wined3d: Allow stencil support when it wasn't requested on broken drivers.
[wine/wine-kai.git] / dlls / wined3d / directx.c
blob32f7323624eeeebe0067b47db7ffbb9e2e69a47c
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_draw_buffers", ARB_DRAW_BUFFERS, 0 },
65 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
66 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
67 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
68 {"GL_ARB_imaging", ARB_IMAGING, 0 },
69 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
70 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
71 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
72 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
73 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
74 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
75 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
76 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
77 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
78 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
79 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
80 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
81 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
82 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
83 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, 0 },
84 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
85 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
86 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
87 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
88 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
89 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
91 /* EXT */
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
98 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
99 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
100 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
101 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
102 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
103 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
104 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
105 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
106 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
107 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
108 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
109 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
110 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
111 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
112 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
113 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
114 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 0 },
115 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
117 /* NV */
118 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
119 {"GL_NV_fence", NV_FENCE, 0 },
120 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
121 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
122 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
123 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
124 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
125 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
126 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
127 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
128 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
129 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
130 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
131 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
132 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
133 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
134 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
138 /* SGI */
139 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
142 /**********************************************************
143 * Utility functions follow
144 **********************************************************/
146 /* Adapters */
147 static int numAdapters = 0;
148 static struct WineD3DAdapter Adapters[1];
150 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
152 /* lookup tables */
153 int minLookup[MAX_LOOKUPS];
154 int maxLookup[MAX_LOOKUPS];
155 DWORD *stateLookup[MAX_LOOKUPS];
157 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
158 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
159 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
160 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
161 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
162 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
166 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
167 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
170 /* drawStridedSlow attributes */
171 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
172 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
173 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
174 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
175 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
178 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
179 * i.e., there is no GL Context - Get a default rendering context to enable the
180 * function query some info from GL.
183 static int wined3d_fake_gl_context_ref = 0;
184 static BOOL wined3d_fake_gl_context_foreign;
185 static BOOL wined3d_fake_gl_context_available = FALSE;
186 static HDC wined3d_fake_gl_context_hdc = NULL;
187 static HWND wined3d_fake_gl_context_hwnd = NULL;
189 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
190 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
192 0, 0, &wined3d_fake_gl_context_cs,
193 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
194 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
195 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
197 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
199 static void WineD3D_ReleaseFakeGLContext(void) {
200 HGLRC glCtx;
202 EnterCriticalSection(&wined3d_fake_gl_context_cs);
204 if(!wined3d_fake_gl_context_available) {
205 TRACE_(d3d_caps)("context not available\n");
206 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
207 return;
210 glCtx = pwglGetCurrentContext();
212 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
213 if (0 == (--wined3d_fake_gl_context_ref) ) {
214 if(!wined3d_fake_gl_context_foreign && glCtx) {
215 TRACE_(d3d_caps)("destroying fake GL context\n");
216 pwglMakeCurrent(NULL, NULL);
217 pwglDeleteContext(glCtx);
219 if(wined3d_fake_gl_context_hdc)
220 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
221 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
222 if(wined3d_fake_gl_context_hwnd)
223 DestroyWindow(wined3d_fake_gl_context_hwnd);
224 wined3d_fake_gl_context_hwnd = NULL;
225 wined3d_fake_gl_context_available = FALSE;
227 assert(wined3d_fake_gl_context_ref >= 0);
229 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
232 static BOOL WineD3D_CreateFakeGLContext(void) {
233 HGLRC glCtx = NULL;
235 EnterCriticalSection(&wined3d_fake_gl_context_cs);
237 TRACE("getting context...\n");
238 if(wined3d_fake_gl_context_ref > 0) goto ret;
239 assert(0 == wined3d_fake_gl_context_ref);
241 wined3d_fake_gl_context_foreign = TRUE;
243 glCtx = pwglGetCurrentContext();
244 if (!glCtx) {
245 PIXELFORMATDESCRIPTOR pfd;
246 int iPixelFormat;
248 wined3d_fake_gl_context_foreign = FALSE;
250 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
251 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
252 if(!wined3d_fake_gl_context_hwnd) {
253 ERR("HWND creation failed!\n");
254 goto fail;
256 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
257 if(!wined3d_fake_gl_context_hdc) {
258 ERR("GetDC failed!\n");
259 goto fail;
262 /* PixelFormat selection */
263 ZeroMemory(&pfd, sizeof(pfd));
264 pfd.nSize = sizeof(pfd);
265 pfd.nVersion = 1;
266 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
267 pfd.iPixelType = PFD_TYPE_RGBA;
268 pfd.cColorBits = 32;
269 pfd.iLayerType = PFD_MAIN_PLANE;
271 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
272 if(!iPixelFormat) {
273 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
274 ERR("Can't find a suitable iPixelFormat\n");
275 goto fail;
277 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
278 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
280 /* Create a GL context */
281 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
282 if (!glCtx) {
283 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
284 goto fail;
287 /* Make it the current GL context */
288 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
289 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
290 goto fail;
294 ret:
295 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
296 wined3d_fake_gl_context_ref++;
297 wined3d_fake_gl_context_available = TRUE;
298 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
299 return TRUE;
300 fail:
301 if(wined3d_fake_gl_context_hdc)
302 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
303 wined3d_fake_gl_context_hdc = NULL;
304 if(wined3d_fake_gl_context_hwnd)
305 DestroyWindow(wined3d_fake_gl_context_hwnd);
306 wined3d_fake_gl_context_hwnd = NULL;
307 if(glCtx) pwglDeleteContext(glCtx);
308 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
309 return FALSE;
312 /* Adjust the amount of used texture memory */
313 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
314 UINT Adapter = D3DDevice->adapterNo;
316 Adapters[Adapter].UsedTextureRam += glram;
317 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
318 return Adapters[Adapter].UsedTextureRam;
321 /**********************************************************
322 * IUnknown parts follows
323 **********************************************************/
325 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
327 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
329 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
330 if (IsEqualGUID(riid, &IID_IUnknown)
331 || IsEqualGUID(riid, &IID_IWineD3DBase)
332 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
333 IUnknown_AddRef(iface);
334 *ppobj = This;
335 return S_OK;
337 *ppobj = NULL;
338 return E_NOINTERFACE;
341 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
342 IWineD3DImpl *This = (IWineD3DImpl *)iface;
343 ULONG refCount = InterlockedIncrement(&This->ref);
345 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
346 return refCount;
349 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
350 IWineD3DImpl *This = (IWineD3DImpl *)iface;
351 ULONG ref;
352 TRACE("(%p) : Releasing from %d\n", This, This->ref);
353 ref = InterlockedDecrement(&This->ref);
354 if (ref == 0) {
355 HeapFree(GetProcessHeap(), 0, This);
358 return ref;
361 /* Set the shader type for this device, depending on the given capabilities,
362 * the device type, and the user preferences in wined3d_settings */
364 void select_shader_mode(
365 WineD3D_GL_Info *gl_info,
366 WINED3DDEVTYPE DeviceType,
367 int* ps_selected,
368 int* vs_selected) {
370 if (wined3d_settings.vs_mode == VS_NONE) {
371 *vs_selected = SHADER_NONE;
372 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
373 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
374 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
375 * shaders only on this card. */
376 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
377 *vs_selected = SHADER_ARB;
378 else
379 *vs_selected = SHADER_GLSL;
380 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
381 *vs_selected = SHADER_ARB;
382 } else {
383 *vs_selected = SHADER_NONE;
386 if (wined3d_settings.ps_mode == PS_NONE) {
387 *ps_selected = SHADER_NONE;
388 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
389 *ps_selected = SHADER_GLSL;
390 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
391 *ps_selected = SHADER_ARB;
392 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
393 *ps_selected = SHADER_ATI;
394 } else {
395 *ps_selected = SHADER_NONE;
399 /** Select the number of report maximum shader constants based on the selected shader modes */
400 static void select_shader_max_constants(
401 int ps_selected_mode,
402 int vs_selected_mode,
403 WineD3D_GL_Info *gl_info) {
405 switch (vs_selected_mode) {
406 case SHADER_GLSL:
407 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
408 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
409 break;
410 case SHADER_ARB:
411 /* We have to subtract any other PARAMs that we might use in our shader programs.
412 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
413 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
414 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
415 break;
416 default:
417 gl_info->max_vshader_constantsF = 0;
418 break;
421 switch (ps_selected_mode) {
422 case SHADER_GLSL:
423 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
424 * In theory the texbem instruction may need one more shader constant too. But lets assume
425 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
426 * and lets not take away a uniform needlessly from all other shaders.
428 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
429 break;
430 case SHADER_ARB:
431 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
432 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
434 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
435 break;
436 default:
437 gl_info->max_pshader_constantsF = 0;
438 break;
442 /**********************************************************
443 * IWineD3D parts follows
444 **********************************************************/
446 #define GLINFO_LOCATION (*gl_info)
447 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
448 GLuint prog;
449 BOOL ret = FALSE;
450 const char *testcode =
451 "!!ARBvp1.0\n"
452 "PARAM C[66] = { program.env[0..65] };\n"
453 "ADDRESS A0;"
454 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
455 "ARL A0.x, zero.x;\n"
456 "MOV result.position, C[A0.x + 65];\n"
457 "END\n";
459 while(glGetError());
460 GL_EXTCALL(glGenProgramsARB(1, &prog));
461 if(!prog) {
462 ERR("Failed to create an ARB offset limit test program\n");
464 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
465 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
466 strlen(testcode), testcode));
467 if(glGetError() != 0) {
468 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
469 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
470 ret = TRUE;
471 } else TRACE("OpenGL implementation allows offsets > 63\n");
473 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
474 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
475 checkGLcall("ARB vp offset limit test cleanup\n");
477 return ret;
480 static DWORD ver_for_ext(GL_SupportedExt ext)
482 unsigned int i;
483 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
484 if(EXTENSION_MAP[i].extension == ext) {
485 return EXTENSION_MAP[i].version;
488 return 0;
491 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
492 const char *GL_Extensions = NULL;
493 const char *WGL_Extensions = NULL;
494 const char *gl_string = NULL;
495 const char *gl_string_cursor = NULL;
496 GLint gl_max;
497 GLfloat gl_floatv[2];
498 int major = 1, minor = 0;
499 BOOL return_value = TRUE;
500 unsigned i;
501 HDC hdc;
502 unsigned int vidmem=0;
504 TRACE_(d3d_caps)("(%p)\n", gl_info);
506 ENTER_GL();
508 gl_string = (const char *) glGetString(GL_RENDERER);
509 if (NULL == gl_string)
510 gl_string = "None";
511 strcpy(gl_info->gl_renderer, gl_string);
513 gl_string = (const char *) glGetString(GL_VENDOR);
514 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
515 if (gl_string != NULL) {
516 /* Fill in the GL vendor */
517 if (strstr(gl_string, "NVIDIA")) {
518 gl_info->gl_vendor = VENDOR_NVIDIA;
519 } else if (strstr(gl_string, "ATI")) {
520 gl_info->gl_vendor = VENDOR_ATI;
521 } else if (strstr(gl_string, "Intel(R)") ||
522 strstr(gl_info->gl_renderer, "Intel(R)") ||
523 strstr(gl_string, "Intel Inc.")) {
524 gl_info->gl_vendor = VENDOR_INTEL;
525 } else if (strstr(gl_string, "Mesa")) {
526 gl_info->gl_vendor = VENDOR_MESA;
527 } else {
528 gl_info->gl_vendor = VENDOR_WINE;
530 } else {
531 gl_info->gl_vendor = VENDOR_WINE;
535 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
537 /* Parse the GL_VERSION field into major and minor information */
538 gl_string = (const char *) glGetString(GL_VERSION);
539 if (gl_string != NULL) {
541 /* First, parse the generic opengl version. This is supposed not to be convoluted with
542 * driver specific information
544 gl_string_cursor = gl_string;
545 major = atoi(gl_string_cursor);
546 if(major <= 0) {
547 ERR("Invalid opengl major version: %d\n", major);
549 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
550 ++gl_string_cursor;
552 if (*gl_string_cursor++ != '.') {
553 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
555 minor = atoi(gl_string_cursor);
556 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
557 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
559 /* Now parse the driver specific string which we'll report to the app */
560 switch (gl_info->gl_vendor) {
561 case VENDOR_NVIDIA:
562 gl_string_cursor = strstr(gl_string, "NVIDIA");
563 if (!gl_string_cursor) {
564 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
565 break;
568 gl_string_cursor = strstr(gl_string_cursor, " ");
569 if (!gl_string_cursor) {
570 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
571 break;
574 while (*gl_string_cursor == ' ') {
575 ++gl_string_cursor;
578 if (!*gl_string_cursor) {
579 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
580 break;
583 major = atoi(gl_string_cursor);
584 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
585 ++gl_string_cursor;
588 if (*gl_string_cursor++ != '.') {
589 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
590 break;
593 minor = atoi(gl_string_cursor);
594 minor = major*100+minor;
595 major = 10;
597 break;
599 case VENDOR_ATI:
600 major = minor = 0;
601 gl_string_cursor = strchr(gl_string, '-');
602 if (gl_string_cursor) {
603 int error = 0;
604 gl_string_cursor++;
606 /* Check if version number is of the form x.y.z */
607 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
608 error = 1;
609 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
610 error = 1;
611 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
612 error = 1;
613 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
614 error = 1;
616 /* Mark version number as malformed */
617 if (error)
618 gl_string_cursor = 0;
621 if (!gl_string_cursor)
622 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
623 else {
624 major = *gl_string_cursor - '0';
625 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
627 break;
629 case VENDOR_INTEL:
630 /* Apple and Mesa version strings look differently, but both provide intel drivers */
631 if(strstr(gl_string, "APPLE")) {
632 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
633 * We only need the first part, and use the APPLE as identification
634 * "1.2 APPLE-1.4.56"
636 gl_string_cursor = gl_string;
637 major = atoi(gl_string_cursor);
638 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
639 ++gl_string_cursor;
642 if (*gl_string_cursor++ != '.') {
643 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
644 break;
647 minor = atoi(gl_string_cursor);
648 break;
651 case VENDOR_MESA:
652 gl_string_cursor = strstr(gl_string, "Mesa");
653 gl_string_cursor = strstr(gl_string_cursor, " ");
654 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
655 if (*gl_string_cursor) {
656 char tmp[16];
657 int cursor = 0;
659 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
660 tmp[cursor++] = *gl_string_cursor;
661 ++gl_string_cursor;
663 tmp[cursor] = 0;
664 major = atoi(tmp);
666 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
667 ++gl_string_cursor;
669 cursor = 0;
670 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
671 tmp[cursor++] = *gl_string_cursor;
672 ++gl_string_cursor;
674 tmp[cursor] = 0;
675 minor = atoi(tmp);
677 break;
679 default:
680 major = 0;
681 minor = 9;
683 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
684 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
685 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
686 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
687 } else {
688 FIXME("OpenGL driver did not return version information\n");
689 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
690 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
693 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
696 * Initialize openGL extension related variables
697 * with Default values
699 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
700 gl_info->max_buffers = 1;
701 gl_info->max_textures = 1;
702 gl_info->max_texture_stages = 1;
703 gl_info->max_fragment_samplers = 1;
704 gl_info->max_vertex_samplers = 0;
705 gl_info->max_combined_samplers = 0;
706 gl_info->max_sampler_stages = 1;
707 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
708 gl_info->ps_arb_max_temps = 0;
709 gl_info->ps_arb_max_instructions = 0;
710 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
711 gl_info->vs_arb_max_temps = 0;
712 gl_info->vs_arb_max_instructions = 0;
713 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
714 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
715 gl_info->vs_glsl_constantsF = 0;
716 gl_info->ps_glsl_constantsF = 0;
717 gl_info->vs_arb_constantsF = 0;
718 gl_info->ps_arb_constantsF = 0;
720 /* Retrieve opengl defaults */
721 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
722 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
723 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
725 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
726 gl_info->max_lights = gl_max;
727 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
729 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
730 gl_info->max_texture_size = gl_max;
731 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
733 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
734 gl_info->max_pointsizemin = gl_floatv[0];
735 gl_info->max_pointsize = gl_floatv[1];
736 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
738 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
739 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
740 TRACE_(d3d_caps)("GL_Extensions reported:\n");
742 if (NULL == GL_Extensions) {
743 ERR(" GL_Extensions returns NULL\n");
744 } else {
745 while (*GL_Extensions != 0x00) {
746 const char *Start;
747 char ThisExtn[256];
748 size_t len;
750 while (isspace(*GL_Extensions)) GL_Extensions++;
751 Start = GL_Extensions;
752 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
753 GL_Extensions++;
756 len = GL_Extensions - Start;
757 if (len == 0 || len >= sizeof(ThisExtn))
758 continue;
760 memcpy(ThisExtn, Start, len);
761 ThisExtn[len] = '\0';
762 TRACE_(d3d_caps)("- %s\n", ThisExtn);
764 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
765 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
766 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
767 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
768 break;
772 /* Now work out what GL support this card really has */
773 #define USE_GL_FUNC(type, pfn, ext, replace) { \
774 DWORD ver = ver_for_ext(ext); \
775 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
776 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
777 else gl_info->pfn = NULL; \
779 GL_EXT_FUNCS_GEN;
780 #undef USE_GL_FUNC
782 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
783 WGL_EXT_FUNCS_GEN;
784 #undef USE_GL_FUNC
786 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
787 * loading the functions, otherwise the code above will load the extension entry points instead of the
788 * core functions, which may not work
790 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
791 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
792 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
793 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
794 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
798 if (gl_info->supported[APPLE_FENCE]) {
799 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
800 * The apple extension interacts with some other apple exts. Disable the NV
801 * extension if the apple one is support to prevent confusion in other parts
802 * of the code
804 gl_info->supported[NV_FENCE] = FALSE;
806 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
807 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
809 * The enums are the same:
810 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
811 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
812 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
813 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
814 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
816 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
817 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
818 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
820 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
821 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
822 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
825 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
826 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
827 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
829 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
830 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
831 * Won't occur in any real world situation though
833 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
834 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
835 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
836 * are supported. The nv extensions provide the same functionality as the
837 * ATI one, and a bit more(signed pixelformats)
839 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
842 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
843 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
844 gl_info->max_buffers = gl_max;
845 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
847 if (gl_info->supported[ARB_MULTITEXTURE]) {
848 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
849 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
850 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
852 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
853 GLint tmp;
854 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
855 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
856 } else {
857 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
859 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
861 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
862 GLint tmp;
863 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
864 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
865 } else {
866 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
868 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
870 if (gl_info->supported[ARB_VERTEX_SHADER]) {
871 GLint tmp;
872 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
873 gl_info->max_vertex_samplers = tmp;
874 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
875 gl_info->max_combined_samplers = tmp;
877 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
878 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
879 * an issue because then the sampler setup only depends on the two shaders. If a pixel
880 * shader is used with fixed function vertex processing we're fine too because fixed function
881 * vertex processing doesn't use any samplers. If fixed function fragment processing is
882 * used we have to make sure that all vertex sampler setups are valid together with all
883 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
884 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
885 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
886 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
887 * a fixed function pipeline anymore.
889 * So this is just a check to check that our assumption holds true. If not, write a warning
890 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
892 if(gl_info->max_vertex_samplers &&
893 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
894 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
895 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
896 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
897 if( gl_info->max_combined_samplers > MAX_TEXTURES )
898 gl_info->max_vertex_samplers =
899 gl_info->max_combined_samplers - MAX_TEXTURES;
900 else
901 gl_info->max_vertex_samplers = 0;
903 } else {
904 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
906 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
907 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
909 if (gl_info->supported[ARB_VERTEX_BLEND]) {
910 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
911 gl_info->max_blends = gl_max;
912 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
914 if (gl_info->supported[EXT_TEXTURE3D]) {
915 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
916 gl_info->max_texture3d_size = gl_max;
917 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
919 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
920 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
921 gl_info->max_anisotropy = gl_max;
922 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
924 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
925 gl_info->ps_arb_version = PS_VERSION_11;
926 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
927 gl_info->ps_arb_constantsF = gl_max;
928 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
929 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
930 gl_info->ps_arb_max_temps = gl_max;
931 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
932 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
933 gl_info->ps_arb_max_instructions = gl_max;
934 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
936 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
937 gl_info->vs_arb_version = VS_VERSION_11;
938 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
939 gl_info->vs_arb_constantsF = gl_max;
940 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
941 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
942 gl_info->vs_arb_max_temps = gl_max;
943 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
944 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
945 gl_info->vs_arb_max_instructions = gl_max;
946 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
948 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
950 if (gl_info->supported[ARB_VERTEX_SHADER]) {
951 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
952 gl_info->vs_glsl_constantsF = gl_max / 4;
953 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
955 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
956 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
957 gl_info->ps_glsl_constantsF = gl_max / 4;
958 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
959 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
960 gl_info->max_glsl_varyings = gl_max;
961 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
963 if (gl_info->supported[EXT_VERTEX_SHADER]) {
964 gl_info->vs_ati_version = VS_VERSION_11;
966 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
967 gl_info->vs_nv_version = VS_VERSION_30;
968 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
969 gl_info->vs_nv_version = VS_VERSION_20;
970 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
971 gl_info->vs_nv_version = VS_VERSION_11;
972 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
973 gl_info->vs_nv_version = VS_VERSION_10;
975 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
976 gl_info->ps_nv_version = PS_VERSION_30;
977 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
978 gl_info->ps_nv_version = PS_VERSION_20;
980 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
981 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
982 } else {
983 gl_info->max_shininess = 128.0;
985 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
986 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
987 * This saves a few redundant glDisable calls
989 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
991 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
992 /* Disable NV_register_combiners and fragment shader if this is supported.
993 * generally the NV extensions are preferred over the ATI ones, and this
994 * extension is disabled if register_combiners and texture_shader2 are both
995 * supported. So we reach this place only if we have incomplete NV dxlevel 8
996 * fragment processing support
998 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
999 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1000 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1001 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1002 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1006 checkGLcall("extension detection\n");
1008 /* In some cases the number of texture stages can be larger than the number
1009 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1010 * shaders), but 8 texture stages (register combiners). */
1011 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1013 /* We can only use ORM_FBO when the hardware supports it. */
1014 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1015 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1016 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1019 /* MRTs are currently only supported when FBOs are used. */
1020 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1021 gl_info->max_buffers = 1;
1024 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1025 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1026 * in case of the latest videocards in the number of pixel/vertex pipelines.
1028 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1029 * rendering. Various games use this information to get a rough estimation of the features of the card
1030 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1031 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1032 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1033 * not the PCI id.
1035 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1036 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1037 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1038 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1039 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1040 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1041 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1042 * is limited.
1044 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1045 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1046 * similar 3d features.
1048 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1049 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1050 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1051 * won't pass we return a default card. This way is better than maintaining a full card database as even
1052 * without a full database we can return a card with similar features. Second the size of the database
1053 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1054 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1055 * to distinguishes between different models from that family.
1057 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1058 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1059 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1060 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1061 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1062 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1063 * memory behind our backs if really needed.
1064 * Note that the amount of video memory can be overruled using a registry setting.
1066 switch (gl_info->gl_vendor) {
1067 case VENDOR_NVIDIA:
1068 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1069 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1071 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1072 /* Geforce8 - highend */
1073 if (strstr(gl_info->gl_renderer, "8800")) {
1074 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1075 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1077 /* Geforce8 - midend mobile */
1078 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1079 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1080 vidmem = 512;
1082 /* Geforce8 - midend */
1083 else if(strstr(gl_info->gl_renderer, "8600") ||
1084 strstr(gl_info->gl_renderer, "8700"))
1086 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1087 vidmem = 256;
1089 /* Geforce8 - lowend */
1090 else if(strstr(gl_info->gl_renderer, "8300") ||
1091 strstr(gl_info->gl_renderer, "8400") ||
1092 strstr(gl_info->gl_renderer, "8500"))
1094 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1095 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1097 /* Geforce7 - highend */
1098 else if(strstr(gl_info->gl_renderer, "7800") ||
1099 strstr(gl_info->gl_renderer, "7900") ||
1100 strstr(gl_info->gl_renderer, "7950") ||
1101 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1102 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1104 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1105 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1107 /* Geforce7 midend */
1108 else if(strstr(gl_info->gl_renderer, "7600") ||
1109 strstr(gl_info->gl_renderer, "7700")) {
1110 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1111 vidmem = 256; /* The 7600 uses 256-512MB */
1112 /* Geforce7 lower medium */
1113 } else if(strstr(gl_info->gl_renderer, "7400")) {
1114 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1115 vidmem = 256; /* The 7400 uses 256-512MB */
1117 /* Geforce7 lowend */
1118 else if(strstr(gl_info->gl_renderer, "7300")) {
1119 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1120 vidmem = 256; /* Mac Pros with this card have 256 MB */
1122 /* Geforce6 highend */
1123 else if(strstr(gl_info->gl_renderer, "6800"))
1125 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1126 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1128 /* Geforce6 - midend */
1129 else if(strstr(gl_info->gl_renderer, "6600") ||
1130 strstr(gl_info->gl_renderer, "6610") ||
1131 strstr(gl_info->gl_renderer, "6700"))
1133 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1134 vidmem = 128; /* A 6600GT has 128-256MB */
1136 /* Geforce6/7 lowend */
1137 else {
1138 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1139 vidmem = 64; /* */
1141 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1142 /* GeforceFX - highend */
1143 if (strstr(gl_info->gl_renderer, "5800") ||
1144 strstr(gl_info->gl_renderer, "5900") ||
1145 strstr(gl_info->gl_renderer, "5950") ||
1146 strstr(gl_info->gl_renderer, "Quadro FX"))
1148 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1149 vidmem = 256; /* 5800-5900 cards use 256MB */
1151 /* GeforceFX - midend */
1152 else if(strstr(gl_info->gl_renderer, "5600") ||
1153 strstr(gl_info->gl_renderer, "5650") ||
1154 strstr(gl_info->gl_renderer, "5700") ||
1155 strstr(gl_info->gl_renderer, "5750"))
1157 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1158 vidmem = 128; /* A 5600 uses 128-256MB */
1160 /* GeforceFX - lowend */
1161 else {
1162 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1163 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1165 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1166 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1167 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1168 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1170 else {
1171 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1172 vidmem = 64; /* Geforce3 cards have 64-128MB */
1174 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1175 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1176 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1177 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1179 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1180 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1181 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1183 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1184 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1185 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1187 else {
1188 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1189 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1191 } else {
1192 if (strstr(gl_info->gl_renderer, "TNT2")) {
1193 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1194 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1196 else {
1197 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1198 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1201 break;
1202 case VENDOR_ATI:
1203 if(WINE_D3D9_CAPABLE(gl_info)) {
1204 /* Radeon R6xx HD2900 - highend */
1205 if (strstr(gl_info->gl_renderer, "HD 2900")) {
1206 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1207 vidmem = 512; /* HD2900 uses 512-1024MB */
1209 /* Radeon R6xx HD2600- midend */
1210 else if (strstr(gl_info->gl_renderer, "HD 2600")) {
1211 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1212 vidmem = 256; /* HD2600 uses 256-512MB */
1214 /* Radeon R6xx HD2300/HD2400 - lowend */
1215 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1216 strstr(gl_info->gl_renderer, "HD 2400"))
1218 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1219 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1221 /* Radeon R5xx */
1222 else if (strstr(gl_info->gl_renderer, "X1600") ||
1223 strstr(gl_info->gl_renderer, "X1650") ||
1224 strstr(gl_info->gl_renderer, "X1800") ||
1225 strstr(gl_info->gl_renderer, "X1900") ||
1226 strstr(gl_info->gl_renderer, "X1950"))
1228 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1229 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1231 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1232 else if(strstr(gl_info->gl_renderer, "X700") ||
1233 strstr(gl_info->gl_renderer, "X800") ||
1234 strstr(gl_info->gl_renderer, "X850") ||
1235 strstr(gl_info->gl_renderer, "X1300") ||
1236 strstr(gl_info->gl_renderer, "X1400") ||
1237 strstr(gl_info->gl_renderer, "X1450") ||
1238 strstr(gl_info->gl_renderer, "X1550"))
1240 gl_info->gl_card = CARD_ATI_RADEON_X700;
1241 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1243 /* Radeon R3xx */
1244 else {
1245 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1246 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1248 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1249 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1250 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1251 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1252 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1253 vidmem = 32; /* There are models with up to 64MB */
1254 } else {
1255 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1256 vidmem = 16; /* There are 16-32MB models */
1258 break;
1259 case VENDOR_INTEL:
1260 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1261 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1262 gl_info->gl_card = CARD_INTEL_I945GM;
1263 vidmem = 64;
1264 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1265 gl_info->gl_card = CARD_INTEL_I915GM;
1266 } else if (strstr(gl_info->gl_renderer, "915G")) {
1267 gl_info->gl_card = CARD_INTEL_I915G;
1268 } else if (strstr(gl_info->gl_renderer, "865G")) {
1269 gl_info->gl_card = CARD_INTEL_I865G;
1270 } else if (strstr(gl_info->gl_renderer, "855G")) {
1271 gl_info->gl_card = CARD_INTEL_I855G;
1272 } else if (strstr(gl_info->gl_renderer, "830G")) {
1273 gl_info->gl_card = CARD_INTEL_I830G;
1274 } else {
1275 gl_info->gl_card = CARD_INTEL_I915G;
1277 break;
1278 case VENDOR_MESA:
1279 case VENDOR_WINE:
1280 default:
1281 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1282 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1283 * them a good generic choice.
1285 gl_info->gl_vendor = VENDOR_NVIDIA;
1286 if(WINE_D3D9_CAPABLE(gl_info))
1287 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1288 else if(WINE_D3D8_CAPABLE(gl_info))
1289 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1290 else if(WINE_D3D7_CAPABLE(gl_info))
1291 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1292 else if(WINE_D3D6_CAPABLE(gl_info))
1293 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1294 else
1295 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1297 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1299 /* If we have an estimate use it, else default to 64MB; */
1300 if(vidmem)
1301 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1302 else
1303 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1305 /* Load all the lookup tables
1306 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1307 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1308 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1310 for (i = 0; i < MAX_LOOKUPS; i++) {
1311 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1314 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1315 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1316 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1317 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1318 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1319 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1320 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1321 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1322 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1323 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1325 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1326 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1327 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1328 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1329 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1332 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1333 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1334 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1335 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1336 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1337 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1338 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1339 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1340 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1341 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1342 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1343 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1344 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1346 /* TODO: config lookups */
1348 /* Make sure there's an active HDC else the WGL extensions will fail */
1349 hdc = pwglGetCurrentDC();
1350 if (hdc) {
1351 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1352 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1354 if (NULL == WGL_Extensions) {
1355 ERR(" WGL_Extensions returns NULL\n");
1356 } else {
1357 while (*WGL_Extensions != 0x00) {
1358 const char *Start;
1359 char ThisExtn[256];
1360 size_t len;
1362 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1363 Start = WGL_Extensions;
1364 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1365 WGL_Extensions++;
1368 len = WGL_Extensions - Start;
1369 if (len == 0 || len >= sizeof(ThisExtn))
1370 continue;
1372 memcpy(ThisExtn, Start, len);
1373 ThisExtn[len] = '\0';
1374 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1376 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1377 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1378 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1380 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1381 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1382 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1387 LEAVE_GL();
1389 return return_value;
1391 #undef GLINFO_LOCATION
1393 /**********************************************************
1394 * IWineD3D implementation follows
1395 **********************************************************/
1397 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1398 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1400 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1401 return numAdapters;
1404 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1405 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1406 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1407 return WINED3D_OK;
1410 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1411 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1413 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1414 return NULL;
1417 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1418 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1421 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1422 of the same bpp but different resolutions */
1424 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1425 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1426 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1427 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1429 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1430 return 0;
1433 /* TODO: Store modes per adapter and read it from the adapter structure */
1434 if (Adapter == 0) { /* Display */
1435 int i = 0;
1436 int j = 0;
1438 if (!DEBUG_SINGLE_MODE) {
1439 DEVMODEW DevModeW;
1441 ZeroMemory(&DevModeW, sizeof(DevModeW));
1442 DevModeW.dmSize = sizeof(DevModeW);
1443 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1444 j++;
1445 switch (Format)
1447 case WINED3DFMT_UNKNOWN:
1448 /* This is for D3D8, do not enumerate P8 here */
1449 if (DevModeW.dmBitsPerPel == 32 ||
1450 DevModeW.dmBitsPerPel == 16) i++;
1451 break;
1452 case WINED3DFMT_X8R8G8B8:
1453 if (DevModeW.dmBitsPerPel == 32) i++;
1454 break;
1455 case WINED3DFMT_R5G6B5:
1456 if (DevModeW.dmBitsPerPel == 16) i++;
1457 break;
1458 case WINED3DFMT_P8:
1459 if (DevModeW.dmBitsPerPel == 8) i++;
1460 break;
1461 default:
1462 /* Skip other modes as they do not match the requested format */
1463 break;
1466 } else {
1467 i = 1;
1468 j = 1;
1471 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1472 return i;
1473 } else {
1474 FIXME_(d3d_caps)("Adapter not primary display\n");
1476 return 0;
1479 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1480 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1481 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1482 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1484 /* Validate the parameters as much as possible */
1485 if (NULL == pMode ||
1486 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1487 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1488 return WINED3DERR_INVALIDCALL;
1491 /* TODO: Store modes per adapter and read it from the adapter structure */
1492 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1493 DEVMODEW DevModeW;
1494 int ModeIdx = 0;
1495 int i = 0;
1496 int j = 0;
1498 ZeroMemory(&DevModeW, sizeof(DevModeW));
1499 DevModeW.dmSize = sizeof(DevModeW);
1501 /* If we are filtering to a specific format (D3D9), then need to skip
1502 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1503 just count through the ones with valid bit depths */
1504 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1505 switch (Format)
1507 case WINED3DFMT_UNKNOWN:
1508 /* This is D3D8. Do not enumerate P8 here */
1509 if (DevModeW.dmBitsPerPel == 32 ||
1510 DevModeW.dmBitsPerPel == 16) i++;
1511 break;
1512 case WINED3DFMT_X8R8G8B8:
1513 if (DevModeW.dmBitsPerPel == 32) i++;
1514 break;
1515 case WINED3DFMT_R5G6B5:
1516 if (DevModeW.dmBitsPerPel == 16) i++;
1517 break;
1518 case WINED3DFMT_P8:
1519 if (DevModeW.dmBitsPerPel == 8) i++;
1520 break;
1521 default:
1522 /* Modes that don't match what we support can get an early-out */
1523 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1524 return WINED3DERR_INVALIDCALL;
1528 if (i == 0) {
1529 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1530 return WINED3DERR_INVALIDCALL;
1532 ModeIdx = j - 1;
1534 /* Now get the display mode via the calculated index */
1535 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1536 pMode->Width = DevModeW.dmPelsWidth;
1537 pMode->Height = DevModeW.dmPelsHeight;
1538 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1539 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1540 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1542 if (Format == WINED3DFMT_UNKNOWN) {
1543 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1544 } else {
1545 pMode->Format = Format;
1547 } else {
1548 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1549 return WINED3DERR_INVALIDCALL;
1552 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1553 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1554 DevModeW.dmBitsPerPel);
1556 } else if (DEBUG_SINGLE_MODE) {
1557 /* Return one setting of the format requested */
1558 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1559 pMode->Width = 800;
1560 pMode->Height = 600;
1561 pMode->RefreshRate = 60;
1562 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1563 } else {
1564 FIXME_(d3d_caps)("Adapter not primary display\n");
1567 return WINED3D_OK;
1570 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1571 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1572 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1574 if (NULL == pMode ||
1575 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1576 return WINED3DERR_INVALIDCALL;
1579 if (Adapter == 0) { /* Display */
1580 int bpp = 0;
1581 DEVMODEW DevModeW;
1583 ZeroMemory(&DevModeW, sizeof(DevModeW));
1584 DevModeW.dmSize = sizeof(DevModeW);
1586 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1587 pMode->Width = DevModeW.dmPelsWidth;
1588 pMode->Height = DevModeW.dmPelsHeight;
1589 bpp = DevModeW.dmBitsPerPel;
1590 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1591 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1593 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1596 pMode->Format = pixelformat_for_depth(bpp);
1597 } else {
1598 FIXME_(d3d_caps)("Adapter not primary display\n");
1601 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1602 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1603 return WINED3D_OK;
1606 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1607 and fields being inserted in the middle, a new structure is used in place */
1608 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1609 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1610 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1612 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1614 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1615 return WINED3DERR_INVALIDCALL;
1618 /* Return the information requested */
1619 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1620 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1621 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1623 /* Note dx8 doesn't supply a DeviceName */
1624 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1625 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1626 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1627 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1628 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1629 *(pIdentifier->SubSysId) = 0;
1630 *(pIdentifier->Revision) = 0;
1631 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1633 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1634 *(pIdentifier->WHQLLevel) = 0;
1635 } else {
1636 *(pIdentifier->WHQLLevel) = 1;
1639 return WINED3D_OK;
1642 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1643 short redSize, greenSize, blueSize, alphaSize, colorBits;
1645 if(!cfg)
1646 return FALSE;
1648 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1649 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1650 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1651 return FALSE;
1654 if(cfg->redSize < redSize)
1655 return FALSE;
1657 if(cfg->greenSize < greenSize)
1658 return FALSE;
1660 if(cfg->blueSize < blueSize)
1661 return FALSE;
1663 if(cfg->alphaSize < alphaSize)
1664 return FALSE;
1666 return TRUE;
1667 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1668 if(Format == WINED3DFMT_R16F)
1669 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1670 if(Format == WINED3DFMT_G16R16F)
1671 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1672 if(Format == WINED3DFMT_A16B16G16R16F)
1673 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1674 if(Format == WINED3DFMT_R32F)
1675 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1676 if(Format == WINED3DFMT_G32R32F)
1677 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1678 if(Format == WINED3DFMT_A32B32G32R32F)
1679 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1680 } else {
1681 /* Probably a color index mode */
1682 return FALSE;
1685 return FALSE;
1688 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1689 short depthSize, stencilSize;
1690 BOOL lockable = FALSE;
1692 if(!cfg)
1693 return FALSE;
1695 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1696 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1697 return FALSE;
1700 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1701 lockable = TRUE;
1703 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1704 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1705 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1706 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1707 return FALSE;
1709 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1710 * allow more stencil bits than requested. */
1711 if(cfg->stencilSize < stencilSize)
1712 return FALSE;
1714 return TRUE;
1717 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1718 WINED3DFORMAT AdapterFormat,
1719 WINED3DFORMAT RenderTargetFormat,
1720 WINED3DFORMAT DepthStencilFormat) {
1721 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1722 int nCfgs;
1723 WineD3D_PixelFormat *cfgs;
1724 int it;
1726 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1727 This, Adapter,
1728 DeviceType, debug_d3ddevicetype(DeviceType),
1729 AdapterFormat, debug_d3dformat(AdapterFormat),
1730 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1731 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1733 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1734 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1735 return WINED3DERR_INVALIDCALL;
1738 cfgs = Adapters[Adapter].cfgs;
1739 nCfgs = Adapters[Adapter].nCfgs;
1740 for (it = 0; it < nCfgs; ++it) {
1741 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1742 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1743 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1744 return WINED3D_OK;
1748 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1750 return WINED3DERR_NOTAVAILABLE;
1753 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1754 WINED3DFORMAT SurfaceFormat,
1755 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1757 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1758 const GlPixelFormatDesc *glDesc;
1759 const StaticPixelFormatDesc *desc;
1761 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1762 This,
1763 Adapter,
1764 DeviceType, debug_d3ddevicetype(DeviceType),
1765 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1766 Windowed,
1767 MultiSampleType,
1768 pQualityLevels);
1770 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1771 return WINED3DERR_INVALIDCALL;
1774 /* TODO: handle Windowed, add more quality levels */
1776 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1778 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1779 if(!desc || !glDesc) {
1780 return WINED3DERR_INVALIDCALL;
1783 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1784 int i, nCfgs;
1785 WineD3D_PixelFormat *cfgs;
1787 cfgs = Adapters[Adapter].cfgs;
1788 nCfgs = Adapters[Adapter].nCfgs;
1789 for(i=0; i<nCfgs; i++) {
1790 if(cfgs[i].numSamples != MultiSampleType)
1791 continue;
1793 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1794 continue;
1796 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1798 if(pQualityLevels)
1799 *pQualityLevels = 1; /* Guess at a value! */
1800 return WINED3D_OK;
1803 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1804 short redSize, greenSize, blueSize, alphaSize, colorBits;
1805 int i, nCfgs;
1806 WineD3D_PixelFormat *cfgs;
1808 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1809 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1810 return WINED3DERR_NOTAVAILABLE;
1813 cfgs = Adapters[Adapter].cfgs;
1814 nCfgs = Adapters[Adapter].nCfgs;
1815 for(i=0; i<nCfgs; i++) {
1816 if(cfgs[i].numSamples != MultiSampleType)
1817 continue;
1818 if(cfgs[i].redSize != redSize)
1819 continue;
1820 if(cfgs[i].greenSize != greenSize)
1821 continue;
1822 if(cfgs[i].blueSize != blueSize)
1823 continue;
1824 if(cfgs[i].alphaSize != alphaSize)
1825 continue;
1827 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1829 if(pQualityLevels)
1830 *pQualityLevels = 1; /* Guess at a value! */
1831 return WINED3D_OK;
1834 return WINED3DERR_NOTAVAILABLE;
1837 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1838 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1840 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1841 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1842 UINT nmodes;
1844 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1845 This,
1846 Adapter,
1847 DeviceType, debug_d3ddevicetype(DeviceType),
1848 DisplayFormat, debug_d3dformat(DisplayFormat),
1849 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1850 Windowed);
1852 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1853 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1854 return WINED3DERR_INVALIDCALL;
1857 /* The task of this function is to check whether a certain display / backbuffer format
1858 * combination is available on the given adapter. In fullscreen mode microsoft specified
1859 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1860 * and display format should match exactly.
1861 * In windowed mode format conversion can occur and this depends on the driver. When format
1862 * conversion is done, this function should nevertheless fail and applications need to use
1863 * CheckDeviceFormatConversion.
1864 * At the moment we assume that fullscreen and windowed have the same capabilities */
1866 /* There are only 4 display formats */
1867 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1868 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1869 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1870 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1872 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1873 return WINED3DERR_NOTAVAILABLE;
1876 /* If the requested DisplayFormat is not available, don't continue */
1877 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1878 if(!nmodes) {
1879 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1880 return WINED3DERR_NOTAVAILABLE;
1883 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1884 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1885 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1886 return WINED3DERR_NOTAVAILABLE;
1889 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1890 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1891 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1892 return WINED3DERR_NOTAVAILABLE;
1895 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1896 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1897 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1898 return WINED3DERR_NOTAVAILABLE;
1901 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1902 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1903 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1904 return WINED3DERR_NOTAVAILABLE;
1907 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1908 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1909 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1910 return WINED3DERR_NOTAVAILABLE;
1913 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1914 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1915 if(FAILED(hr))
1916 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1918 return hr;
1922 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1923 /* Check if we support bumpmapping for a format */
1924 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1926 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1927 switch (CheckFormat) {
1928 case WINED3DFMT_V8U8:
1929 TRACE_(d3d_caps)("[OK]\n");
1930 return TRUE;
1931 /* TODO: Other bump map formats */
1932 default:
1933 TRACE_(d3d_caps)("[FAILED]\n");
1934 return FALSE;
1937 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1938 switch (CheckFormat) {
1939 case WINED3DFMT_V8U8:
1940 TRACE_(d3d_caps)("[OK]\n");
1941 return TRUE;
1942 default:
1943 TRACE_(d3d_caps)("[FAILED]\n");
1944 return FALSE;
1947 TRACE_(d3d_caps)("[FAILED]\n");
1948 return FALSE;
1951 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1952 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
1954 int it=0;
1955 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1956 const GlPixelFormatDesc *glDesc;
1957 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
1959 /* Fail if we weren't able to get a description of the format */
1960 if(!desc || !glDesc)
1961 return FALSE;
1963 /* Only allow depth/stencil formats */
1964 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1965 return FALSE;
1967 /* Walk through all WGL pixel formats to find a match */
1968 cfgs = Adapters[Adapter].cfgs;
1969 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1970 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
1971 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1972 return TRUE;
1977 return FALSE;
1980 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1982 const GlPixelFormatDesc *glDesc;
1983 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1985 /* Fail if we weren't able to get a description of the format */
1986 if(!desc || !glDesc)
1987 return FALSE;
1989 /* The flags entry of a format contains the filtering capability */
1990 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
1991 return TRUE;
1993 return FALSE;
1996 /* Check the render target capabilities of a format */
1997 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
1999 UINT Adapter = 0;
2000 const GlPixelFormatDesc *glDesc;
2001 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2003 /* Fail if we weren't able to get a description of the format */
2004 if(!desc || !glDesc)
2005 return FALSE;
2007 /* Filter out non-RT formats */
2008 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2009 return FALSE;
2011 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2012 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2013 int it;
2014 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2015 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2017 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2018 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2020 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2021 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2022 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2023 TRACE_(d3d_caps)("[FAILED]\n");
2024 return FALSE;
2027 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2028 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2029 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2030 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2031 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2032 return TRUE;
2035 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2036 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2037 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2038 int it;
2040 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2041 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2042 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2043 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2044 return TRUE;
2047 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2048 /* For now return TRUE for FBOs until we have some proper checks.
2049 * Note that this function will only be called when the format is around for texturing. */
2050 return TRUE;
2052 return FALSE;
2055 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2057 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2058 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2059 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2060 return FALSE;
2063 switch (CheckFormat) {
2064 case WINED3DFMT_A8R8G8B8:
2065 case WINED3DFMT_X8R8G8B8:
2066 case WINED3DFMT_A4R4G4B4:
2067 case WINED3DFMT_L8:
2068 case WINED3DFMT_A8L8:
2069 case WINED3DFMT_DXT1:
2070 case WINED3DFMT_DXT2:
2071 case WINED3DFMT_DXT3:
2072 case WINED3DFMT_DXT4:
2073 case WINED3DFMT_DXT5:
2074 TRACE_(d3d_caps)("[OK]\n");
2075 return TRUE;
2077 default:
2078 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2079 return FALSE;
2081 return FALSE;
2084 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2086 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2087 * doing the color fixup in shaders.
2088 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2089 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2090 int vs_selected_mode;
2091 int ps_selected_mode;
2092 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2094 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2095 TRACE_(d3d_caps)("[OK]\n");
2096 return TRUE;
2100 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2101 return FALSE;
2104 /* Check if a format support blending in combination with pixel shaders */
2105 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2107 const GlPixelFormatDesc *glDesc;
2108 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2110 /* Fail if we weren't able to get a description of the format */
2111 if(!desc || !glDesc)
2112 return FALSE;
2114 /* The flags entry of a format contains the post pixel shader blending capability */
2115 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2116 return TRUE;
2118 return FALSE;
2121 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2122 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2123 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2124 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2125 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2126 * capability anyway.
2128 * For now lets report this on all formats, but in the future we may want to
2129 * restrict it to some should games need that
2131 return TRUE;
2134 /* Check if a texture format is supported on the given adapter */
2135 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2137 switch (CheckFormat) {
2139 /*****
2140 * supported: RGB(A) formats
2142 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2143 case WINED3DFMT_A8R8G8B8:
2144 case WINED3DFMT_X8R8G8B8:
2145 case WINED3DFMT_R5G6B5:
2146 case WINED3DFMT_X1R5G5B5:
2147 case WINED3DFMT_A1R5G5B5:
2148 case WINED3DFMT_A4R4G4B4:
2149 case WINED3DFMT_R3G3B2:
2150 case WINED3DFMT_A8:
2151 case WINED3DFMT_X4R4G4B4:
2152 case WINED3DFMT_A8B8G8R8:
2153 case WINED3DFMT_X8B8G8R8:
2154 case WINED3DFMT_A2R10G10B10:
2155 case WINED3DFMT_A2B10G10R10:
2156 case WINED3DFMT_G16R16:
2157 TRACE_(d3d_caps)("[OK]\n");
2158 return TRUE;
2160 /*****
2161 * supported: Palettized
2163 case WINED3DFMT_P8:
2164 TRACE_(d3d_caps)("[OK]\n");
2165 return TRUE;
2166 /* No Windows driver offers A8P8, so don't offer it either */
2167 case WINED3DFMT_A8P8:
2168 return FALSE;
2170 /*****
2171 * Supported: (Alpha)-Luminance
2173 case WINED3DFMT_L8:
2174 case WINED3DFMT_A8L8:
2175 case WINED3DFMT_A4L4:
2176 case WINED3DFMT_L16:
2177 TRACE_(d3d_caps)("[OK]\n");
2178 return TRUE;
2180 /* Depth/stencil is handled using checkDepthStencilCapability, return FALSE here */
2181 case WINED3DFMT_D16_LOCKABLE:
2182 case WINED3DFMT_D16:
2183 case WINED3DFMT_D15S1:
2184 case WINED3DFMT_D24X8:
2185 case WINED3DFMT_D24X4S4:
2186 case WINED3DFMT_D24S8:
2187 case WINED3DFMT_D24FS8:
2188 case WINED3DFMT_D32:
2189 case WINED3DFMT_D32F_LOCKABLE:
2190 return FALSE;
2192 /*****
2193 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2194 * GL_NV_texture_shader), but advertized to make apps happy.
2195 * Enable some because games often fail when they are not available
2196 * and are still playable even without bump mapping
2198 case WINED3DFMT_V8U8:
2199 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
2200 GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
2201 return TRUE;
2203 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2204 /* Shader emulated */
2205 return TRUE;
2207 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2208 return FALSE;
2210 case WINED3DFMT_X8L8V8U8:
2211 case WINED3DFMT_L6V5U5:
2212 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2213 /* Shader emulated */
2214 return TRUE;
2216 WARN_(d3d_caps)("[FAILED]\n");
2217 return FALSE;
2219 case WINED3DFMT_Q8W8V8U8:
2220 case WINED3DFMT_V16U16:
2221 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2222 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2223 return TRUE;
2225 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2226 /* Shader emulated */
2227 return TRUE;
2229 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2230 return FALSE;
2232 /* Those are not advertized by the nvidia windows driver, and not
2233 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2234 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2235 * ARGB format if needed
2237 case WINED3DFMT_W11V11U10:
2238 case WINED3DFMT_A2W10V10U10:
2239 WARN_(d3d_caps)("[FAILED]\n");
2240 return FALSE;
2242 case WINED3DFMT_DXT1:
2243 case WINED3DFMT_DXT2:
2244 case WINED3DFMT_DXT3:
2245 case WINED3DFMT_DXT4:
2246 case WINED3DFMT_DXT5:
2247 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2248 TRACE_(d3d_caps)("[OK]\n");
2249 return TRUE;
2251 TRACE_(d3d_caps)("[FAILED]\n");
2252 return FALSE;
2255 /*****
2256 * Odd formats - not supported
2258 case WINED3DFMT_VERTEXDATA:
2259 case WINED3DFMT_INDEX16:
2260 case WINED3DFMT_INDEX32:
2261 case WINED3DFMT_Q16W16V16U16:
2262 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2263 return FALSE;
2265 /*****
2266 * WINED3DFMT_CxV8U8: Not supported right now
2268 case WINED3DFMT_CxV8U8:
2269 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2270 return FALSE;
2272 /* YUV formats, not supported for now */
2273 case WINED3DFMT_UYVY:
2274 case WINED3DFMT_YUY2:
2275 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2276 return FALSE;
2278 /* Not supported */
2279 case WINED3DFMT_A16B16G16R16:
2280 case WINED3DFMT_A8R3G3B2:
2281 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2282 return FALSE;
2284 /* Floating point formats */
2285 case WINED3DFMT_R16F:
2286 case WINED3DFMT_A16B16G16R16F:
2287 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2288 TRACE_(d3d_caps)("[OK]\n");
2289 return TRUE;
2291 TRACE_(d3d_caps)("[FAILED]\n");
2292 return FALSE;
2294 case WINED3DFMT_R32F:
2295 case WINED3DFMT_A32B32G32R32F:
2296 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2297 TRACE_(d3d_caps)("[OK]\n");
2298 return TRUE;
2300 TRACE_(d3d_caps)("[FAILED]\n");
2301 return FALSE;
2303 case WINED3DFMT_G16R16F:
2304 case WINED3DFMT_G32R32F:
2305 TRACE_(d3d_caps)("[FAILED]\n");
2306 return FALSE;
2308 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2309 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2310 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2311 * We can do instancing with all shader versions, but we need vertex shaders.
2313 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2314 * to enable instancing. WineD3D doesn't need that and just ignores it.
2316 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2318 case WINEMAKEFOURCC('I','N','S','T'):
2319 TRACE("ATI Instancing check hack\n");
2320 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2321 TRACE_(d3d_caps)("[OK]\n");
2322 return TRUE;
2324 TRACE_(d3d_caps)("[FAILED]\n");
2325 return FALSE;
2327 /* Some weird FOURCC formats */
2328 case WINED3DFMT_R8G8_B8G8:
2329 case WINED3DFMT_G8R8_G8B8:
2330 case WINED3DFMT_MULTI2_ARGB8:
2331 TRACE_(d3d_caps)("[FAILED]\n");
2332 return FALSE;
2334 case WINED3DFMT_UNKNOWN:
2335 return FALSE;
2337 default:
2338 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2339 break;
2341 return FALSE;
2344 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2346 if (!GL_LIMITS(vertex_samplers)) {
2347 TRACE_(d3d_caps)("[FAILED]\n");
2348 return FALSE;
2351 switch (CheckFormat) {
2352 case WINED3DFMT_A32B32G32R32F:
2353 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2354 TRACE_(d3d_caps)("[FAILED]\n");
2355 return FALSE;
2357 TRACE_(d3d_caps)("[OK]\n");
2358 return TRUE;
2360 default:
2361 TRACE_(d3d_caps)("[FAILED]\n");
2362 return FALSE;
2364 return FALSE;
2367 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2368 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2369 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2370 DWORD UsageCaps = 0;
2372 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2373 This,
2374 Adapter,
2375 DeviceType, debug_d3ddevicetype(DeviceType),
2376 AdapterFormat, debug_d3dformat(AdapterFormat),
2377 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2378 RType, debug_d3dresourcetype(RType),
2379 CheckFormat, debug_d3dformat(CheckFormat));
2381 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2382 return WINED3DERR_INVALIDCALL;
2385 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2386 /* Cubetexture allows:
2387 * - D3DUSAGE_AUTOGENMIPMAP
2388 * - D3DUSAGE_DEPTHSTENCIL
2389 * - D3DUSAGE_DYNAMIC
2390 * - D3DUSAGE_NONSECURE (d3d9ex)
2391 * - D3DUSAGE_RENDERTARGET
2392 * - D3DUSAGE_SOFTWAREPROCESSING
2393 * - D3DUSAGE_QUERY_WRAPANDMIP
2395 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2396 /* Check if the texture format is around */
2397 if(CheckTextureCapability(Adapter, CheckFormat)) {
2398 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2399 /* Check for automatic mipmap generation support */
2400 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2401 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2402 } else {
2403 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2404 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2408 /* Always report dynamic locking */
2409 if(Usage & WINED3DUSAGE_DYNAMIC)
2410 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2412 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2413 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2414 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2415 } else {
2416 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2417 return WINED3DERR_NOTAVAILABLE;
2421 /* Always report software processing */
2422 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2423 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2425 /* Check QUERY_FILTER support */
2426 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2427 if(CheckFilterCapability(Adapter, CheckFormat)) {
2428 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2429 } else {
2430 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2431 return WINED3DERR_NOTAVAILABLE;
2435 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2436 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2437 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2438 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2439 } else {
2440 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2441 return WINED3DERR_NOTAVAILABLE;
2445 /* Check QUERY_SRGBREAD support */
2446 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2447 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2448 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2449 } else {
2450 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2451 return WINED3DERR_NOTAVAILABLE;
2455 /* Check QUERY_SRGBWRITE support */
2456 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2457 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2458 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2459 } else {
2460 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2461 return WINED3DERR_NOTAVAILABLE;
2465 /* Check QUERY_VERTEXTEXTURE support */
2466 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2467 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2468 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2469 } else {
2470 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2471 return WINED3DERR_NOTAVAILABLE;
2475 /* Check QUERY_WRAPANDMIP support */
2476 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2477 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2478 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2479 } else {
2480 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2481 return WINED3DERR_NOTAVAILABLE;
2484 } else {
2485 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2486 return WINED3DERR_NOTAVAILABLE;
2488 } else {
2489 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2490 return WINED3DERR_NOTAVAILABLE;
2492 } else if(RType == WINED3DRTYPE_SURFACE) {
2493 /* Surface allows:
2494 * - D3DUSAGE_DEPTHSTENCIL
2495 * - D3DUSAGE_NONSECURE (d3d9ex)
2496 * - D3DUSAGE_RENDERTARGET
2499 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2500 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2501 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2502 } else {
2503 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2504 return WINED3DERR_NOTAVAILABLE;
2508 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2509 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2510 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2511 } else {
2512 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2513 return WINED3DERR_NOTAVAILABLE;
2517 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2518 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2519 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2520 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2521 } else {
2522 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2523 return WINED3DERR_NOTAVAILABLE;
2526 } else if(RType == WINED3DRTYPE_TEXTURE) {
2527 /* Texture allows:
2528 * - D3DUSAGE_AUTOGENMIPMAP
2529 * - D3DUSAGE_DEPTHSTENCIL
2530 * - D3DUSAGE_DMAP
2531 * - D3DUSAGE_DYNAMIC
2532 * - D3DUSAGE_NONSECURE (d3d9ex)
2533 * - D3DUSAGE_RENDERTARGET
2534 * - D3DUSAGE_SOFTWAREPROCESSING
2535 * - D3DUSAGE_TEXTAPI (d3d9ex)
2536 * - D3DUSAGE_QUERY_WRAPANDMIP
2539 /* Check if the texture format is around */
2540 if(CheckTextureCapability(Adapter, CheckFormat)) {
2541 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2542 /* Check for automatic mipmap generation support */
2543 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2544 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2545 } else {
2546 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2547 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2551 /* Always report dynamic locking */
2552 if(Usage & WINED3DUSAGE_DYNAMIC)
2553 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2555 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2556 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2557 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2558 } else {
2559 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2560 return WINED3DERR_NOTAVAILABLE;
2564 /* Always report software processing */
2565 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2566 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2568 /* Check QUERY_FILTER support */
2569 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2570 if(CheckFilterCapability(Adapter, CheckFormat)) {
2571 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2572 } else {
2573 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2574 return WINED3DERR_NOTAVAILABLE;
2578 /* Check QUERY_LEGACYBUMPMAP support */
2579 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2580 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2581 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2582 } else {
2583 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2584 return WINED3DERR_NOTAVAILABLE;
2588 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2589 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2590 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2591 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2592 } else {
2593 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2594 return WINED3DERR_NOTAVAILABLE;
2598 /* Check QUERY_SRGBREAD support */
2599 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2600 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2601 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2602 } else {
2603 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2604 return WINED3DERR_NOTAVAILABLE;
2608 /* Check QUERY_SRGBWRITE support */
2609 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2610 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2611 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2612 } else {
2613 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2614 return WINED3DERR_NOTAVAILABLE;
2618 /* Check QUERY_VERTEXTEXTURE support */
2619 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2620 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2621 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2622 } else {
2623 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2624 return WINED3DERR_NOTAVAILABLE;
2628 /* Check QUERY_WRAPANDMIP support */
2629 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2630 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2631 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2632 } else {
2633 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2634 return WINED3DERR_NOTAVAILABLE;
2637 } else if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2638 if(Usage & WINED3DUSAGE_DEPTHSTENCIL)
2639 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2640 } else {
2641 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2642 return WINED3DERR_NOTAVAILABLE;
2644 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2645 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2646 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2648 * Volumetexture allows:
2649 * - D3DUSAGE_DYNAMIC
2650 * - D3DUSAGE_NONSECURE (d3d9ex)
2651 * - D3DUSAGE_SOFTWAREPROCESSING
2652 * - D3DUSAGE_QUERY_WRAPANDMIP
2655 /* Check volume texture and volume usage caps */
2656 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2657 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2658 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2659 return WINED3DERR_NOTAVAILABLE;
2662 /* Always report dynamic locking */
2663 if(Usage & WINED3DUSAGE_DYNAMIC)
2664 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2666 /* Always report software processing */
2667 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2668 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2670 /* Check QUERY_FILTER support */
2671 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2672 if(CheckFilterCapability(Adapter, CheckFormat)) {
2673 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2674 } else {
2675 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2676 return WINED3DERR_NOTAVAILABLE;
2680 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2681 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2682 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2683 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2684 } else {
2685 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2686 return WINED3DERR_NOTAVAILABLE;
2690 /* Check QUERY_SRGBREAD support */
2691 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2692 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2693 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2694 } else {
2695 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2696 return WINED3DERR_NOTAVAILABLE;
2700 /* Check QUERY_SRGBWRITE support */
2701 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2702 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2703 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2704 } else {
2705 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2706 return WINED3DERR_NOTAVAILABLE;
2710 /* Check QUERY_VERTEXTEXTURE support */
2711 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2712 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2713 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2714 } else {
2715 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2716 return WINED3DERR_NOTAVAILABLE;
2720 /* Check QUERY_WRAPANDMIP support */
2721 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2722 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2723 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2724 } else {
2725 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2726 return WINED3DERR_NOTAVAILABLE;
2729 } else {
2730 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2731 return WINED3DERR_NOTAVAILABLE;
2734 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2735 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2736 * app needing one of those formats, don't advertize them to avoid leading apps into
2737 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2738 * except of R32F.
2740 switch(CheckFormat) {
2741 case WINED3DFMT_P8:
2742 case WINED3DFMT_A4L4:
2743 case WINED3DFMT_R32F:
2744 case WINED3DFMT_R16F:
2745 case WINED3DFMT_X8L8V8U8:
2746 case WINED3DFMT_L6V5U5:
2747 case WINED3DFMT_G16R16:
2748 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2749 return WINED3DERR_NOTAVAILABLE;
2751 case WINED3DFMT_Q8W8V8U8:
2752 case WINED3DFMT_V16U16:
2753 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2754 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2755 return WINED3DERR_NOTAVAILABLE;
2757 break;
2759 case WINED3DFMT_V8U8:
2760 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2761 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2762 return WINED3DERR_NOTAVAILABLE;
2764 break;
2766 case WINED3DFMT_DXT1:
2767 case WINED3DFMT_DXT2:
2768 case WINED3DFMT_DXT3:
2769 case WINED3DFMT_DXT4:
2770 case WINED3DFMT_DXT5:
2771 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2772 * compressed texture results in an error. While the D3D refrast does
2773 * support s3tc volumes, at least the nvidia windows driver does not, so
2774 * we're free not to support this format.
2776 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2777 return WINED3DERR_NOTAVAILABLE;
2779 default:
2780 /* Do nothing, continue with checking the format below */
2781 break;
2783 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2784 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2785 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2786 return WINED3DERR_NOTAVAILABLE;
2789 /* This format is nothing special and it is supported perfectly.
2790 * However, ati and nvidia driver on windows do not mark this format as
2791 * supported (tested with the dxCapsViewer) and pretending to
2792 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2793 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2794 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2796 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2797 TRACE_(d3d_caps)("[FAILED]\n");
2798 return WINED3DERR_NOTAVAILABLE;
2801 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2802 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2803 * usage flags match. */
2804 if(UsageCaps == Usage) {
2805 return WINED3D_OK;
2806 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2807 return WINED3DOK_NOAUTOGEN;
2808 } else {
2809 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);
2810 return WINED3DERR_NOTAVAILABLE;
2814 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2815 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2816 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2818 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2819 This,
2820 Adapter,
2821 DeviceType, debug_d3ddevicetype(DeviceType),
2822 SourceFormat, debug_d3dformat(SourceFormat),
2823 TargetFormat, debug_d3dformat(TargetFormat));
2824 return WINED3D_OK;
2827 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2828 const shader_backend_t *ret;
2829 int vs_selected_mode;
2830 int ps_selected_mode;
2832 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2833 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2834 ret = &glsl_shader_backend;
2835 } else if (vs_selected_mode == SHADER_ARB && ps_selected_mode != SHADER_NONE &&
2836 !GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2837 ret = &atifs_shader_backend;
2838 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2839 ret = &arb_program_shader_backend;
2840 } else {
2841 ret = &none_shader_backend;
2843 return ret;
2846 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2847 subset of a D3DCAPS9 structure. However, it has to come via a void *
2848 as the d3d8 interface cannot import the d3d9 header */
2849 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2851 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2852 int vs_selected_mode;
2853 int ps_selected_mode;
2854 struct shader_caps shader_caps;
2855 const shader_backend_t *shader_backend;
2857 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2859 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2860 return WINED3DERR_INVALIDCALL;
2863 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2865 /* This function should *not* be modifying GL caps
2866 * TODO: move the functionality where it belongs */
2867 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2869 /* ------------------------------------------------
2870 The following fields apply to both d3d8 and d3d9
2871 ------------------------------------------------ */
2872 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2873 pCaps->AdapterOrdinal = Adapter;
2875 pCaps->Caps = 0;
2876 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2877 WINED3DCAPS2_FULLSCREENGAMMA |
2878 WINED3DCAPS2_DYNAMICTEXTURES;
2879 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2880 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2882 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2883 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2884 WINED3DPRESENT_INTERVAL_ONE;
2886 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2887 WINED3DCURSORCAPS_LOWRES;
2889 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2890 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2891 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2892 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2893 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2894 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2895 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2896 WINED3DDEVCAPS_PUREDEVICE |
2897 WINED3DDEVCAPS_HWRASTERIZATION |
2898 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2899 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2900 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2901 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2902 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2903 WINED3DDEVCAPS_RTPATCHES;
2905 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2906 WINED3DPMISCCAPS_CULLCCW |
2907 WINED3DPMISCCAPS_CULLCW |
2908 WINED3DPMISCCAPS_COLORWRITEENABLE |
2909 WINED3DPMISCCAPS_CLIPTLVERTS |
2910 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2911 WINED3DPMISCCAPS_MASKZ |
2912 WINED3DPMISCCAPS_BLENDOP;
2913 /* TODO:
2914 WINED3DPMISCCAPS_NULLREFERENCE
2915 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2916 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2917 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2918 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
2919 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2921 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
2922 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
2924 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2925 WINED3DPRASTERCAPS_PAT |
2926 WINED3DPRASTERCAPS_WFOG |
2927 WINED3DPRASTERCAPS_ZFOG |
2928 WINED3DPRASTERCAPS_FOGVERTEX |
2929 WINED3DPRASTERCAPS_FOGTABLE |
2930 WINED3DPRASTERCAPS_STIPPLE |
2931 WINED3DPRASTERCAPS_SUBPIXEL |
2932 WINED3DPRASTERCAPS_ZTEST |
2933 WINED3DPRASTERCAPS_SCISSORTEST |
2934 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2935 WINED3DPRASTERCAPS_DEPTHBIAS;
2937 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2938 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
2939 WINED3DPRASTERCAPS_ZBIAS |
2940 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
2942 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
2943 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
2945 /* FIXME Add:
2946 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2947 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2948 WINED3DPRASTERCAPS_ANTIALIASEDGES
2949 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2950 WINED3DPRASTERCAPS_WBUFFER */
2952 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2953 WINED3DPCMPCAPS_EQUAL |
2954 WINED3DPCMPCAPS_GREATER |
2955 WINED3DPCMPCAPS_GREATEREQUAL |
2956 WINED3DPCMPCAPS_LESS |
2957 WINED3DPCMPCAPS_LESSEQUAL |
2958 WINED3DPCMPCAPS_NEVER |
2959 WINED3DPCMPCAPS_NOTEQUAL;
2961 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
2962 WINED3DPBLENDCAPS_BOTHSRCALPHA |
2963 WINED3DPBLENDCAPS_DESTALPHA |
2964 WINED3DPBLENDCAPS_DESTCOLOR |
2965 WINED3DPBLENDCAPS_INVDESTALPHA |
2966 WINED3DPBLENDCAPS_INVDESTCOLOR |
2967 WINED3DPBLENDCAPS_INVSRCALPHA |
2968 WINED3DPBLENDCAPS_INVSRCCOLOR |
2969 WINED3DPBLENDCAPS_ONE |
2970 WINED3DPBLENDCAPS_SRCALPHA |
2971 WINED3DPBLENDCAPS_SRCALPHASAT |
2972 WINED3DPBLENDCAPS_SRCCOLOR |
2973 WINED3DPBLENDCAPS_ZERO;
2975 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
2976 WINED3DPBLENDCAPS_DESTCOLOR |
2977 WINED3DPBLENDCAPS_INVDESTALPHA |
2978 WINED3DPBLENDCAPS_INVDESTCOLOR |
2979 WINED3DPBLENDCAPS_INVSRCALPHA |
2980 WINED3DPBLENDCAPS_INVSRCCOLOR |
2981 WINED3DPBLENDCAPS_ONE |
2982 WINED3DPBLENDCAPS_SRCALPHA |
2983 WINED3DPBLENDCAPS_SRCCOLOR |
2984 WINED3DPBLENDCAPS_ZERO;
2985 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
2986 * according to the glBlendFunc manpage
2988 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
2989 * legacy settings for srcblend only
2992 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
2993 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2994 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2998 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2999 WINED3DPCMPCAPS_EQUAL |
3000 WINED3DPCMPCAPS_GREATER |
3001 WINED3DPCMPCAPS_GREATEREQUAL |
3002 WINED3DPCMPCAPS_LESS |
3003 WINED3DPCMPCAPS_LESSEQUAL |
3004 WINED3DPCMPCAPS_NEVER |
3005 WINED3DPCMPCAPS_NOTEQUAL;
3007 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3008 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3009 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3010 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3011 WINED3DPSHADECAPS_COLORFLATRGB |
3012 WINED3DPSHADECAPS_FOGFLAT |
3013 WINED3DPSHADECAPS_FOGGOURAUD |
3014 WINED3DPSHADECAPS_SPECULARFLATRGB;
3016 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3017 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3018 WINED3DPTEXTURECAPS_BORDER |
3019 WINED3DPTEXTURECAPS_MIPMAP |
3020 WINED3DPTEXTURECAPS_PROJECTED |
3021 WINED3DPTEXTURECAPS_PERSPECTIVE;
3023 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3024 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3025 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3028 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3029 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3030 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3031 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3034 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3035 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3036 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3037 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3041 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3042 WINED3DPTFILTERCAPS_MAGFPOINT |
3043 WINED3DPTFILTERCAPS_MINFLINEAR |
3044 WINED3DPTFILTERCAPS_MINFPOINT |
3045 WINED3DPTFILTERCAPS_MIPFLINEAR |
3046 WINED3DPTFILTERCAPS_MIPFPOINT |
3047 WINED3DPTFILTERCAPS_LINEAR |
3048 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3049 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3050 WINED3DPTFILTERCAPS_MIPLINEAR |
3051 WINED3DPTFILTERCAPS_MIPNEAREST |
3052 WINED3DPTFILTERCAPS_NEAREST;
3054 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3055 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3056 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3059 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3060 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3061 WINED3DPTFILTERCAPS_MAGFPOINT |
3062 WINED3DPTFILTERCAPS_MINFLINEAR |
3063 WINED3DPTFILTERCAPS_MINFPOINT |
3064 WINED3DPTFILTERCAPS_MIPFLINEAR |
3065 WINED3DPTFILTERCAPS_MIPFPOINT |
3066 WINED3DPTFILTERCAPS_LINEAR |
3067 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3068 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3069 WINED3DPTFILTERCAPS_MIPLINEAR |
3070 WINED3DPTFILTERCAPS_MIPNEAREST |
3071 WINED3DPTFILTERCAPS_NEAREST;
3073 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3074 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3075 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3077 } else
3078 pCaps->CubeTextureFilterCaps = 0;
3080 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3081 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3082 WINED3DPTFILTERCAPS_MAGFPOINT |
3083 WINED3DPTFILTERCAPS_MINFLINEAR |
3084 WINED3DPTFILTERCAPS_MINFPOINT |
3085 WINED3DPTFILTERCAPS_MIPFLINEAR |
3086 WINED3DPTFILTERCAPS_MIPFPOINT |
3087 WINED3DPTFILTERCAPS_LINEAR |
3088 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3089 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3090 WINED3DPTFILTERCAPS_MIPLINEAR |
3091 WINED3DPTFILTERCAPS_MIPNEAREST |
3092 WINED3DPTFILTERCAPS_NEAREST;
3093 } else
3094 pCaps->VolumeTextureFilterCaps = 0;
3096 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3097 WINED3DPTADDRESSCAPS_CLAMP |
3098 WINED3DPTADDRESSCAPS_WRAP;
3100 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3101 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3103 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3104 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3106 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3107 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3110 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3111 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3112 WINED3DPTADDRESSCAPS_CLAMP |
3113 WINED3DPTADDRESSCAPS_WRAP;
3114 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3115 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3117 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3118 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3120 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3121 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3123 } else
3124 pCaps->VolumeTextureAddressCaps = 0;
3126 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3127 WINED3DLINECAPS_ZTEST;
3128 /* FIXME: Add
3129 WINED3DLINECAPS_BLEND
3130 WINED3DLINECAPS_ALPHACMP
3131 WINED3DLINECAPS_FOG */
3133 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3134 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3136 if(GL_SUPPORT(EXT_TEXTURE3D))
3137 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3138 else
3139 pCaps->MaxVolumeExtent = 0;
3141 pCaps->MaxTextureRepeat = 32768;
3142 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3143 pCaps->MaxVertexW = 1.0;
3145 pCaps->GuardBandLeft = 0;
3146 pCaps->GuardBandTop = 0;
3147 pCaps->GuardBandRight = 0;
3148 pCaps->GuardBandBottom = 0;
3150 pCaps->ExtentsAdjust = 0;
3152 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3153 WINED3DSTENCILCAPS_INCRSAT |
3154 WINED3DSTENCILCAPS_INVERT |
3155 WINED3DSTENCILCAPS_KEEP |
3156 WINED3DSTENCILCAPS_REPLACE |
3157 WINED3DSTENCILCAPS_ZERO;
3158 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3159 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3160 WINED3DSTENCILCAPS_INCR;
3162 if ( This->dxVersion > 8 &&
3163 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3164 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3165 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3168 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3170 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3171 pCaps->MaxActiveLights = GL_LIMITS(lights);
3173 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3174 pCaps->MaxVertexBlendMatrixIndex = 0;
3176 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3177 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3180 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3181 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3182 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3183 WINED3DVTXPCAPS_LOCALVIEWER |
3184 WINED3DVTXPCAPS_VERTEXFOG |
3185 WINED3DVTXPCAPS_TEXGEN;
3186 /* FIXME: Add
3187 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3189 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3190 pCaps->MaxVertexIndex = 0xFFFFF;
3191 pCaps->MaxStreams = MAX_STREAMS;
3192 pCaps->MaxStreamStride = 1024;
3194 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3195 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
3196 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3197 pCaps->MaxNpatchTessellationLevel = 0;
3198 pCaps->MasterAdapterOrdinal = 0;
3199 pCaps->AdapterOrdinalInGroup = 0;
3200 pCaps->NumberOfAdaptersInGroup = 1;
3202 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3204 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3205 WINED3DPTFILTERCAPS_MAGFPOINT |
3206 WINED3DPTFILTERCAPS_MINFLINEAR |
3207 WINED3DPTFILTERCAPS_MAGFLINEAR;
3208 pCaps->VertexTextureFilterCaps = 0;
3210 memset(&shader_caps, 0, sizeof(shader_caps));
3211 shader_backend = select_shader_backend(Adapter, DeviceType);
3212 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3214 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3215 pCaps->PrimitiveMiscCaps |= shader_caps.PrimitiveMiscCaps;
3217 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3218 * Ignore shader model capabilities if disabled in config
3220 if(vs_selected_mode == SHADER_NONE) {
3221 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3222 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3223 pCaps->MaxVertexShaderConst = 0;
3224 } else {
3225 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3226 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3229 if(ps_selected_mode == SHADER_NONE) {
3230 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3231 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3232 pCaps->PixelShader1xMaxValue = 0.0;
3233 } else {
3234 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3235 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3238 pCaps->TextureOpCaps = shader_caps.TextureOpCaps;
3239 pCaps->MaxTextureBlendStages = shader_caps.MaxTextureBlendStages;
3240 pCaps->MaxSimultaneousTextures = shader_caps.MaxSimultaneousTextures;
3241 pCaps->VS20Caps = shader_caps.VS20Caps;
3242 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3243 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3244 pCaps->PS20Caps = shader_caps.PS20Caps;
3245 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3246 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3248 /* The following caps are shader specific, but they are things we cannot detect, or which
3249 * are the same among all shader models. So to avoid code duplication set the shader version
3250 * specific, but otherwise constant caps here
3252 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3253 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3254 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3255 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3256 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3257 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3258 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3260 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3261 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3262 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3263 pCaps->VS20Caps.Caps = 0;
3264 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3265 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3266 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3268 pCaps->MaxVShaderInstructionsExecuted = 65535;
3269 pCaps->MaxVertexShader30InstructionSlots = 0;
3270 } else { /* VS 1.x */
3271 pCaps->VS20Caps.Caps = 0;
3272 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3273 pCaps->VS20Caps.NumTemps = 0;
3274 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3276 pCaps->MaxVShaderInstructionsExecuted = 0;
3277 pCaps->MaxVertexShader30InstructionSlots = 0;
3280 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3281 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3282 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3284 /* 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 */
3285 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3286 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3287 WINED3DPS20CAPS_PREDICATION |
3288 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3289 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3290 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3291 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3292 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3293 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3295 pCaps->MaxPShaderInstructionsExecuted = 65535;
3296 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3297 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3298 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3299 pCaps->PS20Caps.Caps = 0;
3300 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3301 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3302 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3303 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3305 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3306 pCaps->MaxPixelShader30InstructionSlots = 0;
3307 } else { /* PS 1.x */
3308 pCaps->PS20Caps.Caps = 0;
3309 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3310 pCaps->PS20Caps.NumTemps = 0;
3311 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3312 pCaps->PS20Caps.NumInstructionSlots = 0;
3314 pCaps->MaxPShaderInstructionsExecuted = 0;
3315 pCaps->MaxPixelShader30InstructionSlots = 0;
3318 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3319 /* OpenGL supports all the formats below, perhaps not always
3320 * without conversion, but it supports them.
3321 * Further GLSL doesn't seem to have an official unsigned type so
3322 * don't advertise it yet as I'm not sure how we handle it.
3323 * We might need to add some clamping in the shader engine to
3324 * support it.
3325 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3326 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3327 WINED3DDTCAPS_UBYTE4N |
3328 WINED3DDTCAPS_SHORT2N |
3329 WINED3DDTCAPS_SHORT4N;
3330 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3331 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3332 WINED3DDTCAPS_FLOAT16_4;
3334 } else
3335 pCaps->DeclTypes = 0;
3337 return WINED3D_OK;
3340 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3341 and fields being inserted in the middle, a new structure is used in place */
3342 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3343 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3344 IUnknown *parent) {
3346 IWineD3DDeviceImpl *object = NULL;
3347 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3348 WINED3DDISPLAYMODE mode;
3349 int i;
3351 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3352 * number and create a device without a 3D adapter for 2D only operation.
3354 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3355 return WINED3DERR_INVALIDCALL;
3358 /* Create a WineD3DDevice object */
3359 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3360 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3361 TRACE("Created WineD3DDevice object @ %p\n", object);
3362 if (NULL == object) {
3363 return WINED3DERR_OUTOFVIDEOMEMORY;
3366 /* Set up initial COM information */
3367 object->lpVtbl = &IWineD3DDevice_Vtbl;
3368 object->ref = 1;
3369 object->wineD3D = iface;
3370 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3371 IWineD3D_AddRef(object->wineD3D);
3372 object->parent = parent;
3373 list_init(&object->resources);
3374 list_init(&object->shaders);
3376 if(This->dxVersion == 7) {
3377 object->surface_alignment = 8;
3378 } else {
3379 object->surface_alignment = 4;
3381 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3383 /* Set the state up as invalid until the device is fully created */
3384 object->state = WINED3DERR_DRIVERINTERNALERROR;
3386 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3387 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3389 /* Save the creation parameters */
3390 object->createParms.AdapterOrdinal = Adapter;
3391 object->createParms.DeviceType = DeviceType;
3392 object->createParms.hFocusWindow = hFocusWindow;
3393 object->createParms.BehaviorFlags = BehaviourFlags;
3395 /* Initialize other useful values */
3396 object->adapterNo = Adapter;
3397 object->devType = DeviceType;
3399 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3400 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3402 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3403 * model can deal with that. It is essentially the same, just with adjusted
3404 * Set*ShaderConstantF implementations
3406 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3407 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3410 /* set the state of the device to valid */
3411 object->state = WINED3D_OK;
3413 /* Get the initial screen setup for ddraw */
3414 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3416 object->ddraw_width = mode.Width;
3417 object->ddraw_height = mode.Height;
3418 object->ddraw_format = mode.Format;
3420 for(i = 0; i < PATCHMAP_SIZE; i++) {
3421 list_init(&object->patches[i]);
3423 return WINED3D_OK;
3425 #undef GLINFO_LOCATION
3427 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3428 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3429 IUnknown_AddRef(This->parent);
3430 *pParent = This->parent;
3431 return WINED3D_OK;
3434 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3435 IUnknown* surfaceParent;
3436 TRACE("(%p) call back\n", pSurface);
3438 /* Now, release the parent, which will take care of cleaning up the surface for us */
3439 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3440 IUnknown_Release(surfaceParent);
3441 return IUnknown_Release(surfaceParent);
3444 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3445 IUnknown* volumeParent;
3446 TRACE("(%p) call back\n", pVolume);
3448 /* Now, release the parent, which will take care of cleaning up the volume for us */
3449 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3450 IUnknown_Release(volumeParent);
3451 return IUnknown_Release(volumeParent);
3454 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3455 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3456 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3457 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3459 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3460 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3461 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3462 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3463 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3464 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3465 * DirectDraw, not OpenGL.
3467 if(gl_info->supported[APPLE_FENCE] &&
3468 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3469 gl_info->supported[APPLE_FLUSH_RENDER] &&
3470 gl_info->supported[APPLE_YCBCR_422]) {
3471 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3472 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3473 return TRUE;
3474 } else {
3475 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3476 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3477 return FALSE;
3481 #define GLINFO_LOCATION (*gl_info)
3482 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3483 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3484 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3485 * all the texture. This function detects this bug by its symptom and disables PBOs
3486 * if the test fails.
3488 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3489 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3490 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3491 * read back is compared to the original. If they are equal PBOs are assumed to work,
3492 * otherwise the PBO extension is disabled.
3494 GLuint texture, pbo;
3495 static const unsigned int pattern[] = {
3496 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3497 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3498 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3499 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3501 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3503 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3504 /* No PBO -> No point in testing them */
3505 return;
3508 while(glGetError());
3509 glGenTextures(1, &texture);
3510 glBindTexture(GL_TEXTURE_2D, texture);
3511 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3512 checkGLcall("Specifying the PBO test texture\n");
3514 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3515 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3516 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3517 checkGLcall("Specifying the PBO test pbo\n");
3519 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3520 checkGLcall("Loading the PBO test texture\n");
3522 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3523 glFinish(); /* just to be sure */
3525 memset(check, 0, sizeof(check));
3526 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3527 checkGLcall("Reading back the PBO test texture\n");
3529 glDeleteTextures(1, &texture);
3530 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3531 checkGLcall("PBO test cleanup\n");
3533 if(memcmp(check, pattern, sizeof(check)) != 0) {
3534 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3535 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3536 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3537 } else {
3538 TRACE_(d3d_caps)("PBO test successful\n");
3541 #undef GLINFO_LOCATION
3543 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3544 * reporting a driver version is moot because we are not the Windows driver, and we have different
3545 * bugs, features, etc.
3547 * If a card is not found in this table, the gl driver version is reported
3549 struct driver_version_information {
3550 WORD vendor; /* reported PCI card vendor ID */
3551 WORD card; /* reported PCI card device ID */
3552 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3553 WORD lopart_hi, lopart_lo; /* driver loword to report */
3556 static const struct driver_version_information driver_version_table[] = {
3557 /* Nvidia drivers. Geforce FX and newer cards are supported by the current driver */
3558 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 10, 16921 },
3559 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 10, 16921 },
3560 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 10, 16921 },
3561 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 10, 16921 },
3562 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 10, 16921 },
3563 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 10, 16921 },
3564 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 10, 16921 },
3565 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 10, 16921 },
3566 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 10, 16921 },
3567 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 10, 16921 },
3568 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 10, 16921 },
3569 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 10, 16921 },
3570 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 10, 16921 },
3571 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 10, 16921 },
3573 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3574 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3575 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3576 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3577 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3578 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3579 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3581 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3584 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3585 unsigned int i;
3586 BOOL apple = implementation_is_apple(gl_info);
3588 if(apple) {
3589 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3590 * used it falls back to software. While the compiler can detect if the shader uses all declared
3591 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3592 * using relative addressing falls back to software.
3594 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3596 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3597 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3598 } else {
3599 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3600 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3601 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3604 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3605 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3606 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3607 * flag for this extension
3609 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3610 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3611 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3612 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3613 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3614 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3615 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3619 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3620 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3621 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3622 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3623 * according to the spec.
3625 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3626 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3628 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3629 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3630 * this workaround is activated on cards that do not need it, it won't break things, just affect
3631 * performance negatively.
3633 if(gl_info->gl_vendor == VENDOR_INTEL ||
3634 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3635 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3636 gl_info->set_texcoord_w = TRUE;
3640 /* Find out if PBOs work as they are supposed to */
3641 test_pbo_functionality(gl_info);
3643 /* Fixup the driver version */
3644 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3645 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3646 gl_info->gl_card == driver_version_table[i].card) {
3647 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3649 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3650 driver_version_table[i].lopart_lo);
3651 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3652 driver_version_table[i].hipart_lo);
3653 break;
3658 void invalid_func(void *data) {
3659 ERR("Invalid vertex attribute function called\n");
3660 DebugBreak();
3663 #define GLINFO_LOCATION (Adapters[0].gl_info)
3665 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3666 * the extension detection and are used in drawStridedSlow
3668 static void position_d3dcolor(void *data) {
3669 DWORD pos = *((DWORD *) data);
3671 FIXME("Add a test for fixed function position from d3dcolor type\n");
3672 glVertex4s(D3DCOLOR_B_R(pos),
3673 D3DCOLOR_B_G(pos),
3674 D3DCOLOR_B_B(pos),
3675 D3DCOLOR_B_A(pos));
3677 static void position_float4(void *data) {
3678 GLfloat *pos = (float *) data;
3680 if (pos[3] < eps && pos[3] > -eps)
3681 glVertex3fv(pos);
3682 else {
3683 float w = 1.0 / pos[3];
3685 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3689 static void diffuse_d3dcolor(void *data) {
3690 DWORD diffuseColor = *((DWORD *) data);
3692 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3693 D3DCOLOR_B_G(diffuseColor),
3694 D3DCOLOR_B_B(diffuseColor),
3695 D3DCOLOR_B_A(diffuseColor));
3698 static void specular_d3dcolor(void *data) {
3699 DWORD specularColor = *((DWORD *) data);
3701 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3702 D3DCOLOR_B_G(specularColor),
3703 D3DCOLOR_B_B(specularColor));
3705 static void warn_no_specular_func(void *data) {
3706 WARN("GL_EXT_secondary_color not supported\n");
3709 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3710 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3711 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3712 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3713 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3714 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3715 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3716 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3717 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3718 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3719 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3720 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3721 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3722 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3723 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3724 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3725 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3726 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3728 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3729 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3730 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3731 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3732 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3733 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3734 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3735 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3736 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3737 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3738 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3739 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3740 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3741 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3742 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3743 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3744 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3746 /* No 4 component entry points here */
3747 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3748 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3749 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3750 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3751 } else {
3752 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3754 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3755 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3756 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3757 } else {
3758 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3760 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3761 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3762 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3763 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3764 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3765 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3766 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3767 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3768 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3769 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3770 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3771 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3773 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3774 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3776 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3777 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3778 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3779 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3780 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3781 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3782 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3783 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3784 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3785 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3786 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3787 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3788 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3789 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3790 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3791 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3792 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3795 #define PUSH1(att) attribs[nAttribs++] = (att);
3796 BOOL InitAdapters(void) {
3797 static HMODULE mod_gl;
3798 BOOL ret;
3799 int ps_selected_mode, vs_selected_mode;
3801 /* No need to hold any lock. The calling library makes sure only one thread calls
3802 * wined3d simultaneously
3804 if(numAdapters > 0) return Adapters[0].opengl;
3806 TRACE("Initializing adapters\n");
3808 if(!mod_gl) {
3809 #ifdef USE_WIN32_OPENGL
3810 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3811 mod_gl = LoadLibraryA("opengl32.dll");
3812 if(!mod_gl) {
3813 ERR("Can't load opengl32.dll!\n");
3814 goto nogl_adapter;
3816 #else
3817 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3818 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3819 mod_gl = GetModuleHandleA("gdi32.dll");
3820 #endif
3823 /* Load WGL core functions from opengl32.dll */
3824 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3825 WGL_FUNCS_GEN;
3826 #undef USE_WGL_FUNC
3828 if(!pwglGetProcAddress) {
3829 ERR("Unable to load wglGetProcAddress!\n");
3830 goto nogl_adapter;
3833 /* Dynamically load all GL core functions */
3834 GL_FUNCS_GEN;
3835 #undef USE_GL_FUNC
3837 /* For now only one default adapter */
3839 int iPixelFormat;
3840 int attribs[10];
3841 int values[10];
3842 int nAttribs = 0;
3843 int res;
3844 int i;
3845 WineD3D_PixelFormat *cfgs;
3846 int attribute;
3847 DISPLAY_DEVICEW DisplayDevice;
3848 HDC hdc;
3850 TRACE("Initializing default adapter\n");
3851 Adapters[0].num = 0;
3852 Adapters[0].monitorPoint.x = -1;
3853 Adapters[0].monitorPoint.y = -1;
3855 if (!WineD3D_CreateFakeGLContext()) {
3856 ERR("Failed to get a gl context for default adapter\n");
3857 WineD3D_ReleaseFakeGLContext();
3858 goto nogl_adapter;
3861 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3862 if(!ret) {
3863 ERR("Failed to initialize gl caps for default adapter\n");
3864 WineD3D_ReleaseFakeGLContext();
3865 goto nogl_adapter;
3867 ret = initPixelFormats(&Adapters[0].gl_info);
3868 if(!ret) {
3869 ERR("Failed to init gl formats\n");
3870 WineD3D_ReleaseFakeGLContext();
3871 goto nogl_adapter;
3874 hdc = pwglGetCurrentDC();
3875 if(!hdc) {
3876 ERR("Failed to get gl HDC\n");
3877 WineD3D_ReleaseFakeGLContext();
3878 goto nogl_adapter;
3881 Adapters[0].driver = "Display";
3882 Adapters[0].description = "Direct3D HAL";
3884 /* Use the VideoRamSize registry setting when set */
3885 if(wined3d_settings.emulated_textureram)
3886 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3887 else
3888 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3889 Adapters[0].UsedTextureRam = 0;
3890 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3892 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3893 DisplayDevice.cb = sizeof(DisplayDevice);
3894 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3895 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3896 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3898 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3899 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3901 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3902 cfgs = Adapters[0].cfgs;
3903 PUSH1(WGL_RED_BITS_ARB)
3904 PUSH1(WGL_GREEN_BITS_ARB)
3905 PUSH1(WGL_BLUE_BITS_ARB)
3906 PUSH1(WGL_ALPHA_BITS_ARB)
3907 PUSH1(WGL_DEPTH_BITS_ARB)
3908 PUSH1(WGL_STENCIL_BITS_ARB)
3909 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
3910 PUSH1(WGL_PIXEL_TYPE_ARB)
3911 PUSH1(WGL_DOUBLE_BUFFER_ARB)
3912 PUSH1(WGL_AUX_BUFFERS_ARB)
3914 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
3915 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
3917 if(!res)
3918 continue;
3920 /* Cache the pixel format */
3921 cfgs->iPixelFormat = iPixelFormat;
3922 cfgs->redSize = values[0];
3923 cfgs->greenSize = values[1];
3924 cfgs->blueSize = values[2];
3925 cfgs->alphaSize = values[3];
3926 cfgs->depthSize = values[4];
3927 cfgs->stencilSize = values[5];
3928 cfgs->windowDrawable = values[6];
3929 cfgs->iPixelType = values[7];
3930 cfgs->doubleBuffer = values[8];
3931 cfgs->auxBuffers = values[9];
3933 cfgs->pbufferDrawable = FALSE;
3934 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
3935 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
3936 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
3937 int value;
3938 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
3939 cfgs->pbufferDrawable = value;
3942 cfgs->numSamples = 0;
3943 /* Check multisample support */
3944 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
3945 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
3946 int value[2];
3947 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
3948 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
3949 * value[1] = number of multi sample buffers*/
3950 if(value[0])
3951 cfgs->numSamples = value[1];
3955 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);
3956 cfgs++;
3959 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
3960 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
3961 * but just fake it using D24(X8?) which is fine. D3D also allows that.
3962 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
3963 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
3964 * driver is allowed to consume more bits EXCEPT for stencil bits.
3966 * Mark an adapter with this broken stencil behavior.
3968 Adapters[0].brokenStencil = TRUE;
3969 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
3970 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
3971 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
3972 Adapters[0].brokenStencil = FALSE;
3973 break;
3977 fixup_extensions(&Adapters[0].gl_info);
3979 WineD3D_ReleaseFakeGLContext();
3981 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
3982 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
3983 fillGLAttribFuncs(&Adapters[0].gl_info);
3984 init_type_lookup(&Adapters[0].gl_info);
3985 Adapters[0].opengl = TRUE;
3987 numAdapters = 1;
3988 TRACE("%d adapters successfully initialized\n", numAdapters);
3990 return TRUE;
3992 nogl_adapter:
3993 /* Initialize an adapter for ddraw-only memory counting */
3994 memset(Adapters, 0, sizeof(Adapters));
3995 Adapters[0].num = 0;
3996 Adapters[0].opengl = FALSE;
3997 Adapters[0].monitorPoint.x = -1;
3998 Adapters[0].monitorPoint.y = -1;
4000 Adapters[0].driver = "Display";
4001 Adapters[0].description = "WineD3D DirectDraw Emulation";
4002 if(wined3d_settings.emulated_textureram) {
4003 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4004 } else {
4005 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4008 numAdapters = 1;
4009 return FALSE;
4011 #undef PUSH1
4012 #undef GLINFO_LOCATION
4014 /**********************************************************
4015 * IWineD3D VTbl follows
4016 **********************************************************/
4018 const IWineD3DVtbl IWineD3D_Vtbl =
4020 /* IUnknown */
4021 IWineD3DImpl_QueryInterface,
4022 IWineD3DImpl_AddRef,
4023 IWineD3DImpl_Release,
4024 /* IWineD3D */
4025 IWineD3DImpl_GetParent,
4026 IWineD3DImpl_GetAdapterCount,
4027 IWineD3DImpl_RegisterSoftwareDevice,
4028 IWineD3DImpl_GetAdapterMonitor,
4029 IWineD3DImpl_GetAdapterModeCount,
4030 IWineD3DImpl_EnumAdapterModes,
4031 IWineD3DImpl_GetAdapterDisplayMode,
4032 IWineD3DImpl_GetAdapterIdentifier,
4033 IWineD3DImpl_CheckDeviceMultiSampleType,
4034 IWineD3DImpl_CheckDepthStencilMatch,
4035 IWineD3DImpl_CheckDeviceType,
4036 IWineD3DImpl_CheckDeviceFormat,
4037 IWineD3DImpl_CheckDeviceFormatConversion,
4038 IWineD3DImpl_GetDeviceCaps,
4039 IWineD3DImpl_CreateDevice