wined3d: When volume textures aren't around (GL_EXT_texture3D not supported) return...
[wine/wine-kai.git] / dlls / wined3d / directx.c
blob7ed9739d7033b6238632543a1698e1edb3abd4ff
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 /* Compile time diagnostics: */
26 #ifndef DEBUG_SINGLE_MODE
27 /* Set to 1 to force only a single display mode to be exposed: */
28 #define DEBUG_SINGLE_MODE 0
29 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
42 /* Extension detection */
43 static const struct {
44 const char *extension_string;
45 GL_SupportedExt extension;
46 DWORD version;
47 } EXTENSION_MAP[] = {
48 /* APPLE */
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
55 /* ATI */
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
59 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
61 /* ARB */
62 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
63 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
64 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
65 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
66 {"GL_ARB_imaging", ARB_IMAGING, 0 },
67 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
68 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
69 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
70 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
71 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
72 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
73 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
74 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
75 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
76 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
77 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
78 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
79 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
80 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
81 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, 0 },
82 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
83 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
84 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
85 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
86 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
87 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
89 /* EXT */
90 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
91 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
92 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
93 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
94 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
95 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
96 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
97 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
98 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
99 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
100 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
101 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
102 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
103 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
104 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
105 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
106 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
107 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
108 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
109 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
110 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
111 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
112 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 /* NV */
116 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
117 {"GL_NV_fence", NV_FENCE, 0 },
118 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
119 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
120 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
121 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
122 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
123 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
124 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
125 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
126 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
127 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
128 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
129 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
130 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
131 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
132 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
133 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
134 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
136 /* SGI */
137 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
140 /**********************************************************
141 * Utility functions follow
142 **********************************************************/
144 /* Adapters */
145 static int numAdapters = 0;
146 static struct WineD3DAdapter Adapters[1];
148 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
150 /* lookup tables */
151 int minLookup[MAX_LOOKUPS];
152 int maxLookup[MAX_LOOKUPS];
153 DWORD *stateLookup[MAX_LOOKUPS];
155 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
157 /* drawStridedSlow attributes */
158 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
159 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
160 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
161 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
162 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
165 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
166 * ie there is no GL Context - Get a default rendering context to enable the
167 * function query some info from GL
170 static int wined3d_fake_gl_context_ref = 0;
171 static BOOL wined3d_fake_gl_context_foreign;
172 static BOOL wined3d_fake_gl_context_available = FALSE;
173 static HDC wined3d_fake_gl_context_hdc = NULL;
174 static HWND wined3d_fake_gl_context_hwnd = NULL;
176 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
177 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
179 0, 0, &wined3d_fake_gl_context_cs,
180 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
181 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
182 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
184 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
186 static void WineD3D_ReleaseFakeGLContext(void) {
187 HGLRC glCtx;
189 EnterCriticalSection(&wined3d_fake_gl_context_cs);
191 if(!wined3d_fake_gl_context_available) {
192 TRACE_(d3d_caps)("context not available\n");
193 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
194 return;
197 glCtx = pwglGetCurrentContext();
199 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
200 if (0 == (--wined3d_fake_gl_context_ref) ) {
201 if(!wined3d_fake_gl_context_foreign && glCtx) {
202 TRACE_(d3d_caps)("destroying fake GL context\n");
203 pwglMakeCurrent(NULL, NULL);
204 pwglDeleteContext(glCtx);
206 if(wined3d_fake_gl_context_hdc)
207 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
208 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
209 if(wined3d_fake_gl_context_hwnd)
210 DestroyWindow(wined3d_fake_gl_context_hwnd);
211 wined3d_fake_gl_context_hwnd = NULL;
212 wined3d_fake_gl_context_available = FALSE;
214 assert(wined3d_fake_gl_context_ref >= 0);
216 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
219 static BOOL WineD3D_CreateFakeGLContext(void) {
220 HGLRC glCtx = NULL;
222 EnterCriticalSection(&wined3d_fake_gl_context_cs);
224 TRACE("getting context...\n");
225 if(wined3d_fake_gl_context_ref > 0) goto ret;
226 assert(0 == wined3d_fake_gl_context_ref);
228 wined3d_fake_gl_context_foreign = TRUE;
230 glCtx = pwglGetCurrentContext();
231 if (!glCtx) {
232 PIXELFORMATDESCRIPTOR pfd;
233 int iPixelFormat;
235 wined3d_fake_gl_context_foreign = FALSE;
237 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
238 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
239 if(!wined3d_fake_gl_context_hwnd) {
240 ERR("HWND creation failed!\n");
241 goto fail;
243 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
244 if(!wined3d_fake_gl_context_hdc) {
245 ERR("GetDC failed!\n");
246 goto fail;
249 /* PixelFormat selection */
250 ZeroMemory(&pfd, sizeof(pfd));
251 pfd.nSize = sizeof(pfd);
252 pfd.nVersion = 1;
253 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
254 pfd.iPixelType = PFD_TYPE_RGBA;
255 pfd.cColorBits = 32;
256 pfd.iLayerType = PFD_MAIN_PLANE;
258 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
259 if(!iPixelFormat) {
260 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
261 ERR("Can't find a suitable iPixelFormat\n");
262 goto fail;
264 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
265 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
267 /* Create a GL context */
268 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
269 if (!glCtx) {
270 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
271 goto fail;
274 /* Make it the current GL context */
275 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
276 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
277 goto fail;
281 ret:
282 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
283 wined3d_fake_gl_context_ref++;
284 wined3d_fake_gl_context_available = TRUE;
285 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
286 return TRUE;
287 fail:
288 if(wined3d_fake_gl_context_hdc)
289 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
290 wined3d_fake_gl_context_hdc = NULL;
291 if(wined3d_fake_gl_context_hwnd)
292 DestroyWindow(wined3d_fake_gl_context_hwnd);
293 wined3d_fake_gl_context_hwnd = NULL;
294 if(glCtx) pwglDeleteContext(glCtx);
295 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
296 return FALSE;
299 /* Adjust the amount of used texture memory */
300 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
301 UINT Adapter = D3DDevice->adapterNo;
303 Adapters[Adapter].UsedTextureRam += glram;
304 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
305 return Adapters[Adapter].UsedTextureRam;
308 /**********************************************************
309 * IUnknown parts follows
310 **********************************************************/
312 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
314 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
316 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
317 if (IsEqualGUID(riid, &IID_IUnknown)
318 || IsEqualGUID(riid, &IID_IWineD3DBase)
319 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
320 IUnknown_AddRef(iface);
321 *ppobj = This;
322 return S_OK;
324 *ppobj = NULL;
325 return E_NOINTERFACE;
328 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
329 IWineD3DImpl *This = (IWineD3DImpl *)iface;
330 ULONG refCount = InterlockedIncrement(&This->ref);
332 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
333 return refCount;
336 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
337 IWineD3DImpl *This = (IWineD3DImpl *)iface;
338 ULONG ref;
339 TRACE("(%p) : Releasing from %d\n", This, This->ref);
340 ref = InterlockedDecrement(&This->ref);
341 if (ref == 0) {
342 HeapFree(GetProcessHeap(), 0, This);
345 return ref;
348 /* Set the shader type for this device, depending on the given capabilities,
349 * the device type, and the user preferences in wined3d_settings */
351 static void select_shader_mode(
352 WineD3D_GL_Info *gl_info,
353 WINED3DDEVTYPE DeviceType,
354 int* ps_selected,
355 int* vs_selected) {
357 if (wined3d_settings.vs_mode == VS_NONE) {
358 *vs_selected = SHADER_NONE;
359 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
360 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
361 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
362 * shaders only on this card. */
363 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
364 *vs_selected = SHADER_ARB;
365 else
366 *vs_selected = SHADER_GLSL;
367 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
368 *vs_selected = SHADER_ARB;
369 } else {
370 *vs_selected = SHADER_NONE;
373 if (wined3d_settings.ps_mode == PS_NONE) {
374 *ps_selected = SHADER_NONE;
375 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
376 *ps_selected = SHADER_GLSL;
377 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
378 *ps_selected = SHADER_ARB;
379 } else {
380 *ps_selected = SHADER_NONE;
384 /** Select the number of report maximum shader constants based on the selected shader modes */
385 static void select_shader_max_constants(
386 int ps_selected_mode,
387 int vs_selected_mode,
388 WineD3D_GL_Info *gl_info) {
390 switch (vs_selected_mode) {
391 case SHADER_GLSL:
392 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
393 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
394 break;
395 case SHADER_ARB:
396 /* We have to subtract any other PARAMs that we might use in our shader programs.
397 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
398 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
399 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
400 break;
401 default:
402 gl_info->max_vshader_constantsF = 0;
403 break;
406 switch (ps_selected_mode) {
407 case SHADER_GLSL:
408 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
409 * In theory the texbem instruction may need one more shader constant too. But lets assume
410 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
411 * and lets not take away a uniform needlessly from all other shaders.
413 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
414 break;
415 case SHADER_ARB:
416 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
417 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
419 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
420 break;
421 default:
422 gl_info->max_pshader_constantsF = 0;
423 break;
427 /**********************************************************
428 * IWineD3D parts follows
429 **********************************************************/
431 #define GLINFO_LOCATION (*gl_info)
432 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
433 GLuint prog;
434 BOOL ret = FALSE;
435 const char *testcode =
436 "!!ARBvp1.0\n"
437 "PARAM C[66] = { program.env[0..65] };\n"
438 "ADDRESS A0;"
439 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
440 "ARL A0.x, zero.x;\n"
441 "MOV result.position, C[A0.x + 65];\n"
442 "END\n";
444 while(glGetError());
445 GL_EXTCALL(glGenProgramsARB(1, &prog));
446 if(!prog) {
447 ERR("Failed to create an ARB offset limit test program\n");
449 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
450 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
451 strlen(testcode), testcode));
452 if(glGetError() != 0) {
453 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
454 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
455 ret = TRUE;
456 } else TRACE("OpenGL implementation allows offsets > 63\n");
458 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
459 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
460 checkGLcall("ARB vp offset limit test cleanup\n");
462 return ret;
465 static DWORD ver_for_ext(GL_SupportedExt ext)
467 unsigned int i;
468 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
469 if(EXTENSION_MAP[i].extension == ext) {
470 return EXTENSION_MAP[i].version;
473 return 0;
476 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
477 const char *GL_Extensions = NULL;
478 const char *WGL_Extensions = NULL;
479 const char *gl_string = NULL;
480 const char *gl_string_cursor = NULL;
481 GLint gl_max;
482 GLfloat gl_floatv[2];
483 int major = 1, minor = 0;
484 BOOL return_value = TRUE;
485 unsigned i;
486 HDC hdc;
487 unsigned int vidmem=0;
489 TRACE_(d3d_caps)("(%p)\n", gl_info);
491 ENTER_GL();
493 gl_string = (const char *) glGetString(GL_RENDERER);
494 if (NULL == gl_string)
495 gl_string = "None";
496 strcpy(gl_info->gl_renderer, gl_string);
498 gl_string = (const char *) glGetString(GL_VENDOR);
499 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
500 if (gl_string != NULL) {
501 /* Fill in the GL vendor */
502 if (strstr(gl_string, "NVIDIA")) {
503 gl_info->gl_vendor = VENDOR_NVIDIA;
504 } else if (strstr(gl_string, "ATI")) {
505 gl_info->gl_vendor = VENDOR_ATI;
506 } else if (strstr(gl_string, "Intel(R)") ||
507 strstr(gl_info->gl_renderer, "Intel(R)") ||
508 strstr(gl_string, "Intel Inc.")) {
509 gl_info->gl_vendor = VENDOR_INTEL;
510 } else if (strstr(gl_string, "Mesa")) {
511 gl_info->gl_vendor = VENDOR_MESA;
512 } else {
513 gl_info->gl_vendor = VENDOR_WINE;
515 } else {
516 gl_info->gl_vendor = VENDOR_WINE;
520 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
522 /* Parse the GL_VERSION field into major and minor information */
523 gl_string = (const char *) glGetString(GL_VERSION);
524 if (gl_string != NULL) {
526 /* First, parse the generic opengl version. This is supposed not to be convoluted with
527 * driver specific information
529 gl_string_cursor = gl_string;
530 major = atoi(gl_string_cursor);
531 if(major <= 0) {
532 ERR("Invalid opengl major version: %d\n", major);
534 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
535 ++gl_string_cursor;
537 if (*gl_string_cursor++ != '.') {
538 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
540 minor = atoi(gl_string_cursor);
541 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
542 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
544 /* Now parse the driver specific string which we'll report to the app */
545 switch (gl_info->gl_vendor) {
546 case VENDOR_NVIDIA:
547 gl_string_cursor = strstr(gl_string, "NVIDIA");
548 if (!gl_string_cursor) {
549 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
550 break;
553 gl_string_cursor = strstr(gl_string_cursor, " ");
554 if (!gl_string_cursor) {
555 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
556 break;
559 while (*gl_string_cursor == ' ') {
560 ++gl_string_cursor;
563 if (!*gl_string_cursor) {
564 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
565 break;
568 major = atoi(gl_string_cursor);
569 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
570 ++gl_string_cursor;
573 if (*gl_string_cursor++ != '.') {
574 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
575 break;
578 minor = atoi(gl_string_cursor);
579 minor = major*100+minor;
580 major = 10;
582 break;
584 case VENDOR_ATI:
585 major = minor = 0;
586 gl_string_cursor = strchr(gl_string, '-');
587 if (gl_string_cursor) {
588 int error = 0;
589 gl_string_cursor++;
591 /* Check if version number is of the form x.y.z */
592 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
593 error = 1;
594 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
595 error = 1;
596 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
597 error = 1;
598 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
599 error = 1;
601 /* Mark version number as malformed */
602 if (error)
603 gl_string_cursor = 0;
606 if (!gl_string_cursor)
607 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
608 else {
609 major = *gl_string_cursor - '0';
610 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
612 break;
614 case VENDOR_INTEL:
615 /* Apple and Mesa version strings look differently, but both provide intel drivers */
616 if(strstr(gl_string, "APPLE")) {
617 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
618 * We only need the first part, and use the APPLE as identification
619 * "1.2 APPLE-1.4.56"
621 gl_string_cursor = gl_string;
622 major = atoi(gl_string_cursor);
623 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
624 ++gl_string_cursor;
627 if (*gl_string_cursor++ != '.') {
628 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
629 break;
632 minor = atoi(gl_string_cursor);
633 break;
636 case VENDOR_MESA:
637 gl_string_cursor = strstr(gl_string, "Mesa");
638 gl_string_cursor = strstr(gl_string_cursor, " ");
639 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
640 if (*gl_string_cursor) {
641 char tmp[16];
642 int cursor = 0;
644 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
645 tmp[cursor++] = *gl_string_cursor;
646 ++gl_string_cursor;
648 tmp[cursor] = 0;
649 major = atoi(tmp);
651 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
652 ++gl_string_cursor;
654 cursor = 0;
655 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
656 tmp[cursor++] = *gl_string_cursor;
657 ++gl_string_cursor;
659 tmp[cursor] = 0;
660 minor = atoi(tmp);
662 break;
664 default:
665 major = 0;
666 minor = 9;
668 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
669 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
670 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
671 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
672 } else {
673 FIXME("OpenGL driver did not return version information\n");
674 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
675 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
678 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
681 * Initialize openGL extension related variables
682 * with Default values
684 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
685 gl_info->max_buffers = 1;
686 gl_info->max_textures = 1;
687 gl_info->max_texture_stages = 1;
688 gl_info->max_fragment_samplers = 1;
689 gl_info->max_vertex_samplers = 0;
690 gl_info->max_combined_samplers = 0;
691 gl_info->max_sampler_stages = 1;
692 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
693 gl_info->ps_arb_max_temps = 0;
694 gl_info->ps_arb_max_instructions = 0;
695 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
696 gl_info->vs_arb_max_temps = 0;
697 gl_info->vs_arb_max_instructions = 0;
698 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
699 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
700 gl_info->vs_glsl_constantsF = 0;
701 gl_info->ps_glsl_constantsF = 0;
702 gl_info->vs_arb_constantsF = 0;
703 gl_info->ps_arb_constantsF = 0;
705 /* Retrieve opengl defaults */
706 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
707 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
708 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
710 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
711 gl_info->max_lights = gl_max;
712 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
714 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
715 gl_info->max_texture_size = gl_max;
716 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
718 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
719 gl_info->max_pointsizemin = gl_floatv[0];
720 gl_info->max_pointsize = gl_floatv[1];
721 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
723 glGetIntegerv(GL_AUX_BUFFERS, &gl_max);
724 gl_info->max_aux_buffers = gl_max;
725 TRACE_(d3d_caps)("Offscreen rendering support - number of aux buffers=%d\n", gl_max);
727 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
728 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
729 TRACE_(d3d_caps)("GL_Extensions reported:\n");
731 if (NULL == GL_Extensions) {
732 ERR(" GL_Extensions returns NULL\n");
733 } else {
734 while (*GL_Extensions != 0x00) {
735 const char *Start;
736 char ThisExtn[256];
737 size_t len;
739 while (isspace(*GL_Extensions)) GL_Extensions++;
740 Start = GL_Extensions;
741 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
742 GL_Extensions++;
745 len = GL_Extensions - Start;
746 if (len == 0 || len >= sizeof(ThisExtn))
747 continue;
749 memcpy(ThisExtn, Start, len);
750 ThisExtn[len] = '\0';
751 TRACE_(d3d_caps)("- %s\n", ThisExtn);
753 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
754 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
755 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
756 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
757 break;
761 /* Now work out what GL support this card really has */
762 #define USE_GL_FUNC(type, pfn, ext, replace) { \
763 DWORD ver = ver_for_ext(ext); \
764 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
765 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
766 else gl_info->pfn = NULL; \
768 GL_EXT_FUNCS_GEN;
769 #undef USE_GL_FUNC
771 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
772 WGL_EXT_FUNCS_GEN;
773 #undef USE_GL_FUNC
775 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
776 * loading the functions, otherwise the code above will load the extension entry points instead of the
777 * core functions, which may not work
779 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
780 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
781 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
782 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
783 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
787 if (gl_info->supported[APPLE_FENCE]) {
788 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
789 * The apple extension interacts with some other apple exts. Disable the NV
790 * extension if the apple one is support to prevent confusion in other parts
791 * of the code
793 gl_info->supported[NV_FENCE] = FALSE;
795 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
796 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
798 * The enums are the same:
799 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
800 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
801 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
802 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
803 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
805 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
806 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
807 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
809 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
810 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
811 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
814 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
815 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
816 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
818 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
819 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
820 * Won't occur in any real world situation though
822 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
824 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
825 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
826 gl_info->max_buffers = gl_max;
827 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
829 if (gl_info->supported[ARB_MULTITEXTURE]) {
830 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
831 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
832 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
834 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
835 GLint tmp;
836 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
837 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
838 } else {
839 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
841 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
843 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
844 GLint tmp;
845 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
846 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
847 } else {
848 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
850 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
852 if (gl_info->supported[ARB_VERTEX_SHADER]) {
853 GLint tmp;
854 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
855 gl_info->max_vertex_samplers = tmp;
856 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
857 gl_info->max_combined_samplers = tmp;
859 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
860 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
861 * an issue because then the sampler setup only depends on the two shaders. If a pixel
862 * shader is used with fixed function vertex processing we're fine too because fixed function
863 * vertex processing doesn't use any samplers. If fixed function fragment processing is
864 * used we have to make sure that all vertex sampler setups are valid together with all
865 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
866 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
867 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
868 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
869 * a fixed function pipeline anymore.
871 * So this is just a check to check that our assumption holds true. If not, write a warning
872 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
874 if(gl_info->max_vertex_samplers &&
875 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
876 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
877 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
878 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
879 if( gl_info->max_combined_samplers > MAX_TEXTURES )
880 gl_info->max_vertex_samplers =
881 gl_info->max_combined_samplers - MAX_TEXTURES;
882 else
883 gl_info->max_vertex_samplers = 0;
885 } else {
886 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
888 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
889 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
891 if (gl_info->supported[ARB_VERTEX_BLEND]) {
892 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
893 gl_info->max_blends = gl_max;
894 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
896 if (gl_info->supported[EXT_TEXTURE3D]) {
897 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
898 gl_info->max_texture3d_size = gl_max;
899 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
901 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
902 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
903 gl_info->max_anisotropy = gl_max;
904 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
906 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
907 gl_info->ps_arb_version = PS_VERSION_11;
908 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
909 gl_info->ps_arb_constantsF = gl_max;
910 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
911 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
912 gl_info->ps_arb_max_temps = gl_max;
913 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
914 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
915 gl_info->ps_arb_max_instructions = gl_max;
916 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
918 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
919 gl_info->vs_arb_version = VS_VERSION_11;
920 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
921 gl_info->vs_arb_constantsF = gl_max;
922 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
923 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
924 gl_info->vs_arb_max_temps = gl_max;
925 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
926 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
927 gl_info->vs_arb_max_instructions = gl_max;
928 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
930 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
932 if (gl_info->supported[ARB_VERTEX_SHADER]) {
933 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
934 gl_info->vs_glsl_constantsF = gl_max / 4;
935 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
937 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
938 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
939 gl_info->ps_glsl_constantsF = gl_max / 4;
940 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
941 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
942 gl_info->max_glsl_varyings = gl_max;
943 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
945 if (gl_info->supported[EXT_VERTEX_SHADER]) {
946 gl_info->vs_ati_version = VS_VERSION_11;
948 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
949 gl_info->vs_nv_version = VS_VERSION_30;
950 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
951 gl_info->vs_nv_version = VS_VERSION_20;
952 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
953 gl_info->vs_nv_version = VS_VERSION_11;
954 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
955 gl_info->vs_nv_version = VS_VERSION_10;
957 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
958 gl_info->ps_nv_version = PS_VERSION_30;
959 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
960 gl_info->ps_nv_version = PS_VERSION_20;
962 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
963 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
964 } else {
965 gl_info->max_shininess = 128.0;
967 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
968 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
969 * This saves a few redundant glDisable calls
971 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
975 checkGLcall("extension detection\n");
977 /* In some cases the number of texture stages can be larger than the number
978 * of samplers. The GF4 for example can use only 2 samplers (no fragment
979 * shaders), but 8 texture stages (register combiners). */
980 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
982 /* We can only use ORM_FBO when the hardware supports it. */
983 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
984 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
985 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
988 /* MRTs are currently only supported when FBOs are used. */
989 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
990 gl_info->max_buffers = 1;
993 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
994 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
995 * in case of the latest videocards in the number of pixel/vertex pipelines.
997 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
998 * rendering. Various games use this information to get a rough estimation of the features of the card
999 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1000 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1001 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1002 * not the PCI id.
1004 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1005 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1006 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1007 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1008 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1009 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1010 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1011 * is limited.
1013 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1014 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1015 * similar 3d features.
1017 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1018 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1019 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1020 * won't pass we return a default card. This way is better than maintaining a full card database as even
1021 * without a full database we can return a card with similar features. Second the size of the database
1022 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1023 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1024 * to distinguishes between different models from that family.
1026 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1027 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1028 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1029 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1030 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1031 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1032 * memory behind our backs if really needed.
1033 * Note that the amount of video memory can be overruled using a registry setting.
1035 switch (gl_info->gl_vendor) {
1036 case VENDOR_NVIDIA:
1037 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1038 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1040 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1041 /* Geforce8 - highend */
1042 if (strstr(gl_info->gl_renderer, "8800")) {
1043 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1044 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1046 /* Geforce8 - midend mobile */
1047 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1048 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1049 vidmem = 512;
1051 /* Geforce8 - midend */
1052 else if(strstr(gl_info->gl_renderer, "8600") ||
1053 strstr(gl_info->gl_renderer, "8700"))
1055 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1056 vidmem = 256;
1058 /* Geforce8 - lowend */
1059 else if(strstr(gl_info->gl_renderer, "8300") ||
1060 strstr(gl_info->gl_renderer, "8400") ||
1061 strstr(gl_info->gl_renderer, "8500"))
1063 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1064 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1066 /* Geforce7 - highend */
1067 else if(strstr(gl_info->gl_renderer, "7800") ||
1068 strstr(gl_info->gl_renderer, "7900") ||
1069 strstr(gl_info->gl_renderer, "7950") ||
1070 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1071 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1073 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1074 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1076 /* Geforce7 midend */
1077 else if(strstr(gl_info->gl_renderer, "7600") ||
1078 strstr(gl_info->gl_renderer, "7700")) {
1079 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1080 vidmem = 256; /* The 7600 uses 256-512MB */
1081 /* Geforce7 lower medium */
1082 } else if(strstr(gl_info->gl_renderer, "7400")) {
1083 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1084 vidmem = 256; /* The 7400 uses 256-512MB */
1086 /* Geforce7 lowend */
1087 else if(strstr(gl_info->gl_renderer, "7300")) {
1088 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1089 vidmem = 256; /* Mac Pros with this card have 256 MB */
1091 /* Geforce6 highend */
1092 else if(strstr(gl_info->gl_renderer, "6800"))
1094 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1095 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1097 /* Geforce6 - midend */
1098 else if(strstr(gl_info->gl_renderer, "6600") ||
1099 strstr(gl_info->gl_renderer, "6610") ||
1100 strstr(gl_info->gl_renderer, "6700"))
1102 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1103 vidmem = 128; /* A 6600GT has 128-256MB */
1105 /* Geforce6/7 lowend */
1106 else {
1107 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1108 vidmem = 64; /* */
1110 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1111 /* GeforceFX - highend */
1112 if (strstr(gl_info->gl_renderer, "5800") ||
1113 strstr(gl_info->gl_renderer, "5900") ||
1114 strstr(gl_info->gl_renderer, "5950") ||
1115 strstr(gl_info->gl_renderer, "Quadro FX"))
1117 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1118 vidmem = 256; /* 5800-5900 cards use 256MB */
1120 /* GeforceFX - midend */
1121 else if(strstr(gl_info->gl_renderer, "5600") ||
1122 strstr(gl_info->gl_renderer, "5650") ||
1123 strstr(gl_info->gl_renderer, "5700") ||
1124 strstr(gl_info->gl_renderer, "5750"))
1126 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1127 vidmem = 128; /* A 5600 uses 128-256MB */
1129 /* GeforceFX - lowend */
1130 else {
1131 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1132 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1134 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1135 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1136 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1137 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1139 else {
1140 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1141 vidmem = 64; /* Geforce3 cards have 64-128MB */
1143 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1144 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1145 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1146 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1148 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1149 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1150 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1152 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1153 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1154 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1156 else {
1157 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1158 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1160 } else {
1161 if (strstr(gl_info->gl_renderer, "TNT2")) {
1162 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1163 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1165 else {
1166 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1167 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1170 break;
1171 case VENDOR_ATI:
1172 if(WINE_D3D9_CAPABLE(gl_info)) {
1173 /* Radeon R6xx HD2900 - highend */
1174 if (strstr(gl_info->gl_renderer, "HD 2900")) {
1175 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1176 vidmem = 512; /* HD2900 uses 512-1024MB */
1178 /* Radeon R6xx HD2600- midend */
1179 else if (strstr(gl_info->gl_renderer, "HD 2600")) {
1180 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1181 vidmem = 256; /* HD2600 uses 256-512MB */
1183 /* Radeon R6xx HD2300/HD2400 - lowend */
1184 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1185 strstr(gl_info->gl_renderer, "HD 2400"))
1187 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1188 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1190 /* Radeon R5xx */
1191 else if (strstr(gl_info->gl_renderer, "X1600") ||
1192 strstr(gl_info->gl_renderer, "X1650") ||
1193 strstr(gl_info->gl_renderer, "X1800") ||
1194 strstr(gl_info->gl_renderer, "X1900") ||
1195 strstr(gl_info->gl_renderer, "X1950"))
1197 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1198 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1200 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1201 else if(strstr(gl_info->gl_renderer, "X700") ||
1202 strstr(gl_info->gl_renderer, "X800") ||
1203 strstr(gl_info->gl_renderer, "X850") ||
1204 strstr(gl_info->gl_renderer, "X1300") ||
1205 strstr(gl_info->gl_renderer, "X1400") ||
1206 strstr(gl_info->gl_renderer, "X1450") ||
1207 strstr(gl_info->gl_renderer, "X1550"))
1209 gl_info->gl_card = CARD_ATI_RADEON_X700;
1210 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1212 /* Radeon R3xx */
1213 else {
1214 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1215 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1217 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1218 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1219 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1220 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1221 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1222 vidmem = 32; /* There are models with up to 64MB */
1223 } else {
1224 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1225 vidmem = 16; /* There are 16-32MB models */
1227 break;
1228 case VENDOR_INTEL:
1229 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1230 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1231 gl_info->gl_card = CARD_INTEL_I945GM;
1232 vidmem = 64;
1233 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1234 gl_info->gl_card = CARD_INTEL_I915GM;
1235 } else if (strstr(gl_info->gl_renderer, "915G")) {
1236 gl_info->gl_card = CARD_INTEL_I915G;
1237 } else if (strstr(gl_info->gl_renderer, "865G")) {
1238 gl_info->gl_card = CARD_INTEL_I865G;
1239 } else if (strstr(gl_info->gl_renderer, "855G")) {
1240 gl_info->gl_card = CARD_INTEL_I855G;
1241 } else if (strstr(gl_info->gl_renderer, "830G")) {
1242 gl_info->gl_card = CARD_INTEL_I830G;
1243 } else {
1244 gl_info->gl_card = CARD_INTEL_I915G;
1246 break;
1247 case VENDOR_MESA:
1248 case VENDOR_WINE:
1249 default:
1250 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1251 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1252 * them a good generic choice.
1254 gl_info->gl_vendor = VENDOR_NVIDIA;
1255 if(WINE_D3D9_CAPABLE(gl_info))
1256 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1257 else if(WINE_D3D8_CAPABLE(gl_info))
1258 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1259 else if(WINE_D3D7_CAPABLE(gl_info))
1260 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1261 else if(WINE_D3D6_CAPABLE(gl_info))
1262 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1263 else
1264 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1266 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1268 /* If we have an estimate use it, else default to 64MB; */
1269 if(vidmem)
1270 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1271 else
1272 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1274 /* Load all the lookup tables
1275 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1276 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1277 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1279 minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
1280 maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
1283 for (i = 0; i < MAX_LOOKUPS; i++) {
1284 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1287 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1288 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1289 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1290 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1291 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1292 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1293 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1294 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1295 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1296 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1298 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1299 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1300 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
1301 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
1302 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1305 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1306 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1307 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1308 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1309 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1310 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1311 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1312 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1313 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1314 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1315 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1316 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1317 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1319 /* TODO: config lookups */
1321 /* Make sure there's an active HDC else the WGL extensions will fail */
1322 hdc = pwglGetCurrentDC();
1323 if (hdc) {
1324 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1325 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1327 if (NULL == WGL_Extensions) {
1328 ERR(" WGL_Extensions returns NULL\n");
1329 } else {
1330 while (*WGL_Extensions != 0x00) {
1331 const char *Start;
1332 char ThisExtn[256];
1333 size_t len;
1335 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1336 Start = WGL_Extensions;
1337 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1338 WGL_Extensions++;
1341 len = WGL_Extensions - Start;
1342 if (len == 0 || len >= sizeof(ThisExtn))
1343 continue;
1345 memcpy(ThisExtn, Start, len);
1346 ThisExtn[len] = '\0';
1347 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1349 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1350 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1351 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1356 LEAVE_GL();
1358 return return_value;
1360 #undef GLINFO_LOCATION
1362 /**********************************************************
1363 * IWineD3D implementation follows
1364 **********************************************************/
1366 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1369 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1370 return numAdapters;
1373 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1374 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1375 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1376 return WINED3D_OK;
1379 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1380 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1382 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1383 return NULL;
1386 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1387 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1390 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1391 of the same bpp but different resolutions */
1393 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1394 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1395 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1396 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1398 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1399 return 0;
1402 /* TODO: Store modes per adapter and read it from the adapter structure */
1403 if (Adapter == 0) { /* Display */
1404 int i = 0;
1405 int j = 0;
1407 if (!DEBUG_SINGLE_MODE) {
1408 DEVMODEW DevModeW;
1410 ZeroMemory(&DevModeW, sizeof(DevModeW));
1411 DevModeW.dmSize = sizeof(DevModeW);
1412 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1413 j++;
1414 switch (Format)
1416 case WINED3DFMT_UNKNOWN:
1417 /* This is for D3D8, do not enumerate P8 here */
1418 if (DevModeW.dmBitsPerPel == 32 ||
1419 DevModeW.dmBitsPerPel == 16) i++;
1420 break;
1421 case WINED3DFMT_X8R8G8B8:
1422 if (DevModeW.dmBitsPerPel == 32) i++;
1423 break;
1424 case WINED3DFMT_R5G6B5:
1425 if (DevModeW.dmBitsPerPel == 16) i++;
1426 break;
1427 case WINED3DFMT_P8:
1428 if (DevModeW.dmBitsPerPel == 8) i++;
1429 break;
1430 default:
1431 /* Skip other modes as they do not match the requested format */
1432 break;
1435 } else {
1436 i = 1;
1437 j = 1;
1440 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1441 return i;
1442 } else {
1443 FIXME_(d3d_caps)("Adapter not primary display\n");
1445 return 0;
1448 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1449 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1450 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1451 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1453 /* Validate the parameters as much as possible */
1454 if (NULL == pMode ||
1455 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1456 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1457 return WINED3DERR_INVALIDCALL;
1460 /* TODO: Store modes per adapter and read it from the adapter structure */
1461 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1462 DEVMODEW DevModeW;
1463 int ModeIdx = 0;
1464 int i = 0;
1465 int j = 0;
1467 ZeroMemory(&DevModeW, sizeof(DevModeW));
1468 DevModeW.dmSize = sizeof(DevModeW);
1470 /* If we are filtering to a specific format (D3D9), then need to skip
1471 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1472 just count through the ones with valid bit depths */
1473 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1474 switch (Format)
1476 case WINED3DFMT_UNKNOWN:
1477 /* This is D3D8. Do not enumerate P8 here */
1478 if (DevModeW.dmBitsPerPel == 32 ||
1479 DevModeW.dmBitsPerPel == 16) i++;
1480 break;
1481 case WINED3DFMT_X8R8G8B8:
1482 if (DevModeW.dmBitsPerPel == 32) i++;
1483 break;
1484 case WINED3DFMT_R5G6B5:
1485 if (DevModeW.dmBitsPerPel == 16) i++;
1486 break;
1487 case WINED3DFMT_P8:
1488 if (DevModeW.dmBitsPerPel == 8) i++;
1489 break;
1490 default:
1491 /* Modes that don't match what we support can get an early-out */
1492 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1493 return WINED3DERR_INVALIDCALL;
1497 if (i == 0) {
1498 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1499 return WINED3DERR_INVALIDCALL;
1501 ModeIdx = j - 1;
1503 /* Now get the display mode via the calculated index */
1504 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1505 pMode->Width = DevModeW.dmPelsWidth;
1506 pMode->Height = DevModeW.dmPelsHeight;
1507 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1508 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1509 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1511 if (Format == WINED3DFMT_UNKNOWN) {
1512 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1513 } else {
1514 pMode->Format = Format;
1516 } else {
1517 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1518 return WINED3DERR_INVALIDCALL;
1521 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1522 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1523 DevModeW.dmBitsPerPel);
1525 } else if (DEBUG_SINGLE_MODE) {
1526 /* Return one setting of the format requested */
1527 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1528 pMode->Width = 800;
1529 pMode->Height = 600;
1530 pMode->RefreshRate = 60;
1531 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1532 } else {
1533 FIXME_(d3d_caps)("Adapter not primary display\n");
1536 return WINED3D_OK;
1539 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1540 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1541 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1543 if (NULL == pMode ||
1544 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1545 return WINED3DERR_INVALIDCALL;
1548 if (Adapter == 0) { /* Display */
1549 int bpp = 0;
1550 DEVMODEW DevModeW;
1552 ZeroMemory(&DevModeW, sizeof(DevModeW));
1553 DevModeW.dmSize = sizeof(DevModeW);
1555 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1556 pMode->Width = DevModeW.dmPelsWidth;
1557 pMode->Height = DevModeW.dmPelsHeight;
1558 bpp = DevModeW.dmBitsPerPel;
1559 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1560 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1562 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1565 pMode->Format = pixelformat_for_depth(bpp);
1566 } else {
1567 FIXME_(d3d_caps)("Adapter not primary display\n");
1570 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1571 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1572 return WINED3D_OK;
1575 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1576 and fields being inserted in the middle, a new structure is used in place */
1577 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1578 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1579 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1581 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1583 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1584 return WINED3DERR_INVALIDCALL;
1587 /* Return the information requested */
1588 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1589 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1590 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1592 /* Note dx8 doesn't supply a DeviceName */
1593 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1594 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1595 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1596 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1597 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1598 *(pIdentifier->SubSysId) = 0;
1599 *(pIdentifier->Revision) = 0;
1600 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1602 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1603 *(pIdentifier->WHQLLevel) = 0;
1604 } else {
1605 *(pIdentifier->WHQLLevel) = 1;
1608 return WINED3D_OK;
1611 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1612 short redSize, greenSize, blueSize, alphaSize, colorBits;
1614 if(!cfg)
1615 return FALSE;
1617 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1618 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1619 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1620 return FALSE;
1623 if(cfg->redSize < redSize)
1624 return FALSE;
1626 if(cfg->greenSize < greenSize)
1627 return FALSE;
1629 if(cfg->blueSize < blueSize)
1630 return FALSE;
1632 if(cfg->alphaSize < alphaSize)
1633 return FALSE;
1635 return TRUE;
1636 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1637 if(Format == WINED3DFMT_R16F)
1638 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1639 if(Format == WINED3DFMT_G16R16F)
1640 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1641 if(Format == WINED3DFMT_A16B16G16R16F)
1642 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1643 if(Format == WINED3DFMT_R32F)
1644 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1645 if(Format == WINED3DFMT_G32R32F)
1646 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1647 if(Format == WINED3DFMT_A32B32G32R32F)
1648 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1649 } else {
1650 /* Probably a color index mode */
1651 return FALSE;
1654 return FALSE;
1657 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1658 short depthSize, stencilSize;
1660 if(!cfg)
1661 return FALSE;
1663 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1664 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1665 return FALSE;
1668 if(cfg->depthSize != depthSize)
1669 return FALSE;
1671 if(cfg->stencilSize != stencilSize)
1672 return FALSE;
1674 return TRUE;
1677 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1678 WINED3DFORMAT AdapterFormat,
1679 WINED3DFORMAT RenderTargetFormat,
1680 WINED3DFORMAT DepthStencilFormat) {
1681 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1682 int nCfgs;
1683 WineD3D_PixelFormat *cfgs;
1684 int it;
1686 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1687 This, Adapter,
1688 DeviceType, debug_d3ddevicetype(DeviceType),
1689 AdapterFormat, debug_d3dformat(AdapterFormat),
1690 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1691 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1693 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1694 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1695 return WINED3DERR_INVALIDCALL;
1698 cfgs = Adapters[Adapter].cfgs;
1699 nCfgs = Adapters[Adapter].nCfgs;
1700 for (it = 0; it < nCfgs; ++it) {
1701 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1702 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1703 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1704 return WINED3D_OK;
1708 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1710 return WINED3DERR_NOTAVAILABLE;
1713 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1714 WINED3DFORMAT SurfaceFormat,
1715 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1717 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1718 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1719 This,
1720 Adapter,
1721 DeviceType, debug_d3ddevicetype(DeviceType),
1722 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1723 Windowed,
1724 MultiSampleType,
1725 pQualityLevels);
1727 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1728 return WINED3DERR_INVALIDCALL;
1731 /* TODO: Store in Adapter structure */
1732 if (pQualityLevels != NULL) {
1733 static int s_single_shot = 0;
1734 if (!s_single_shot) {
1735 FIXME("Quality levels unsupported at present\n");
1736 s_single_shot = 1;
1738 *pQualityLevels = 1; /* Guess at a value! */
1741 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1742 return WINED3DERR_NOTAVAILABLE;
1745 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1746 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1748 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1749 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1750 UINT nmodes;
1752 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1753 This,
1754 Adapter,
1755 DeviceType, debug_d3ddevicetype(DeviceType),
1756 DisplayFormat, debug_d3dformat(DisplayFormat),
1757 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1758 Windowed);
1760 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1761 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1762 return WINED3DERR_INVALIDCALL;
1765 /* The task of this function is to check whether a certain display / backbuffer format
1766 * combination is available on the given adapter. In fullscreen mode microsoft specified
1767 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1768 * and display format should match exactly.
1769 * In windowed mode format conversion can occur and this depends on the driver. When format
1770 * conversion is done, this function should nevertheless fail and applications need to use
1771 * CheckDeviceFormatConversion.
1772 * At the moment we assume that fullscreen and windowed have the same capabilities */
1774 /* There are only 4 display formats */
1775 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1776 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1777 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1778 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1780 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1781 return WINED3DERR_NOTAVAILABLE;
1784 /* If the requested DisplayFormat is not available, don't continue */
1785 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1786 if(!nmodes) {
1787 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1788 return WINED3DERR_NOTAVAILABLE;
1791 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1792 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1793 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1794 return WINED3DERR_NOTAVAILABLE;
1797 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1798 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1799 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1800 return WINED3DERR_NOTAVAILABLE;
1803 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1804 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1805 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1806 return WINED3DERR_NOTAVAILABLE;
1809 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1810 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1811 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1812 return WINED3DERR_NOTAVAILABLE;
1815 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1816 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1817 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1818 return WINED3DERR_NOTAVAILABLE;
1821 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1822 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1823 if(FAILED(hr))
1824 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1826 return hr;
1830 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1831 /* Check if we support bumpmapping for a format */
1832 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1834 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1835 switch (CheckFormat) {
1836 case WINED3DFMT_V8U8:
1837 TRACE_(d3d_caps)("[OK]\n");
1838 return TRUE;
1839 /* TODO: Other bump map formats */
1840 default:
1841 TRACE_(d3d_caps)("[FAILED]\n");
1842 return FALSE;
1845 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1846 switch (CheckFormat) {
1847 case WINED3DFMT_V8U8:
1848 TRACE_(d3d_caps)("[OK]\n");
1849 return TRUE;
1850 default:
1851 TRACE_(d3d_caps)("[FAILED]\n");
1852 return FALSE;
1855 TRACE_(d3d_caps)("[FAILED]\n");
1856 return FALSE;
1859 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1860 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat,
1861 WINED3DFORMAT DepthStencilFormat)
1863 int it=0;
1864 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1866 /* Only allow depth/stencil formats */
1867 switch (DepthStencilFormat) {
1868 case WINED3DFMT_D16_LOCKABLE:
1869 case WINED3DFMT_D16:
1870 case WINED3DFMT_D15S1:
1871 case WINED3DFMT_D24X8:
1872 case WINED3DFMT_D24X4S4:
1873 case WINED3DFMT_D24S8:
1874 case WINED3DFMT_D24FS8:
1875 case WINED3DFMT_D32:
1876 case WINED3DFMT_D32F_LOCKABLE:
1877 break;
1879 default:
1880 return FALSE;
1883 /* Walk through all WGL pixel formats to find a match */
1884 cfgs = Adapters[Adapter].cfgs;
1885 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1886 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
1887 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1888 return TRUE;
1893 return FALSE;
1896 static BOOL CheckFilterCapability(WINED3DFORMAT CheckFormat)
1898 switch (CheckFormat) {
1899 /* Filtering not supported */
1900 case WINED3DFMT_R32F:
1901 case WINED3DFMT_A32B32G32R32F:
1902 TRACE_(d3d_caps)("[FAILED]\n");
1903 return FALSE;
1904 default:
1905 break;
1908 return TRUE;
1911 /* Check the render target capabilities of a format */
1912 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
1914 UINT Adapter = 0;
1916 /* Filter out non-RT formats */
1917 switch(CheckFormat)
1919 /* Don't offer 8bit, windows doesn't either although we could emulate it */
1920 case WINED3DFMT_A8P8:
1921 case WINED3DFMT_P8:
1923 /* No DXTC render targets */
1924 case WINED3DFMT_DXT1:
1925 case WINED3DFMT_DXT2:
1926 case WINED3DFMT_DXT3:
1927 case WINED3DFMT_DXT4:
1928 case WINED3DFMT_DXT5:
1929 return FALSE;
1930 default:
1931 break;
1934 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1935 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1936 int it;
1937 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
1938 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
1940 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
1941 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
1943 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
1944 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
1945 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
1946 TRACE_(d3d_caps)("[FAILED]\n");
1947 return FALSE;
1950 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
1951 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
1952 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1953 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
1954 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
1955 return TRUE;
1958 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1959 /* We can propably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
1960 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1961 int it;
1963 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
1964 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1965 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
1966 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
1967 return TRUE;
1970 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
1971 /* For now return TRUE for FBOs until we have some proper checks.
1972 * Note that this function will only be called when the format is around for texturing. */
1973 return TRUE;
1975 return FALSE;
1978 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1980 /* Check for supported sRGB formats (Texture loading and framebuffer) */
1981 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
1982 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
1983 return FALSE;
1986 switch (CheckFormat) {
1987 case WINED3DFMT_A8R8G8B8:
1988 case WINED3DFMT_X8R8G8B8:
1989 case WINED3DFMT_A4R4G4B4:
1990 case WINED3DFMT_L8:
1991 case WINED3DFMT_A8L8:
1992 case WINED3DFMT_DXT1:
1993 case WINED3DFMT_DXT2:
1994 case WINED3DFMT_DXT3:
1995 case WINED3DFMT_DXT4:
1996 case WINED3DFMT_DXT5:
1997 TRACE_(d3d_caps)("[OK]\n");
1998 return TRUE;
2000 default:
2001 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2002 return FALSE;
2004 return FALSE;
2007 /* Check if a texture format is supported on the given adapter */
2008 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2010 switch (CheckFormat) {
2012 /*****
2013 * supported: RGB(A) formats
2015 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2016 case WINED3DFMT_A8R8G8B8:
2017 case WINED3DFMT_X8R8G8B8:
2018 case WINED3DFMT_R5G6B5:
2019 case WINED3DFMT_X1R5G5B5:
2020 case WINED3DFMT_A1R5G5B5:
2021 case WINED3DFMT_A4R4G4B4:
2022 case WINED3DFMT_R3G3B2:
2023 case WINED3DFMT_A8:
2024 case WINED3DFMT_X4R4G4B4:
2025 case WINED3DFMT_A8B8G8R8:
2026 case WINED3DFMT_X8B8G8R8:
2027 case WINED3DFMT_A2R10G10B10:
2028 case WINED3DFMT_A2B10G10R10:
2029 case WINED3DFMT_G16R16:
2030 TRACE_(d3d_caps)("[OK]\n");
2031 return TRUE;
2033 /*****
2034 * supported: Palettized
2036 case WINED3DFMT_P8:
2037 TRACE_(d3d_caps)("[OK]\n");
2038 return TRUE;
2039 /* No Windows driver offers A8P8, so don't offer it either */
2040 case WINED3DFMT_A8P8:
2041 return FALSE;
2043 /*****
2044 * Supported: (Alpha)-Luminance
2046 case WINED3DFMT_L8:
2047 case WINED3DFMT_A8L8:
2048 case WINED3DFMT_A4L4:
2049 case WINED3DFMT_L16:
2050 TRACE_(d3d_caps)("[OK]\n");
2051 return TRUE;
2053 /* Depth/stencil is handled using checkDepthStencilCapability, return FALSE here */
2054 case WINED3DFMT_D16_LOCKABLE:
2055 case WINED3DFMT_D16:
2056 case WINED3DFMT_D15S1:
2057 case WINED3DFMT_D24X8:
2058 case WINED3DFMT_D24X4S4:
2059 case WINED3DFMT_D24S8:
2060 case WINED3DFMT_D24FS8:
2061 case WINED3DFMT_D32:
2062 case WINED3DFMT_D32F_LOCKABLE:
2063 return FALSE;
2065 /*****
2066 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2067 * GL_NV_texture_shader), but advertized to make apps happy.
2068 * Enable some because games often fail when they are not available
2069 * and are still playable even without bump mapping
2071 case WINED3DFMT_V8U8:
2072 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2073 return WINED3D_OK;
2075 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2076 return FALSE;
2078 case WINED3DFMT_X8L8V8U8:
2079 case WINED3DFMT_L6V5U5:
2080 WARN_(d3d_caps)("[FAILED]\n");
2081 return FALSE;
2083 case WINED3DFMT_Q8W8V8U8:
2084 case WINED3DFMT_V16U16:
2085 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2086 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2087 return TRUE;
2089 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2090 return FALSE;
2092 /* Those are not advertized by the nvidia windows driver, and not
2093 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2094 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2095 * ARGB format if needed
2097 case WINED3DFMT_W11V11U10:
2098 case WINED3DFMT_A2W10V10U10:
2099 WARN_(d3d_caps)("[FAILED]\n");
2100 return FALSE;
2102 case WINED3DFMT_DXT1:
2103 case WINED3DFMT_DXT2:
2104 case WINED3DFMT_DXT3:
2105 case WINED3DFMT_DXT4:
2106 case WINED3DFMT_DXT5:
2107 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2108 TRACE_(d3d_caps)("[OK]\n");
2109 return TRUE;
2111 TRACE_(d3d_caps)("[FAILED]\n");
2112 return FALSE;
2115 /*****
2116 * Odd formats - not supported
2118 case WINED3DFMT_VERTEXDATA:
2119 case WINED3DFMT_INDEX16:
2120 case WINED3DFMT_INDEX32:
2121 case WINED3DFMT_Q16W16V16U16:
2122 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2123 return FALSE;
2125 /*****
2126 * WINED3DFMT_CxV8U8: Not supported right now
2128 case WINED3DFMT_CxV8U8:
2129 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2130 return FALSE;
2132 /* YUV formats, not supported for now */
2133 case WINED3DFMT_UYVY:
2134 case WINED3DFMT_YUY2:
2135 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2136 return FALSE;
2138 /* Not supported */
2139 case WINED3DFMT_A16B16G16R16:
2140 case WINED3DFMT_A8R3G3B2:
2141 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2142 return FALSE;
2144 /* Floating point formats */
2145 case WINED3DFMT_R16F:
2146 case WINED3DFMT_A16B16G16R16F:
2147 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2148 TRACE_(d3d_caps)("[OK]\n");
2149 return TRUE;
2151 TRACE_(d3d_caps)("[FAILED]\n");
2152 return FALSE;
2154 case WINED3DFMT_R32F:
2155 case WINED3DFMT_A32B32G32R32F:
2156 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2157 TRACE_(d3d_caps)("[OK]\n");
2158 return TRUE;
2160 TRACE_(d3d_caps)("[FAILED]\n");
2161 return FALSE;
2163 case WINED3DFMT_G16R16F:
2164 case WINED3DFMT_G32R32F:
2165 TRACE_(d3d_caps)("[FAILED]\n");
2166 return FALSE;
2168 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2169 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2170 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2171 * We can do instancing with all shader versions, but we need vertex shaders.
2173 * Additionally applications have to set the D3DRS_POINTSIZE render state to
2174 MAKEFOURCC('I','N','S','T') once
2175 * to enable instancing. WineD3D doesn't need that and just ignores it.
2177 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2179 case WINEMAKEFOURCC('I','N','S','T'):
2180 TRACE("ATI Instancing check hack\n");
2181 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2182 TRACE_(d3d_caps)("[OK]\n");
2183 return TRUE;
2185 TRACE_(d3d_caps)("[FAILED]\n");
2186 return FALSE;
2188 /* Some weird FOURCC formats */
2189 case WINED3DFMT_R8G8_B8G8:
2190 case WINED3DFMT_G8R8_G8B8:
2191 case WINED3DFMT_MULTI2_ARGB8:
2192 TRACE_(d3d_caps)("[FAILED]\n");
2193 return FALSE;
2195 case WINED3DFMT_UNKNOWN:
2196 return FALSE;
2198 default:
2199 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2200 break;
2202 return FALSE;
2205 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2207 if (!GL_LIMITS(vertex_samplers)) {
2208 TRACE_(d3d_caps)("[FAILED]\n");
2209 return FALSE;
2212 switch (CheckFormat) {
2213 case WINED3DFMT_A32B32G32R32F:
2214 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2215 TRACE_(d3d_caps)("[FAILED]\n");
2216 return FALSE;
2218 TRACE_(d3d_caps)("[OK]\n");
2219 return TRUE;
2221 default:
2222 TRACE_(d3d_caps)("[FAILED]\n");
2223 return FALSE;
2225 return FALSE;
2228 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2229 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2230 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2231 DWORD UsageCaps = 0;
2233 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2234 This,
2235 Adapter,
2236 DeviceType, debug_d3ddevicetype(DeviceType),
2237 AdapterFormat, debug_d3dformat(AdapterFormat),
2238 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2239 RType, debug_d3dresourcetype(RType),
2240 CheckFormat, debug_d3dformat(CheckFormat));
2242 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2243 return WINED3DERR_INVALIDCALL;
2246 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2247 /* Cubetexture allows:
2248 * - D3DUSAGE_AUTOGENMIPMAP
2249 * - D3DUSAGE_DEPTHSTENCIL
2250 * - D3DUSAGE_DYNAMIC
2251 * - D3DUSAGE_NONSECURE (d3d9ex)
2252 * - D3DUSAGE_RENDERTARGET
2253 * - D3DUSAGE_SOFTWAREPROCESSING
2255 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2256 /* Check if the texture format is around */
2257 if(CheckTextureCapability(Adapter, CheckFormat)) {
2258 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2259 /* Check for automatic mipmap generation support */
2260 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2261 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2262 } else {
2263 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUOTGEN instead of D3D_OK */
2264 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2268 /* Always report dynamic locking */
2269 if(Usage & WINED3DUSAGE_DYNAMIC)
2270 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2272 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2273 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2274 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2275 } else {
2276 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2277 return WINED3DERR_NOTAVAILABLE;
2281 /* Always report software processing */
2282 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2283 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2285 /* Check QUERY_FILTER support */
2286 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2287 if(CheckFilterCapability(CheckFormat)) {
2288 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2289 } else {
2290 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2291 return WINED3DERR_NOTAVAILABLE;
2295 /* Check QUERY_SRGBREAD support */
2296 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2297 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2298 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2299 } else {
2300 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2301 return WINED3DERR_NOTAVAILABLE;
2305 /* Check QUERY_VERTEXTEXTURE support */
2306 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2307 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2308 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2309 } else {
2310 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2311 return WINED3DERR_NOTAVAILABLE;
2316 } else if(RType == WINED3DRTYPE_SURFACE) {
2317 /* Surface allows:
2318 * - D3DUSAGE_DEPTHSTENCIL
2319 * - D3DUSAGE_NONSECURE (d3d9ex)
2320 * - D3DUSAGE_RENDERTARGET
2323 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2324 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2325 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2326 } else {
2327 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2328 return WINED3DERR_NOTAVAILABLE;
2332 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2333 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2334 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2335 } else {
2336 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2337 return WINED3DERR_NOTAVAILABLE;
2340 } else if(RType == WINED3DRTYPE_TEXTURE) {
2341 /* Texture allows:
2342 * - D3DUSAGE_AUTOGENMIPMAP
2343 * - D3DUSAGE_DEPTHSTENCIL
2344 * - D3DUSAGE_DMAP
2345 * - D3DUSAGE_DYNAMIC
2346 * - D3DUSAGE_NONSECURE (d3d9ex)
2347 * - D3DUSAGE_RENDERTARGET
2348 * - D3DUSAGE_SOFTWAREPROCESSING
2349 * - D3DUSAGE_TEXTAPI (d3d9ex)
2352 /* Check if the texture format is around */
2353 if(CheckTextureCapability(Adapter, CheckFormat)) {
2354 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2355 /* Check for automatic mipmap generation support */
2356 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2357 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2358 } else {
2359 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUOTGEN instead of D3D_OK */
2360 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2364 /* Always report dynamic locking */
2365 if(Usage & WINED3DUSAGE_DYNAMIC)
2366 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2368 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2369 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2370 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2371 } else {
2372 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2373 return WINED3DERR_NOTAVAILABLE;
2377 /* Always report software processing */
2378 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2379 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2381 /* Check QUERY_FILTER support */
2382 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2383 if(CheckFilterCapability(CheckFormat)) {
2384 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2385 } else {
2386 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2387 return WINED3DERR_NOTAVAILABLE;
2391 /* Check QUERY_LEGACYBUMPMAP support */
2392 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2393 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2394 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2395 } else {
2396 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2397 return WINED3DERR_NOTAVAILABLE;
2401 /* Check QUERY_SRGBREAD support */
2402 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2403 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2404 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2405 } else {
2406 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2407 return WINED3DERR_NOTAVAILABLE;
2411 /* Check QUERY_VERTEXTEXTURE support */
2412 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2413 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2414 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2415 } else {
2416 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2417 return WINED3DERR_NOTAVAILABLE;
2420 } else if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2421 if(Usage & WINED3DUSAGE_DEPTHSTENCIL)
2422 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2424 } else if(RType == WINED3DRTYPE_VOLUMETEXTURE) {
2425 /* Volumetexture allows:
2426 * - D3DUSAGE_DYNAMIC
2427 * - D3DUSAGE_NONSECURE (d3d9ex)
2428 * - D3DUSAGE_SOFTWAREPROCESSING
2431 /* Check volume texture and volume usage caps */
2432 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2433 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2434 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2435 return WINED3DERR_NOTAVAILABLE;
2438 /* Always report dynamic locking */
2439 if(Usage & WINED3DUSAGE_DYNAMIC)
2440 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2442 /* Always report software processing */
2443 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2444 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2446 /* Check QUERY_FILTER support */
2447 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2448 if(CheckFilterCapability(CheckFormat)) {
2449 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2450 } else {
2451 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2452 return WINED3DERR_NOTAVAILABLE;
2456 /* Check QUERY_SRGBREAD support */
2457 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2458 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2459 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2460 } else {
2461 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2462 return WINED3DERR_NOTAVAILABLE;
2466 /* Check QUERY_VERTEXTEXTURE support */
2467 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2468 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2469 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2470 } else {
2471 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2472 return WINED3DERR_NOTAVAILABLE;
2475 } else {
2476 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2477 return WINED3DERR_NOTAVAILABLE;
2480 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2481 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2482 * app needing one of those formats, don't advertize them to avoid leading apps into
2483 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2484 * except of R32F.
2486 switch(CheckFormat) {
2487 case WINED3DFMT_P8:
2488 case WINED3DFMT_A4L4:
2489 case WINED3DFMT_R32F:
2490 case WINED3DFMT_R16F:
2491 case WINED3DFMT_X8L8V8U8:
2492 case WINED3DFMT_L6V5U5:
2493 case WINED3DFMT_G16R16:
2494 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2495 return WINED3DERR_NOTAVAILABLE;
2497 case WINED3DFMT_Q8W8V8U8:
2498 case WINED3DFMT_V16U16:
2499 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2500 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2501 return WINED3DERR_NOTAVAILABLE;
2503 break;
2505 case WINED3DFMT_V8U8:
2506 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2507 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2508 return WINED3DERR_NOTAVAILABLE;
2510 break;
2512 case WINED3DFMT_DXT1:
2513 case WINED3DFMT_DXT2:
2514 case WINED3DFMT_DXT3:
2515 case WINED3DFMT_DXT4:
2516 case WINED3DFMT_DXT5:
2517 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2518 * compressed texture results in an error. While the D3D refrast does
2519 * support s3tc volumes, at least the nvidia windows driver does not, so
2520 * we're free not to support this format.
2522 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2523 return WINED3DERR_NOTAVAILABLE;
2525 default:
2526 /* Do nothing, continue with checking the format below */
2527 break;
2529 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2530 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2531 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2532 return WINED3DERR_NOTAVAILABLE;
2535 /* This format is nothing special and it is supported perfectly.
2536 * However, ati and nvidia driver on windows do not mark this format as
2537 * supported (tested with the dxCapsViewer) and pretending to
2538 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2539 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2540 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2542 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2543 TRACE_(d3d_caps)("[FAILED]\n");
2544 return WINED3DERR_NOTAVAILABLE;
2547 switch (CheckFormat) {
2549 /*****
2550 * supported: RGB(A) formats
2552 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2553 case WINED3DFMT_A8R8G8B8:
2554 case WINED3DFMT_X8R8G8B8:
2555 case WINED3DFMT_R5G6B5:
2556 case WINED3DFMT_X1R5G5B5:
2557 case WINED3DFMT_A1R5G5B5:
2558 case WINED3DFMT_A4R4G4B4:
2559 case WINED3DFMT_R3G3B2:
2560 case WINED3DFMT_A8:
2561 case WINED3DFMT_X4R4G4B4:
2562 case WINED3DFMT_A8B8G8R8:
2563 case WINED3DFMT_X8B8G8R8:
2564 case WINED3DFMT_A2R10G10B10:
2565 case WINED3DFMT_A2B10G10R10:
2566 case WINED3DFMT_G16R16:
2567 TRACE_(d3d_caps)("[OK]\n");
2568 return WINED3D_OK;
2570 /*****
2571 * supported: Palettized
2573 case WINED3DFMT_P8:
2574 TRACE_(d3d_caps)("[OK]\n");
2575 return WINED3D_OK;
2577 /*****
2578 * Supported: (Alpha)-Luminance
2580 case WINED3DFMT_L8:
2581 case WINED3DFMT_A8L8:
2582 case WINED3DFMT_A4L4:
2583 TRACE_(d3d_caps)("[OK]\n");
2584 return WINED3D_OK;
2586 /*****
2587 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2588 * GL_NV_texture_shader), but advertized to make apps happy.
2589 * Enable some because games often fail when they are not available
2590 * and are still playable even without bump mapping
2592 case WINED3DFMT_V8U8:
2593 case WINED3DFMT_V16U16:
2594 case WINED3DFMT_L6V5U5:
2595 case WINED3DFMT_X8L8V8U8:
2596 case WINED3DFMT_Q8W8V8U8:
2597 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2598 return WINED3D_OK;
2600 /* Those are not advertized by the nvidia windows driver, and not
2601 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2602 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2603 * ARGB format if needed
2605 case WINED3DFMT_W11V11U10:
2606 case WINED3DFMT_A2W10V10U10:
2607 WARN_(d3d_caps)("[FAILED]\n");
2608 return WINED3DERR_NOTAVAILABLE;
2610 case WINED3DFMT_DXT1:
2611 case WINED3DFMT_DXT2:
2612 case WINED3DFMT_DXT3:
2613 case WINED3DFMT_DXT4:
2614 case WINED3DFMT_DXT5:
2615 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2616 TRACE_(d3d_caps)("[OK]\n");
2617 return WINED3D_OK;
2618 } else {
2619 TRACE_(d3d_caps)("[FAILED]\n");
2620 return WINED3DERR_NOTAVAILABLE;
2624 /*****
2625 * Odd formats - not supported
2627 case WINED3DFMT_VERTEXDATA:
2628 case WINED3DFMT_INDEX16:
2629 case WINED3DFMT_INDEX32:
2630 case WINED3DFMT_Q16W16V16U16:
2631 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2632 return WINED3DERR_NOTAVAILABLE;
2634 /*****
2635 * WINED3DFMT_CxV8U8: Not supported right now
2637 case WINED3DFMT_CxV8U8:
2638 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2639 return WINED3DERR_NOTAVAILABLE;
2641 /* Not supported */
2642 case WINED3DFMT_A16B16G16R16:
2643 case WINED3DFMT_A8R3G3B2:
2644 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2645 return WINED3DERR_NOTAVAILABLE;
2647 /* Floating point formats */
2648 case WINED3DFMT_R16F:
2649 case WINED3DFMT_A16B16G16R16F:
2650 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2651 TRACE_(d3d_caps)("[OK]\n");
2652 return WINED3D_OK;
2653 } else {
2654 TRACE_(d3d_caps)("[FAILED]\n");
2655 return WINED3DERR_NOTAVAILABLE;
2657 case WINED3DFMT_R32F:
2658 case WINED3DFMT_A32B32G32R32F:
2659 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2660 TRACE_(d3d_caps)("[OK]\n");
2661 return WINED3D_OK;
2662 } else {
2663 TRACE_(d3d_caps)("[FAILED]\n");
2664 return WINED3DERR_NOTAVAILABLE;
2667 case WINED3DFMT_G16R16F:
2668 case WINED3DFMT_G32R32F:
2669 TRACE_(d3d_caps)("[FAILED]\n");
2670 return WINED3DERR_NOTAVAILABLE;
2672 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2673 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2674 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2675 * We can do instancing with all shader versions, but we need vertex shaders.
2677 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2678 * to enable instancing. WineD3D doesn't need that and just ignores it.
2680 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2682 case WINEMAKEFOURCC('I','N','S','T'):
2683 TRACE("ATI Instancing check hack\n");
2684 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2685 TRACE_(d3d_caps)("[OK]\n");
2686 return WINED3D_OK;
2687 } else {
2688 TRACE_(d3d_caps)("[FAILED]\n");
2689 return WINED3DERR_NOTAVAILABLE;
2692 default:
2693 break;
2696 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2697 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2698 * usage flags match. */
2699 if(UsageCaps == Usage) {
2700 return WINED3D_OK;
2701 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2702 return WINED3DOK_NOAUTOGEN;
2703 } else {
2704 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested but only %#08x is available\n", Usage, UsageCaps);
2705 return WINED3DERR_NOTAVAILABLE;
2709 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2710 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2711 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2713 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2714 This,
2715 Adapter,
2716 DeviceType, debug_d3ddevicetype(DeviceType),
2717 SourceFormat, debug_d3dformat(SourceFormat),
2718 TargetFormat, debug_d3dformat(TargetFormat));
2719 return WINED3D_OK;
2722 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2723 subset of a D3DCAPS9 structure. However, it has to come via a void *
2724 as the d3d8 interface cannot import the d3d9 header */
2725 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2727 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2728 int vs_selected_mode;
2729 int ps_selected_mode;
2731 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2733 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2734 return WINED3DERR_INVALIDCALL;
2737 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2739 /* This function should *not* be modifying GL caps
2740 * TODO: move the functionality where it belongs */
2741 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2743 /* ------------------------------------------------
2744 The following fields apply to both d3d8 and d3d9
2745 ------------------------------------------------ */
2746 *pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2747 *pCaps->AdapterOrdinal = Adapter;
2749 *pCaps->Caps = 0;
2750 *pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2751 WINED3DCAPS2_FULLSCREENGAMMA |
2752 WINED3DCAPS2_DYNAMICTEXTURES;
2753 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2754 *pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2756 *pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2757 *pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2758 WINED3DPRESENT_INTERVAL_ONE;
2760 *pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2761 WINED3DCURSORCAPS_LOWRES;
2763 *pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2764 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2765 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2766 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2767 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2768 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2769 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2770 WINED3DDEVCAPS_PUREDEVICE |
2771 WINED3DDEVCAPS_HWRASTERIZATION |
2772 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2773 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2774 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2775 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2776 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2777 WINED3DDEVCAPS_RTPATCHES;
2779 *pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2780 WINED3DPMISCCAPS_CULLCCW |
2781 WINED3DPMISCCAPS_CULLCW |
2782 WINED3DPMISCCAPS_COLORWRITEENABLE |
2783 WINED3DPMISCCAPS_CLIPTLVERTS |
2784 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2785 WINED3DPMISCCAPS_MASKZ |
2786 WINED3DPMISCCAPS_BLENDOP;
2787 /* TODO:
2788 WINED3DPMISCCAPS_NULLREFERENCE
2789 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2790 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2791 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2792 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
2793 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2795 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
2796 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
2798 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
2799 #if 0
2800 if (GL_SUPPORT(NV_REGISTER_COMBINERS))
2801 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2802 if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
2803 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
2804 #endif
2806 *pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2807 WINED3DPRASTERCAPS_PAT |
2808 WINED3DPRASTERCAPS_WFOG |
2809 WINED3DPRASTERCAPS_ZFOG |
2810 WINED3DPRASTERCAPS_FOGVERTEX |
2811 WINED3DPRASTERCAPS_FOGTABLE |
2812 WINED3DPRASTERCAPS_STIPPLE |
2813 WINED3DPRASTERCAPS_SUBPIXEL |
2814 WINED3DPRASTERCAPS_ZTEST |
2815 WINED3DPRASTERCAPS_SCISSORTEST |
2816 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2817 WINED3DPRASTERCAPS_DEPTHBIAS;
2819 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2820 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
2821 WINED3DPRASTERCAPS_ZBIAS |
2822 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
2824 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
2825 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
2827 /* FIXME Add:
2828 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2829 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2830 WINED3DPRASTERCAPS_ANTIALIASEDGES
2831 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2832 WINED3DPRASTERCAPS_WBUFFER */
2834 *pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2835 WINED3DPCMPCAPS_EQUAL |
2836 WINED3DPCMPCAPS_GREATER |
2837 WINED3DPCMPCAPS_GREATEREQUAL |
2838 WINED3DPCMPCAPS_LESS |
2839 WINED3DPCMPCAPS_LESSEQUAL |
2840 WINED3DPCMPCAPS_NEVER |
2841 WINED3DPCMPCAPS_NOTEQUAL;
2843 *pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
2844 WINED3DPBLENDCAPS_BOTHSRCALPHA |
2845 WINED3DPBLENDCAPS_DESTALPHA |
2846 WINED3DPBLENDCAPS_DESTCOLOR |
2847 WINED3DPBLENDCAPS_INVDESTALPHA |
2848 WINED3DPBLENDCAPS_INVDESTCOLOR |
2849 WINED3DPBLENDCAPS_INVSRCALPHA |
2850 WINED3DPBLENDCAPS_INVSRCCOLOR |
2851 WINED3DPBLENDCAPS_ONE |
2852 WINED3DPBLENDCAPS_SRCALPHA |
2853 WINED3DPBLENDCAPS_SRCALPHASAT |
2854 WINED3DPBLENDCAPS_SRCCOLOR |
2855 WINED3DPBLENDCAPS_ZERO;
2857 *pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
2858 WINED3DPBLENDCAPS_DESTCOLOR |
2859 WINED3DPBLENDCAPS_INVDESTALPHA |
2860 WINED3DPBLENDCAPS_INVDESTCOLOR |
2861 WINED3DPBLENDCAPS_INVSRCALPHA |
2862 WINED3DPBLENDCAPS_INVSRCCOLOR |
2863 WINED3DPBLENDCAPS_ONE |
2864 WINED3DPBLENDCAPS_SRCALPHA |
2865 WINED3DPBLENDCAPS_SRCCOLOR |
2866 WINED3DPBLENDCAPS_ZERO;
2867 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
2868 * according to the glBlendFunc manpage
2870 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
2871 * legacy settings for srcblend only
2874 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
2875 *pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2876 *pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2880 *pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2881 WINED3DPCMPCAPS_EQUAL |
2882 WINED3DPCMPCAPS_GREATER |
2883 WINED3DPCMPCAPS_GREATEREQUAL |
2884 WINED3DPCMPCAPS_LESS |
2885 WINED3DPCMPCAPS_LESSEQUAL |
2886 WINED3DPCMPCAPS_NEVER |
2887 WINED3DPCMPCAPS_NOTEQUAL;
2889 *pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
2890 WINED3DPSHADECAPS_COLORGOURAUDRGB |
2891 WINED3DPSHADECAPS_ALPHAFLATBLEND |
2892 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
2893 WINED3DPSHADECAPS_COLORFLATRGB |
2894 WINED3DPSHADECAPS_FOGFLAT |
2895 WINED3DPSHADECAPS_FOGGOURAUD |
2896 WINED3DPSHADECAPS_SPECULARFLATRGB;
2898 *pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
2899 WINED3DPTEXTURECAPS_ALPHAPALETTE |
2900 WINED3DPTEXTURECAPS_BORDER |
2901 WINED3DPTEXTURECAPS_MIPMAP |
2902 WINED3DPTEXTURECAPS_PROJECTED |
2903 WINED3DPTEXTURECAPS_PERSPECTIVE;
2905 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
2906 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
2907 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
2910 if( GL_SUPPORT(EXT_TEXTURE3D)) {
2911 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
2912 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
2913 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
2916 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2917 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
2918 WINED3DPTEXTURECAPS_MIPCUBEMAP |
2919 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
2923 *pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2924 WINED3DPTFILTERCAPS_MAGFPOINT |
2925 WINED3DPTFILTERCAPS_MINFLINEAR |
2926 WINED3DPTFILTERCAPS_MINFPOINT |
2927 WINED3DPTFILTERCAPS_MIPFLINEAR |
2928 WINED3DPTFILTERCAPS_MIPFPOINT |
2929 WINED3DPTFILTERCAPS_LINEAR |
2930 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2931 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2932 WINED3DPTFILTERCAPS_MIPLINEAR |
2933 WINED3DPTFILTERCAPS_MIPNEAREST |
2934 WINED3DPTFILTERCAPS_NEAREST;
2936 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2937 *pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2938 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2941 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2942 *pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2943 WINED3DPTFILTERCAPS_MAGFPOINT |
2944 WINED3DPTFILTERCAPS_MINFLINEAR |
2945 WINED3DPTFILTERCAPS_MINFPOINT |
2946 WINED3DPTFILTERCAPS_MIPFLINEAR |
2947 WINED3DPTFILTERCAPS_MIPFPOINT |
2948 WINED3DPTFILTERCAPS_LINEAR |
2949 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2950 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2951 WINED3DPTFILTERCAPS_MIPLINEAR |
2952 WINED3DPTFILTERCAPS_MIPNEAREST |
2953 WINED3DPTFILTERCAPS_NEAREST;
2955 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2956 *pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2957 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2959 } else
2960 *pCaps->CubeTextureFilterCaps = 0;
2962 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2963 *pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2964 WINED3DPTFILTERCAPS_MAGFPOINT |
2965 WINED3DPTFILTERCAPS_MINFLINEAR |
2966 WINED3DPTFILTERCAPS_MINFPOINT |
2967 WINED3DPTFILTERCAPS_MIPFLINEAR |
2968 WINED3DPTFILTERCAPS_MIPFPOINT |
2969 WINED3DPTFILTERCAPS_LINEAR |
2970 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2971 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2972 WINED3DPTFILTERCAPS_MIPLINEAR |
2973 WINED3DPTFILTERCAPS_MIPNEAREST |
2974 WINED3DPTFILTERCAPS_NEAREST;
2975 } else
2976 *pCaps->VolumeTextureFilterCaps = 0;
2978 *pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2979 WINED3DPTADDRESSCAPS_CLAMP |
2980 WINED3DPTADDRESSCAPS_WRAP;
2982 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2983 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2985 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2986 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2988 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2989 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2992 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2993 *pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2994 WINED3DPTADDRESSCAPS_CLAMP |
2995 WINED3DPTADDRESSCAPS_WRAP;
2996 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2997 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2999 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3000 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3002 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3003 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3005 } else
3006 *pCaps->VolumeTextureAddressCaps = 0;
3008 *pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3009 WINED3DLINECAPS_ZTEST;
3010 /* FIXME: Add
3011 WINED3DLINECAPS_BLEND
3012 WINED3DLINECAPS_ALPHACMP
3013 WINED3DLINECAPS_FOG */
3015 *pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3016 *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3018 if(GL_SUPPORT(EXT_TEXTURE3D))
3019 *pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3020 else
3021 *pCaps->MaxVolumeExtent = 0;
3023 *pCaps->MaxTextureRepeat = 32768;
3024 *pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3025 *pCaps->MaxVertexW = 1.0;
3027 *pCaps->GuardBandLeft = 0;
3028 *pCaps->GuardBandTop = 0;
3029 *pCaps->GuardBandRight = 0;
3030 *pCaps->GuardBandBottom = 0;
3032 *pCaps->ExtentsAdjust = 0;
3034 *pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3035 WINED3DSTENCILCAPS_INCRSAT |
3036 WINED3DSTENCILCAPS_INVERT |
3037 WINED3DSTENCILCAPS_KEEP |
3038 WINED3DSTENCILCAPS_REPLACE |
3039 WINED3DSTENCILCAPS_ZERO;
3040 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3041 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3042 WINED3DSTENCILCAPS_INCR;
3044 if ( This->dxVersion > 8 &&
3045 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3046 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3047 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3050 *pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3052 *pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
3053 WINED3DTEXOPCAPS_ADDSIGNED |
3054 WINED3DTEXOPCAPS_ADDSIGNED2X |
3055 WINED3DTEXOPCAPS_MODULATE |
3056 WINED3DTEXOPCAPS_MODULATE2X |
3057 WINED3DTEXOPCAPS_MODULATE4X |
3058 WINED3DTEXOPCAPS_SELECTARG1 |
3059 WINED3DTEXOPCAPS_SELECTARG2 |
3060 WINED3DTEXOPCAPS_DISABLE;
3062 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
3063 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
3064 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
3065 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
3066 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
3067 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
3068 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
3069 WINED3DTEXOPCAPS_LERP |
3070 WINED3DTEXOPCAPS_SUBTRACT;
3072 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
3073 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
3074 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
3075 WINED3DTEXOPCAPS_MULTIPLYADD |
3076 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
3077 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
3078 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
3080 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
3081 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
3083 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3084 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
3085 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
3088 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
3089 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
3090 } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3091 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
3092 * not support 3D textures. This asks for trouble if an app uses both bump mapping
3093 * and 3D textures. It also allows us to keep the code simpler by having texture
3094 * shaders constantly enabled.
3096 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
3097 /* TODO: Luminance bump map? */
3099 #if 0
3100 /* FIXME: Add
3101 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
3102 WINED3DTEXOPCAPS_PREMODULATE */
3103 #endif
3105 *pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
3106 *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
3107 *pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3108 *pCaps->MaxActiveLights = GL_LIMITS(lights);
3110 *pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3111 *pCaps->MaxVertexBlendMatrixIndex = 0;
3113 *pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3114 *pCaps->MaxPointSize = GL_LIMITS(pointsize);
3117 *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3118 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3119 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3120 WINED3DVTXPCAPS_LOCALVIEWER |
3121 WINED3DVTXPCAPS_VERTEXFOG |
3122 WINED3DVTXPCAPS_TEXGEN;
3123 /* FIXME: Add
3124 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3126 *pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3127 *pCaps->MaxVertexIndex = 0xFFFFF;
3128 *pCaps->MaxStreams = MAX_STREAMS;
3129 *pCaps->MaxStreamStride = 1024;
3131 if (vs_selected_mode == SHADER_GLSL) {
3132 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3133 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3134 * vs_nv_version which is based on NV_vertex_program.
3135 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3136 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3137 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3138 * of native instructions, so use that here. For more info see the pixel shader versioning code below. */
3139 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3140 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
3141 else
3142 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
3143 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (*pCaps->VertexShaderVersion >> 8) & 0xff, *pCaps->VertexShaderVersion & 0xff);
3144 } else if (vs_selected_mode == SHADER_ARB) {
3145 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
3146 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
3147 } else {
3148 *pCaps->VertexShaderVersion = 0;
3149 TRACE_(d3d_caps)("Vertex shader functionality not available\n");
3152 *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
3154 if (ps_selected_mode == SHADER_GLSL) {
3155 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3156 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3157 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3158 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3159 * in max native instructions. Intel and others also offer the info in this extension but they
3160 * don't support GLSL (at least on Windows).
3162 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3163 * of instructions is 512 or less we have to do with ps2.0 hardware.
3164 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
3166 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3167 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
3168 else
3169 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
3170 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3171 * Direct3D minimum requirement.
3173 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3174 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3176 * The problem is that the refrast clamps temporary results in the shader to
3177 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3178 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3179 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3180 * offer a way to query this.
3182 *pCaps->PixelShader1xMaxValue = 8.0;
3183 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (*pCaps->PixelShaderVersion >> 8) & 0xff, *pCaps->PixelShaderVersion & 0xff);
3184 } else if (ps_selected_mode == SHADER_ARB) {
3185 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
3186 *pCaps->PixelShader1xMaxValue = 8.0;
3187 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
3188 } else {
3189 *pCaps->PixelShaderVersion = 0;
3190 *pCaps->PixelShader1xMaxValue = 0.0;
3191 TRACE_(d3d_caps)("Pixel shader functionality not available\n");
3194 /* ------------------------------------------------
3195 The following fields apply to d3d9 only
3196 ------------------------------------------------ */
3197 if (This->dxVersion > 8) {
3198 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3199 *pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
3200 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3201 *pCaps->MaxNpatchTessellationLevel = 0;
3202 *pCaps->MasterAdapterOrdinal = 0;
3203 *pCaps->AdapterOrdinalInGroup = 0;
3204 *pCaps->NumberOfAdaptersInGroup = 1;
3206 if(*pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3207 /* OpenGL supports all the formats below, perhaps not always
3208 * without conversion, but it supports them.
3209 * Further GLSL doesn't seem to have an official unsigned type so
3210 * don't advertise it yet as I'm not sure how we handle it.
3211 * We might need to add some clamping in the shader engine to
3212 * support it.
3213 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3214 *pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3215 WINED3DDTCAPS_UBYTE4N |
3216 WINED3DDTCAPS_SHORT2N |
3217 WINED3DDTCAPS_SHORT4N;
3218 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3219 *pCaps->DeclTypes |=
3220 WINED3DDTCAPS_FLOAT16_2 |
3221 WINED3DDTCAPS_FLOAT16_4;
3223 } else
3224 *pCaps->DeclTypes = 0;
3226 *pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3229 *pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3230 WINED3DPTFILTERCAPS_MAGFPOINT |
3231 WINED3DPTFILTERCAPS_MINFLINEAR |
3232 WINED3DPTFILTERCAPS_MAGFLINEAR;
3233 *pCaps->VertexTextureFilterCaps = 0;
3235 if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3236 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3237 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3238 *pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3239 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3240 *pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3241 *pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3243 *pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3244 *pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3245 } else if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3246 *pCaps->VS20Caps.Caps = 0;
3247 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3248 *pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3249 *pCaps->VS20Caps.StaticFlowControlDepth = 1;
3251 *pCaps->MaxVShaderInstructionsExecuted = 65535;
3252 *pCaps->MaxVertexShader30InstructionSlots = 0;
3253 } else { /* VS 1.x */
3254 *pCaps->VS20Caps.Caps = 0;
3255 *pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3256 *pCaps->VS20Caps.NumTemps = 0;
3257 *pCaps->VS20Caps.StaticFlowControlDepth = 0;
3259 *pCaps->MaxVShaderInstructionsExecuted = 0;
3260 *pCaps->MaxVertexShader30InstructionSlots = 0;
3263 if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3264 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3265 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3267 /* 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 */
3268 *pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3269 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3270 WINED3DPS20CAPS_PREDICATION |
3271 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3272 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3273 *pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3274 *pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3275 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3276 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3278 *pCaps->MaxPShaderInstructionsExecuted = 65535;
3279 *pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3280 } else if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3281 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3282 *pCaps->PS20Caps.Caps = 0;
3283 *pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3284 *pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3285 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3286 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3288 *pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3289 *pCaps->MaxPixelShader30InstructionSlots = 0;
3290 } else { /* PS 1.x */
3291 *pCaps->PS20Caps.Caps = 0;
3292 *pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3293 *pCaps->PS20Caps.NumTemps = 0;
3294 *pCaps->PS20Caps.StaticFlowControlDepth = 0;
3295 *pCaps->PS20Caps.NumInstructionSlots = 0;
3297 *pCaps->MaxPShaderInstructionsExecuted = 0;
3298 *pCaps->MaxPixelShader30InstructionSlots = 0;
3302 return WINED3D_OK;
3305 static unsigned int glsl_program_key_hash(void *key) {
3306 glsl_program_key_t *k = (glsl_program_key_t *)key;
3308 unsigned int hash = k->vshader | k->pshader << 16;
3309 hash += ~(hash << 15);
3310 hash ^= (hash >> 10);
3311 hash += (hash << 3);
3312 hash ^= (hash >> 6);
3313 hash += ~(hash << 11);
3314 hash ^= (hash >> 16);
3316 return hash;
3319 static BOOL glsl_program_key_compare(void *keya, void *keyb) {
3320 glsl_program_key_t *ka = (glsl_program_key_t *)keya;
3321 glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
3323 return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
3326 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3327 and fields being inserted in the middle, a new structure is used in place */
3328 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3329 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3330 IUnknown *parent) {
3332 IWineD3DDeviceImpl *object = NULL;
3333 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3334 WINED3DDISPLAYMODE mode;
3335 int i;
3337 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3338 * number and create a device without a 3D adapter for 2D only operation.
3340 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3341 return WINED3DERR_INVALIDCALL;
3344 /* Create a WineD3DDevice object */
3345 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3346 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3347 TRACE("Created WineD3DDevice object @ %p\n", object);
3348 if (NULL == object) {
3349 return WINED3DERR_OUTOFVIDEOMEMORY;
3352 /* Set up initial COM information */
3353 object->lpVtbl = &IWineD3DDevice_Vtbl;
3354 object->ref = 1;
3355 object->wineD3D = iface;
3356 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3357 IWineD3D_AddRef(object->wineD3D);
3358 object->parent = parent;
3359 list_init(&object->resources);
3360 list_init(&object->shaders);
3362 if(This->dxVersion == 7) {
3363 object->surface_alignment = 8;
3364 } else {
3365 object->surface_alignment = 4;
3367 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3369 /* Set the state up as invalid until the device is fully created */
3370 object->state = WINED3DERR_DRIVERINTERNALERROR;
3372 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3373 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3375 /* Save the creation parameters */
3376 object->createParms.AdapterOrdinal = Adapter;
3377 object->createParms.DeviceType = DeviceType;
3378 object->createParms.hFocusWindow = hFocusWindow;
3379 object->createParms.BehaviorFlags = BehaviourFlags;
3381 /* Initialize other useful values */
3382 object->adapterNo = Adapter;
3383 object->devType = DeviceType;
3385 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3386 if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
3387 object->shader_backend = &glsl_shader_backend;
3388 object->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
3389 } else if (object->ps_selected_mode == SHADER_ARB || object->vs_selected_mode == SHADER_ARB) {
3390 object->shader_backend = &arb_program_shader_backend;
3391 } else {
3392 object->shader_backend = &none_shader_backend;
3394 if(FAILED(object->shader_backend->shader_alloc_private((IWineD3DDevice *) object))) {
3395 IWineD3D_Release(object->wineD3D);
3396 HeapFree(GetProcessHeap(), 0, object);
3397 *ppReturnedDeviceInterface = NULL;
3398 return E_OUTOFMEMORY;
3401 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3402 * model can deal with that. It is essentially the same, just with adjusted
3403 * Set*ShaderConstantF implementations
3405 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3406 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3409 /* set the state of the device to valid */
3410 object->state = WINED3D_OK;
3412 /* Get the initial screen setup for ddraw */
3413 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3415 object->ddraw_width = mode.Width;
3416 object->ddraw_height = mode.Height;
3417 object->ddraw_format = mode.Format;
3419 for(i = 0; i < PATCHMAP_SIZE; i++) {
3420 list_init(&object->patches[i]);
3422 return WINED3D_OK;
3424 #undef GLINFO_LOCATION
3426 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3427 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3428 IUnknown_AddRef(This->parent);
3429 *pParent = This->parent;
3430 return WINED3D_OK;
3433 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3434 IUnknown* surfaceParent;
3435 TRACE("(%p) call back\n", pSurface);
3437 /* Now, release the parent, which will take care of cleaning up the surface for us */
3438 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3439 IUnknown_Release(surfaceParent);
3440 return IUnknown_Release(surfaceParent);
3443 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3444 IUnknown* volumeParent;
3445 TRACE("(%p) call back\n", pVolume);
3447 /* Now, release the parent, which will take care of cleaning up the volume for us */
3448 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3449 IUnknown_Release(volumeParent);
3450 return IUnknown_Release(volumeParent);
3453 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3454 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3455 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3456 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3458 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3459 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3460 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3461 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3462 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3463 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3464 * DirectDraw, not OpenGL.
3466 if(gl_info->supported[APPLE_FENCE] &&
3467 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3468 gl_info->supported[APPLE_FLUSH_RENDER] &&
3469 gl_info->supported[APPLE_YCBCR_422]) {
3470 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3471 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3472 return TRUE;
3473 } else {
3474 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3475 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3476 return FALSE;
3480 #define GLINFO_LOCATION (*gl_info)
3481 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3482 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3483 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3484 * all the texture. This function detects this bug by its symptom and disables PBOs
3485 * if the test fails.
3487 * The test uplaods a 4x4 texture via the PBO in the "native" format GL_BGRA,
3488 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3489 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3490 * read back is compared to the original. If they are equal PBOs are assumed to work,
3491 * otherwise the PBO extension is disabled.
3493 GLuint texture, pbo;
3494 static const unsigned int pattern[] = {
3495 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3496 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3497 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3498 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3500 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3502 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3503 /* No PBO -> No point in testing them */
3504 return;
3507 while(glGetError());
3508 glGenTextures(1, &texture);
3509 glBindTexture(GL_TEXTURE_2D, texture);
3510 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3511 checkGLcall("Specifying the PBO test texture\n");
3513 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3514 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3515 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3516 checkGLcall("Specifying the PBO test pbo\n");
3518 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3519 checkGLcall("Loading the PBO test texture\n");
3521 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3522 glFinish(); /* just to be sure */
3524 memset(check, 0, sizeof(check));
3525 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3526 checkGLcall("Reading back the PBO test texture\n");
3528 glDeleteTextures(1, &texture);
3529 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3530 checkGLcall("PBO test cleanup\n");
3532 if(memcmp(check, pattern, sizeof(check)) != 0) {
3533 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3534 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3535 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3536 } else {
3537 TRACE_(d3d_caps)("PBO test successful\n");
3540 #undef GLINFO_LOCATION
3542 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3543 * reporting a driver version is moot because we are not the Windows driver, and we have different
3544 * bugs, features, etc.
3546 * If a card is not found in this table, the gl driver version is reported
3548 struct driver_version_information {
3549 WORD vendor; /* reported PCI card vendor ID */
3550 WORD card; /* reported PCI card device ID */
3551 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3552 WORD lopart_hi, lopart_lo; /* driver loword to report */
3555 static const struct driver_version_information driver_version_table[] = {
3556 /* Nvidia drivers. Geforce FX and newer cards are supported by the current driver */
3557 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 10, 16921 },
3558 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 10, 16921 },
3559 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 10, 16921 },
3560 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 10, 16921 },
3561 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 10, 16921 },
3562 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 10, 16921 },
3563 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 10, 16921 },
3564 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 10, 16921 },
3565 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 10, 16921 },
3566 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 10, 16921 },
3567 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 10, 16921 },
3568 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 10, 16921 },
3569 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 10, 16921 },
3570 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 10, 16921 },
3572 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3573 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3574 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3575 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3576 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3577 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3578 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3580 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3583 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3584 unsigned int i;
3585 BOOL apple = implementation_is_apple(gl_info);
3587 if(apple) {
3588 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3589 * used it falls back to software. While the compiler can detect if the shader uses all declared
3590 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3591 * using relative addressing falls back to software.
3593 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3595 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3596 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3597 } else {
3598 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3599 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3600 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3603 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3604 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3605 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3606 * flag for this extension
3608 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3609 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3610 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3611 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3612 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3613 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3614 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3618 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3619 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3620 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3621 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3622 * according to the spec.
3624 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3625 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3627 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3628 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3629 * this workaround is activated on cards that do not need it, it won't break things, just affect
3630 * performance negatively.
3632 if(gl_info->gl_vendor == VENDOR_INTEL ||
3633 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3634 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3635 gl_info->set_texcoord_w = TRUE;
3639 /* Find out if PBOs work as they are supposed to */
3640 test_pbo_functionality(gl_info);
3642 /* Fixup the driver version */
3643 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3644 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3645 gl_info->gl_card == driver_version_table[i].card) {
3646 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3648 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3649 driver_version_table[i].lopart_lo);
3650 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3651 driver_version_table[i].hipart_lo);
3652 break;
3657 void invalid_func(void *data) {
3658 ERR("Invalid vertex attribute function called\n");
3659 DebugBreak();
3662 #define GLINFO_LOCATION (Adapters[0].gl_info)
3664 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3665 * the extension detection and are used in drawStridedSlow
3667 static void position_d3dcolor(void *data) {
3668 DWORD pos = *((DWORD *) data);
3670 FIXME("Add a test for fixed function position from d3dcolor type\n");
3671 glVertex4s(D3DCOLOR_B_R(pos),
3672 D3DCOLOR_B_G(pos),
3673 D3DCOLOR_B_B(pos),
3674 D3DCOLOR_B_A(pos));
3676 static void position_float4(void *data) {
3677 GLfloat *pos = (float *) data;
3679 if (pos[3] < eps && pos[3] > -eps)
3680 glVertex3fv(pos);
3681 else {
3682 float w = 1.0 / pos[3];
3684 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3688 static void diffuse_d3dcolor(void *data) {
3689 DWORD diffuseColor = *((DWORD *) data);
3691 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3692 D3DCOLOR_B_G(diffuseColor),
3693 D3DCOLOR_B_B(diffuseColor),
3694 D3DCOLOR_B_A(diffuseColor));
3697 static void specular_d3dcolor(void *data) {
3698 DWORD specularColor = *((DWORD *) data);
3700 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3701 D3DCOLOR_B_G(specularColor),
3702 D3DCOLOR_B_B(specularColor));
3704 static void warn_no_specular_func(void *data) {
3705 WARN("GL_EXT_secondary_color not supported\n");
3708 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3709 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3710 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3711 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3712 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3713 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3714 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3715 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3716 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3717 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3718 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3719 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3720 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3721 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3722 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3723 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3724 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3725 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3727 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3728 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3729 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3730 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3731 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3732 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3733 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3734 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3735 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3736 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3737 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3738 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3739 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3740 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3741 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3742 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3743 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3745 /* No 4 component entry points here */
3746 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3747 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3748 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3749 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3750 } else {
3751 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3753 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3754 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3755 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3756 } else {
3757 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3759 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3760 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3761 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3762 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3763 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3764 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3765 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3766 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3767 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3768 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3769 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3770 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3772 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3773 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3775 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3776 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3777 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3778 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3779 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3780 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3781 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3782 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3783 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3784 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3785 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3786 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3787 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3788 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3789 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3790 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3791 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3794 #define PUSH1(att) attribs[nAttribs++] = (att);
3795 BOOL InitAdapters(void) {
3796 static HMODULE mod_gl;
3797 BOOL ret;
3798 int ps_selected_mode, vs_selected_mode;
3800 /* No need to hold any lock. The calling library makes sure only one thread calls
3801 * wined3d simultaneously
3803 if(numAdapters > 0) return TRUE;
3805 TRACE("Initializing adapters\n");
3807 if(!mod_gl) {
3808 #ifdef USE_WIN32_OPENGL
3809 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3810 mod_gl = LoadLibraryA("opengl32.dll");
3811 if(!mod_gl) {
3812 ERR("Can't load opengl32.dll!\n");
3813 return FALSE;
3815 #else
3816 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3817 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3818 mod_gl = GetModuleHandleA("gdi32.dll");
3819 #endif
3822 /* Load WGL core functions from opengl32.dll */
3823 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3824 WGL_FUNCS_GEN;
3825 #undef USE_WGL_FUNC
3827 if(!pwglGetProcAddress) {
3828 ERR("Unable to load wglGetProcAddress!\n");
3829 return FALSE;
3832 /* Dynamically load all GL core functions */
3833 GL_FUNCS_GEN;
3834 #undef USE_GL_FUNC
3836 /* For now only one default adapter */
3838 int iPixelFormat;
3839 int attribs[8];
3840 int values[8];
3841 int nAttribs = 0;
3842 int res;
3843 WineD3D_PixelFormat *cfgs;
3844 int attribute;
3845 DISPLAY_DEVICEW DisplayDevice;
3846 HDC hdc;
3848 TRACE("Initializing default adapter\n");
3849 Adapters[0].num = 0;
3850 Adapters[0].monitorPoint.x = -1;
3851 Adapters[0].monitorPoint.y = -1;
3853 if (!WineD3D_CreateFakeGLContext()) {
3854 ERR("Failed to get a gl context for default adapter\n");
3855 HeapFree(GetProcessHeap(), 0, Adapters);
3856 WineD3D_ReleaseFakeGLContext();
3857 return FALSE;
3860 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3861 if(!ret) {
3862 ERR("Failed to initialize gl caps for default adapter\n");
3863 HeapFree(GetProcessHeap(), 0, Adapters);
3864 WineD3D_ReleaseFakeGLContext();
3865 return FALSE;
3867 ret = initPixelFormats(&Adapters[0].gl_info);
3868 if(!ret) {
3869 ERR("Failed to init gl formats\n");
3870 HeapFree(GetProcessHeap(), 0, Adapters);
3871 WineD3D_ReleaseFakeGLContext();
3872 return FALSE;
3875 hdc = pwglGetCurrentDC();
3876 if(!hdc) {
3877 ERR("Failed to get gl HDC\n");
3878 HeapFree(GetProcessHeap(), 0, Adapters);
3879 WineD3D_ReleaseFakeGLContext();
3880 return FALSE;
3883 Adapters[0].driver = "Display";
3884 Adapters[0].description = "Direct3D HAL";
3886 /* Use the VideoRamSize registry setting when set */
3887 if(wined3d_settings.emulated_textureram)
3888 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3889 else
3890 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3891 Adapters[0].UsedTextureRam = 0;
3892 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3894 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3895 DisplayDevice.cb = sizeof(DisplayDevice);
3896 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3897 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3898 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3900 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3901 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3903 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3904 cfgs = Adapters[0].cfgs;
3905 PUSH1(WGL_RED_BITS_ARB)
3906 PUSH1(WGL_GREEN_BITS_ARB)
3907 PUSH1(WGL_BLUE_BITS_ARB)
3908 PUSH1(WGL_ALPHA_BITS_ARB)
3909 PUSH1(WGL_DEPTH_BITS_ARB)
3910 PUSH1(WGL_STENCIL_BITS_ARB)
3911 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
3912 PUSH1(WGL_PIXEL_TYPE_ARB)
3914 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
3915 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
3917 if(!res)
3918 continue;
3920 /* Cache the pixel format */
3921 cfgs->iPixelFormat = iPixelFormat;
3922 cfgs->redSize = values[0];
3923 cfgs->greenSize = values[1];
3924 cfgs->blueSize = values[2];
3925 cfgs->alphaSize = values[3];
3926 cfgs->depthSize = values[4];
3927 cfgs->stencilSize = values[5];
3928 cfgs->windowDrawable = values[6];
3929 cfgs->iPixelType = values[7];
3931 cfgs->pbufferDrawable = FALSE;
3932 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown
3933 attributes. */
3934 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
3935 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
3936 int value;
3937 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
3938 cfgs->pbufferDrawable = value;
3941 TRACE("iPixelFormat=%d, iPixelType=%#x, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
3942 cfgs++;
3945 fixup_extensions(&Adapters[0].gl_info);
3947 WineD3D_ReleaseFakeGLContext();
3949 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
3950 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
3951 fillGLAttribFuncs(&Adapters[0].gl_info);
3952 init_type_lookup(&Adapters[0].gl_info);
3954 numAdapters = 1;
3955 TRACE("%d adapters successfully initialized\n", numAdapters);
3957 return TRUE;
3959 #undef PUSH1
3960 #undef GLINFO_LOCATION
3962 /**********************************************************
3963 * IWineD3D VTbl follows
3964 **********************************************************/
3966 const IWineD3DVtbl IWineD3D_Vtbl =
3968 /* IUnknown */
3969 IWineD3DImpl_QueryInterface,
3970 IWineD3DImpl_AddRef,
3971 IWineD3DImpl_Release,
3972 /* IWineD3D */
3973 IWineD3DImpl_GetParent,
3974 IWineD3DImpl_GetAdapterCount,
3975 IWineD3DImpl_RegisterSoftwareDevice,
3976 IWineD3DImpl_GetAdapterMonitor,
3977 IWineD3DImpl_GetAdapterModeCount,
3978 IWineD3DImpl_EnumAdapterModes,
3979 IWineD3DImpl_GetAdapterDisplayMode,
3980 IWineD3DImpl_GetAdapterIdentifier,
3981 IWineD3DImpl_CheckDeviceMultiSampleType,
3982 IWineD3DImpl_CheckDepthStencilMatch,
3983 IWineD3DImpl_CheckDeviceType,
3984 IWineD3DImpl_CheckDeviceFormat,
3985 IWineD3DImpl_CheckDeviceFormatConversion,
3986 IWineD3DImpl_GetDeviceCaps,
3987 IWineD3DImpl_CreateDevice