsExecuted = 0;
3627 pCaps->MaxPixelShader30InstructionSlots = 0;
3630 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3631 /* OpenGL supports all the formats below, perhaps not always
3632 * without conversion, but it supports them.
3633 * Further GLSL doesn't seem to have an official unsigned type so
3634 * don't advertise it yet as I'm not sure how we handle it.
3635 * We might need to add some clamping in the shader engine to
3636 * support it.
3637 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3638 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3639 WINED3DDTCAPS_UBYTE4N |
3640 WINED3DDTCAPS_SHORT2N |
3641 WINED3DDTCAPS_SHORT4N;
3642 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
3643 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3644 WINED3DDTCAPS_FLOAT16_4;
3646 } else
3647 pCaps->DeclTypes = 0;
3649 /* Set DirectDraw helper Caps */
3650 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3651 WINEDDCKEYCAPS_SRCBLT;
3652 fx_caps = WINEDDFXCAPS_BLTALPHA |
3653 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3654 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3655 WINEDDFXCAPS_BLTROTATION90 |
3656 WINEDDFXCAPS_BLTSHRINKX |
3657 WINEDDFXCAPS_BLTSHRINKXN |
3658 WINEDDFXCAPS_BLTSHRINKY |
3659 WINEDDFXCAPS_BLTSHRINKXN |
3660 WINEDDFXCAPS_BLTSTRETCHX |
3661 WINEDDFXCAPS_BLTSTRETCHXN |
3662 WINEDDFXCAPS_BLTSTRETCHY |
3663 WINEDDFXCAPS_BLTSTRETCHYN;
3664 blit_caps = WINEDDCAPS_BLT |
3665 WINEDDCAPS_BLTCOLORFILL |
3666 WINEDDCAPS_BLTDEPTHFILL |
3667 WINEDDCAPS_BLTSTRETCH |
3668 WINEDDCAPS_CANBLTSYSMEM |
3669 WINEDDCAPS_CANCLIP |
3670 WINEDDCAPS_CANCLIPSTRETCHED |
3671 WINEDDCAPS_COLORKEY |
3672 WINEDDCAPS_COLORKEYHWASSIST |
3673 WINEDDCAPS_ALIGNBOUNDARYSRC;
3675 /* Fill the ddraw caps structure */
3676 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3677 WINEDDCAPS_PALETTE |
3678 blit_caps;
3679 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3680 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3681 WINEDDCAPS2_PRIMARYGAMMA |
3682 WINEDDCAPS2_WIDESURFACES |
3683 WINEDDCAPS2_CANRENDERWINDOWED;
3684 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3685 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3686 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3687 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3688 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3689 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3690 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3691 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3692 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3694 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3695 WINEDDSCAPS_BACKBUFFER |
3696 WINEDDSCAPS_FLIP |
3697 WINEDDSCAPS_FRONTBUFFER |
3698 WINEDDSCAPS_OFFSCREENPLAIN |
3699 WINEDDSCAPS_PALETTE |
3700 WINEDDSCAPS_PRIMARYSURFACE |
3701 WINEDDSCAPS_SYSTEMMEMORY |
3702 WINEDDSCAPS_VIDEOMEMORY |
3703 WINEDDSCAPS_VISIBLE;
3704 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3706 /* Set D3D caps if OpenGL is available. */
3707 if (adapter->opengl)
3709 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3710 WINEDDSCAPS_MIPMAP |
3711 WINEDDSCAPS_TEXTURE |
3712 WINEDDSCAPS_ZBUFFER;
3713 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3716 return WINED3D_OK;
3719 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3720 and fields being inserted in the middle, a new structure is used in place */
3721 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
3722 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
3723 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
3725 IWineD3DDeviceImpl *object = NULL;
3726 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3727 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3728 WINED3DDISPLAYMODE mode;
3729 const struct fragment_pipeline *frag_pipeline = NULL;
3730 int i;
3731 struct fragment_caps ffp_caps;
3732 struct shader_caps shader_caps;
3733 HRESULT hr;
3735 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3736 * number and create a device without a 3D adapter for 2D only operation.
3738 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3739 return WINED3DERR_INVALIDCALL;
3742 /* Create a WineD3DDevice object */
3743 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3744 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3745 TRACE("Created WineD3DDevice object @ %p\n", object);
3746 if (NULL == object) {
3747 return WINED3DERR_OUTOFVIDEOMEMORY;
3750 /* Set up initial COM information */
3751 object->lpVtbl = &IWineD3DDevice_Vtbl;
3752 object->ref = 1;
3753 object->wineD3D = iface;
3754 object->adapter = This->adapter_count ? adapter : NULL;
3755 IWineD3D_AddRef(object->wineD3D);
3756 object->parent = parent;
3757 object->device_parent = device_parent;
3758 list_init(&object->resources);
3759 list_init(&object->shaders);
3761 if(This->dxVersion == 7) {
3762 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3763 } else {
3764 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3766 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3768 /* Set the state up as invalid until the device is fully created */
3769 object->state = WINED3DERR_DRIVERINTERNALERROR;
3771 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3772 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3774 /* Save the creation parameters */
3775 object->createParms.AdapterOrdinal = Adapter;
3776 object->createParms.DeviceType = DeviceType;
3777 object->createParms.hFocusWindow = hFocusWindow;
3778 object->createParms.BehaviorFlags = BehaviourFlags;
3780 /* Initialize other useful values */
3781 object->adapterNo = Adapter;
3782 object->devType = DeviceType;
3784 select_shader_mode(&adapter->gl_info, DeviceType,
3785 &object->ps_selected_mode, &object->vs_selected_mode);
3786 object->shader_backend = select_shader_backend(adapter, DeviceType);
3788 memset(&shader_caps, 0, sizeof(shader_caps));
3789 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3790 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
3791 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
3793 memset(&ffp_caps, 0, sizeof(ffp_caps));
3794 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3795 object->frag_pipe = frag_pipeline;
3796 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
3797 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3798 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3799 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
3800 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3802 if (FAILED(hr)) {
3803 IWineD3D_Release(object->wineD3D);
3804 HeapFree(GetProcessHeap(), 0, object);
3806 return hr;
3809 object->blitter = select_blit_implementation(adapter, DeviceType);
3811 /* set the state of the device to valid */
3812 object->state = WINED3D_OK;
3814 /* Get the initial screen setup for ddraw */
3815 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3817 object->ddraw_width = mode.Width;
3818 object->ddraw_height = mode.Height;
3819 object->ddraw_format = mode.Format;
3821 for(i = 0; i < PATCHMAP_SIZE; i++) {
3822 list_init(&object->patches[i]);
3825 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
3827 return WINED3D_OK;
3830 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3831 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3832 IUnknown_AddRef(This->parent);
3833 *pParent = This->parent;
3834 return WINED3D_OK;
3837 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3838 IUnknown* surfaceParent;
3839 TRACE("(%p) call back\n", pSurface);
3841 /* Now, release the parent, which will take care of cleaning up the surface for us */
3842 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3843 IUnknown_Release(surfaceParent);
3844 return IUnknown_Release(surfaceParent);
3847 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3848 IUnknown* volumeParent;
3849 TRACE("(%p) call back\n", pVolume);
3851 /* Now, release the parent, which will take care of cleaning up the volume for us */
3852 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3853 IUnknown_Release(volumeParent);
3854 return IUnknown_Release(volumeParent);
3857 static BOOL match_apple(const WineD3D_GL_Info *gl_info)
3859 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3860 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3861 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3863 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3864 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3865 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3866 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3867 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3868 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3869 * DirectDraw, not OpenGL.
3871 if(gl_info->supported[APPLE_FENCE] &&
3872 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3873 gl_info->supported[APPLE_FLUSH_RENDER] &&
3874 gl_info->supported[APPLE_YCBCR_422]) {
3875 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3876 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3877 return TRUE;
3878 } else {
3879 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3880 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3881 return FALSE;
3885 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3886 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3887 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3888 * all the texture. This function detects this bug by its symptom and disables PBOs
3889 * if the test fails.
3891 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3892 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3893 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3894 * read back is compared to the original. If they are equal PBOs are assumed to work,
3895 * otherwise the PBO extension is disabled.
3897 GLuint texture, pbo;
3898 static const unsigned int pattern[] = {
3899 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3900 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3901 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3902 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3904 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3906 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3907 /* No PBO -> No point in testing them */
3908 return;
3911 ENTER_GL();
3913 while(glGetError());
3914 glGenTextures(1, &texture);
3915 glBindTexture(GL_TEXTURE_2D, texture);
3917 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3918 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3919 checkGLcall("Specifying the PBO test texture\n");
3921 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3922 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3923 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3924 checkGLcall("Specifying the PBO test pbo\n");
3926 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3927 checkGLcall("Loading the PBO test texture\n");
3929 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3930 glFinish(); /* just to be sure */
3932 memset(check, 0, sizeof(check));
3933 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3934 checkGLcall("Reading back the PBO test texture\n");
3936 glDeleteTextures(1, &texture);
3937 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3938 checkGLcall("PBO test cleanup\n");
3940 LEAVE_GL();
3942 if(memcmp(check, pattern, sizeof(check)) != 0) {
3943 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3944 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3945 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3946 } else {
3947 TRACE_(d3d_caps)("PBO test successful\n");
3951 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3952 * reporting a driver version is moot because we are not the Windows driver, and we have different
3953 * bugs, features, etc.
3955 * If a card is not found in this table, the gl driver version is reported
3957 struct driver_version_information {
3958 WORD vendor; /* reported PCI card vendor ID */
3959 WORD card; /* reported PCI card device ID */
3960 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
3961 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3962 WORD lopart_hi, lopart_lo; /* driver loword to report */
3965 static const struct driver_version_information driver_version_table[] = {
3966 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
3967 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
3968 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
3969 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
3971 * All version numbers used below are from the Linux nvidia drivers.
3973 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
3974 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
3975 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
3976 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
3977 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
3978 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 4, 3 },
3979 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 4, 3 },
3980 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 4, 3 },
3981 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7341 },
3982 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7341 },
3983 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7341 },
3984 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8044 },
3985 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8044 },
3986 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8044 },
3987 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8044 },
3988 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8044 },
3989 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8044 },
3990 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8044 },
3991 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8044 },
3992 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8044 },
3993 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8044 },
3994 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8044 },
3995 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8044 },
3996 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8044 },
3997 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8044 },
3998 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8044 },
3999 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8044 },
4000 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8044 },
4001 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8044 },
4002 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8044 },
4004 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
4005 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
4006 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
4007 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
4008 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
4009 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
4010 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
4012 /* TODO: Add information about legacy ATI hardware, Intel and other cards */
4015 static BOOL match_ati_r300_to_500(const WineD3D_GL_Info *gl_info) {
4016 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4017 if(gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
4018 if(gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
4019 if(gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
4020 return FALSE;
4023 static BOOL match_geforce5(const WineD3D_GL_Info *gl_info) {
4024 if(gl_info->gl_vendor == VENDOR_NVIDIA) {
4025 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
4026 return TRUE;
4029 return FALSE;
4032 static BOOL match_apple_intel(const WineD3D_GL_Info *gl_info) {
4033 return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info);
4036 static BOOL match_apple_nonr500ati(const WineD3D_GL_Info *gl_info) {
4037 if(!match_apple(gl_info)) return FALSE;
4038 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4039 if(gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
4040 return TRUE;
4043 static BOOL match_fglrx(const WineD3D_GL_Info *gl_info) {
4044 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4045 if(match_apple(gl_info)) return FALSE;
4046 if(strstr(gl_info->gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers */
4047 return TRUE;
4050 static void quirk_arb_constants(WineD3D_GL_Info *gl_info) {
4051 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL\n", gl_info->vs_arb_constantsF);
4052 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
4053 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL\n", gl_info->ps_arb_constantsF);
4054 gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
4057 static void quirk_apple_glsl_constants(WineD3D_GL_Info *gl_info) {
4058 quirk_arb_constants(gl_info);
4059 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
4060 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
4061 * allow 48 different offsets or other helper immediate values
4063 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use\n");
4064 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
4067 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
4068 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
4069 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
4070 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
4071 * most games, but avoids the crash
4073 * A more sophisticated way would be to find all units that need texture coordinates and enable
4074 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
4075 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
4077 * Note that disabling the extension entirely does not gain predictability because there is no point
4078 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension.
4080 static void quirk_one_point_sprite(WineD3D_GL_Info *gl_info) {
4081 if(gl_info->supported[ARB_POINT_SPRITE]) {
4082 TRACE("Limiting point sprites to one texture unit\n");
4083 gl_info->max_point_sprite_units = 1;
4087 static void quirk_ati_dx9(WineD3D_GL_Info *gl_info) {
4088 quirk_arb_constants(gl_info);
4090 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
4091 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
4092 * If real NP2 textures are used, the driver falls back to software. We could just remove the
4093 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
4094 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
4095 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
4096 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
4098 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
4099 * has this extension promoted to core. The extension loading code sets this extension supported
4100 * due to that, so this code works on fglrx as well.
4102 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
4103 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4104 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
4106 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
4107 * it is generally more efficient. Reserve just 8 constants
4109 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use\n");
4110 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
4113 static void quirk_no_np2(WineD3D_GL_Info *gl_info) {
4114 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
4115 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
4116 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
4117 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
4118 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
4119 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
4121 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
4122 * triggering the software fallback. There is not much we can do here apart from disabling the
4123 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
4124 * in IWineD3DImpl_FillGLCaps).
4125 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
4126 * post-processing effects in the game "Max Payne 2").
4127 * The behaviour can be verified through a simple test app attached in bugreport #14724.
4129 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
4130 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4131 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
4134 static void quirk_texcoord_w(WineD3D_GL_Info *gl_info) {
4135 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
4136 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
4137 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
4138 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
4139 * according to the spec.
4141 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
4142 * makes the shader slower and eats instruction slots which should be available to the d3d app.
4144 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
4145 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
4146 * this workaround is activated on cards that do not need it, it won't break things, just affect
4147 * performance negatively.
4149 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
4150 gl_info->set_texcoord_w = TRUE;
4153 struct driver_quirk quirk_table[] = {
4155 match_ati_r300_to_500,
4156 quirk_ati_dx9,
4157 "ATI GLSL constant and normalized texrect quirk"
4159 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
4160 * used it falls back to software. While the compiler can detect if the shader uses all declared
4161 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
4162 * using relative addressing falls back to software.
4164 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
4167 match_apple,
4168 quirk_apple_glsl_constants,
4169 "Apple GLSL uniform override"
4172 match_geforce5,
4173 quirk_no_np2,
4174 "Geforce 5 NP2 disable"
4177 match_apple_intel,
4178 quirk_texcoord_w,
4179 "Init texcoord .w for Apple Intel GPU driver"
4182 match_apple_nonr500ati,
4183 quirk_texcoord_w,
4184 "Init texcoord .w for Apple ATI >= r600 GPU driver"
4187 match_fglrx,
4188 quirk_one_point_sprite,
4189 "Fglrx point sprite crash workaround"
4193 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
4194 unsigned int i;
4196 for(i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); i++) {
4197 if(!quirk_table[i].match(gl_info)) continue;
4198 TRACE_(d3d_caps)("Applying driver quirk \"%s\"\n", quirk_table[i].description);
4199 quirk_table[i].apply(gl_info);
4202 /* Find out if PBOs work as they are supposed to */
4203 test_pbo_functionality(gl_info);
4205 /* Fixup the driver version */
4206 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
4207 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
4208 gl_info->gl_card == driver_version_table[i].card) {
4209 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
4211 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
4212 driver_version_table[i].lopart_lo);
4213 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
4214 driver_version_table[i].hipart_lo);
4215 strcpy(gl_info->driver_description, driver_version_table[i].description);
4216 break;
4221 static void WINE_GLAPI invalid_func(const void *data)
4223 ERR("Invalid vertex attribute function called\n");
4224 DebugBreak();
4227 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4229 ERR("Invalid texcoord function called\n");
4230 DebugBreak();
4233 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4234 * the extension detection and are used in drawStridedSlow
4236 static void WINE_GLAPI position_d3dcolor(const void *data)
4238 DWORD pos = *((const DWORD *)data);
4240 FIXME("Add a test for fixed function position from d3dcolor type\n");
4241 glVertex4s(D3DCOLOR_B_R(pos),
4242 D3DCOLOR_B_G(pos),
4243 D3DCOLOR_B_B(pos),
4244 D3DCOLOR_B_A(pos));
4247 static void WINE_GLAPI position_float4(const void *data)
4249 const GLfloat *pos = data;
4251 if (pos[3] < eps && pos[3] > -eps)
4252 glVertex3fv(pos);
4253 else {
4254 float w = 1.0 / pos[3];
4256 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4260 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4262 DWORD diffuseColor = *((const DWORD *)data);
4264 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4265 D3DCOLOR_B_G(diffuseColor),
4266 D3DCOLOR_B_B(diffuseColor),
4267 D3DCOLOR_B_A(diffuseColor));
4270 static void WINE_GLAPI specular_d3dcolor(const void *data)
4272 DWORD specularColor = *((const DWORD *)data);
4273 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4274 D3DCOLOR_B_G(specularColor),
4275 D3DCOLOR_B_B(specularColor)};
4277 specular_func_3ubv(d);
4280 static void WINE_GLAPI warn_no_specular_func(const void *data)
4282 WARN("GL_EXT_secondary_color not supported\n");
4285 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4287 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4288 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4289 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4290 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4291 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4292 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4293 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4294 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4295 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4296 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4297 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4298 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4299 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4300 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4301 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4302 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4303 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4305 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4306 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4307 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4308 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4309 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4310 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4311 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4312 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4313 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4314 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4315 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4316 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4317 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4318 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4319 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4320 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4321 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4323 /* No 4 component entry points here */
4324 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4325 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4326 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4327 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4328 } else {
4329 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4331 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4332 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4333 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4334 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4335 } else {
4336 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4338 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4339 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4340 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4341 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4342 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4343 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4344 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4345 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4346 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4347 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4348 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4349 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4351 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4352 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4354 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4355 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4356 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4357 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4358 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4359 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4360 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4361 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4362 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4363 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4364 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4365 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4366 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4367 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4368 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4369 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4370 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4372 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4373 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4374 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4375 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4376 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4377 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4378 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4379 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4380 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4381 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4382 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4383 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4384 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4385 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4386 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4387 if (GL_SUPPORT(NV_HALF_FLOAT))
4389 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4390 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4391 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4392 } else {
4393 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4394 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4398 BOOL InitAdapters(IWineD3DImpl *This)
4400 static HMODULE mod_gl;
4401 BOOL ret;
4402 int ps_selected_mode, vs_selected_mode;
4404 /* No need to hold any lock. The calling library makes sure only one thread calls
4405 * wined3d simultaneously
4408 TRACE("Initializing adapters\n");
4410 if(!mod_gl) {
4411 #ifdef USE_WIN32_OPENGL
4412 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4413 mod_gl = LoadLibraryA("opengl32.dll");
4414 if(!mod_gl) {
4415 ERR("Can't load opengl32.dll!\n");
4416 goto nogl_adapter;
4418 #else
4419 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4420 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4421 mod_gl = GetModuleHandleA("gdi32.dll");
4422 #endif
4425 /* Load WGL core functions from opengl32.dll */
4426 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4427 WGL_FUNCS_GEN;
4428 #undef USE_WGL_FUNC
4430 if(!pwglGetProcAddress) {
4431 ERR("Unable to load wglGetProcAddress!\n");
4432 goto nogl_adapter;
4435 /* Dynamically load all GL core functions */
4436 GL_FUNCS_GEN;
4437 #undef USE_GL_FUNC
4439 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4440 * otherwise because we have to use winex11.drv's override
4442 #ifdef USE_WIN32_OPENGL
4443 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4444 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4445 #else
4446 glFinish = (void*)pwglGetProcAddress("wglFinish");
4447 glFlush = (void*)pwglGetProcAddress("wglFlush");
4448 #endif
4450 glEnableWINE = glEnable;
4451 glDisableWINE = glDisable;
4453 /* For now only one default adapter */
4455 struct WineD3DAdapter *adapter = &This->adapters[0];
4456 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4457 int iPixelFormat;
4458 int res;
4459 int i;
4460 WineD3D_PixelFormat *cfgs;
4461 DISPLAY_DEVICEW DisplayDevice;
4462 HDC hdc;
4464 TRACE("Initializing default adapter\n");
4465 adapter->num = 0;
4466 adapter->monitorPoint.x = -1;
4467 adapter->monitorPoint.y = -1;
4469 if (!WineD3D_CreateFakeGLContext()) {
4470 ERR("Failed to get a gl context for default adapter\n");
4471 WineD3D_ReleaseFakeGLContext();
4472 goto nogl_adapter;
4475 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4476 if(!ret) {
4477 ERR("Failed to initialize gl caps for default adapter\n");
4478 WineD3D_ReleaseFakeGLContext();
4479 goto nogl_adapter;
4481 ret = initPixelFormats(&adapter->gl_info);
4482 if(!ret) {
4483 ERR("Failed to init gl formats\n");
4484 WineD3D_ReleaseFakeGLContext();
4485 goto nogl_adapter;
4488 hdc = pwglGetCurrentDC();
4489 if(!hdc) {
4490 ERR("Failed to get gl HDC\n");
4491 WineD3D_ReleaseFakeGLContext();
4492 goto nogl_adapter;
4495 adapter->driver = "Display";
4496 adapter->description = "Direct3D HAL";
4498 /* Use the VideoRamSize registry setting when set */
4499 if(wined3d_settings.emulated_textureram)
4500 adapter->TextureRam = wined3d_settings.emulated_textureram;
4501 else
4502 adapter->TextureRam = adapter->gl_info.vidmem;
4503 adapter->UsedTextureRam = 0;
4504 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4506 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4507 DisplayDevice.cb = sizeof(DisplayDevice);
4508 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4509 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4510 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4512 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4514 int attribute;
4515 int attribs[10];
4516 int values[10];
4517 int nAttribs = 0;
4519 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4520 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4522 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4523 cfgs = adapter->cfgs;
4524 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4525 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4526 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4527 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4528 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4529 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4530 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4531 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4532 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4533 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4535 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4537 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4539 if(!res)
4540 continue;
4542 /* Cache the pixel format */
4543 cfgs->iPixelFormat = iPixelFormat;
4544 cfgs->redSize = values[0];
4545 cfgs->greenSize = values[1];
4546 cfgs->blueSize = values[2];
4547 cfgs->alphaSize = values[3];
4548 cfgs->depthSize = values[4];
4549 cfgs->stencilSize = values[5];
4550 cfgs->windowDrawable = values[6];
4551 cfgs->iPixelType = values[7];
4552 cfgs->doubleBuffer = values[8];
4553 cfgs->auxBuffers = values[9];
4555 cfgs->pbufferDrawable = FALSE;
4556 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4557 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4558 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4559 int value;
4560 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4561 cfgs->pbufferDrawable = value;
4564 cfgs->numSamples = 0;
4565 /* Check multisample support */
4566 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4567 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4568 int value[2];
4569 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4570 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4571 * value[1] = number of multi sample buffers*/
4572 if(value[0])
4573 cfgs->numSamples = value[1];
4577 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4578 cfgs++;
4581 else
4583 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4584 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4585 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4587 cfgs = adapter->cfgs;
4588 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4590 PIXELFORMATDESCRIPTOR ppfd;
4592 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4593 if(!res)
4594 continue;
4596 /* We only want HW acceleration using an OpenGL ICD driver.
4597 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4598 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4600 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4602 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4603 continue;
4606 cfgs->iPixelFormat = iPixelFormat;
4607 cfgs->redSize = ppfd.cRedBits;
4608 cfgs->greenSize = ppfd.cGreenBits;
4609 cfgs->blueSize = ppfd.cBlueBits;
4610 cfgs->alphaSize = ppfd.cAlphaBits;
4611 cfgs->depthSize = ppfd.cDepthBits;
4612 cfgs->stencilSize = ppfd.cStencilBits;
4613 cfgs->pbufferDrawable = 0;
4614 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4615 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4616 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4617 cfgs->auxBuffers = ppfd.cAuxBuffers;
4618 cfgs->numSamples = 0;
4620 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4621 cfgs++;
4622 adapter->nCfgs++;
4625 /* 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 */
4626 if(!adapter->nCfgs)
4628 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4630 WineD3D_ReleaseFakeGLContext();
4631 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4632 goto nogl_adapter;
4636 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4637 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4638 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4639 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4640 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4641 * driver is allowed to consume more bits EXCEPT for stencil bits.
4643 * Mark an adapter with this broken stencil behavior.
4645 adapter->brokenStencil = TRUE;
4646 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4648 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4649 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4650 adapter->brokenStencil = FALSE;
4651 break;
4655 fixup_extensions(&adapter->gl_info);
4656 add_gl_compat_wrappers(&adapter->gl_info);
4658 WineD3D_ReleaseFakeGLContext();
4660 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4661 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4662 fillGLAttribFuncs(&adapter->gl_info);
4663 adapter->opengl = TRUE;
4665 This->adapter_count = 1;
4666 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4668 return TRUE;
4670 nogl_adapter:
4671 /* Initialize an adapter for ddraw-only memory counting */
4672 memset(This->adapters, 0, sizeof(This->adapters));
4673 This->adapters[0].num = 0;
4674 This->adapters[0].opengl = FALSE;
4675 This->adapters[0].monitorPoint.x = -1;
4676 This->adapters[0].monitorPoint.y = -1;
4678 This->adapters[0].driver = "Display";
4679 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4680 if(wined3d_settings.emulated_textureram) {
4681 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4682 } else {
4683 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4686 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4688 This->adapter_count = 1;
4689 return FALSE;
4692 /**********************************************************
4693 * IWineD3D VTbl follows
4694 **********************************************************/
4696 const IWineD3DVtbl IWineD3D_Vtbl =
4698 /* IUnknown */
4699 IWineD3DImpl_QueryInterface,
4700 IWineD3DImpl_AddRef,
4701 IWineD3DImpl_Release,
4702 /* IWineD3D */
4703 IWineD3DImpl_GetParent,
4704 IWineD3DImpl_GetAdapterCount,
4705 IWineD3DImpl_RegisterSoftwareDevice,
4706 IWineD3DImpl_GetAdapterMonitor,
4707 IWineD3DImpl_GetAdapterModeCount,
4708 IWineD3DImpl_EnumAdapterModes,
4709 IWineD3DImpl_GetAdapterDisplayMode,
4710 IWineD3DImpl_GetAdapterIdentifier,
4711 IWineD3DImpl_CheckDeviceMultiSampleType,
4712 IWineD3DImpl_CheckDepthStencilMatch,
4713 IWineD3DImpl_CheckDeviceType,
4714 IWineD3DImpl_CheckDeviceFormat,
4715 IWineD3DImpl_CheckDeviceFormatConversion,
4716 IWineD3DImpl_GetDeviceCaps,
4717 IWineD3DImpl_CreateDevice