spoolss: Add a stub for WaitForSpoolerInitialization.
[wine/wine-kai.git] / dlls / wined3d / directx.c
blobacb147e4a91445f03bae41f1448a792e1ef4df34
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
33 #include "config.h"
34 #include <assert.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 /* The d3d device ID */
41 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
43 /* Extension detection */
44 static const struct {
45 const char *extension_string;
46 GL_SupportedExt extension;
47 DWORD version;
48 } EXTENSION_MAP[] = {
49 /* APPLE */
50 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
51 {"GL_APPLE_fence", APPLE_FENCE, 0 },
52 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
53 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
56 /* ATI */
57 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
58 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
59 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
60 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
63 /* ARB */
64 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
65 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
66 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
67 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
68 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
69 {"GL_ARB_imaging", ARB_IMAGING, 0 },
70 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
71 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
72 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
73 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
74 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
75 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, 0 },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
86 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
87 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
88 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
89 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
90 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
92 /* EXT */
93 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
94 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
95 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
96 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
97 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
98 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
101 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
102 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
103 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
104 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
105 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
106 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
107 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
108 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
109 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
110 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
111 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
112 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
113 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
114 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
115 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 0 },
116 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
118 /* NV */
119 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
120 {"GL_NV_fence", NV_FENCE, 0 },
121 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
122 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
123 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
124 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
125 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
126 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
127 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
128 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
129 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
130 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
131 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
132 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
133 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
134 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
135 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
136 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
137 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
139 /* SGI */
140 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
143 /**********************************************************
144 * Utility functions follow
145 **********************************************************/
147 /* Adapters */
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
153 /* lookup tables */
154 int minLookup[MAX_LOOKUPS];
155 int maxLookup[MAX_LOOKUPS];
156 DWORD *stateLookup[MAX_LOOKUPS];
158 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
159 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
160 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
161 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
162 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
163 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
167 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
168 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
171 /* drawStridedSlow attributes */
172 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
173 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
174 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
175 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
176 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
179 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
180 * i.e., there is no GL Context - Get a default rendering context to enable the
181 * function query some info from GL.
184 static int wined3d_fake_gl_context_ref = 0;
185 static BOOL wined3d_fake_gl_context_foreign;
186 static BOOL wined3d_fake_gl_context_available = FALSE;
187 static HDC wined3d_fake_gl_context_hdc = NULL;
188 static HWND wined3d_fake_gl_context_hwnd = NULL;
190 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
191 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
193 0, 0, &wined3d_fake_gl_context_cs,
194 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
195 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
196 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
198 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
200 static void WineD3D_ReleaseFakeGLContext(void) {
201 HGLRC glCtx;
203 EnterCriticalSection(&wined3d_fake_gl_context_cs);
205 if(!wined3d_fake_gl_context_available) {
206 TRACE_(d3d_caps)("context not available\n");
207 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
208 return;
211 glCtx = pwglGetCurrentContext();
213 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
214 if (0 == (--wined3d_fake_gl_context_ref) ) {
215 if(!wined3d_fake_gl_context_foreign && glCtx) {
216 TRACE_(d3d_caps)("destroying fake GL context\n");
217 pwglMakeCurrent(NULL, NULL);
218 pwglDeleteContext(glCtx);
220 if(wined3d_fake_gl_context_hdc)
221 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
222 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
223 if(wined3d_fake_gl_context_hwnd)
224 DestroyWindow(wined3d_fake_gl_context_hwnd);
225 wined3d_fake_gl_context_hwnd = NULL;
226 wined3d_fake_gl_context_available = FALSE;
228 assert(wined3d_fake_gl_context_ref >= 0);
230 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
233 static BOOL WineD3D_CreateFakeGLContext(void) {
234 HGLRC glCtx = NULL;
236 EnterCriticalSection(&wined3d_fake_gl_context_cs);
238 TRACE("getting context...\n");
239 if(wined3d_fake_gl_context_ref > 0) goto ret;
240 assert(0 == wined3d_fake_gl_context_ref);
242 wined3d_fake_gl_context_foreign = TRUE;
244 glCtx = pwglGetCurrentContext();
245 if (!glCtx) {
246 PIXELFORMATDESCRIPTOR pfd;
247 int iPixelFormat;
249 wined3d_fake_gl_context_foreign = FALSE;
251 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
252 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
253 if(!wined3d_fake_gl_context_hwnd) {
254 ERR("HWND creation failed!\n");
255 goto fail;
257 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
258 if(!wined3d_fake_gl_context_hdc) {
259 ERR("GetDC failed!\n");
260 goto fail;
263 /* PixelFormat selection */
264 ZeroMemory(&pfd, sizeof(pfd));
265 pfd.nSize = sizeof(pfd);
266 pfd.nVersion = 1;
267 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
268 pfd.iPixelType = PFD_TYPE_RGBA;
269 pfd.cColorBits = 32;
270 pfd.iLayerType = PFD_MAIN_PLANE;
272 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
273 if(!iPixelFormat) {
274 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
275 ERR("Can't find a suitable iPixelFormat\n");
276 goto fail;
278 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
279 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
281 /* Create a GL context */
282 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
283 if (!glCtx) {
284 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
285 goto fail;
288 /* Make it the current GL context */
289 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
290 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
291 goto fail;
295 ret:
296 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
297 wined3d_fake_gl_context_ref++;
298 wined3d_fake_gl_context_available = TRUE;
299 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
300 return TRUE;
301 fail:
302 if(wined3d_fake_gl_context_hdc)
303 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
304 wined3d_fake_gl_context_hdc = NULL;
305 if(wined3d_fake_gl_context_hwnd)
306 DestroyWindow(wined3d_fake_gl_context_hwnd);
307 wined3d_fake_gl_context_hwnd = NULL;
308 if(glCtx) pwglDeleteContext(glCtx);
309 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
310 return FALSE;
313 /* Adjust the amount of used texture memory */
314 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
315 UINT Adapter = D3DDevice->adapterNo;
317 Adapters[Adapter].UsedTextureRam += glram;
318 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
319 return Adapters[Adapter].UsedTextureRam;
322 /**********************************************************
323 * IUnknown parts follows
324 **********************************************************/
326 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
328 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
330 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
331 if (IsEqualGUID(riid, &IID_IUnknown)
332 || IsEqualGUID(riid, &IID_IWineD3DBase)
333 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
334 IUnknown_AddRef(iface);
335 *ppobj = This;
336 return S_OK;
338 *ppobj = NULL;
339 return E_NOINTERFACE;
342 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
343 IWineD3DImpl *This = (IWineD3DImpl *)iface;
344 ULONG refCount = InterlockedIncrement(&This->ref);
346 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
347 return refCount;
350 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
351 IWineD3DImpl *This = (IWineD3DImpl *)iface;
352 ULONG ref;
353 TRACE("(%p) : Releasing from %d\n", This, This->ref);
354 ref = InterlockedDecrement(&This->ref);
355 if (ref == 0) {
356 HeapFree(GetProcessHeap(), 0, This);
359 return ref;
362 /* Set the shader type for this device, depending on the given capabilities,
363 * the device type, and the user preferences in wined3d_settings */
365 void select_shader_mode(
366 WineD3D_GL_Info *gl_info,
367 WINED3DDEVTYPE DeviceType,
368 int* ps_selected,
369 int* vs_selected) {
371 if (wined3d_settings.vs_mode == VS_NONE) {
372 *vs_selected = SHADER_NONE;
373 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
374 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
375 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
376 * shaders only on this card. */
377 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
378 *vs_selected = SHADER_ARB;
379 else
380 *vs_selected = SHADER_GLSL;
381 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
382 *vs_selected = SHADER_ARB;
383 } else {
384 *vs_selected = SHADER_NONE;
387 if (wined3d_settings.ps_mode == PS_NONE) {
388 *ps_selected = SHADER_NONE;
389 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
390 *ps_selected = SHADER_GLSL;
391 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
392 *ps_selected = SHADER_ARB;
393 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
394 *ps_selected = SHADER_ATI;
395 } else {
396 *ps_selected = SHADER_NONE;
400 /** Select the number of report maximum shader constants based on the selected shader modes */
401 static void select_shader_max_constants(
402 int ps_selected_mode,
403 int vs_selected_mode,
404 WineD3D_GL_Info *gl_info) {
406 switch (vs_selected_mode) {
407 case SHADER_GLSL:
408 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
409 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
410 break;
411 case SHADER_ARB:
412 /* We have to subtract any other PARAMs that we might use in our shader programs.
413 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
414 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
415 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
416 break;
417 default:
418 gl_info->max_vshader_constantsF = 0;
419 break;
422 switch (ps_selected_mode) {
423 case SHADER_GLSL:
424 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
425 * In theory the texbem instruction may need one more shader constant too. But lets assume
426 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
427 * and lets not take away a uniform needlessly from all other shaders.
429 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
430 break;
431 case SHADER_ARB:
432 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
433 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
435 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
436 break;
437 default:
438 gl_info->max_pshader_constantsF = 0;
439 break;
443 /**********************************************************
444 * IWineD3D parts follows
445 **********************************************************/
447 #define GLINFO_LOCATION (*gl_info)
448 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
449 GLuint prog;
450 BOOL ret = FALSE;
451 const char *testcode =
452 "!!ARBvp1.0\n"
453 "PARAM C[66] = { program.env[0..65] };\n"
454 "ADDRESS A0;"
455 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
456 "ARL A0.x, zero.x;\n"
457 "MOV result.position, C[A0.x + 65];\n"
458 "END\n";
460 while(glGetError());
461 GL_EXTCALL(glGenProgramsARB(1, &prog));
462 if(!prog) {
463 ERR("Failed to create an ARB offset limit test program\n");
465 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
466 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
467 strlen(testcode), testcode));
468 if(glGetError() != 0) {
469 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
470 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
471 ret = TRUE;
472 } else TRACE("OpenGL implementation allows offsets > 63\n");
474 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
475 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
476 checkGLcall("ARB vp offset limit test cleanup\n");
478 return ret;
481 static DWORD ver_for_ext(GL_SupportedExt ext)
483 unsigned int i;
484 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
485 if(EXTENSION_MAP[i].extension == ext) {
486 return EXTENSION_MAP[i].version;
489 return 0;
492 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
493 const char *GL_Extensions = NULL;
494 const char *WGL_Extensions = NULL;
495 const char *gl_string = NULL;
496 const char *gl_string_cursor = NULL;
497 GLint gl_max;
498 GLfloat gl_floatv[2];
499 int major = 1, minor = 0;
500 BOOL return_value = TRUE;
501 unsigned i;
502 HDC hdc;
503 unsigned int vidmem=0;
505 TRACE_(d3d_caps)("(%p)\n", gl_info);
507 ENTER_GL();
509 gl_string = (const char *) glGetString(GL_RENDERER);
510 if (NULL == gl_string)
511 gl_string = "None";
512 strcpy(gl_info->gl_renderer, gl_string);
514 gl_string = (const char *) glGetString(GL_VENDOR);
515 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
516 if (gl_string != NULL) {
517 /* Fill in the GL vendor */
518 if (strstr(gl_string, "NVIDIA")) {
519 gl_info->gl_vendor = VENDOR_NVIDIA;
520 } else if (strstr(gl_string, "ATI")) {
521 gl_info->gl_vendor = VENDOR_ATI;
522 } else if (strstr(gl_string, "Intel(R)") ||
523 strstr(gl_info->gl_renderer, "Intel(R)") ||
524 strstr(gl_string, "Intel Inc.")) {
525 gl_info->gl_vendor = VENDOR_INTEL;
526 } else if (strstr(gl_string, "Mesa")) {
527 gl_info->gl_vendor = VENDOR_MESA;
528 } else {
529 gl_info->gl_vendor = VENDOR_WINE;
531 } else {
532 gl_info->gl_vendor = VENDOR_WINE;
536 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
538 /* Parse the GL_VERSION field into major and minor information */
539 gl_string = (const char *) glGetString(GL_VERSION);
540 if (gl_string != NULL) {
542 /* First, parse the generic opengl version. This is supposed not to be convoluted with
543 * driver specific information
545 gl_string_cursor = gl_string;
546 major = atoi(gl_string_cursor);
547 if(major <= 0) {
548 ERR("Invalid opengl major version: %d\n", major);
550 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
551 ++gl_string_cursor;
553 if (*gl_string_cursor++ != '.') {
554 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
556 minor = atoi(gl_string_cursor);
557 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
558 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
560 /* Now parse the driver specific string which we'll report to the app */
561 switch (gl_info->gl_vendor) {
562 case VENDOR_NVIDIA:
563 gl_string_cursor = strstr(gl_string, "NVIDIA");
564 if (!gl_string_cursor) {
565 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
566 break;
569 gl_string_cursor = strstr(gl_string_cursor, " ");
570 if (!gl_string_cursor) {
571 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
572 break;
575 while (*gl_string_cursor == ' ') {
576 ++gl_string_cursor;
579 if (!*gl_string_cursor) {
580 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
581 break;
584 major = atoi(gl_string_cursor);
585 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
586 ++gl_string_cursor;
589 if (*gl_string_cursor++ != '.') {
590 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
591 break;
594 minor = atoi(gl_string_cursor);
595 minor = major*100+minor;
596 major = 10;
598 break;
600 case VENDOR_ATI:
601 major = minor = 0;
602 gl_string_cursor = strchr(gl_string, '-');
603 if (gl_string_cursor) {
604 int error = 0;
605 gl_string_cursor++;
607 /* Check if version number is of the form x.y.z */
608 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
609 error = 1;
610 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
611 error = 1;
612 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
613 error = 1;
614 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
615 error = 1;
617 /* Mark version number as malformed */
618 if (error)
619 gl_string_cursor = 0;
622 if (!gl_string_cursor)
623 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
624 else {
625 major = *gl_string_cursor - '0';
626 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
628 break;
630 case VENDOR_INTEL:
631 /* Apple and Mesa version strings look differently, but both provide intel drivers */
632 if(strstr(gl_string, "APPLE")) {
633 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
634 * We only need the first part, and use the APPLE as identification
635 * "1.2 APPLE-1.4.56"
637 gl_string_cursor = gl_string;
638 major = atoi(gl_string_cursor);
639 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
640 ++gl_string_cursor;
643 if (*gl_string_cursor++ != '.') {
644 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
645 break;
648 minor = atoi(gl_string_cursor);
649 break;
652 case VENDOR_MESA:
653 gl_string_cursor = strstr(gl_string, "Mesa");
654 gl_string_cursor = strstr(gl_string_cursor, " ");
655 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
656 if (*gl_string_cursor) {
657 char tmp[16];
658 int cursor = 0;
660 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
661 tmp[cursor++] = *gl_string_cursor;
662 ++gl_string_cursor;
664 tmp[cursor] = 0;
665 major = atoi(tmp);
667 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
668 ++gl_string_cursor;
670 cursor = 0;
671 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
672 tmp[cursor++] = *gl_string_cursor;
673 ++gl_string_cursor;
675 tmp[cursor] = 0;
676 minor = atoi(tmp);
678 break;
680 default:
681 major = 0;
682 minor = 9;
684 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
685 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
686 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
687 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
688 } else {
689 FIXME("OpenGL driver did not return version information\n");
690 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
691 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
694 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
697 * Initialize openGL extension related variables
698 * with Default values
700 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
701 gl_info->max_buffers = 1;
702 gl_info->max_textures = 1;
703 gl_info->max_texture_stages = 1;
704 gl_info->max_fragment_samplers = 1;
705 gl_info->max_vertex_samplers = 0;
706 gl_info->max_combined_samplers = 0;
707 gl_info->max_sampler_stages = 1;
708 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
709 gl_info->ps_arb_max_temps = 0;
710 gl_info->ps_arb_max_instructions = 0;
711 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
712 gl_info->vs_arb_max_temps = 0;
713 gl_info->vs_arb_max_instructions = 0;
714 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
715 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
716 gl_info->vs_glsl_constantsF = 0;
717 gl_info->ps_glsl_constantsF = 0;
718 gl_info->vs_arb_constantsF = 0;
719 gl_info->ps_arb_constantsF = 0;
721 /* Retrieve opengl defaults */
722 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
723 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
724 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
726 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
727 gl_info->max_lights = gl_max;
728 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
730 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
731 gl_info->max_texture_size = gl_max;
732 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
734 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
735 gl_info->max_pointsizemin = gl_floatv[0];
736 gl_info->max_pointsize = gl_floatv[1];
737 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
739 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
740 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
741 TRACE_(d3d_caps)("GL_Extensions reported:\n");
743 if (NULL == GL_Extensions) {
744 ERR(" GL_Extensions returns NULL\n");
745 } else {
746 while (*GL_Extensions != 0x00) {
747 const char *Start;
748 char ThisExtn[256];
749 size_t len;
751 while (isspace(*GL_Extensions)) GL_Extensions++;
752 Start = GL_Extensions;
753 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
754 GL_Extensions++;
757 len = GL_Extensions - Start;
758 if (len == 0 || len >= sizeof(ThisExtn))
759 continue;
761 memcpy(ThisExtn, Start, len);
762 ThisExtn[len] = '\0';
763 TRACE_(d3d_caps)("- %s\n", ThisExtn);
765 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
766 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
767 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
768 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
769 break;
773 /* Now work out what GL support this card really has */
774 #define USE_GL_FUNC(type, pfn, ext, replace) { \
775 DWORD ver = ver_for_ext(ext); \
776 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
777 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
778 else gl_info->pfn = NULL; \
780 GL_EXT_FUNCS_GEN;
781 #undef USE_GL_FUNC
783 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
784 WGL_EXT_FUNCS_GEN;
785 #undef USE_GL_FUNC
787 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
788 * loading the functions, otherwise the code above will load the extension entry points instead of the
789 * core functions, which may not work
791 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
792 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
793 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
794 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
795 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
799 if (gl_info->supported[APPLE_FENCE]) {
800 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
801 * The apple extension interacts with some other apple exts. Disable the NV
802 * extension if the apple one is support to prevent confusion in other parts
803 * of the code
805 gl_info->supported[NV_FENCE] = FALSE;
807 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
808 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
810 * The enums are the same:
811 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
812 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
813 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
814 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
815 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
817 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
818 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
819 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
821 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
822 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
823 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
826 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
827 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
828 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
830 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
831 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
832 * Won't occur in any real world situation though
834 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
835 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
836 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
837 * are supported. The nv extensions provide the same functionality as the
838 * ATI one, and a bit more(signed pixelformats)
840 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
843 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
844 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
845 gl_info->max_buffers = gl_max;
846 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
848 if (gl_info->supported[ARB_MULTITEXTURE]) {
849 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
850 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
851 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
853 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
854 GLint tmp;
855 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
856 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
857 } else {
858 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
860 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
862 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
863 GLint tmp;
864 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
865 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
866 } else {
867 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
869 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
871 if (gl_info->supported[ARB_VERTEX_SHADER]) {
872 GLint tmp;
873 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
874 gl_info->max_vertex_samplers = tmp;
875 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
876 gl_info->max_combined_samplers = tmp;
878 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
879 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
880 * an issue because then the sampler setup only depends on the two shaders. If a pixel
881 * shader is used with fixed function vertex processing we're fine too because fixed function
882 * vertex processing doesn't use any samplers. If fixed function fragment processing is
883 * used we have to make sure that all vertex sampler setups are valid together with all
884 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
885 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
886 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
887 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
888 * a fixed function pipeline anymore.
890 * So this is just a check to check that our assumption holds true. If not, write a warning
891 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
893 if(gl_info->max_vertex_samplers &&
894 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
895 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
896 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
897 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
898 if( gl_info->max_combined_samplers > MAX_TEXTURES )
899 gl_info->max_vertex_samplers =
900 gl_info->max_combined_samplers - MAX_TEXTURES;
901 else
902 gl_info->max_vertex_samplers = 0;
904 } else {
905 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
907 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
908 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
910 if (gl_info->supported[ARB_VERTEX_BLEND]) {
911 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
912 gl_info->max_blends = gl_max;
913 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
915 if (gl_info->supported[EXT_TEXTURE3D]) {
916 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
917 gl_info->max_texture3d_size = gl_max;
918 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
920 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
921 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
922 gl_info->max_anisotropy = gl_max;
923 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
925 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
926 gl_info->ps_arb_version = PS_VERSION_11;
927 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
928 gl_info->ps_arb_constantsF = gl_max;
929 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
930 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
931 gl_info->ps_arb_max_temps = gl_max;
932 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
933 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
934 gl_info->ps_arb_max_instructions = gl_max;
935 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
937 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
938 gl_info->vs_arb_version = VS_VERSION_11;
939 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
940 gl_info->vs_arb_constantsF = gl_max;
941 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
942 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
943 gl_info->vs_arb_max_temps = gl_max;
944 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
945 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
946 gl_info->vs_arb_max_instructions = gl_max;
947 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
949 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
951 if (gl_info->supported[ARB_VERTEX_SHADER]) {
952 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
953 gl_info->vs_glsl_constantsF = gl_max / 4;
954 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
956 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
957 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
958 gl_info->ps_glsl_constantsF = gl_max / 4;
959 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
960 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
961 gl_info->max_glsl_varyings = gl_max;
962 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
964 if (gl_info->supported[EXT_VERTEX_SHADER]) {
965 gl_info->vs_ati_version = VS_VERSION_11;
967 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
968 gl_info->vs_nv_version = VS_VERSION_30;
969 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
970 gl_info->vs_nv_version = VS_VERSION_20;
971 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
972 gl_info->vs_nv_version = VS_VERSION_11;
973 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
974 gl_info->vs_nv_version = VS_VERSION_10;
976 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
977 gl_info->ps_nv_version = PS_VERSION_30;
978 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
979 gl_info->ps_nv_version = PS_VERSION_20;
981 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
982 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
983 } else {
984 gl_info->max_shininess = 128.0;
986 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
987 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
988 * This saves a few redundant glDisable calls
990 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
992 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
993 /* Disable NV_register_combiners and fragment shader if this is supported.
994 * generally the NV extensions are preferred over the ATI ones, and this
995 * extension is disabled if register_combiners and texture_shader2 are both
996 * supported. So we reach this place only if we have incomplete NV dxlevel 8
997 * fragment processing support
999 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1000 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1001 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1002 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1003 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1007 checkGLcall("extension detection\n");
1009 /* In some cases the number of texture stages can be larger than the number
1010 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1011 * shaders), but 8 texture stages (register combiners). */
1012 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1014 /* We can only use ORM_FBO when the hardware supports it. */
1015 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1016 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1017 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1020 /* MRTs are currently only supported when FBOs are used. */
1021 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1022 gl_info->max_buffers = 1;
1025 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1026 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1027 * in case of the latest videocards in the number of pixel/vertex pipelines.
1029 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1030 * rendering. Various games use this information to get a rough estimation of the features of the card
1031 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1032 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1033 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1034 * not the PCI id.
1036 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1037 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1038 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1039 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1040 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1041 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1042 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1043 * is limited.
1045 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1046 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1047 * similar 3d features.
1049 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1050 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1051 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1052 * won't pass we return a default card. This way is better than maintaining a full card database as even
1053 * without a full database we can return a card with similar features. Second the size of the database
1054 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1055 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1056 * to distinguishes between different models from that family.
1058 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1059 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1060 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1061 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1062 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1063 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1064 * memory behind our backs if really needed.
1065 * Note that the amount of video memory can be overruled using a registry setting.
1067 switch (gl_info->gl_vendor) {
1068 case VENDOR_NVIDIA:
1069 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1070 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1072 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1073 /* Geforce9 - highend */
1074 if(strstr(gl_info->gl_renderer, "9800")) {
1075 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1076 vidmem = 512;
1078 /* Geforce9 - midend */
1079 else if(strstr(gl_info->gl_renderer, "9600")) {
1080 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1081 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1083 /* Geforce8 - highend */
1084 if (strstr(gl_info->gl_renderer, "8800")) {
1085 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1086 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1088 /* Geforce8 - midend mobile */
1089 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1090 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1091 vidmem = 512;
1093 /* Geforce8 - midend */
1094 else if(strstr(gl_info->gl_renderer, "8600") ||
1095 strstr(gl_info->gl_renderer, "8700"))
1097 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1098 vidmem = 256;
1100 /* Geforce8 - lowend */
1101 else if(strstr(gl_info->gl_renderer, "8300") ||
1102 strstr(gl_info->gl_renderer, "8400") ||
1103 strstr(gl_info->gl_renderer, "8500"))
1105 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1106 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1108 /* Geforce7 - highend */
1109 else if(strstr(gl_info->gl_renderer, "7800") ||
1110 strstr(gl_info->gl_renderer, "7900") ||
1111 strstr(gl_info->gl_renderer, "7950") ||
1112 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1113 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1115 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1116 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1118 /* Geforce7 midend */
1119 else if(strstr(gl_info->gl_renderer, "7600") ||
1120 strstr(gl_info->gl_renderer, "7700")) {
1121 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1122 vidmem = 256; /* The 7600 uses 256-512MB */
1123 /* Geforce7 lower medium */
1124 } else if(strstr(gl_info->gl_renderer, "7400")) {
1125 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1126 vidmem = 256; /* The 7400 uses 256-512MB */
1128 /* Geforce7 lowend */
1129 else if(strstr(gl_info->gl_renderer, "7300")) {
1130 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1131 vidmem = 256; /* Mac Pros with this card have 256 MB */
1133 /* Geforce6 highend */
1134 else if(strstr(gl_info->gl_renderer, "6800"))
1136 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1137 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1139 /* Geforce6 - midend */
1140 else if(strstr(gl_info->gl_renderer, "6600") ||
1141 strstr(gl_info->gl_renderer, "6610") ||
1142 strstr(gl_info->gl_renderer, "6700"))
1144 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1145 vidmem = 128; /* A 6600GT has 128-256MB */
1147 /* Geforce6/7 lowend */
1148 else {
1149 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1150 vidmem = 64; /* */
1152 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1153 /* GeforceFX - highend */
1154 if (strstr(gl_info->gl_renderer, "5800") ||
1155 strstr(gl_info->gl_renderer, "5900") ||
1156 strstr(gl_info->gl_renderer, "5950") ||
1157 strstr(gl_info->gl_renderer, "Quadro FX"))
1159 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1160 vidmem = 256; /* 5800-5900 cards use 256MB */
1162 /* GeforceFX - midend */
1163 else if(strstr(gl_info->gl_renderer, "5600") ||
1164 strstr(gl_info->gl_renderer, "5650") ||
1165 strstr(gl_info->gl_renderer, "5700") ||
1166 strstr(gl_info->gl_renderer, "5750"))
1168 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1169 vidmem = 128; /* A 5600 uses 128-256MB */
1171 /* GeforceFX - lowend */
1172 else {
1173 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1174 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1176 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1177 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1178 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1179 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1181 else {
1182 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1183 vidmem = 64; /* Geforce3 cards have 64-128MB */
1185 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1186 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1187 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1188 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1190 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1191 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1192 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1194 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1195 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1196 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1198 else {
1199 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1200 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1202 } else {
1203 if (strstr(gl_info->gl_renderer, "TNT2")) {
1204 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1205 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1207 else {
1208 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1209 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1212 break;
1213 case VENDOR_ATI:
1214 if(WINE_D3D9_CAPABLE(gl_info)) {
1215 /* Radeon R6xx HD2900/HD3800 - highend */
1216 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1217 strstr(gl_info->gl_renderer, "HD 3870") ||
1218 strstr(gl_info->gl_renderer, "HD 3850"))
1220 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1221 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1223 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1224 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1225 strstr(gl_info->gl_renderer, "HD 3830") ||
1226 strstr(gl_info->gl_renderer, "HD 3690") ||
1227 strstr(gl_info->gl_renderer, "HD 3650"))
1229 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1230 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1232 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1233 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1234 strstr(gl_info->gl_renderer, "HD 2400") ||
1235 strstr(gl_info->gl_renderer, "HD 3470") ||
1236 strstr(gl_info->gl_renderer, "HD 3450") ||
1237 strstr(gl_info->gl_renderer, "HD 3430"))
1239 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1240 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1242 /* Radeon R6xx/R7xx integrated */
1243 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1244 strstr(gl_info->gl_renderer, "HD 3200") ||
1245 strstr(gl_info->gl_renderer, "HD 3300"))
1247 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1248 vidmem = 128; /* 128MB */
1250 /* Radeon R5xx */
1251 else if (strstr(gl_info->gl_renderer, "X1600") ||
1252 strstr(gl_info->gl_renderer, "X1650") ||
1253 strstr(gl_info->gl_renderer, "X1800") ||
1254 strstr(gl_info->gl_renderer, "X1900") ||
1255 strstr(gl_info->gl_renderer, "X1950"))
1257 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1258 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1260 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1261 else if(strstr(gl_info->gl_renderer, "X700") ||
1262 strstr(gl_info->gl_renderer, "X800") ||
1263 strstr(gl_info->gl_renderer, "X850") ||
1264 strstr(gl_info->gl_renderer, "X1300") ||
1265 strstr(gl_info->gl_renderer, "X1400") ||
1266 strstr(gl_info->gl_renderer, "X1450") ||
1267 strstr(gl_info->gl_renderer, "X1550"))
1269 gl_info->gl_card = CARD_ATI_RADEON_X700;
1270 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1272 /* Radeon R3xx */
1273 else {
1274 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1275 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1277 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1278 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1279 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1280 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1281 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1282 vidmem = 32; /* There are models with up to 64MB */
1283 } else {
1284 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1285 vidmem = 16; /* There are 16-32MB models */
1287 break;
1288 case VENDOR_INTEL:
1289 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1290 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1291 gl_info->gl_card = CARD_INTEL_I945GM;
1292 vidmem = 64;
1293 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1294 gl_info->gl_card = CARD_INTEL_I915GM;
1295 } else if (strstr(gl_info->gl_renderer, "915G")) {
1296 gl_info->gl_card = CARD_INTEL_I915G;
1297 } else if (strstr(gl_info->gl_renderer, "865G")) {
1298 gl_info->gl_card = CARD_INTEL_I865G;
1299 } else if (strstr(gl_info->gl_renderer, "855G")) {
1300 gl_info->gl_card = CARD_INTEL_I855G;
1301 } else if (strstr(gl_info->gl_renderer, "830G")) {
1302 gl_info->gl_card = CARD_INTEL_I830G;
1303 } else {
1304 gl_info->gl_card = CARD_INTEL_I915G;
1306 break;
1307 case VENDOR_MESA:
1308 case VENDOR_WINE:
1309 default:
1310 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1311 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1312 * them a good generic choice.
1314 gl_info->gl_vendor = VENDOR_NVIDIA;
1315 if(WINE_D3D9_CAPABLE(gl_info))
1316 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1317 else if(WINE_D3D8_CAPABLE(gl_info))
1318 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1319 else if(WINE_D3D7_CAPABLE(gl_info))
1320 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1321 else if(WINE_D3D6_CAPABLE(gl_info))
1322 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1323 else
1324 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1326 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1328 /* If we have an estimate use it, else default to 64MB; */
1329 if(vidmem)
1330 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1331 else
1332 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1334 /* Load all the lookup tables
1335 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1336 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1337 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1339 for (i = 0; i < MAX_LOOKUPS; i++) {
1340 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1343 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1344 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1345 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1346 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1347 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1348 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1349 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1350 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1351 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1352 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1354 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1355 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1356 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1357 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1358 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1361 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1362 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1363 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1364 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1365 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1366 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1367 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1368 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1369 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1370 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1371 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1372 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1373 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1375 /* TODO: config lookups */
1377 /* Make sure there's an active HDC else the WGL extensions will fail */
1378 hdc = pwglGetCurrentDC();
1379 if (hdc) {
1380 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1381 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1383 if (NULL == WGL_Extensions) {
1384 ERR(" WGL_Extensions returns NULL\n");
1385 } else {
1386 while (*WGL_Extensions != 0x00) {
1387 const char *Start;
1388 char ThisExtn[256];
1389 size_t len;
1391 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1392 Start = WGL_Extensions;
1393 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1394 WGL_Extensions++;
1397 len = WGL_Extensions - Start;
1398 if (len == 0 || len >= sizeof(ThisExtn))
1399 continue;
1401 memcpy(ThisExtn, Start, len);
1402 ThisExtn[len] = '\0';
1403 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1405 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1406 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1407 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1409 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1410 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1411 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1416 LEAVE_GL();
1418 return return_value;
1420 #undef GLINFO_LOCATION
1422 /**********************************************************
1423 * IWineD3D implementation follows
1424 **********************************************************/
1426 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1427 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1429 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1430 return numAdapters;
1433 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1434 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1435 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1436 return WINED3D_OK;
1439 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1440 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1442 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1443 return NULL;
1446 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1447 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1450 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1451 of the same bpp but different resolutions */
1453 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1454 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1455 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1456 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1458 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1459 return 0;
1462 /* TODO: Store modes per adapter and read it from the adapter structure */
1463 if (Adapter == 0) { /* Display */
1464 int i = 0;
1465 int j = 0;
1467 if (!DEBUG_SINGLE_MODE) {
1468 DEVMODEW DevModeW;
1470 ZeroMemory(&DevModeW, sizeof(DevModeW));
1471 DevModeW.dmSize = sizeof(DevModeW);
1472 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1473 j++;
1474 switch (Format)
1476 case WINED3DFMT_UNKNOWN:
1477 /* This is for 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 /* Skip other modes as they do not match the requested format */
1492 break;
1495 } else {
1496 i = 1;
1497 j = 1;
1500 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1501 return i;
1502 } else {
1503 FIXME_(d3d_caps)("Adapter not primary display\n");
1505 return 0;
1508 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1509 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1510 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1511 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1513 /* Validate the parameters as much as possible */
1514 if (NULL == pMode ||
1515 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1516 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1517 return WINED3DERR_INVALIDCALL;
1520 /* TODO: Store modes per adapter and read it from the adapter structure */
1521 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1522 DEVMODEW DevModeW;
1523 int ModeIdx = 0;
1524 int i = 0;
1525 int j = 0;
1527 ZeroMemory(&DevModeW, sizeof(DevModeW));
1528 DevModeW.dmSize = sizeof(DevModeW);
1530 /* If we are filtering to a specific format (D3D9), then need to skip
1531 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1532 just count through the ones with valid bit depths */
1533 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1534 switch (Format)
1536 case WINED3DFMT_UNKNOWN:
1537 /* This is D3D8. Do not enumerate P8 here */
1538 if (DevModeW.dmBitsPerPel == 32 ||
1539 DevModeW.dmBitsPerPel == 16) i++;
1540 break;
1541 case WINED3DFMT_X8R8G8B8:
1542 if (DevModeW.dmBitsPerPel == 32) i++;
1543 break;
1544 case WINED3DFMT_R5G6B5:
1545 if (DevModeW.dmBitsPerPel == 16) i++;
1546 break;
1547 case WINED3DFMT_P8:
1548 if (DevModeW.dmBitsPerPel == 8) i++;
1549 break;
1550 default:
1551 /* Modes that don't match what we support can get an early-out */
1552 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1553 return WINED3DERR_INVALIDCALL;
1557 if (i == 0) {
1558 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1559 return WINED3DERR_INVALIDCALL;
1561 ModeIdx = j - 1;
1563 /* Now get the display mode via the calculated index */
1564 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1565 pMode->Width = DevModeW.dmPelsWidth;
1566 pMode->Height = DevModeW.dmPelsHeight;
1567 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1568 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1569 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1571 if (Format == WINED3DFMT_UNKNOWN) {
1572 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1573 } else {
1574 pMode->Format = Format;
1576 } else {
1577 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1578 return WINED3DERR_INVALIDCALL;
1581 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1582 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1583 DevModeW.dmBitsPerPel);
1585 } else if (DEBUG_SINGLE_MODE) {
1586 /* Return one setting of the format requested */
1587 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1588 pMode->Width = 800;
1589 pMode->Height = 600;
1590 pMode->RefreshRate = 60;
1591 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1592 } else {
1593 FIXME_(d3d_caps)("Adapter not primary display\n");
1596 return WINED3D_OK;
1599 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1600 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1601 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1603 if (NULL == pMode ||
1604 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1605 return WINED3DERR_INVALIDCALL;
1608 if (Adapter == 0) { /* Display */
1609 int bpp = 0;
1610 DEVMODEW DevModeW;
1612 ZeroMemory(&DevModeW, sizeof(DevModeW));
1613 DevModeW.dmSize = sizeof(DevModeW);
1615 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1616 pMode->Width = DevModeW.dmPelsWidth;
1617 pMode->Height = DevModeW.dmPelsHeight;
1618 bpp = DevModeW.dmBitsPerPel;
1619 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1620 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1622 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1625 pMode->Format = pixelformat_for_depth(bpp);
1626 } else {
1627 FIXME_(d3d_caps)("Adapter not primary display\n");
1630 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1631 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1632 return WINED3D_OK;
1635 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1636 and fields being inserted in the middle, a new structure is used in place */
1637 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1638 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1639 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1641 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1643 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1644 return WINED3DERR_INVALIDCALL;
1647 /* Return the information requested */
1648 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1649 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1650 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1652 /* Note dx8 doesn't supply a DeviceName */
1653 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1654 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1655 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1656 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1657 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1658 *(pIdentifier->SubSysId) = 0;
1659 *(pIdentifier->Revision) = 0;
1660 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1662 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1663 *(pIdentifier->WHQLLevel) = 0;
1664 } else {
1665 *(pIdentifier->WHQLLevel) = 1;
1668 return WINED3D_OK;
1671 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1672 short redSize, greenSize, blueSize, alphaSize, colorBits;
1674 if(!cfg)
1675 return FALSE;
1677 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1678 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1679 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1680 return FALSE;
1683 if(cfg->redSize < redSize)
1684 return FALSE;
1686 if(cfg->greenSize < greenSize)
1687 return FALSE;
1689 if(cfg->blueSize < blueSize)
1690 return FALSE;
1692 if(cfg->alphaSize < alphaSize)
1693 return FALSE;
1695 return TRUE;
1696 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1697 if(Format == WINED3DFMT_R16F)
1698 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1699 if(Format == WINED3DFMT_G16R16F)
1700 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1701 if(Format == WINED3DFMT_A16B16G16R16F)
1702 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1703 if(Format == WINED3DFMT_R32F)
1704 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1705 if(Format == WINED3DFMT_G32R32F)
1706 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1707 if(Format == WINED3DFMT_A32B32G32R32F)
1708 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1709 } else {
1710 /* Probably a color index mode */
1711 return FALSE;
1714 return FALSE;
1717 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1718 short depthSize, stencilSize;
1719 BOOL lockable = FALSE;
1721 if(!cfg)
1722 return FALSE;
1724 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1725 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1726 return FALSE;
1729 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1730 lockable = TRUE;
1732 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1733 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1734 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1735 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1736 return FALSE;
1738 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1739 * allow more stencil bits than requested. */
1740 if(cfg->stencilSize < stencilSize)
1741 return FALSE;
1743 return TRUE;
1746 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1747 WINED3DFORMAT AdapterFormat,
1748 WINED3DFORMAT RenderTargetFormat,
1749 WINED3DFORMAT DepthStencilFormat) {
1750 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1751 int nCfgs;
1752 WineD3D_PixelFormat *cfgs;
1753 int it;
1755 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1756 This, Adapter,
1757 DeviceType, debug_d3ddevicetype(DeviceType),
1758 AdapterFormat, debug_d3dformat(AdapterFormat),
1759 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1760 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1762 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1763 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1764 return WINED3DERR_INVALIDCALL;
1767 cfgs = Adapters[Adapter].cfgs;
1768 nCfgs = Adapters[Adapter].nCfgs;
1769 for (it = 0; it < nCfgs; ++it) {
1770 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1771 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1772 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1773 return WINED3D_OK;
1777 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1779 return WINED3DERR_NOTAVAILABLE;
1782 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1783 WINED3DFORMAT SurfaceFormat,
1784 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1786 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1787 const GlPixelFormatDesc *glDesc;
1788 const StaticPixelFormatDesc *desc;
1790 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1791 This,
1792 Adapter,
1793 DeviceType, debug_d3ddevicetype(DeviceType),
1794 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1795 Windowed,
1796 MultiSampleType,
1797 pQualityLevels);
1799 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1800 return WINED3DERR_INVALIDCALL;
1803 /* TODO: handle Windowed, add more quality levels */
1805 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1807 /* By default multisampling is disabled right now as it causes issues
1808 * on some Nvidia driver versions and it doesn't work well in combination
1809 * with FBOs yet. */
1810 if(!wined3d_settings.allow_multisampling)
1811 return WINED3DERR_NOTAVAILABLE;
1813 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1814 if(!desc || !glDesc) {
1815 return WINED3DERR_INVALIDCALL;
1818 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1819 int i, nCfgs;
1820 WineD3D_PixelFormat *cfgs;
1822 cfgs = Adapters[Adapter].cfgs;
1823 nCfgs = Adapters[Adapter].nCfgs;
1824 for(i=0; i<nCfgs; i++) {
1825 if(cfgs[i].numSamples != MultiSampleType)
1826 continue;
1828 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1829 continue;
1831 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1833 if(pQualityLevels)
1834 *pQualityLevels = 1; /* Guess at a value! */
1835 return WINED3D_OK;
1838 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1839 short redSize, greenSize, blueSize, alphaSize, colorBits;
1840 int i, nCfgs;
1841 WineD3D_PixelFormat *cfgs;
1843 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1844 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1845 return WINED3DERR_NOTAVAILABLE;
1848 cfgs = Adapters[Adapter].cfgs;
1849 nCfgs = Adapters[Adapter].nCfgs;
1850 for(i=0; i<nCfgs; i++) {
1851 if(cfgs[i].numSamples != MultiSampleType)
1852 continue;
1853 if(cfgs[i].redSize != redSize)
1854 continue;
1855 if(cfgs[i].greenSize != greenSize)
1856 continue;
1857 if(cfgs[i].blueSize != blueSize)
1858 continue;
1859 if(cfgs[i].alphaSize != alphaSize)
1860 continue;
1862 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1864 if(pQualityLevels)
1865 *pQualityLevels = 1; /* Guess at a value! */
1866 return WINED3D_OK;
1869 return WINED3DERR_NOTAVAILABLE;
1872 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1873 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1875 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1876 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1877 UINT nmodes;
1879 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1880 This,
1881 Adapter,
1882 DeviceType, debug_d3ddevicetype(DeviceType),
1883 DisplayFormat, debug_d3dformat(DisplayFormat),
1884 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1885 Windowed);
1887 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1888 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1889 return WINED3DERR_INVALIDCALL;
1892 /* The task of this function is to check whether a certain display / backbuffer format
1893 * combination is available on the given adapter. In fullscreen mode microsoft specified
1894 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1895 * and display format should match exactly.
1896 * In windowed mode format conversion can occur and this depends on the driver. When format
1897 * conversion is done, this function should nevertheless fail and applications need to use
1898 * CheckDeviceFormatConversion.
1899 * At the moment we assume that fullscreen and windowed have the same capabilities */
1901 /* There are only 4 display formats */
1902 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1903 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1904 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1905 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1907 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1908 return WINED3DERR_NOTAVAILABLE;
1911 /* If the requested DisplayFormat is not available, don't continue */
1912 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1913 if(!nmodes) {
1914 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1915 return WINED3DERR_NOTAVAILABLE;
1918 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1919 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1920 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1921 return WINED3DERR_NOTAVAILABLE;
1924 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1925 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1926 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1927 return WINED3DERR_NOTAVAILABLE;
1930 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1931 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1932 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1933 return WINED3DERR_NOTAVAILABLE;
1936 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1937 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1938 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1939 return WINED3DERR_NOTAVAILABLE;
1942 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1943 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1944 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1945 return WINED3DERR_NOTAVAILABLE;
1948 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1949 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1950 if(FAILED(hr))
1951 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1953 return hr;
1957 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1958 /* Check if we support bumpmapping for a format */
1959 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1961 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1962 switch (CheckFormat) {
1963 case WINED3DFMT_V8U8:
1964 TRACE_(d3d_caps)("[OK]\n");
1965 return TRUE;
1966 /* TODO: Other bump map formats */
1967 default:
1968 TRACE_(d3d_caps)("[FAILED]\n");
1969 return FALSE;
1972 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1973 switch (CheckFormat) {
1974 case WINED3DFMT_V8U8:
1975 TRACE_(d3d_caps)("[OK]\n");
1976 return TRUE;
1977 default:
1978 TRACE_(d3d_caps)("[FAILED]\n");
1979 return FALSE;
1982 TRACE_(d3d_caps)("[FAILED]\n");
1983 return FALSE;
1986 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1987 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
1989 int it=0;
1990 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1991 const GlPixelFormatDesc *glDesc;
1992 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
1994 /* Fail if we weren't able to get a description of the format */
1995 if(!desc || !glDesc)
1996 return FALSE;
1998 /* Only allow depth/stencil formats */
1999 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2000 return FALSE;
2002 /* Walk through all WGL pixel formats to find a match */
2003 cfgs = Adapters[Adapter].cfgs;
2004 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2005 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2006 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2007 return TRUE;
2012 return FALSE;
2015 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2017 const GlPixelFormatDesc *glDesc;
2018 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2020 /* Fail if we weren't able to get a description of the format */
2021 if(!desc || !glDesc)
2022 return FALSE;
2024 /* The flags entry of a format contains the filtering capability */
2025 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2026 return TRUE;
2028 return FALSE;
2031 /* Check the render target capabilities of a format */
2032 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2034 UINT Adapter = 0;
2035 const GlPixelFormatDesc *glDesc;
2036 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2038 /* Fail if we weren't able to get a description of the format */
2039 if(!desc || !glDesc)
2040 return FALSE;
2042 /* Filter out non-RT formats */
2043 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2044 return FALSE;
2046 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2047 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2048 int it;
2049 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2050 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2052 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2053 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2055 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2056 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2057 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2058 TRACE_(d3d_caps)("[FAILED]\n");
2059 return FALSE;
2062 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2063 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2064 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2065 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2066 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2067 return TRUE;
2070 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2071 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2072 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2073 int it;
2075 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2076 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2077 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2078 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2079 return TRUE;
2082 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2083 /* For now return TRUE for FBOs until we have some proper checks.
2084 * Note that this function will only be called when the format is around for texturing. */
2085 return TRUE;
2087 return FALSE;
2090 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2092 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2093 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2094 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2095 return FALSE;
2098 switch (CheckFormat) {
2099 case WINED3DFMT_A8R8G8B8:
2100 case WINED3DFMT_X8R8G8B8:
2101 case WINED3DFMT_A4R4G4B4:
2102 case WINED3DFMT_L8:
2103 case WINED3DFMT_A8L8:
2104 case WINED3DFMT_DXT1:
2105 case WINED3DFMT_DXT2:
2106 case WINED3DFMT_DXT3:
2107 case WINED3DFMT_DXT4:
2108 case WINED3DFMT_DXT5:
2109 TRACE_(d3d_caps)("[OK]\n");
2110 return TRUE;
2112 default:
2113 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2114 return FALSE;
2116 return FALSE;
2119 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2121 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2122 * doing the color fixup in shaders.
2123 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2124 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2125 int vs_selected_mode;
2126 int ps_selected_mode;
2127 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2129 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2130 TRACE_(d3d_caps)("[OK]\n");
2131 return TRUE;
2135 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2136 return FALSE;
2139 /* Check if a format support blending in combination with pixel shaders */
2140 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2142 const GlPixelFormatDesc *glDesc;
2143 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2145 /* Fail if we weren't able to get a description of the format */
2146 if(!desc || !glDesc)
2147 return FALSE;
2149 /* The flags entry of a format contains the post pixel shader blending capability */
2150 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2151 return TRUE;
2153 return FALSE;
2156 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2157 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2158 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2159 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2160 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2161 * capability anyway.
2163 * For now lets report this on all formats, but in the future we may want to
2164 * restrict it to some should games need that
2166 return TRUE;
2169 /* Check if a texture format is supported on the given adapter */
2170 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2172 switch (CheckFormat) {
2174 /*****
2175 * supported: RGB(A) formats
2177 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2178 case WINED3DFMT_A8R8G8B8:
2179 case WINED3DFMT_X8R8G8B8:
2180 case WINED3DFMT_R5G6B5:
2181 case WINED3DFMT_X1R5G5B5:
2182 case WINED3DFMT_A1R5G5B5:
2183 case WINED3DFMT_A4R4G4B4:
2184 case WINED3DFMT_R3G3B2:
2185 case WINED3DFMT_A8:
2186 case WINED3DFMT_X4R4G4B4:
2187 case WINED3DFMT_A8B8G8R8:
2188 case WINED3DFMT_X8B8G8R8:
2189 case WINED3DFMT_A2R10G10B10:
2190 case WINED3DFMT_A2B10G10R10:
2191 case WINED3DFMT_G16R16:
2192 TRACE_(d3d_caps)("[OK]\n");
2193 return TRUE;
2195 /*****
2196 * supported: Palettized
2198 case WINED3DFMT_P8:
2199 TRACE_(d3d_caps)("[OK]\n");
2200 return TRUE;
2201 /* No Windows driver offers A8P8, so don't offer it either */
2202 case WINED3DFMT_A8P8:
2203 return FALSE;
2205 /*****
2206 * Supported: (Alpha)-Luminance
2208 case WINED3DFMT_L8:
2209 case WINED3DFMT_A8L8:
2210 case WINED3DFMT_A4L4:
2211 case WINED3DFMT_L16:
2212 TRACE_(d3d_caps)("[OK]\n");
2213 return TRUE;
2215 /*****
2216 * Supported: Depth/Stencil formats
2218 case WINED3DFMT_D16_LOCKABLE:
2219 case WINED3DFMT_D16:
2220 case WINED3DFMT_D15S1:
2221 case WINED3DFMT_D24X8:
2222 case WINED3DFMT_D24X4S4:
2223 case WINED3DFMT_D24S8:
2224 case WINED3DFMT_D24FS8:
2225 case WINED3DFMT_D32:
2226 case WINED3DFMT_D32F_LOCKABLE:
2227 return TRUE;
2229 /*****
2230 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2231 * GL_NV_texture_shader), but advertized to make apps happy.
2232 * Enable some because games often fail when they are not available
2233 * and are still playable even without bump mapping
2235 case WINED3DFMT_V8U8:
2236 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
2237 GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
2238 return TRUE;
2240 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2241 /* Shader emulated */
2242 return TRUE;
2244 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2245 return FALSE;
2247 case WINED3DFMT_X8L8V8U8:
2248 case WINED3DFMT_L6V5U5:
2249 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2250 /* Shader emulated */
2251 return TRUE;
2253 WARN_(d3d_caps)("[FAILED]\n");
2254 return FALSE;
2256 case WINED3DFMT_Q8W8V8U8:
2257 case WINED3DFMT_V16U16:
2258 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2259 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2260 return TRUE;
2262 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2263 /* Shader emulated */
2264 return TRUE;
2266 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2267 return FALSE;
2269 /* Those are not advertized by the nvidia windows driver, and not
2270 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2271 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2272 * ARGB format if needed
2274 case WINED3DFMT_W11V11U10:
2275 case WINED3DFMT_A2W10V10U10:
2276 WARN_(d3d_caps)("[FAILED]\n");
2277 return FALSE;
2279 case WINED3DFMT_DXT1:
2280 case WINED3DFMT_DXT2:
2281 case WINED3DFMT_DXT3:
2282 case WINED3DFMT_DXT4:
2283 case WINED3DFMT_DXT5:
2284 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2285 TRACE_(d3d_caps)("[OK]\n");
2286 return TRUE;
2288 TRACE_(d3d_caps)("[FAILED]\n");
2289 return FALSE;
2292 /*****
2293 * Odd formats - not supported
2295 case WINED3DFMT_VERTEXDATA:
2296 case WINED3DFMT_INDEX16:
2297 case WINED3DFMT_INDEX32:
2298 case WINED3DFMT_Q16W16V16U16:
2299 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2300 return FALSE;
2302 /*****
2303 * WINED3DFMT_CxV8U8: Not supported right now
2305 case WINED3DFMT_CxV8U8:
2306 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2307 return FALSE;
2309 /* YUV formats, not supported for now */
2310 case WINED3DFMT_UYVY:
2311 case WINED3DFMT_YUY2:
2312 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2313 return FALSE;
2315 /* Not supported */
2316 case WINED3DFMT_A16B16G16R16:
2317 case WINED3DFMT_A8R3G3B2:
2318 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2319 return FALSE;
2321 /* Floating point formats */
2322 case WINED3DFMT_R16F:
2323 case WINED3DFMT_A16B16G16R16F:
2324 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2325 TRACE_(d3d_caps)("[OK]\n");
2326 return TRUE;
2328 TRACE_(d3d_caps)("[FAILED]\n");
2329 return FALSE;
2331 case WINED3DFMT_R32F:
2332 case WINED3DFMT_A32B32G32R32F:
2333 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2334 TRACE_(d3d_caps)("[OK]\n");
2335 return TRUE;
2337 TRACE_(d3d_caps)("[FAILED]\n");
2338 return FALSE;
2340 case WINED3DFMT_G16R16F:
2341 case WINED3DFMT_G32R32F:
2342 TRACE_(d3d_caps)("[FAILED]\n");
2343 return FALSE;
2345 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2346 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2347 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2348 * We can do instancing with all shader versions, but we need vertex shaders.
2350 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2351 * to enable instancing. WineD3D doesn't need that and just ignores it.
2353 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2355 case WINEMAKEFOURCC('I','N','S','T'):
2356 TRACE("ATI Instancing check hack\n");
2357 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2358 TRACE_(d3d_caps)("[OK]\n");
2359 return TRUE;
2361 TRACE_(d3d_caps)("[FAILED]\n");
2362 return FALSE;
2364 /* Some weird FOURCC formats */
2365 case WINED3DFMT_R8G8_B8G8:
2366 case WINED3DFMT_G8R8_G8B8:
2367 case WINED3DFMT_MULTI2_ARGB8:
2368 TRACE_(d3d_caps)("[FAILED]\n");
2369 return FALSE;
2371 case WINED3DFMT_UNKNOWN:
2372 return FALSE;
2374 default:
2375 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2376 break;
2378 return FALSE;
2381 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2383 if (!GL_LIMITS(vertex_samplers)) {
2384 TRACE_(d3d_caps)("[FAILED]\n");
2385 return FALSE;
2388 switch (CheckFormat) {
2389 case WINED3DFMT_A32B32G32R32F:
2390 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2391 TRACE_(d3d_caps)("[FAILED]\n");
2392 return FALSE;
2394 TRACE_(d3d_caps)("[OK]\n");
2395 return TRUE;
2397 default:
2398 TRACE_(d3d_caps)("[FAILED]\n");
2399 return FALSE;
2401 return FALSE;
2404 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2405 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2406 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2407 DWORD UsageCaps = 0;
2409 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2410 This,
2411 Adapter,
2412 DeviceType, debug_d3ddevicetype(DeviceType),
2413 AdapterFormat, debug_d3dformat(AdapterFormat),
2414 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2415 RType, debug_d3dresourcetype(RType),
2416 CheckFormat, debug_d3dformat(CheckFormat));
2418 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2419 return WINED3DERR_INVALIDCALL;
2422 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2423 /* Cubetexture allows:
2424 * - D3DUSAGE_AUTOGENMIPMAP
2425 * - D3DUSAGE_DEPTHSTENCIL
2426 * - D3DUSAGE_DYNAMIC
2427 * - D3DUSAGE_NONSECURE (d3d9ex)
2428 * - D3DUSAGE_RENDERTARGET
2429 * - D3DUSAGE_SOFTWAREPROCESSING
2430 * - D3DUSAGE_QUERY_WRAPANDMIP
2432 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2433 /* Check if the texture format is around */
2434 if(CheckTextureCapability(Adapter, CheckFormat)) {
2435 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2436 /* Check for automatic mipmap generation support */
2437 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2438 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2439 } else {
2440 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2441 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2445 /* Always report dynamic locking */
2446 if(Usage & WINED3DUSAGE_DYNAMIC)
2447 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2449 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2450 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2451 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2452 } else {
2453 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2454 return WINED3DERR_NOTAVAILABLE;
2458 /* Always report software processing */
2459 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2460 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2462 /* Check QUERY_FILTER support */
2463 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2464 if(CheckFilterCapability(Adapter, CheckFormat)) {
2465 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2466 } else {
2467 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2468 return WINED3DERR_NOTAVAILABLE;
2472 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2473 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2474 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2475 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2476 } else {
2477 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2478 return WINED3DERR_NOTAVAILABLE;
2482 /* Check QUERY_SRGBREAD support */
2483 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2484 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2485 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2486 } else {
2487 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2488 return WINED3DERR_NOTAVAILABLE;
2492 /* Check QUERY_SRGBWRITE support */
2493 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2494 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2495 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2496 } else {
2497 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2498 return WINED3DERR_NOTAVAILABLE;
2502 /* Check QUERY_VERTEXTEXTURE support */
2503 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2504 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2505 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2506 } else {
2507 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2508 return WINED3DERR_NOTAVAILABLE;
2512 /* Check QUERY_WRAPANDMIP support */
2513 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2514 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2515 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2516 } else {
2517 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2518 return WINED3DERR_NOTAVAILABLE;
2521 } else {
2522 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2523 return WINED3DERR_NOTAVAILABLE;
2525 } else {
2526 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2527 return WINED3DERR_NOTAVAILABLE;
2529 } else if(RType == WINED3DRTYPE_SURFACE) {
2530 /* Surface allows:
2531 * - D3DUSAGE_DEPTHSTENCIL
2532 * - D3DUSAGE_NONSECURE (d3d9ex)
2533 * - D3DUSAGE_RENDERTARGET
2536 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2537 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2538 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2539 } else {
2540 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2541 return WINED3DERR_NOTAVAILABLE;
2545 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2546 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2547 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2548 } else {
2549 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2550 return WINED3DERR_NOTAVAILABLE;
2554 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2555 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2556 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2557 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2558 } else {
2559 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2560 return WINED3DERR_NOTAVAILABLE;
2563 } else if(RType == WINED3DRTYPE_TEXTURE) {
2564 /* Texture allows:
2565 * - D3DUSAGE_AUTOGENMIPMAP
2566 * - D3DUSAGE_DEPTHSTENCIL
2567 * - D3DUSAGE_DMAP
2568 * - D3DUSAGE_DYNAMIC
2569 * - D3DUSAGE_NONSECURE (d3d9ex)
2570 * - D3DUSAGE_RENDERTARGET
2571 * - D3DUSAGE_SOFTWAREPROCESSING
2572 * - D3DUSAGE_TEXTAPI (d3d9ex)
2573 * - D3DUSAGE_QUERY_WRAPANDMIP
2576 /* Check if the texture format is around */
2577 if(CheckTextureCapability(Adapter, CheckFormat)) {
2578 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2579 /* Check for automatic mipmap generation support */
2580 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2581 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2582 } else {
2583 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2584 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2588 /* Always report dynamic locking */
2589 if(Usage & WINED3DUSAGE_DYNAMIC)
2590 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2592 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2593 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2594 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2595 } else {
2596 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2597 return WINED3DERR_NOTAVAILABLE;
2601 /* Always report software processing */
2602 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2603 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2605 /* Check QUERY_FILTER support */
2606 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2607 if(CheckFilterCapability(Adapter, CheckFormat)) {
2608 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2609 } else {
2610 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2611 return WINED3DERR_NOTAVAILABLE;
2615 /* Check QUERY_LEGACYBUMPMAP support */
2616 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2617 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2618 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2619 } else {
2620 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2621 return WINED3DERR_NOTAVAILABLE;
2625 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2626 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2627 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2628 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2629 } else {
2630 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2631 return WINED3DERR_NOTAVAILABLE;
2635 /* Check QUERY_SRGBREAD support */
2636 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2637 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2638 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2639 } else {
2640 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2641 return WINED3DERR_NOTAVAILABLE;
2645 /* Check QUERY_SRGBWRITE support */
2646 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2647 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2648 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2649 } else {
2650 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2651 return WINED3DERR_NOTAVAILABLE;
2655 /* Check QUERY_VERTEXTEXTURE support */
2656 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2657 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2658 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2659 } else {
2660 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2661 return WINED3DERR_NOTAVAILABLE;
2665 /* Check QUERY_WRAPANDMIP support */
2666 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2667 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2668 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2669 } else {
2670 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2671 return WINED3DERR_NOTAVAILABLE;
2675 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2676 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2677 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2678 } else {
2679 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2680 return WINED3DERR_NOTAVAILABLE;
2683 } else {
2684 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2685 return WINED3DERR_NOTAVAILABLE;
2687 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2688 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2689 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2691 * Volumetexture allows:
2692 * - D3DUSAGE_DYNAMIC
2693 * - D3DUSAGE_NONSECURE (d3d9ex)
2694 * - D3DUSAGE_SOFTWAREPROCESSING
2695 * - D3DUSAGE_QUERY_WRAPANDMIP
2698 /* Check volume texture and volume usage caps */
2699 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2700 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2701 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2702 return WINED3DERR_NOTAVAILABLE;
2705 /* Always report dynamic locking */
2706 if(Usage & WINED3DUSAGE_DYNAMIC)
2707 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2709 /* Always report software processing */
2710 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2711 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2713 /* Check QUERY_FILTER support */
2714 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2715 if(CheckFilterCapability(Adapter, CheckFormat)) {
2716 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2717 } else {
2718 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2719 return WINED3DERR_NOTAVAILABLE;
2723 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2724 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2725 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2726 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2727 } else {
2728 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2729 return WINED3DERR_NOTAVAILABLE;
2733 /* Check QUERY_SRGBREAD support */
2734 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2735 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2736 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2737 } else {
2738 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2739 return WINED3DERR_NOTAVAILABLE;
2743 /* Check QUERY_SRGBWRITE support */
2744 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2745 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2746 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2747 } else {
2748 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2749 return WINED3DERR_NOTAVAILABLE;
2753 /* Check QUERY_VERTEXTEXTURE support */
2754 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2755 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2756 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2757 } else {
2758 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2759 return WINED3DERR_NOTAVAILABLE;
2763 /* Check QUERY_WRAPANDMIP support */
2764 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2765 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2766 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2767 } else {
2768 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2769 return WINED3DERR_NOTAVAILABLE;
2772 } else {
2773 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2774 return WINED3DERR_NOTAVAILABLE;
2777 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2778 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2779 * app needing one of those formats, don't advertize them to avoid leading apps into
2780 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2781 * except of R32F.
2783 switch(CheckFormat) {
2784 case WINED3DFMT_P8:
2785 case WINED3DFMT_A4L4:
2786 case WINED3DFMT_R32F:
2787 case WINED3DFMT_R16F:
2788 case WINED3DFMT_X8L8V8U8:
2789 case WINED3DFMT_L6V5U5:
2790 case WINED3DFMT_G16R16:
2791 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2792 return WINED3DERR_NOTAVAILABLE;
2794 case WINED3DFMT_Q8W8V8U8:
2795 case WINED3DFMT_V16U16:
2796 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2797 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2798 return WINED3DERR_NOTAVAILABLE;
2800 break;
2802 case WINED3DFMT_V8U8:
2803 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2804 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2805 return WINED3DERR_NOTAVAILABLE;
2807 break;
2809 case WINED3DFMT_DXT1:
2810 case WINED3DFMT_DXT2:
2811 case WINED3DFMT_DXT3:
2812 case WINED3DFMT_DXT4:
2813 case WINED3DFMT_DXT5:
2814 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2815 * compressed texture results in an error. While the D3D refrast does
2816 * support s3tc volumes, at least the nvidia windows driver does not, so
2817 * we're free not to support this format.
2819 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2820 return WINED3DERR_NOTAVAILABLE;
2822 default:
2823 /* Do nothing, continue with checking the format below */
2824 break;
2826 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2827 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2828 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2829 return WINED3DERR_NOTAVAILABLE;
2832 /* This format is nothing special and it is supported perfectly.
2833 * However, ati and nvidia driver on windows do not mark this format as
2834 * supported (tested with the dxCapsViewer) and pretending to
2835 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2836 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2837 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2839 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2840 TRACE_(d3d_caps)("[FAILED]\n");
2841 return WINED3DERR_NOTAVAILABLE;
2844 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2845 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2846 * usage flags match. */
2847 if(UsageCaps == Usage) {
2848 return WINED3D_OK;
2849 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2850 return WINED3DOK_NOAUTOGEN;
2851 } else {
2852 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
2853 return WINED3DERR_NOTAVAILABLE;
2857 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2858 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2859 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2861 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2862 This,
2863 Adapter,
2864 DeviceType, debug_d3ddevicetype(DeviceType),
2865 SourceFormat, debug_d3dformat(SourceFormat),
2866 TargetFormat, debug_d3dformat(TargetFormat));
2867 return WINED3D_OK;
2870 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2871 const shader_backend_t *ret;
2872 int vs_selected_mode;
2873 int ps_selected_mode;
2875 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2876 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2877 ret = &glsl_shader_backend;
2878 } else if (vs_selected_mode == SHADER_ARB && ps_selected_mode != SHADER_NONE &&
2879 !GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2880 ret = &atifs_shader_backend;
2881 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2882 ret = &arb_program_shader_backend;
2883 } else {
2884 ret = &none_shader_backend;
2886 return ret;
2889 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2890 subset of a D3DCAPS9 structure. However, it has to come via a void *
2891 as the d3d8 interface cannot import the d3d9 header */
2892 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2894 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2895 int vs_selected_mode;
2896 int ps_selected_mode;
2897 struct shader_caps shader_caps;
2898 const shader_backend_t *shader_backend;
2900 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2902 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2903 return WINED3DERR_INVALIDCALL;
2906 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2908 /* This function should *not* be modifying GL caps
2909 * TODO: move the functionality where it belongs */
2910 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2912 /* ------------------------------------------------
2913 The following fields apply to both d3d8 and d3d9
2914 ------------------------------------------------ */
2915 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2916 pCaps->AdapterOrdinal = Adapter;
2918 pCaps->Caps = 0;
2919 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2920 WINED3DCAPS2_FULLSCREENGAMMA |
2921 WINED3DCAPS2_DYNAMICTEXTURES;
2922 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2923 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2925 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2926 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2927 WINED3DPRESENT_INTERVAL_ONE;
2929 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2930 WINED3DCURSORCAPS_LOWRES;
2932 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2933 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2934 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2935 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2936 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2937 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2938 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2939 WINED3DDEVCAPS_PUREDEVICE |
2940 WINED3DDEVCAPS_HWRASTERIZATION |
2941 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2942 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2943 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2944 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2945 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2946 WINED3DDEVCAPS_RTPATCHES;
2948 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2949 WINED3DPMISCCAPS_CULLCCW |
2950 WINED3DPMISCCAPS_CULLCW |
2951 WINED3DPMISCCAPS_COLORWRITEENABLE |
2952 WINED3DPMISCCAPS_CLIPTLVERTS |
2953 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2954 WINED3DPMISCCAPS_MASKZ |
2955 WINED3DPMISCCAPS_BLENDOP |
2956 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
2957 /* TODO:
2958 WINED3DPMISCCAPS_NULLREFERENCE
2959 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2960 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2961 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2962 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2964 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
2965 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
2967 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2968 WINED3DPRASTERCAPS_PAT |
2969 WINED3DPRASTERCAPS_WFOG |
2970 WINED3DPRASTERCAPS_ZFOG |
2971 WINED3DPRASTERCAPS_FOGVERTEX |
2972 WINED3DPRASTERCAPS_FOGTABLE |
2973 WINED3DPRASTERCAPS_STIPPLE |
2974 WINED3DPRASTERCAPS_SUBPIXEL |
2975 WINED3DPRASTERCAPS_ZTEST |
2976 WINED3DPRASTERCAPS_SCISSORTEST |
2977 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2978 WINED3DPRASTERCAPS_DEPTHBIAS;
2980 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2981 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
2982 WINED3DPRASTERCAPS_ZBIAS |
2983 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
2985 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
2986 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
2988 /* FIXME Add:
2989 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2990 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2991 WINED3DPRASTERCAPS_ANTIALIASEDGES
2992 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2993 WINED3DPRASTERCAPS_WBUFFER */
2995 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2996 WINED3DPCMPCAPS_EQUAL |
2997 WINED3DPCMPCAPS_GREATER |
2998 WINED3DPCMPCAPS_GREATEREQUAL |
2999 WINED3DPCMPCAPS_LESS |
3000 WINED3DPCMPCAPS_LESSEQUAL |
3001 WINED3DPCMPCAPS_NEVER |
3002 WINED3DPCMPCAPS_NOTEQUAL;
3004 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3005 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3006 WINED3DPBLENDCAPS_DESTALPHA |
3007 WINED3DPBLENDCAPS_DESTCOLOR |
3008 WINED3DPBLENDCAPS_INVDESTALPHA |
3009 WINED3DPBLENDCAPS_INVDESTCOLOR |
3010 WINED3DPBLENDCAPS_INVSRCALPHA |
3011 WINED3DPBLENDCAPS_INVSRCCOLOR |
3012 WINED3DPBLENDCAPS_ONE |
3013 WINED3DPBLENDCAPS_SRCALPHA |
3014 WINED3DPBLENDCAPS_SRCALPHASAT |
3015 WINED3DPBLENDCAPS_SRCCOLOR |
3016 WINED3DPBLENDCAPS_ZERO;
3018 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3019 WINED3DPBLENDCAPS_DESTCOLOR |
3020 WINED3DPBLENDCAPS_INVDESTALPHA |
3021 WINED3DPBLENDCAPS_INVDESTCOLOR |
3022 WINED3DPBLENDCAPS_INVSRCALPHA |
3023 WINED3DPBLENDCAPS_INVSRCCOLOR |
3024 WINED3DPBLENDCAPS_ONE |
3025 WINED3DPBLENDCAPS_SRCALPHA |
3026 WINED3DPBLENDCAPS_SRCCOLOR |
3027 WINED3DPBLENDCAPS_ZERO;
3028 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3029 * according to the glBlendFunc manpage
3031 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3032 * legacy settings for srcblend only
3035 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3036 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3037 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3041 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3042 WINED3DPCMPCAPS_EQUAL |
3043 WINED3DPCMPCAPS_GREATER |
3044 WINED3DPCMPCAPS_GREATEREQUAL |
3045 WINED3DPCMPCAPS_LESS |
3046 WINED3DPCMPCAPS_LESSEQUAL |
3047 WINED3DPCMPCAPS_NEVER |
3048 WINED3DPCMPCAPS_NOTEQUAL;
3050 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3051 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3052 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3053 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3054 WINED3DPSHADECAPS_COLORFLATRGB |
3055 WINED3DPSHADECAPS_FOGFLAT |
3056 WINED3DPSHADECAPS_FOGGOURAUD |
3057 WINED3DPSHADECAPS_SPECULARFLATRGB;
3059 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3060 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3061 WINED3DPTEXTURECAPS_BORDER |
3062 WINED3DPTEXTURECAPS_MIPMAP |
3063 WINED3DPTEXTURECAPS_PROJECTED |
3064 WINED3DPTEXTURECAPS_PERSPECTIVE;
3066 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3067 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3068 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3071 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3072 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3073 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3074 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3077 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3078 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3079 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3080 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3084 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3085 WINED3DPTFILTERCAPS_MAGFPOINT |
3086 WINED3DPTFILTERCAPS_MINFLINEAR |
3087 WINED3DPTFILTERCAPS_MINFPOINT |
3088 WINED3DPTFILTERCAPS_MIPFLINEAR |
3089 WINED3DPTFILTERCAPS_MIPFPOINT |
3090 WINED3DPTFILTERCAPS_LINEAR |
3091 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3092 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3093 WINED3DPTFILTERCAPS_MIPLINEAR |
3094 WINED3DPTFILTERCAPS_MIPNEAREST |
3095 WINED3DPTFILTERCAPS_NEAREST;
3097 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3098 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3099 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3102 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3103 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3104 WINED3DPTFILTERCAPS_MAGFPOINT |
3105 WINED3DPTFILTERCAPS_MINFLINEAR |
3106 WINED3DPTFILTERCAPS_MINFPOINT |
3107 WINED3DPTFILTERCAPS_MIPFLINEAR |
3108 WINED3DPTFILTERCAPS_MIPFPOINT |
3109 WINED3DPTFILTERCAPS_LINEAR |
3110 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3111 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3112 WINED3DPTFILTERCAPS_MIPLINEAR |
3113 WINED3DPTFILTERCAPS_MIPNEAREST |
3114 WINED3DPTFILTERCAPS_NEAREST;
3116 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3117 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3118 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3120 } else
3121 pCaps->CubeTextureFilterCaps = 0;
3123 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3124 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3125 WINED3DPTFILTERCAPS_MAGFPOINT |
3126 WINED3DPTFILTERCAPS_MINFLINEAR |
3127 WINED3DPTFILTERCAPS_MINFPOINT |
3128 WINED3DPTFILTERCAPS_MIPFLINEAR |
3129 WINED3DPTFILTERCAPS_MIPFPOINT |
3130 WINED3DPTFILTERCAPS_LINEAR |
3131 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3132 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3133 WINED3DPTFILTERCAPS_MIPLINEAR |
3134 WINED3DPTFILTERCAPS_MIPNEAREST |
3135 WINED3DPTFILTERCAPS_NEAREST;
3136 } else
3137 pCaps->VolumeTextureFilterCaps = 0;
3139 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3140 WINED3DPTADDRESSCAPS_CLAMP |
3141 WINED3DPTADDRESSCAPS_WRAP;
3143 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3144 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3146 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3147 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3149 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3150 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3153 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3154 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3155 WINED3DPTADDRESSCAPS_CLAMP |
3156 WINED3DPTADDRESSCAPS_WRAP;
3157 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3158 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3160 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3161 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3163 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3164 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3166 } else
3167 pCaps->VolumeTextureAddressCaps = 0;
3169 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3170 WINED3DLINECAPS_ZTEST;
3171 /* FIXME: Add
3172 WINED3DLINECAPS_BLEND
3173 WINED3DLINECAPS_ALPHACMP
3174 WINED3DLINECAPS_FOG */
3176 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3177 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3179 if(GL_SUPPORT(EXT_TEXTURE3D))
3180 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3181 else
3182 pCaps->MaxVolumeExtent = 0;
3184 pCaps->MaxTextureRepeat = 32768;
3185 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3186 pCaps->MaxVertexW = 1.0;
3188 pCaps->GuardBandLeft = 0;
3189 pCaps->GuardBandTop = 0;
3190 pCaps->GuardBandRight = 0;
3191 pCaps->GuardBandBottom = 0;
3193 pCaps->ExtentsAdjust = 0;
3195 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3196 WINED3DSTENCILCAPS_INCRSAT |
3197 WINED3DSTENCILCAPS_INVERT |
3198 WINED3DSTENCILCAPS_KEEP |
3199 WINED3DSTENCILCAPS_REPLACE |
3200 WINED3DSTENCILCAPS_ZERO;
3201 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3202 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3203 WINED3DSTENCILCAPS_INCR;
3205 if ( This->dxVersion > 8 &&
3206 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3207 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3208 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3211 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3213 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3214 pCaps->MaxActiveLights = GL_LIMITS(lights);
3216 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3217 pCaps->MaxVertexBlendMatrixIndex = 0;
3219 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3220 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3223 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3224 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3225 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3226 WINED3DVTXPCAPS_LOCALVIEWER |
3227 WINED3DVTXPCAPS_VERTEXFOG |
3228 WINED3DVTXPCAPS_TEXGEN;
3229 /* FIXME: Add
3230 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3232 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3233 pCaps->MaxVertexIndex = 0xFFFFF;
3234 pCaps->MaxStreams = MAX_STREAMS;
3235 pCaps->MaxStreamStride = 1024;
3237 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3238 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
3239 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3240 pCaps->MaxNpatchTessellationLevel = 0;
3241 pCaps->MasterAdapterOrdinal = 0;
3242 pCaps->AdapterOrdinalInGroup = 0;
3243 pCaps->NumberOfAdaptersInGroup = 1;
3245 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3247 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3248 WINED3DPTFILTERCAPS_MAGFPOINT |
3249 WINED3DPTFILTERCAPS_MINFLINEAR |
3250 WINED3DPTFILTERCAPS_MAGFLINEAR;
3251 pCaps->VertexTextureFilterCaps = 0;
3253 memset(&shader_caps, 0, sizeof(shader_caps));
3254 shader_backend = select_shader_backend(Adapter, DeviceType);
3255 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3257 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3258 pCaps->PrimitiveMiscCaps |= shader_caps.PrimitiveMiscCaps;
3260 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3261 * Ignore shader model capabilities if disabled in config
3263 if(vs_selected_mode == SHADER_NONE) {
3264 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3265 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3266 pCaps->MaxVertexShaderConst = 0;
3267 } else {
3268 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3269 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3272 if(ps_selected_mode == SHADER_NONE) {
3273 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3274 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3275 pCaps->PixelShader1xMaxValue = 0.0;
3276 } else {
3277 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3278 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3281 pCaps->TextureOpCaps = shader_caps.TextureOpCaps;
3282 pCaps->MaxTextureBlendStages = shader_caps.MaxTextureBlendStages;
3283 pCaps->MaxSimultaneousTextures = shader_caps.MaxSimultaneousTextures;
3284 pCaps->VS20Caps = shader_caps.VS20Caps;
3285 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3286 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3287 pCaps->PS20Caps = shader_caps.PS20Caps;
3288 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3289 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3291 /* The following caps are shader specific, but they are things we cannot detect, or which
3292 * are the same among all shader models. So to avoid code duplication set the shader version
3293 * specific, but otherwise constant caps here
3295 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3296 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3297 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3298 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3299 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3300 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3301 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3303 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3304 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3305 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3306 pCaps->VS20Caps.Caps = 0;
3307 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3308 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3309 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3311 pCaps->MaxVShaderInstructionsExecuted = 65535;
3312 pCaps->MaxVertexShader30InstructionSlots = 0;
3313 } else { /* VS 1.x */
3314 pCaps->VS20Caps.Caps = 0;
3315 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3316 pCaps->VS20Caps.NumTemps = 0;
3317 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3319 pCaps->MaxVShaderInstructionsExecuted = 0;
3320 pCaps->MaxVertexShader30InstructionSlots = 0;
3323 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3324 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3325 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3327 /* 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 */
3328 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3329 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3330 WINED3DPS20CAPS_PREDICATION |
3331 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3332 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3333 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3334 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3335 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3336 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3338 pCaps->MaxPShaderInstructionsExecuted = 65535;
3339 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3340 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3341 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3342 pCaps->PS20Caps.Caps = 0;
3343 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3344 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3345 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3346 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3348 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3349 pCaps->MaxPixelShader30InstructionSlots = 0;
3350 } else { /* PS 1.x */
3351 pCaps->PS20Caps.Caps = 0;
3352 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3353 pCaps->PS20Caps.NumTemps = 0;
3354 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3355 pCaps->PS20Caps.NumInstructionSlots = 0;
3357 pCaps->MaxPShaderInstructionsExecuted = 0;
3358 pCaps->MaxPixelShader30InstructionSlots = 0;
3361 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3362 /* OpenGL supports all the formats below, perhaps not always
3363 * without conversion, but it supports them.
3364 * Further GLSL doesn't seem to have an official unsigned type so
3365 * don't advertise it yet as I'm not sure how we handle it.
3366 * We might need to add some clamping in the shader engine to
3367 * support it.
3368 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3369 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3370 WINED3DDTCAPS_UBYTE4N |
3371 WINED3DDTCAPS_SHORT2N |
3372 WINED3DDTCAPS_SHORT4N;
3373 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3374 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3375 WINED3DDTCAPS_FLOAT16_4;
3377 } else
3378 pCaps->DeclTypes = 0;
3380 return WINED3D_OK;
3383 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3384 and fields being inserted in the middle, a new structure is used in place */
3385 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3386 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3387 IUnknown *parent) {
3389 IWineD3DDeviceImpl *object = NULL;
3390 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3391 WINED3DDISPLAYMODE mode;
3392 int i;
3394 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3395 * number and create a device without a 3D adapter for 2D only operation.
3397 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3398 return WINED3DERR_INVALIDCALL;
3401 /* Create a WineD3DDevice object */
3402 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3403 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3404 TRACE("Created WineD3DDevice object @ %p\n", object);
3405 if (NULL == object) {
3406 return WINED3DERR_OUTOFVIDEOMEMORY;
3409 /* Set up initial COM information */
3410 object->lpVtbl = &IWineD3DDevice_Vtbl;
3411 object->ref = 1;
3412 object->wineD3D = iface;
3413 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3414 IWineD3D_AddRef(object->wineD3D);
3415 object->parent = parent;
3416 list_init(&object->resources);
3417 list_init(&object->shaders);
3419 if(This->dxVersion == 7) {
3420 object->surface_alignment = 8;
3421 } else {
3422 object->surface_alignment = 4;
3424 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3426 /* Set the state up as invalid until the device is fully created */
3427 object->state = WINED3DERR_DRIVERINTERNALERROR;
3429 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3430 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3432 /* Save the creation parameters */
3433 object->createParms.AdapterOrdinal = Adapter;
3434 object->createParms.DeviceType = DeviceType;
3435 object->createParms.hFocusWindow = hFocusWindow;
3436 object->createParms.BehaviorFlags = BehaviourFlags;
3438 /* Initialize other useful values */
3439 object->adapterNo = Adapter;
3440 object->devType = DeviceType;
3442 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3443 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3445 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3446 * model can deal with that. It is essentially the same, just with adjusted
3447 * Set*ShaderConstantF implementations
3449 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3450 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3453 /* set the state of the device to valid */
3454 object->state = WINED3D_OK;
3456 /* Get the initial screen setup for ddraw */
3457 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3459 object->ddraw_width = mode.Width;
3460 object->ddraw_height = mode.Height;
3461 object->ddraw_format = mode.Format;
3463 for(i = 0; i < PATCHMAP_SIZE; i++) {
3464 list_init(&object->patches[i]);
3466 return WINED3D_OK;
3468 #undef GLINFO_LOCATION
3470 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3471 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3472 IUnknown_AddRef(This->parent);
3473 *pParent = This->parent;
3474 return WINED3D_OK;
3477 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3478 IUnknown* surfaceParent;
3479 TRACE("(%p) call back\n", pSurface);
3481 /* Now, release the parent, which will take care of cleaning up the surface for us */
3482 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3483 IUnknown_Release(surfaceParent);
3484 return IUnknown_Release(surfaceParent);
3487 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3488 IUnknown* volumeParent;
3489 TRACE("(%p) call back\n", pVolume);
3491 /* Now, release the parent, which will take care of cleaning up the volume for us */
3492 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3493 IUnknown_Release(volumeParent);
3494 return IUnknown_Release(volumeParent);
3497 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3498 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3499 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3500 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3502 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3503 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3504 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3505 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3506 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3507 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3508 * DirectDraw, not OpenGL.
3510 if(gl_info->supported[APPLE_FENCE] &&
3511 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3512 gl_info->supported[APPLE_FLUSH_RENDER] &&
3513 gl_info->supported[APPLE_YCBCR_422]) {
3514 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3515 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3516 return TRUE;
3517 } else {
3518 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3519 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3520 return FALSE;
3524 #define GLINFO_LOCATION (*gl_info)
3525 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3526 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3527 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3528 * all the texture. This function detects this bug by its symptom and disables PBOs
3529 * if the test fails.
3531 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3532 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3533 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3534 * read back is compared to the original. If they are equal PBOs are assumed to work,
3535 * otherwise the PBO extension is disabled.
3537 GLuint texture, pbo;
3538 static const unsigned int pattern[] = {
3539 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3540 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3541 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3542 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3544 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3546 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3547 /* No PBO -> No point in testing them */
3548 return;
3551 while(glGetError());
3552 glGenTextures(1, &texture);
3553 glBindTexture(GL_TEXTURE_2D, texture);
3554 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3555 checkGLcall("Specifying the PBO test texture\n");
3557 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3558 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3559 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3560 checkGLcall("Specifying the PBO test pbo\n");
3562 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3563 checkGLcall("Loading the PBO test texture\n");
3565 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3566 glFinish(); /* just to be sure */
3568 memset(check, 0, sizeof(check));
3569 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3570 checkGLcall("Reading back the PBO test texture\n");
3572 glDeleteTextures(1, &texture);
3573 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3574 checkGLcall("PBO test cleanup\n");
3576 if(memcmp(check, pattern, sizeof(check)) != 0) {
3577 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3578 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3579 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3580 } else {
3581 TRACE_(d3d_caps)("PBO test successful\n");
3584 #undef GLINFO_LOCATION
3586 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3587 * reporting a driver version is moot because we are not the Windows driver, and we have different
3588 * bugs, features, etc.
3590 * If a card is not found in this table, the gl driver version is reported
3592 struct driver_version_information {
3593 WORD vendor; /* reported PCI card vendor ID */
3594 WORD card; /* reported PCI card device ID */
3595 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3596 WORD lopart_hi, lopart_lo; /* driver loword to report */
3599 static const struct driver_version_information driver_version_table[] = {
3600 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3601 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 upto 96.x, TNT/Geforce1/2 upto 71.x */
3602 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3603 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3604 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3605 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3606 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3607 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3608 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3609 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3610 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3611 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3612 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3613 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3614 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3615 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3616 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3617 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3618 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3620 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3621 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3622 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3623 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3624 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3625 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3626 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3628 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3631 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3632 unsigned int i;
3633 BOOL apple = implementation_is_apple(gl_info);
3635 if(apple) {
3636 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3637 * used it falls back to software. While the compiler can detect if the shader uses all declared
3638 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3639 * using relative addressing falls back to software.
3641 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3643 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3644 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3645 } else {
3646 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3647 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3648 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3651 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3652 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3653 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3654 * flag for this extension
3656 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3657 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3658 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3659 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3660 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3661 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3662 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3666 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3667 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3668 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3669 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3670 * according to the spec.
3672 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3673 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3675 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3676 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3677 * this workaround is activated on cards that do not need it, it won't break things, just affect
3678 * performance negatively.
3680 if(gl_info->gl_vendor == VENDOR_INTEL ||
3681 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3682 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3683 gl_info->set_texcoord_w = TRUE;
3687 /* Find out if PBOs work as they are supposed to */
3688 test_pbo_functionality(gl_info);
3690 /* Fixup the driver version */
3691 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3692 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3693 gl_info->gl_card == driver_version_table[i].card) {
3694 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3696 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3697 driver_version_table[i].lopart_lo);
3698 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3699 driver_version_table[i].hipart_lo);
3700 break;
3705 void invalid_func(void *data) {
3706 ERR("Invalid vertex attribute function called\n");
3707 DebugBreak();
3710 #define GLINFO_LOCATION (Adapters[0].gl_info)
3712 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3713 * the extension detection and are used in drawStridedSlow
3715 static void position_d3dcolor(void *data) {
3716 DWORD pos = *((DWORD *) data);
3718 FIXME("Add a test for fixed function position from d3dcolor type\n");
3719 glVertex4s(D3DCOLOR_B_R(pos),
3720 D3DCOLOR_B_G(pos),
3721 D3DCOLOR_B_B(pos),
3722 D3DCOLOR_B_A(pos));
3724 static void position_float4(void *data) {
3725 GLfloat *pos = (float *) data;
3727 if (pos[3] < eps && pos[3] > -eps)
3728 glVertex3fv(pos);
3729 else {
3730 float w = 1.0 / pos[3];
3732 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3736 static void diffuse_d3dcolor(void *data) {
3737 DWORD diffuseColor = *((DWORD *) data);
3739 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3740 D3DCOLOR_B_G(diffuseColor),
3741 D3DCOLOR_B_B(diffuseColor),
3742 D3DCOLOR_B_A(diffuseColor));
3745 static void specular_d3dcolor(void *data) {
3746 DWORD specularColor = *((DWORD *) data);
3748 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3749 D3DCOLOR_B_G(specularColor),
3750 D3DCOLOR_B_B(specularColor));
3752 static void warn_no_specular_func(void *data) {
3753 WARN("GL_EXT_secondary_color not supported\n");
3756 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3757 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3758 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3759 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3760 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3761 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3762 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3763 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3764 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3765 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3766 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3767 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3768 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3769 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3770 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3771 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3772 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3773 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3775 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3776 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3777 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3778 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3779 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3780 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3781 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3782 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3783 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3784 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3785 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3786 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3787 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3788 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3789 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3790 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3791 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3793 /* No 4 component entry points here */
3794 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3795 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3796 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3797 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3798 } else {
3799 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3801 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3802 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3803 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3804 } else {
3805 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3807 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3808 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3809 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3810 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3811 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3812 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3813 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3814 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3815 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3816 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3817 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3818 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3820 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3821 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3823 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3824 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3825 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3826 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3827 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3828 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3829 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3830 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3831 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3832 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3833 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3834 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3835 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3836 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3837 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3838 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3839 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3842 #define PUSH1(att) attribs[nAttribs++] = (att);
3843 BOOL InitAdapters(void) {
3844 static HMODULE mod_gl;
3845 BOOL ret;
3846 int ps_selected_mode, vs_selected_mode;
3848 /* No need to hold any lock. The calling library makes sure only one thread calls
3849 * wined3d simultaneously
3851 if(numAdapters > 0) return Adapters[0].opengl;
3853 TRACE("Initializing adapters\n");
3855 if(!mod_gl) {
3856 #ifdef USE_WIN32_OPENGL
3857 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3858 mod_gl = LoadLibraryA("opengl32.dll");
3859 if(!mod_gl) {
3860 ERR("Can't load opengl32.dll!\n");
3861 goto nogl_adapter;
3863 #else
3864 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3865 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3866 mod_gl = GetModuleHandleA("gdi32.dll");
3867 #endif
3870 /* Load WGL core functions from opengl32.dll */
3871 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3872 WGL_FUNCS_GEN;
3873 #undef USE_WGL_FUNC
3875 if(!pwglGetProcAddress) {
3876 ERR("Unable to load wglGetProcAddress!\n");
3877 goto nogl_adapter;
3880 /* Dynamically load all GL core functions */
3881 GL_FUNCS_GEN;
3882 #undef USE_GL_FUNC
3884 /* For now only one default adapter */
3886 int iPixelFormat;
3887 int attribs[10];
3888 int values[10];
3889 int nAttribs = 0;
3890 int res;
3891 int i;
3892 WineD3D_PixelFormat *cfgs;
3893 int attribute;
3894 DISPLAY_DEVICEW DisplayDevice;
3895 HDC hdc;
3897 TRACE("Initializing default adapter\n");
3898 Adapters[0].num = 0;
3899 Adapters[0].monitorPoint.x = -1;
3900 Adapters[0].monitorPoint.y = -1;
3902 if (!WineD3D_CreateFakeGLContext()) {
3903 ERR("Failed to get a gl context for default adapter\n");
3904 WineD3D_ReleaseFakeGLContext();
3905 goto nogl_adapter;
3908 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3909 if(!ret) {
3910 ERR("Failed to initialize gl caps for default adapter\n");
3911 WineD3D_ReleaseFakeGLContext();
3912 goto nogl_adapter;
3914 ret = initPixelFormats(&Adapters[0].gl_info);
3915 if(!ret) {
3916 ERR("Failed to init gl formats\n");
3917 WineD3D_ReleaseFakeGLContext();
3918 goto nogl_adapter;
3921 hdc = pwglGetCurrentDC();
3922 if(!hdc) {
3923 ERR("Failed to get gl HDC\n");
3924 WineD3D_ReleaseFakeGLContext();
3925 goto nogl_adapter;
3928 Adapters[0].driver = "Display";
3929 Adapters[0].description = "Direct3D HAL";
3931 /* Use the VideoRamSize registry setting when set */
3932 if(wined3d_settings.emulated_textureram)
3933 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3934 else
3935 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3936 Adapters[0].UsedTextureRam = 0;
3937 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3939 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3940 DisplayDevice.cb = sizeof(DisplayDevice);
3941 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3942 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3943 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3945 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3946 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3948 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3949 cfgs = Adapters[0].cfgs;
3950 PUSH1(WGL_RED_BITS_ARB)
3951 PUSH1(WGL_GREEN_BITS_ARB)
3952 PUSH1(WGL_BLUE_BITS_ARB)
3953 PUSH1(WGL_ALPHA_BITS_ARB)
3954 PUSH1(WGL_DEPTH_BITS_ARB)
3955 PUSH1(WGL_STENCIL_BITS_ARB)
3956 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
3957 PUSH1(WGL_PIXEL_TYPE_ARB)
3958 PUSH1(WGL_DOUBLE_BUFFER_ARB)
3959 PUSH1(WGL_AUX_BUFFERS_ARB)
3961 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
3962 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
3964 if(!res)
3965 continue;
3967 /* Cache the pixel format */
3968 cfgs->iPixelFormat = iPixelFormat;
3969 cfgs->redSize = values[0];
3970 cfgs->greenSize = values[1];
3971 cfgs->blueSize = values[2];
3972 cfgs->alphaSize = values[3];
3973 cfgs->depthSize = values[4];
3974 cfgs->stencilSize = values[5];
3975 cfgs->windowDrawable = values[6];
3976 cfgs->iPixelType = values[7];
3977 cfgs->doubleBuffer = values[8];
3978 cfgs->auxBuffers = values[9];
3980 cfgs->pbufferDrawable = FALSE;
3981 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
3982 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
3983 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
3984 int value;
3985 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
3986 cfgs->pbufferDrawable = value;
3989 cfgs->numSamples = 0;
3990 /* Check multisample support */
3991 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
3992 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
3993 int value[2];
3994 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
3995 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
3996 * value[1] = number of multi sample buffers*/
3997 if(value[0])
3998 cfgs->numSamples = value[1];
4002 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4003 cfgs++;
4006 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4007 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4008 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4009 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4010 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4011 * driver is allowed to consume more bits EXCEPT for stencil bits.
4013 * Mark an adapter with this broken stencil behavior.
4015 Adapters[0].brokenStencil = TRUE;
4016 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4017 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4018 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4019 Adapters[0].brokenStencil = FALSE;
4020 break;
4024 fixup_extensions(&Adapters[0].gl_info);
4026 WineD3D_ReleaseFakeGLContext();
4028 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4029 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4030 fillGLAttribFuncs(&Adapters[0].gl_info);
4031 init_type_lookup(&Adapters[0].gl_info);
4032 Adapters[0].opengl = TRUE;
4034 numAdapters = 1;
4035 TRACE("%d adapters successfully initialized\n", numAdapters);
4037 return TRUE;
4039 nogl_adapter:
4040 /* Initialize an adapter for ddraw-only memory counting */
4041 memset(Adapters, 0, sizeof(Adapters));
4042 Adapters[0].num = 0;
4043 Adapters[0].opengl = FALSE;
4044 Adapters[0].monitorPoint.x = -1;
4045 Adapters[0].monitorPoint.y = -1;
4047 Adapters[0].driver = "Display";
4048 Adapters[0].description = "WineD3D DirectDraw Emulation";
4049 if(wined3d_settings.emulated_textureram) {
4050 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4051 } else {
4052 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4055 numAdapters = 1;
4056 return FALSE;
4058 #undef PUSH1
4059 #undef GLINFO_LOCATION
4061 /**********************************************************
4062 * IWineD3D VTbl follows
4063 **********************************************************/
4065 const IWineD3DVtbl IWineD3D_Vtbl =
4067 /* IUnknown */
4068 IWineD3DImpl_QueryInterface,
4069 IWineD3DImpl_AddRef,
4070 IWineD3DImpl_Release,
4071 /* IWineD3D */
4072 IWineD3DImpl_GetParent,
4073 IWineD3DImpl_GetAdapterCount,
4074 IWineD3DImpl_RegisterSoftwareDevice,
4075 IWineD3DImpl_GetAdapterMonitor,
4076 IWineD3DImpl_GetAdapterModeCount,
4077 IWineD3DImpl_EnumAdapterModes,
4078 IWineD3DImpl_GetAdapterDisplayMode,
4079 IWineD3DImpl_GetAdapterIdentifier,
4080 IWineD3DImpl_CheckDeviceMultiSampleType,
4081 IWineD3DImpl_CheckDepthStencilMatch,
4082 IWineD3DImpl_CheckDeviceType,
4083 IWineD3DImpl_CheckDeviceFormat,
4084 IWineD3DImpl_CheckDeviceFormatConversion,
4085 IWineD3DImpl_GetDeviceCaps,
4086 IWineD3DImpl_CreateDevice