wined3d: Add a Geforce9 driver version (right now garbage is returned).
[wine/wine-kai.git] / dlls / wined3d / directx.c
blobf47f0f82b6a9d286de7bf292dd1ceca6bb15be5c
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 /* Geforce9 - highend */
1073 if(strstr(gl_info->gl_renderer, "9800")) {
1074 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1075 vidmem = 512;
1077 /* Geforce9 - midend */
1078 else if(strstr(gl_info->gl_renderer, "9600")) {
1079 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1080 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1082 /* Geforce8 - highend */
1083 if (strstr(gl_info->gl_renderer, "8800")) {
1084 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1085 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1087 /* Geforce8 - midend mobile */
1088 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1089 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1090 vidmem = 512;
1092 /* Geforce8 - midend */
1093 else if(strstr(gl_info->gl_renderer, "8600") ||
1094 strstr(gl_info->gl_renderer, "8700"))
1096 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1097 vidmem = 256;
1099 /* Geforce8 - lowend */
1100 else if(strstr(gl_info->gl_renderer, "8300") ||
1101 strstr(gl_info->gl_renderer, "8400") ||
1102 strstr(gl_info->gl_renderer, "8500"))
1104 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1105 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1107 /* Geforce7 - highend */
1108 else if(strstr(gl_info->gl_renderer, "7800") ||
1109 strstr(gl_info->gl_renderer, "7900") ||
1110 strstr(gl_info->gl_renderer, "7950") ||
1111 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1112 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1114 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1115 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1117 /* Geforce7 midend */
1118 else if(strstr(gl_info->gl_renderer, "7600") ||
1119 strstr(gl_info->gl_renderer, "7700")) {
1120 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1121 vidmem = 256; /* The 7600 uses 256-512MB */
1122 /* Geforce7 lower medium */
1123 } else if(strstr(gl_info->gl_renderer, "7400")) {
1124 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1125 vidmem = 256; /* The 7400 uses 256-512MB */
1127 /* Geforce7 lowend */
1128 else if(strstr(gl_info->gl_renderer, "7300")) {
1129 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1130 vidmem = 256; /* Mac Pros with this card have 256 MB */
1132 /* Geforce6 highend */
1133 else if(strstr(gl_info->gl_renderer, "6800"))
1135 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1136 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1138 /* Geforce6 - midend */
1139 else if(strstr(gl_info->gl_renderer, "6600") ||
1140 strstr(gl_info->gl_renderer, "6610") ||
1141 strstr(gl_info->gl_renderer, "6700"))
1143 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1144 vidmem = 128; /* A 6600GT has 128-256MB */
1146 /* Geforce6/7 lowend */
1147 else {
1148 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1149 vidmem = 64; /* */
1151 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1152 /* GeforceFX - highend */
1153 if (strstr(gl_info->gl_renderer, "5800") ||
1154 strstr(gl_info->gl_renderer, "5900") ||
1155 strstr(gl_info->gl_renderer, "5950") ||
1156 strstr(gl_info->gl_renderer, "Quadro FX"))
1158 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1159 vidmem = 256; /* 5800-5900 cards use 256MB */
1161 /* GeforceFX - midend */
1162 else if(strstr(gl_info->gl_renderer, "5600") ||
1163 strstr(gl_info->gl_renderer, "5650") ||
1164 strstr(gl_info->gl_renderer, "5700") ||
1165 strstr(gl_info->gl_renderer, "5750"))
1167 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1168 vidmem = 128; /* A 5600 uses 128-256MB */
1170 /* GeforceFX - lowend */
1171 else {
1172 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1173 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1175 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1176 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1177 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1178 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1180 else {
1181 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1182 vidmem = 64; /* Geforce3 cards have 64-128MB */
1184 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1185 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1186 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1187 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1189 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1190 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1191 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1193 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1194 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1195 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1197 else {
1198 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1199 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1201 } else {
1202 if (strstr(gl_info->gl_renderer, "TNT2")) {
1203 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1204 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1206 else {
1207 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1208 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1211 break;
1212 case VENDOR_ATI:
1213 if(WINE_D3D9_CAPABLE(gl_info)) {
1214 /* Radeon R6xx HD2900/HD3800 - highend */
1215 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1216 strstr(gl_info->gl_renderer, "HD 3870") ||
1217 strstr(gl_info->gl_renderer, "HD 3850"))
1219 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1220 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1222 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1223 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1224 strstr(gl_info->gl_renderer, "HD 3830") ||
1225 strstr(gl_info->gl_renderer, "HD 3690") ||
1226 strstr(gl_info->gl_renderer, "HD 3650"))
1228 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1229 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1231 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1232 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1233 strstr(gl_info->gl_renderer, "HD 2400") ||
1234 strstr(gl_info->gl_renderer, "HD 3470") ||
1235 strstr(gl_info->gl_renderer, "HD 3450") ||
1236 strstr(gl_info->gl_renderer, "HD 3430"))
1238 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1239 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1241 /* Radeon R6xx/R7xx integrated */
1242 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1243 strstr(gl_info->gl_renderer, "HD 3200") ||
1244 strstr(gl_info->gl_renderer, "HD 3300"))
1246 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1247 vidmem = 128; /* 128MB */
1249 /* Radeon R5xx */
1250 else if (strstr(gl_info->gl_renderer, "X1600") ||
1251 strstr(gl_info->gl_renderer, "X1650") ||
1252 strstr(gl_info->gl_renderer, "X1800") ||
1253 strstr(gl_info->gl_renderer, "X1900") ||
1254 strstr(gl_info->gl_renderer, "X1950"))
1256 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1257 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1259 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1260 else if(strstr(gl_info->gl_renderer, "X700") ||
1261 strstr(gl_info->gl_renderer, "X800") ||
1262 strstr(gl_info->gl_renderer, "X850") ||
1263 strstr(gl_info->gl_renderer, "X1300") ||
1264 strstr(gl_info->gl_renderer, "X1400") ||
1265 strstr(gl_info->gl_renderer, "X1450") ||
1266 strstr(gl_info->gl_renderer, "X1550"))
1268 gl_info->gl_card = CARD_ATI_RADEON_X700;
1269 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1271 /* Radeon R3xx */
1272 else {
1273 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1274 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1276 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1277 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1278 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1279 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1280 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1281 vidmem = 32; /* There are models with up to 64MB */
1282 } else {
1283 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1284 vidmem = 16; /* There are 16-32MB models */
1286 break;
1287 case VENDOR_INTEL:
1288 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1289 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1290 gl_info->gl_card = CARD_INTEL_I945GM;
1291 vidmem = 64;
1292 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1293 gl_info->gl_card = CARD_INTEL_I915GM;
1294 } else if (strstr(gl_info->gl_renderer, "915G")) {
1295 gl_info->gl_card = CARD_INTEL_I915G;
1296 } else if (strstr(gl_info->gl_renderer, "865G")) {
1297 gl_info->gl_card = CARD_INTEL_I865G;
1298 } else if (strstr(gl_info->gl_renderer, "855G")) {
1299 gl_info->gl_card = CARD_INTEL_I855G;
1300 } else if (strstr(gl_info->gl_renderer, "830G")) {
1301 gl_info->gl_card = CARD_INTEL_I830G;
1302 } else {
1303 gl_info->gl_card = CARD_INTEL_I915G;
1305 break;
1306 case VENDOR_MESA:
1307 case VENDOR_WINE:
1308 default:
1309 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1310 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1311 * them a good generic choice.
1313 gl_info->gl_vendor = VENDOR_NVIDIA;
1314 if(WINE_D3D9_CAPABLE(gl_info))
1315 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1316 else if(WINE_D3D8_CAPABLE(gl_info))
1317 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1318 else if(WINE_D3D7_CAPABLE(gl_info))
1319 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1320 else if(WINE_D3D6_CAPABLE(gl_info))
1321 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1322 else
1323 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1325 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1327 /* If we have an estimate use it, else default to 64MB; */
1328 if(vidmem)
1329 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1330 else
1331 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1333 /* Load all the lookup tables
1334 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1335 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1336 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1338 for (i = 0; i < MAX_LOOKUPS; i++) {
1339 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1342 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1343 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1344 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1345 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1346 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1347 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1348 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1349 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1350 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1351 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1353 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1354 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1355 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1356 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1357 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1360 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1361 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1362 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1363 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1364 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1365 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1366 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1367 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1368 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1369 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1370 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1371 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1372 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1374 /* TODO: config lookups */
1376 /* Make sure there's an active HDC else the WGL extensions will fail */
1377 hdc = pwglGetCurrentDC();
1378 if (hdc) {
1379 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1380 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1382 if (NULL == WGL_Extensions) {
1383 ERR(" WGL_Extensions returns NULL\n");
1384 } else {
1385 while (*WGL_Extensions != 0x00) {
1386 const char *Start;
1387 char ThisExtn[256];
1388 size_t len;
1390 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1391 Start = WGL_Extensions;
1392 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1393 WGL_Extensions++;
1396 len = WGL_Extensions - Start;
1397 if (len == 0 || len >= sizeof(ThisExtn))
1398 continue;
1400 memcpy(ThisExtn, Start, len);
1401 ThisExtn[len] = '\0';
1402 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1404 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1405 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1406 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1408 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1409 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1410 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1415 LEAVE_GL();
1417 return return_value;
1419 #undef GLINFO_LOCATION
1421 /**********************************************************
1422 * IWineD3D implementation follows
1423 **********************************************************/
1425 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1426 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1428 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1429 return numAdapters;
1432 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1433 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1434 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1435 return WINED3D_OK;
1438 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1439 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1441 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1442 return NULL;
1445 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1446 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1449 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1450 of the same bpp but different resolutions */
1452 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1453 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1454 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1455 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1457 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1458 return 0;
1461 /* TODO: Store modes per adapter and read it from the adapter structure */
1462 if (Adapter == 0) { /* Display */
1463 int i = 0;
1464 int j = 0;
1466 if (!DEBUG_SINGLE_MODE) {
1467 DEVMODEW DevModeW;
1469 ZeroMemory(&DevModeW, sizeof(DevModeW));
1470 DevModeW.dmSize = sizeof(DevModeW);
1471 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1472 j++;
1473 switch (Format)
1475 case WINED3DFMT_UNKNOWN:
1476 /* This is for D3D8, do not enumerate P8 here */
1477 if (DevModeW.dmBitsPerPel == 32 ||
1478 DevModeW.dmBitsPerPel == 16) i++;
1479 break;
1480 case WINED3DFMT_X8R8G8B8:
1481 if (DevModeW.dmBitsPerPel == 32) i++;
1482 break;
1483 case WINED3DFMT_R5G6B5:
1484 if (DevModeW.dmBitsPerPel == 16) i++;
1485 break;
1486 case WINED3DFMT_P8:
1487 if (DevModeW.dmBitsPerPel == 8) i++;
1488 break;
1489 default:
1490 /* Skip other modes as they do not match the requested format */
1491 break;
1494 } else {
1495 i = 1;
1496 j = 1;
1499 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1500 return i;
1501 } else {
1502 FIXME_(d3d_caps)("Adapter not primary display\n");
1504 return 0;
1507 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1508 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1509 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1510 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1512 /* Validate the parameters as much as possible */
1513 if (NULL == pMode ||
1514 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1515 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1516 return WINED3DERR_INVALIDCALL;
1519 /* TODO: Store modes per adapter and read it from the adapter structure */
1520 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1521 DEVMODEW DevModeW;
1522 int ModeIdx = 0;
1523 int i = 0;
1524 int j = 0;
1526 ZeroMemory(&DevModeW, sizeof(DevModeW));
1527 DevModeW.dmSize = sizeof(DevModeW);
1529 /* If we are filtering to a specific format (D3D9), then need to skip
1530 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1531 just count through the ones with valid bit depths */
1532 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1533 switch (Format)
1535 case WINED3DFMT_UNKNOWN:
1536 /* This is D3D8. Do not enumerate P8 here */
1537 if (DevModeW.dmBitsPerPel == 32 ||
1538 DevModeW.dmBitsPerPel == 16) i++;
1539 break;
1540 case WINED3DFMT_X8R8G8B8:
1541 if (DevModeW.dmBitsPerPel == 32) i++;
1542 break;
1543 case WINED3DFMT_R5G6B5:
1544 if (DevModeW.dmBitsPerPel == 16) i++;
1545 break;
1546 case WINED3DFMT_P8:
1547 if (DevModeW.dmBitsPerPel == 8) i++;
1548 break;
1549 default:
1550 /* Modes that don't match what we support can get an early-out */
1551 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1552 return WINED3DERR_INVALIDCALL;
1556 if (i == 0) {
1557 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1558 return WINED3DERR_INVALIDCALL;
1560 ModeIdx = j - 1;
1562 /* Now get the display mode via the calculated index */
1563 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1564 pMode->Width = DevModeW.dmPelsWidth;
1565 pMode->Height = DevModeW.dmPelsHeight;
1566 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1567 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1568 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1570 if (Format == WINED3DFMT_UNKNOWN) {
1571 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1572 } else {
1573 pMode->Format = Format;
1575 } else {
1576 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1577 return WINED3DERR_INVALIDCALL;
1580 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1581 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1582 DevModeW.dmBitsPerPel);
1584 } else if (DEBUG_SINGLE_MODE) {
1585 /* Return one setting of the format requested */
1586 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1587 pMode->Width = 800;
1588 pMode->Height = 600;
1589 pMode->RefreshRate = 60;
1590 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1591 } else {
1592 FIXME_(d3d_caps)("Adapter not primary display\n");
1595 return WINED3D_OK;
1598 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1599 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1600 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1602 if (NULL == pMode ||
1603 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1604 return WINED3DERR_INVALIDCALL;
1607 if (Adapter == 0) { /* Display */
1608 int bpp = 0;
1609 DEVMODEW DevModeW;
1611 ZeroMemory(&DevModeW, sizeof(DevModeW));
1612 DevModeW.dmSize = sizeof(DevModeW);
1614 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1615 pMode->Width = DevModeW.dmPelsWidth;
1616 pMode->Height = DevModeW.dmPelsHeight;
1617 bpp = DevModeW.dmBitsPerPel;
1618 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1619 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1621 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1624 pMode->Format = pixelformat_for_depth(bpp);
1625 } else {
1626 FIXME_(d3d_caps)("Adapter not primary display\n");
1629 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1630 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1631 return WINED3D_OK;
1634 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1635 and fields being inserted in the middle, a new structure is used in place */
1636 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1637 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1638 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1640 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1642 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1643 return WINED3DERR_INVALIDCALL;
1646 /* Return the information requested */
1647 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1648 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1649 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1651 /* Note dx8 doesn't supply a DeviceName */
1652 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1653 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1654 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1655 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1656 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1657 *(pIdentifier->SubSysId) = 0;
1658 *(pIdentifier->Revision) = 0;
1659 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1661 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1662 *(pIdentifier->WHQLLevel) = 0;
1663 } else {
1664 *(pIdentifier->WHQLLevel) = 1;
1667 return WINED3D_OK;
1670 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1671 short redSize, greenSize, blueSize, alphaSize, colorBits;
1673 if(!cfg)
1674 return FALSE;
1676 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1677 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1678 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1679 return FALSE;
1682 if(cfg->redSize < redSize)
1683 return FALSE;
1685 if(cfg->greenSize < greenSize)
1686 return FALSE;
1688 if(cfg->blueSize < blueSize)
1689 return FALSE;
1691 if(cfg->alphaSize < alphaSize)
1692 return FALSE;
1694 return TRUE;
1695 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1696 if(Format == WINED3DFMT_R16F)
1697 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1698 if(Format == WINED3DFMT_G16R16F)
1699 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1700 if(Format == WINED3DFMT_A16B16G16R16F)
1701 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1702 if(Format == WINED3DFMT_R32F)
1703 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1704 if(Format == WINED3DFMT_G32R32F)
1705 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1706 if(Format == WINED3DFMT_A32B32G32R32F)
1707 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1708 } else {
1709 /* Probably a color index mode */
1710 return FALSE;
1713 return FALSE;
1716 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1717 short depthSize, stencilSize;
1718 BOOL lockable = FALSE;
1720 if(!cfg)
1721 return FALSE;
1723 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1724 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1725 return FALSE;
1728 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1729 lockable = TRUE;
1731 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1732 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1733 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1734 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1735 return FALSE;
1737 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1738 * allow more stencil bits than requested. */
1739 if(cfg->stencilSize < stencilSize)
1740 return FALSE;
1742 return TRUE;
1745 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1746 WINED3DFORMAT AdapterFormat,
1747 WINED3DFORMAT RenderTargetFormat,
1748 WINED3DFORMAT DepthStencilFormat) {
1749 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1750 int nCfgs;
1751 WineD3D_PixelFormat *cfgs;
1752 int it;
1754 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1755 This, Adapter,
1756 DeviceType, debug_d3ddevicetype(DeviceType),
1757 AdapterFormat, debug_d3dformat(AdapterFormat),
1758 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1759 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1761 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1762 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1763 return WINED3DERR_INVALIDCALL;
1766 cfgs = Adapters[Adapter].cfgs;
1767 nCfgs = Adapters[Adapter].nCfgs;
1768 for (it = 0; it < nCfgs; ++it) {
1769 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1770 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1771 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1772 return WINED3D_OK;
1776 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1778 return WINED3DERR_NOTAVAILABLE;
1781 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1782 WINED3DFORMAT SurfaceFormat,
1783 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1785 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1786 const GlPixelFormatDesc *glDesc;
1787 const StaticPixelFormatDesc *desc;
1789 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1790 This,
1791 Adapter,
1792 DeviceType, debug_d3ddevicetype(DeviceType),
1793 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1794 Windowed,
1795 MultiSampleType,
1796 pQualityLevels);
1798 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1799 return WINED3DERR_INVALIDCALL;
1802 /* TODO: handle Windowed, add more quality levels */
1804 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1806 /* By default multisampling is disabled right now as it causes issues
1807 * on some Nvidia driver versions and it doesn't work well in combination
1808 * with FBOs yet. */
1809 if(!wined3d_settings.allow_multisampling)
1810 return WINED3DERR_NOTAVAILABLE;
1812 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1813 if(!desc || !glDesc) {
1814 return WINED3DERR_INVALIDCALL;
1817 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1818 int i, nCfgs;
1819 WineD3D_PixelFormat *cfgs;
1821 cfgs = Adapters[Adapter].cfgs;
1822 nCfgs = Adapters[Adapter].nCfgs;
1823 for(i=0; i<nCfgs; i++) {
1824 if(cfgs[i].numSamples != MultiSampleType)
1825 continue;
1827 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1828 continue;
1830 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1832 if(pQualityLevels)
1833 *pQualityLevels = 1; /* Guess at a value! */
1834 return WINED3D_OK;
1837 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1838 short redSize, greenSize, blueSize, alphaSize, colorBits;
1839 int i, nCfgs;
1840 WineD3D_PixelFormat *cfgs;
1842 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1843 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1844 return WINED3DERR_NOTAVAILABLE;
1847 cfgs = Adapters[Adapter].cfgs;
1848 nCfgs = Adapters[Adapter].nCfgs;
1849 for(i=0; i<nCfgs; i++) {
1850 if(cfgs[i].numSamples != MultiSampleType)
1851 continue;
1852 if(cfgs[i].redSize != redSize)
1853 continue;
1854 if(cfgs[i].greenSize != greenSize)
1855 continue;
1856 if(cfgs[i].blueSize != blueSize)
1857 continue;
1858 if(cfgs[i].alphaSize != alphaSize)
1859 continue;
1861 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1863 if(pQualityLevels)
1864 *pQualityLevels = 1; /* Guess at a value! */
1865 return WINED3D_OK;
1868 return WINED3DERR_NOTAVAILABLE;
1871 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1872 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1874 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1875 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1876 UINT nmodes;
1878 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1879 This,
1880 Adapter,
1881 DeviceType, debug_d3ddevicetype(DeviceType),
1882 DisplayFormat, debug_d3dformat(DisplayFormat),
1883 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1884 Windowed);
1886 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1887 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1888 return WINED3DERR_INVALIDCALL;
1891 /* The task of this function is to check whether a certain display / backbuffer format
1892 * combination is available on the given adapter. In fullscreen mode microsoft specified
1893 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1894 * and display format should match exactly.
1895 * In windowed mode format conversion can occur and this depends on the driver. When format
1896 * conversion is done, this function should nevertheless fail and applications need to use
1897 * CheckDeviceFormatConversion.
1898 * At the moment we assume that fullscreen and windowed have the same capabilities */
1900 /* There are only 4 display formats */
1901 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1902 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1903 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1904 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1906 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1907 return WINED3DERR_NOTAVAILABLE;
1910 /* If the requested DisplayFormat is not available, don't continue */
1911 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1912 if(!nmodes) {
1913 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1914 return WINED3DERR_NOTAVAILABLE;
1917 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1918 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1919 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1920 return WINED3DERR_NOTAVAILABLE;
1923 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1924 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1925 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1926 return WINED3DERR_NOTAVAILABLE;
1929 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1930 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1931 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1932 return WINED3DERR_NOTAVAILABLE;
1935 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1936 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1937 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1938 return WINED3DERR_NOTAVAILABLE;
1941 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1942 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1943 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1944 return WINED3DERR_NOTAVAILABLE;
1947 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1948 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1949 if(FAILED(hr))
1950 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1952 return hr;
1956 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1957 /* Check if we support bumpmapping for a format */
1958 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1960 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1961 switch (CheckFormat) {
1962 case WINED3DFMT_V8U8:
1963 TRACE_(d3d_caps)("[OK]\n");
1964 return TRUE;
1965 /* TODO: Other bump map formats */
1966 default:
1967 TRACE_(d3d_caps)("[FAILED]\n");
1968 return FALSE;
1971 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1972 switch (CheckFormat) {
1973 case WINED3DFMT_V8U8:
1974 TRACE_(d3d_caps)("[OK]\n");
1975 return TRUE;
1976 default:
1977 TRACE_(d3d_caps)("[FAILED]\n");
1978 return FALSE;
1981 TRACE_(d3d_caps)("[FAILED]\n");
1982 return FALSE;
1985 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1986 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
1988 int it=0;
1989 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1990 const GlPixelFormatDesc *glDesc;
1991 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
1993 /* Fail if we weren't able to get a description of the format */
1994 if(!desc || !glDesc)
1995 return FALSE;
1997 /* Only allow depth/stencil formats */
1998 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1999 return FALSE;
2001 /* Walk through all WGL pixel formats to find a match */
2002 cfgs = Adapters[Adapter].cfgs;
2003 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2004 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2005 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2006 return TRUE;
2011 return FALSE;
2014 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2016 const GlPixelFormatDesc *glDesc;
2017 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2019 /* Fail if we weren't able to get a description of the format */
2020 if(!desc || !glDesc)
2021 return FALSE;
2023 /* The flags entry of a format contains the filtering capability */
2024 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2025 return TRUE;
2027 return FALSE;
2030 /* Check the render target capabilities of a format */
2031 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2033 UINT Adapter = 0;
2034 const GlPixelFormatDesc *glDesc;
2035 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2037 /* Fail if we weren't able to get a description of the format */
2038 if(!desc || !glDesc)
2039 return FALSE;
2041 /* Filter out non-RT formats */
2042 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2043 return FALSE;
2045 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2046 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2047 int it;
2048 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2049 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2051 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2052 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2054 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2055 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2056 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2057 TRACE_(d3d_caps)("[FAILED]\n");
2058 return FALSE;
2061 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2062 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2063 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2064 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2065 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2066 return TRUE;
2069 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2070 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2071 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2072 int it;
2074 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2075 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2076 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2077 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2078 return TRUE;
2081 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2082 /* For now return TRUE for FBOs until we have some proper checks.
2083 * Note that this function will only be called when the format is around for texturing. */
2084 return TRUE;
2086 return FALSE;
2089 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2091 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2092 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2093 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2094 return FALSE;
2097 switch (CheckFormat) {
2098 case WINED3DFMT_A8R8G8B8:
2099 case WINED3DFMT_X8R8G8B8:
2100 case WINED3DFMT_A4R4G4B4:
2101 case WINED3DFMT_L8:
2102 case WINED3DFMT_A8L8:
2103 case WINED3DFMT_DXT1:
2104 case WINED3DFMT_DXT2:
2105 case WINED3DFMT_DXT3:
2106 case WINED3DFMT_DXT4:
2107 case WINED3DFMT_DXT5:
2108 TRACE_(d3d_caps)("[OK]\n");
2109 return TRUE;
2111 default:
2112 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2113 return FALSE;
2115 return FALSE;
2118 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2120 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2121 * doing the color fixup in shaders.
2122 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2123 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2124 int vs_selected_mode;
2125 int ps_selected_mode;
2126 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2128 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2129 TRACE_(d3d_caps)("[OK]\n");
2130 return TRUE;
2134 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2135 return FALSE;
2138 /* Check if a format support blending in combination with pixel shaders */
2139 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2141 const GlPixelFormatDesc *glDesc;
2142 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2144 /* Fail if we weren't able to get a description of the format */
2145 if(!desc || !glDesc)
2146 return FALSE;
2148 /* The flags entry of a format contains the post pixel shader blending capability */
2149 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2150 return TRUE;
2152 return FALSE;
2155 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2156 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2157 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2158 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2159 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2160 * capability anyway.
2162 * For now lets report this on all formats, but in the future we may want to
2163 * restrict it to some should games need that
2165 return TRUE;
2168 /* Check if a texture format is supported on the given adapter */
2169 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2171 switch (CheckFormat) {
2173 /*****
2174 * supported: RGB(A) formats
2176 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2177 case WINED3DFMT_A8R8G8B8:
2178 case WINED3DFMT_X8R8G8B8:
2179 case WINED3DFMT_R5G6B5:
2180 case WINED3DFMT_X1R5G5B5:
2181 case WINED3DFMT_A1R5G5B5:
2182 case WINED3DFMT_A4R4G4B4:
2183 case WINED3DFMT_R3G3B2:
2184 case WINED3DFMT_A8:
2185 case WINED3DFMT_X4R4G4B4:
2186 case WINED3DFMT_A8B8G8R8:
2187 case WINED3DFMT_X8B8G8R8:
2188 case WINED3DFMT_A2R10G10B10:
2189 case WINED3DFMT_A2B10G10R10:
2190 case WINED3DFMT_G16R16:
2191 TRACE_(d3d_caps)("[OK]\n");
2192 return TRUE;
2194 /*****
2195 * supported: Palettized
2197 case WINED3DFMT_P8:
2198 TRACE_(d3d_caps)("[OK]\n");
2199 return TRUE;
2200 /* No Windows driver offers A8P8, so don't offer it either */
2201 case WINED3DFMT_A8P8:
2202 return FALSE;
2204 /*****
2205 * Supported: (Alpha)-Luminance
2207 case WINED3DFMT_L8:
2208 case WINED3DFMT_A8L8:
2209 case WINED3DFMT_A4L4:
2210 case WINED3DFMT_L16:
2211 TRACE_(d3d_caps)("[OK]\n");
2212 return TRUE;
2214 /* Depth/stencil is handled using checkDepthStencilCapability, return FALSE here */
2215 case WINED3DFMT_D16_LOCKABLE:
2216 case WINED3DFMT_D16:
2217 case WINED3DFMT_D15S1:
2218 case WINED3DFMT_D24X8:
2219 case WINED3DFMT_D24X4S4:
2220 case WINED3DFMT_D24S8:
2221 case WINED3DFMT_D24FS8:
2222 case WINED3DFMT_D32:
2223 case WINED3DFMT_D32F_LOCKABLE:
2224 return FALSE;
2226 /*****
2227 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2228 * GL_NV_texture_shader), but advertized to make apps happy.
2229 * Enable some because games often fail when they are not available
2230 * and are still playable even without bump mapping
2232 case WINED3DFMT_V8U8:
2233 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
2234 GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
2235 return TRUE;
2237 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2238 /* Shader emulated */
2239 return TRUE;
2241 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2242 return FALSE;
2244 case WINED3DFMT_X8L8V8U8:
2245 case WINED3DFMT_L6V5U5:
2246 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2247 /* Shader emulated */
2248 return TRUE;
2250 WARN_(d3d_caps)("[FAILED]\n");
2251 return FALSE;
2253 case WINED3DFMT_Q8W8V8U8:
2254 case WINED3DFMT_V16U16:
2255 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2256 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2257 return TRUE;
2259 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2260 /* Shader emulated */
2261 return TRUE;
2263 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2264 return FALSE;
2266 /* Those are not advertized by the nvidia windows driver, and not
2267 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2268 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2269 * ARGB format if needed
2271 case WINED3DFMT_W11V11U10:
2272 case WINED3DFMT_A2W10V10U10:
2273 WARN_(d3d_caps)("[FAILED]\n");
2274 return FALSE;
2276 case WINED3DFMT_DXT1:
2277 case WINED3DFMT_DXT2:
2278 case WINED3DFMT_DXT3:
2279 case WINED3DFMT_DXT4:
2280 case WINED3DFMT_DXT5:
2281 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2282 TRACE_(d3d_caps)("[OK]\n");
2283 return TRUE;
2285 TRACE_(d3d_caps)("[FAILED]\n");
2286 return FALSE;
2289 /*****
2290 * Odd formats - not supported
2292 case WINED3DFMT_VERTEXDATA:
2293 case WINED3DFMT_INDEX16:
2294 case WINED3DFMT_INDEX32:
2295 case WINED3DFMT_Q16W16V16U16:
2296 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2297 return FALSE;
2299 /*****
2300 * WINED3DFMT_CxV8U8: Not supported right now
2302 case WINED3DFMT_CxV8U8:
2303 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2304 return FALSE;
2306 /* YUV formats, not supported for now */
2307 case WINED3DFMT_UYVY:
2308 case WINED3DFMT_YUY2:
2309 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2310 return FALSE;
2312 /* Not supported */
2313 case WINED3DFMT_A16B16G16R16:
2314 case WINED3DFMT_A8R3G3B2:
2315 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2316 return FALSE;
2318 /* Floating point formats */
2319 case WINED3DFMT_R16F:
2320 case WINED3DFMT_A16B16G16R16F:
2321 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2322 TRACE_(d3d_caps)("[OK]\n");
2323 return TRUE;
2325 TRACE_(d3d_caps)("[FAILED]\n");
2326 return FALSE;
2328 case WINED3DFMT_R32F:
2329 case WINED3DFMT_A32B32G32R32F:
2330 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2331 TRACE_(d3d_caps)("[OK]\n");
2332 return TRUE;
2334 TRACE_(d3d_caps)("[FAILED]\n");
2335 return FALSE;
2337 case WINED3DFMT_G16R16F:
2338 case WINED3DFMT_G32R32F:
2339 TRACE_(d3d_caps)("[FAILED]\n");
2340 return FALSE;
2342 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2343 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2344 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2345 * We can do instancing with all shader versions, but we need vertex shaders.
2347 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2348 * to enable instancing. WineD3D doesn't need that and just ignores it.
2350 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2352 case WINEMAKEFOURCC('I','N','S','T'):
2353 TRACE("ATI Instancing check hack\n");
2354 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2355 TRACE_(d3d_caps)("[OK]\n");
2356 return TRUE;
2358 TRACE_(d3d_caps)("[FAILED]\n");
2359 return FALSE;
2361 /* Some weird FOURCC formats */
2362 case WINED3DFMT_R8G8_B8G8:
2363 case WINED3DFMT_G8R8_G8B8:
2364 case WINED3DFMT_MULTI2_ARGB8:
2365 TRACE_(d3d_caps)("[FAILED]\n");
2366 return FALSE;
2368 case WINED3DFMT_UNKNOWN:
2369 return FALSE;
2371 default:
2372 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2373 break;
2375 return FALSE;
2378 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2380 if (!GL_LIMITS(vertex_samplers)) {
2381 TRACE_(d3d_caps)("[FAILED]\n");
2382 return FALSE;
2385 switch (CheckFormat) {
2386 case WINED3DFMT_A32B32G32R32F:
2387 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2388 TRACE_(d3d_caps)("[FAILED]\n");
2389 return FALSE;
2391 TRACE_(d3d_caps)("[OK]\n");
2392 return TRUE;
2394 default:
2395 TRACE_(d3d_caps)("[FAILED]\n");
2396 return FALSE;
2398 return FALSE;
2401 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2402 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2403 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2404 DWORD UsageCaps = 0;
2406 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2407 This,
2408 Adapter,
2409 DeviceType, debug_d3ddevicetype(DeviceType),
2410 AdapterFormat, debug_d3dformat(AdapterFormat),
2411 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2412 RType, debug_d3dresourcetype(RType),
2413 CheckFormat, debug_d3dformat(CheckFormat));
2415 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2416 return WINED3DERR_INVALIDCALL;
2419 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2420 /* Cubetexture allows:
2421 * - D3DUSAGE_AUTOGENMIPMAP
2422 * - D3DUSAGE_DEPTHSTENCIL
2423 * - D3DUSAGE_DYNAMIC
2424 * - D3DUSAGE_NONSECURE (d3d9ex)
2425 * - D3DUSAGE_RENDERTARGET
2426 * - D3DUSAGE_SOFTWAREPROCESSING
2427 * - D3DUSAGE_QUERY_WRAPANDMIP
2429 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2430 /* Check if the texture format is around */
2431 if(CheckTextureCapability(Adapter, CheckFormat)) {
2432 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2433 /* Check for automatic mipmap generation support */
2434 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2435 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2436 } else {
2437 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2438 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2442 /* Always report dynamic locking */
2443 if(Usage & WINED3DUSAGE_DYNAMIC)
2444 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2446 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2447 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2448 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2449 } else {
2450 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2451 return WINED3DERR_NOTAVAILABLE;
2455 /* Always report software processing */
2456 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2457 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2459 /* Check QUERY_FILTER support */
2460 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2461 if(CheckFilterCapability(Adapter, CheckFormat)) {
2462 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2463 } else {
2464 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2465 return WINED3DERR_NOTAVAILABLE;
2469 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2470 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2471 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2472 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2473 } else {
2474 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2475 return WINED3DERR_NOTAVAILABLE;
2479 /* Check QUERY_SRGBREAD support */
2480 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2481 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2482 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2483 } else {
2484 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2485 return WINED3DERR_NOTAVAILABLE;
2489 /* Check QUERY_SRGBWRITE support */
2490 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2491 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2492 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2493 } else {
2494 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2495 return WINED3DERR_NOTAVAILABLE;
2499 /* Check QUERY_VERTEXTEXTURE support */
2500 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2501 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2502 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2503 } else {
2504 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2505 return WINED3DERR_NOTAVAILABLE;
2509 /* Check QUERY_WRAPANDMIP support */
2510 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2511 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2512 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2513 } else {
2514 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2515 return WINED3DERR_NOTAVAILABLE;
2518 } else {
2519 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2520 return WINED3DERR_NOTAVAILABLE;
2522 } else {
2523 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2524 return WINED3DERR_NOTAVAILABLE;
2526 } else if(RType == WINED3DRTYPE_SURFACE) {
2527 /* Surface allows:
2528 * - D3DUSAGE_DEPTHSTENCIL
2529 * - D3DUSAGE_NONSECURE (d3d9ex)
2530 * - D3DUSAGE_RENDERTARGET
2533 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2534 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2535 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2536 } else {
2537 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2538 return WINED3DERR_NOTAVAILABLE;
2542 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2543 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2544 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2545 } else {
2546 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2547 return WINED3DERR_NOTAVAILABLE;
2551 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2552 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2553 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2554 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2555 } else {
2556 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2557 return WINED3DERR_NOTAVAILABLE;
2560 } else if(RType == WINED3DRTYPE_TEXTURE) {
2561 /* Texture allows:
2562 * - D3DUSAGE_AUTOGENMIPMAP
2563 * - D3DUSAGE_DEPTHSTENCIL
2564 * - D3DUSAGE_DMAP
2565 * - D3DUSAGE_DYNAMIC
2566 * - D3DUSAGE_NONSECURE (d3d9ex)
2567 * - D3DUSAGE_RENDERTARGET
2568 * - D3DUSAGE_SOFTWAREPROCESSING
2569 * - D3DUSAGE_TEXTAPI (d3d9ex)
2570 * - D3DUSAGE_QUERY_WRAPANDMIP
2573 /* Check if the texture format is around */
2574 if(CheckTextureCapability(Adapter, CheckFormat)) {
2575 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2576 /* Check for automatic mipmap generation support */
2577 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2578 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2579 } else {
2580 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2581 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2585 /* Always report dynamic locking */
2586 if(Usage & WINED3DUSAGE_DYNAMIC)
2587 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2589 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2590 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2591 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2592 } else {
2593 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2594 return WINED3DERR_NOTAVAILABLE;
2598 /* Always report software processing */
2599 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2600 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2602 /* Check QUERY_FILTER support */
2603 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2604 if(CheckFilterCapability(Adapter, CheckFormat)) {
2605 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2606 } else {
2607 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2608 return WINED3DERR_NOTAVAILABLE;
2612 /* Check QUERY_LEGACYBUMPMAP support */
2613 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2614 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2615 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2616 } else {
2617 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2618 return WINED3DERR_NOTAVAILABLE;
2622 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2623 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2624 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2625 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2626 } else {
2627 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2628 return WINED3DERR_NOTAVAILABLE;
2632 /* Check QUERY_SRGBREAD support */
2633 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2634 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2635 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2636 } else {
2637 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2638 return WINED3DERR_NOTAVAILABLE;
2642 /* Check QUERY_SRGBWRITE support */
2643 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2644 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2645 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2646 } else {
2647 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2648 return WINED3DERR_NOTAVAILABLE;
2652 /* Check QUERY_VERTEXTEXTURE support */
2653 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2654 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2655 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2656 } else {
2657 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2658 return WINED3DERR_NOTAVAILABLE;
2662 /* Check QUERY_WRAPANDMIP support */
2663 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2664 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2665 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2666 } else {
2667 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2668 return WINED3DERR_NOTAVAILABLE;
2671 } else if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2672 if(Usage & WINED3DUSAGE_DEPTHSTENCIL)
2673 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2674 } else {
2675 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2676 return WINED3DERR_NOTAVAILABLE;
2678 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2679 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2680 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2682 * Volumetexture allows:
2683 * - D3DUSAGE_DYNAMIC
2684 * - D3DUSAGE_NONSECURE (d3d9ex)
2685 * - D3DUSAGE_SOFTWAREPROCESSING
2686 * - D3DUSAGE_QUERY_WRAPANDMIP
2689 /* Check volume texture and volume usage caps */
2690 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2691 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2692 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2693 return WINED3DERR_NOTAVAILABLE;
2696 /* Always report dynamic locking */
2697 if(Usage & WINED3DUSAGE_DYNAMIC)
2698 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2700 /* Always report software processing */
2701 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2702 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2704 /* Check QUERY_FILTER support */
2705 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2706 if(CheckFilterCapability(Adapter, CheckFormat)) {
2707 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2708 } else {
2709 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2710 return WINED3DERR_NOTAVAILABLE;
2714 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2715 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2716 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2717 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2718 } else {
2719 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2720 return WINED3DERR_NOTAVAILABLE;
2724 /* Check QUERY_SRGBREAD support */
2725 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2726 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2727 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2728 } else {
2729 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2730 return WINED3DERR_NOTAVAILABLE;
2734 /* Check QUERY_SRGBWRITE support */
2735 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2736 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2737 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2738 } else {
2739 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2740 return WINED3DERR_NOTAVAILABLE;
2744 /* Check QUERY_VERTEXTEXTURE support */
2745 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2746 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2747 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2748 } else {
2749 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2750 return WINED3DERR_NOTAVAILABLE;
2754 /* Check QUERY_WRAPANDMIP support */
2755 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2756 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2757 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2758 } else {
2759 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2760 return WINED3DERR_NOTAVAILABLE;
2763 } else {
2764 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2765 return WINED3DERR_NOTAVAILABLE;
2768 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2769 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2770 * app needing one of those formats, don't advertize them to avoid leading apps into
2771 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2772 * except of R32F.
2774 switch(CheckFormat) {
2775 case WINED3DFMT_P8:
2776 case WINED3DFMT_A4L4:
2777 case WINED3DFMT_R32F:
2778 case WINED3DFMT_R16F:
2779 case WINED3DFMT_X8L8V8U8:
2780 case WINED3DFMT_L6V5U5:
2781 case WINED3DFMT_G16R16:
2782 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2783 return WINED3DERR_NOTAVAILABLE;
2785 case WINED3DFMT_Q8W8V8U8:
2786 case WINED3DFMT_V16U16:
2787 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2788 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2789 return WINED3DERR_NOTAVAILABLE;
2791 break;
2793 case WINED3DFMT_V8U8:
2794 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2795 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2796 return WINED3DERR_NOTAVAILABLE;
2798 break;
2800 case WINED3DFMT_DXT1:
2801 case WINED3DFMT_DXT2:
2802 case WINED3DFMT_DXT3:
2803 case WINED3DFMT_DXT4:
2804 case WINED3DFMT_DXT5:
2805 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2806 * compressed texture results in an error. While the D3D refrast does
2807 * support s3tc volumes, at least the nvidia windows driver does not, so
2808 * we're free not to support this format.
2810 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2811 return WINED3DERR_NOTAVAILABLE;
2813 default:
2814 /* Do nothing, continue with checking the format below */
2815 break;
2817 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2818 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2819 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2820 return WINED3DERR_NOTAVAILABLE;
2823 /* This format is nothing special and it is supported perfectly.
2824 * However, ati and nvidia driver on windows do not mark this format as
2825 * supported (tested with the dxCapsViewer) and pretending to
2826 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2827 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2828 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2830 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2831 TRACE_(d3d_caps)("[FAILED]\n");
2832 return WINED3DERR_NOTAVAILABLE;
2835 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2836 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2837 * usage flags match. */
2838 if(UsageCaps == Usage) {
2839 return WINED3D_OK;
2840 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2841 return WINED3DOK_NOAUTOGEN;
2842 } else {
2843 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);
2844 return WINED3DERR_NOTAVAILABLE;
2848 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2849 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2850 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2852 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2853 This,
2854 Adapter,
2855 DeviceType, debug_d3ddevicetype(DeviceType),
2856 SourceFormat, debug_d3dformat(SourceFormat),
2857 TargetFormat, debug_d3dformat(TargetFormat));
2858 return WINED3D_OK;
2861 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2862 const shader_backend_t *ret;
2863 int vs_selected_mode;
2864 int ps_selected_mode;
2866 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2867 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2868 ret = &glsl_shader_backend;
2869 } else if (vs_selected_mode == SHADER_ARB && ps_selected_mode != SHADER_NONE &&
2870 !GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2871 ret = &atifs_shader_backend;
2872 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2873 ret = &arb_program_shader_backend;
2874 } else {
2875 ret = &none_shader_backend;
2877 return ret;
2880 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2881 subset of a D3DCAPS9 structure. However, it has to come via a void *
2882 as the d3d8 interface cannot import the d3d9 header */
2883 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2885 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2886 int vs_selected_mode;
2887 int ps_selected_mode;
2888 struct shader_caps shader_caps;
2889 const shader_backend_t *shader_backend;
2891 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2893 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2894 return WINED3DERR_INVALIDCALL;
2897 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2899 /* This function should *not* be modifying GL caps
2900 * TODO: move the functionality where it belongs */
2901 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2903 /* ------------------------------------------------
2904 The following fields apply to both d3d8 and d3d9
2905 ------------------------------------------------ */
2906 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2907 pCaps->AdapterOrdinal = Adapter;
2909 pCaps->Caps = 0;
2910 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2911 WINED3DCAPS2_FULLSCREENGAMMA |
2912 WINED3DCAPS2_DYNAMICTEXTURES;
2913 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2914 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2916 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2917 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2918 WINED3DPRESENT_INTERVAL_ONE;
2920 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2921 WINED3DCURSORCAPS_LOWRES;
2923 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2924 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2925 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2926 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2927 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2928 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2929 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2930 WINED3DDEVCAPS_PUREDEVICE |
2931 WINED3DDEVCAPS_HWRASTERIZATION |
2932 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2933 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2934 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2935 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2936 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2937 WINED3DDEVCAPS_RTPATCHES;
2939 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2940 WINED3DPMISCCAPS_CULLCCW |
2941 WINED3DPMISCCAPS_CULLCW |
2942 WINED3DPMISCCAPS_COLORWRITEENABLE |
2943 WINED3DPMISCCAPS_CLIPTLVERTS |
2944 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2945 WINED3DPMISCCAPS_MASKZ |
2946 WINED3DPMISCCAPS_BLENDOP;
2947 /* TODO:
2948 WINED3DPMISCCAPS_NULLREFERENCE
2949 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2950 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2951 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2952 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
2953 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2955 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
2956 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
2958 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2959 WINED3DPRASTERCAPS_PAT |
2960 WINED3DPRASTERCAPS_WFOG |
2961 WINED3DPRASTERCAPS_ZFOG |
2962 WINED3DPRASTERCAPS_FOGVERTEX |
2963 WINED3DPRASTERCAPS_FOGTABLE |
2964 WINED3DPRASTERCAPS_STIPPLE |
2965 WINED3DPRASTERCAPS_SUBPIXEL |
2966 WINED3DPRASTERCAPS_ZTEST |
2967 WINED3DPRASTERCAPS_SCISSORTEST |
2968 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2969 WINED3DPRASTERCAPS_DEPTHBIAS;
2971 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2972 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
2973 WINED3DPRASTERCAPS_ZBIAS |
2974 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
2976 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
2977 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
2979 /* FIXME Add:
2980 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2981 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2982 WINED3DPRASTERCAPS_ANTIALIASEDGES
2983 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2984 WINED3DPRASTERCAPS_WBUFFER */
2986 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2987 WINED3DPCMPCAPS_EQUAL |
2988 WINED3DPCMPCAPS_GREATER |
2989 WINED3DPCMPCAPS_GREATEREQUAL |
2990 WINED3DPCMPCAPS_LESS |
2991 WINED3DPCMPCAPS_LESSEQUAL |
2992 WINED3DPCMPCAPS_NEVER |
2993 WINED3DPCMPCAPS_NOTEQUAL;
2995 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
2996 WINED3DPBLENDCAPS_BOTHSRCALPHA |
2997 WINED3DPBLENDCAPS_DESTALPHA |
2998 WINED3DPBLENDCAPS_DESTCOLOR |
2999 WINED3DPBLENDCAPS_INVDESTALPHA |
3000 WINED3DPBLENDCAPS_INVDESTCOLOR |
3001 WINED3DPBLENDCAPS_INVSRCALPHA |
3002 WINED3DPBLENDCAPS_INVSRCCOLOR |
3003 WINED3DPBLENDCAPS_ONE |
3004 WINED3DPBLENDCAPS_SRCALPHA |
3005 WINED3DPBLENDCAPS_SRCALPHASAT |
3006 WINED3DPBLENDCAPS_SRCCOLOR |
3007 WINED3DPBLENDCAPS_ZERO;
3009 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3010 WINED3DPBLENDCAPS_DESTCOLOR |
3011 WINED3DPBLENDCAPS_INVDESTALPHA |
3012 WINED3DPBLENDCAPS_INVDESTCOLOR |
3013 WINED3DPBLENDCAPS_INVSRCALPHA |
3014 WINED3DPBLENDCAPS_INVSRCCOLOR |
3015 WINED3DPBLENDCAPS_ONE |
3016 WINED3DPBLENDCAPS_SRCALPHA |
3017 WINED3DPBLENDCAPS_SRCCOLOR |
3018 WINED3DPBLENDCAPS_ZERO;
3019 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3020 * according to the glBlendFunc manpage
3022 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3023 * legacy settings for srcblend only
3026 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3027 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3028 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3032 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3033 WINED3DPCMPCAPS_EQUAL |
3034 WINED3DPCMPCAPS_GREATER |
3035 WINED3DPCMPCAPS_GREATEREQUAL |
3036 WINED3DPCMPCAPS_LESS |
3037 WINED3DPCMPCAPS_LESSEQUAL |
3038 WINED3DPCMPCAPS_NEVER |
3039 WINED3DPCMPCAPS_NOTEQUAL;
3041 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3042 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3043 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3044 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3045 WINED3DPSHADECAPS_COLORFLATRGB |
3046 WINED3DPSHADECAPS_FOGFLAT |
3047 WINED3DPSHADECAPS_FOGGOURAUD |
3048 WINED3DPSHADECAPS_SPECULARFLATRGB;
3050 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3051 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3052 WINED3DPTEXTURECAPS_BORDER |
3053 WINED3DPTEXTURECAPS_MIPMAP |
3054 WINED3DPTEXTURECAPS_PROJECTED |
3055 WINED3DPTEXTURECAPS_PERSPECTIVE;
3057 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3058 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3059 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3062 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3063 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3064 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3065 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3068 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3069 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3070 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3071 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3075 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3076 WINED3DPTFILTERCAPS_MAGFPOINT |
3077 WINED3DPTFILTERCAPS_MINFLINEAR |
3078 WINED3DPTFILTERCAPS_MINFPOINT |
3079 WINED3DPTFILTERCAPS_MIPFLINEAR |
3080 WINED3DPTFILTERCAPS_MIPFPOINT |
3081 WINED3DPTFILTERCAPS_LINEAR |
3082 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3083 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3084 WINED3DPTFILTERCAPS_MIPLINEAR |
3085 WINED3DPTFILTERCAPS_MIPNEAREST |
3086 WINED3DPTFILTERCAPS_NEAREST;
3088 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3089 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3090 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3093 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3094 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3095 WINED3DPTFILTERCAPS_MAGFPOINT |
3096 WINED3DPTFILTERCAPS_MINFLINEAR |
3097 WINED3DPTFILTERCAPS_MINFPOINT |
3098 WINED3DPTFILTERCAPS_MIPFLINEAR |
3099 WINED3DPTFILTERCAPS_MIPFPOINT |
3100 WINED3DPTFILTERCAPS_LINEAR |
3101 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3102 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3103 WINED3DPTFILTERCAPS_MIPLINEAR |
3104 WINED3DPTFILTERCAPS_MIPNEAREST |
3105 WINED3DPTFILTERCAPS_NEAREST;
3107 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3108 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3109 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3111 } else
3112 pCaps->CubeTextureFilterCaps = 0;
3114 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3115 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3116 WINED3DPTFILTERCAPS_MAGFPOINT |
3117 WINED3DPTFILTERCAPS_MINFLINEAR |
3118 WINED3DPTFILTERCAPS_MINFPOINT |
3119 WINED3DPTFILTERCAPS_MIPFLINEAR |
3120 WINED3DPTFILTERCAPS_MIPFPOINT |
3121 WINED3DPTFILTERCAPS_LINEAR |
3122 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3123 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3124 WINED3DPTFILTERCAPS_MIPLINEAR |
3125 WINED3DPTFILTERCAPS_MIPNEAREST |
3126 WINED3DPTFILTERCAPS_NEAREST;
3127 } else
3128 pCaps->VolumeTextureFilterCaps = 0;
3130 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3131 WINED3DPTADDRESSCAPS_CLAMP |
3132 WINED3DPTADDRESSCAPS_WRAP;
3134 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3135 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3137 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3138 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3140 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3141 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3144 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3145 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3146 WINED3DPTADDRESSCAPS_CLAMP |
3147 WINED3DPTADDRESSCAPS_WRAP;
3148 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3149 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3151 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3152 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3154 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3155 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3157 } else
3158 pCaps->VolumeTextureAddressCaps = 0;
3160 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3161 WINED3DLINECAPS_ZTEST;
3162 /* FIXME: Add
3163 WINED3DLINECAPS_BLEND
3164 WINED3DLINECAPS_ALPHACMP
3165 WINED3DLINECAPS_FOG */
3167 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3168 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3170 if(GL_SUPPORT(EXT_TEXTURE3D))
3171 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3172 else
3173 pCaps->MaxVolumeExtent = 0;
3175 pCaps->MaxTextureRepeat = 32768;
3176 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3177 pCaps->MaxVertexW = 1.0;
3179 pCaps->GuardBandLeft = 0;
3180 pCaps->GuardBandTop = 0;
3181 pCaps->GuardBandRight = 0;
3182 pCaps->GuardBandBottom = 0;
3184 pCaps->ExtentsAdjust = 0;
3186 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3187 WINED3DSTENCILCAPS_INCRSAT |
3188 WINED3DSTENCILCAPS_INVERT |
3189 WINED3DSTENCILCAPS_KEEP |
3190 WINED3DSTENCILCAPS_REPLACE |
3191 WINED3DSTENCILCAPS_ZERO;
3192 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3193 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3194 WINED3DSTENCILCAPS_INCR;
3196 if ( This->dxVersion > 8 &&
3197 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3198 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3199 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3202 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3204 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3205 pCaps->MaxActiveLights = GL_LIMITS(lights);
3207 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3208 pCaps->MaxVertexBlendMatrixIndex = 0;
3210 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3211 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3214 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3215 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3216 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3217 WINED3DVTXPCAPS_LOCALVIEWER |
3218 WINED3DVTXPCAPS_VERTEXFOG |
3219 WINED3DVTXPCAPS_TEXGEN;
3220 /* FIXME: Add
3221 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3223 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3224 pCaps->MaxVertexIndex = 0xFFFFF;
3225 pCaps->MaxStreams = MAX_STREAMS;
3226 pCaps->MaxStreamStride = 1024;
3228 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3229 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
3230 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3231 pCaps->MaxNpatchTessellationLevel = 0;
3232 pCaps->MasterAdapterOrdinal = 0;
3233 pCaps->AdapterOrdinalInGroup = 0;
3234 pCaps->NumberOfAdaptersInGroup = 1;
3236 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3238 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3239 WINED3DPTFILTERCAPS_MAGFPOINT |
3240 WINED3DPTFILTERCAPS_MINFLINEAR |
3241 WINED3DPTFILTERCAPS_MAGFLINEAR;
3242 pCaps->VertexTextureFilterCaps = 0;
3244 memset(&shader_caps, 0, sizeof(shader_caps));
3245 shader_backend = select_shader_backend(Adapter, DeviceType);
3246 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3248 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3249 pCaps->PrimitiveMiscCaps |= shader_caps.PrimitiveMiscCaps;
3251 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3252 * Ignore shader model capabilities if disabled in config
3254 if(vs_selected_mode == SHADER_NONE) {
3255 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3256 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3257 pCaps->MaxVertexShaderConst = 0;
3258 } else {
3259 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3260 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3263 if(ps_selected_mode == SHADER_NONE) {
3264 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3265 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3266 pCaps->PixelShader1xMaxValue = 0.0;
3267 } else {
3268 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3269 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3272 pCaps->TextureOpCaps = shader_caps.TextureOpCaps;
3273 pCaps->MaxTextureBlendStages = shader_caps.MaxTextureBlendStages;
3274 pCaps->MaxSimultaneousTextures = shader_caps.MaxSimultaneousTextures;
3275 pCaps->VS20Caps = shader_caps.VS20Caps;
3276 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3277 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3278 pCaps->PS20Caps = shader_caps.PS20Caps;
3279 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3280 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3282 /* The following caps are shader specific, but they are things we cannot detect, or which
3283 * are the same among all shader models. So to avoid code duplication set the shader version
3284 * specific, but otherwise constant caps here
3286 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3287 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3288 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3289 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3290 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3291 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3292 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3294 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3295 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3296 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3297 pCaps->VS20Caps.Caps = 0;
3298 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3299 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3300 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3302 pCaps->MaxVShaderInstructionsExecuted = 65535;
3303 pCaps->MaxVertexShader30InstructionSlots = 0;
3304 } else { /* VS 1.x */
3305 pCaps->VS20Caps.Caps = 0;
3306 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3307 pCaps->VS20Caps.NumTemps = 0;
3308 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3310 pCaps->MaxVShaderInstructionsExecuted = 0;
3311 pCaps->MaxVertexShader30InstructionSlots = 0;
3314 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3315 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3316 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3318 /* 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 */
3319 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3320 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3321 WINED3DPS20CAPS_PREDICATION |
3322 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3323 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3324 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3325 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3326 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3327 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3329 pCaps->MaxPShaderInstructionsExecuted = 65535;
3330 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3331 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3332 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3333 pCaps->PS20Caps.Caps = 0;
3334 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3335 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3336 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3337 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3339 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3340 pCaps->MaxPixelShader30InstructionSlots = 0;
3341 } else { /* PS 1.x */
3342 pCaps->PS20Caps.Caps = 0;
3343 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3344 pCaps->PS20Caps.NumTemps = 0;
3345 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3346 pCaps->PS20Caps.NumInstructionSlots = 0;
3348 pCaps->MaxPShaderInstructionsExecuted = 0;
3349 pCaps->MaxPixelShader30InstructionSlots = 0;
3352 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3353 /* OpenGL supports all the formats below, perhaps not always
3354 * without conversion, but it supports them.
3355 * Further GLSL doesn't seem to have an official unsigned type so
3356 * don't advertise it yet as I'm not sure how we handle it.
3357 * We might need to add some clamping in the shader engine to
3358 * support it.
3359 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3360 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3361 WINED3DDTCAPS_UBYTE4N |
3362 WINED3DDTCAPS_SHORT2N |
3363 WINED3DDTCAPS_SHORT4N;
3364 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3365 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3366 WINED3DDTCAPS_FLOAT16_4;
3368 } else
3369 pCaps->DeclTypes = 0;
3371 return WINED3D_OK;
3374 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3375 and fields being inserted in the middle, a new structure is used in place */
3376 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3377 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3378 IUnknown *parent) {
3380 IWineD3DDeviceImpl *object = NULL;
3381 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3382 WINED3DDISPLAYMODE mode;
3383 int i;
3385 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3386 * number and create a device without a 3D adapter for 2D only operation.
3388 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3389 return WINED3DERR_INVALIDCALL;
3392 /* Create a WineD3DDevice object */
3393 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3394 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3395 TRACE("Created WineD3DDevice object @ %p\n", object);
3396 if (NULL == object) {
3397 return WINED3DERR_OUTOFVIDEOMEMORY;
3400 /* Set up initial COM information */
3401 object->lpVtbl = &IWineD3DDevice_Vtbl;
3402 object->ref = 1;
3403 object->wineD3D = iface;
3404 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3405 IWineD3D_AddRef(object->wineD3D);
3406 object->parent = parent;
3407 list_init(&object->resources);
3408 list_init(&object->shaders);
3410 if(This->dxVersion == 7) {
3411 object->surface_alignment = 8;
3412 } else {
3413 object->surface_alignment = 4;
3415 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3417 /* Set the state up as invalid until the device is fully created */
3418 object->state = WINED3DERR_DRIVERINTERNALERROR;
3420 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3421 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3423 /* Save the creation parameters */
3424 object->createParms.AdapterOrdinal = Adapter;
3425 object->createParms.DeviceType = DeviceType;
3426 object->createParms.hFocusWindow = hFocusWindow;
3427 object->createParms.BehaviorFlags = BehaviourFlags;
3429 /* Initialize other useful values */
3430 object->adapterNo = Adapter;
3431 object->devType = DeviceType;
3433 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3434 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3436 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3437 * model can deal with that. It is essentially the same, just with adjusted
3438 * Set*ShaderConstantF implementations
3440 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3441 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3444 /* set the state of the device to valid */
3445 object->state = WINED3D_OK;
3447 /* Get the initial screen setup for ddraw */
3448 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3450 object->ddraw_width = mode.Width;
3451 object->ddraw_height = mode.Height;
3452 object->ddraw_format = mode.Format;
3454 for(i = 0; i < PATCHMAP_SIZE; i++) {
3455 list_init(&object->patches[i]);
3457 return WINED3D_OK;
3459 #undef GLINFO_LOCATION
3461 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3462 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3463 IUnknown_AddRef(This->parent);
3464 *pParent = This->parent;
3465 return WINED3D_OK;
3468 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3469 IUnknown* surfaceParent;
3470 TRACE("(%p) call back\n", pSurface);
3472 /* Now, release the parent, which will take care of cleaning up the surface for us */
3473 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3474 IUnknown_Release(surfaceParent);
3475 return IUnknown_Release(surfaceParent);
3478 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3479 IUnknown* volumeParent;
3480 TRACE("(%p) call back\n", pVolume);
3482 /* Now, release the parent, which will take care of cleaning up the volume for us */
3483 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3484 IUnknown_Release(volumeParent);
3485 return IUnknown_Release(volumeParent);
3488 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3489 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3490 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3491 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3493 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3494 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3495 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3496 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3497 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3498 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3499 * DirectDraw, not OpenGL.
3501 if(gl_info->supported[APPLE_FENCE] &&
3502 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3503 gl_info->supported[APPLE_FLUSH_RENDER] &&
3504 gl_info->supported[APPLE_YCBCR_422]) {
3505 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3506 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3507 return TRUE;
3508 } else {
3509 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3510 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3511 return FALSE;
3515 #define GLINFO_LOCATION (*gl_info)
3516 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3517 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3518 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3519 * all the texture. This function detects this bug by its symptom and disables PBOs
3520 * if the test fails.
3522 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3523 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3524 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3525 * read back is compared to the original. If they are equal PBOs are assumed to work,
3526 * otherwise the PBO extension is disabled.
3528 GLuint texture, pbo;
3529 static const unsigned int pattern[] = {
3530 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3531 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3532 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3533 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3535 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3537 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3538 /* No PBO -> No point in testing them */
3539 return;
3542 while(glGetError());
3543 glGenTextures(1, &texture);
3544 glBindTexture(GL_TEXTURE_2D, texture);
3545 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3546 checkGLcall("Specifying the PBO test texture\n");
3548 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3549 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3550 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3551 checkGLcall("Specifying the PBO test pbo\n");
3553 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3554 checkGLcall("Loading the PBO test texture\n");
3556 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3557 glFinish(); /* just to be sure */
3559 memset(check, 0, sizeof(check));
3560 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3561 checkGLcall("Reading back the PBO test texture\n");
3563 glDeleteTextures(1, &texture);
3564 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3565 checkGLcall("PBO test cleanup\n");
3567 if(memcmp(check, pattern, sizeof(check)) != 0) {
3568 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3569 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3570 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3571 } else {
3572 TRACE_(d3d_caps)("PBO test successful\n");
3575 #undef GLINFO_LOCATION
3577 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3578 * reporting a driver version is moot because we are not the Windows driver, and we have different
3579 * bugs, features, etc.
3581 * If a card is not found in this table, the gl driver version is reported
3583 struct driver_version_information {
3584 WORD vendor; /* reported PCI card vendor ID */
3585 WORD card; /* reported PCI card device ID */
3586 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3587 WORD lopart_hi, lopart_lo; /* driver loword to report */
3590 static const struct driver_version_information driver_version_table[] = {
3591 /* Nvidia drivers. Geforce FX and newer cards are supported by the current driver */
3592 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3593 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 10, 16921 },
3594 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 10, 16921 },
3595 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 10, 16921 },
3596 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 10, 16921 },
3597 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 10, 16921 },
3598 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 10, 16921 },
3599 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 10, 16921 },
3600 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 10, 16921 },
3601 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 10, 16921 },
3602 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 10, 16921 },
3603 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 10, 16921 },
3604 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 10, 16921 },
3605 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 10, 16921 },
3606 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 10, 16921 },
3607 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3608 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3610 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3611 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3612 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3613 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3614 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3615 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3616 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3618 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3621 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3622 unsigned int i;
3623 BOOL apple = implementation_is_apple(gl_info);
3625 if(apple) {
3626 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3627 * used it falls back to software. While the compiler can detect if the shader uses all declared
3628 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3629 * using relative addressing falls back to software.
3631 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3633 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3634 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3635 } else {
3636 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3637 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3638 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3641 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3642 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3643 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3644 * flag for this extension
3646 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3647 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3648 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3649 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3650 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3651 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3652 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3656 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3657 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3658 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3659 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3660 * according to the spec.
3662 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3663 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3665 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3666 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3667 * this workaround is activated on cards that do not need it, it won't break things, just affect
3668 * performance negatively.
3670 if(gl_info->gl_vendor == VENDOR_INTEL ||
3671 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3672 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3673 gl_info->set_texcoord_w = TRUE;
3677 /* Find out if PBOs work as they are supposed to */
3678 test_pbo_functionality(gl_info);
3680 /* Fixup the driver version */
3681 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3682 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3683 gl_info->gl_card == driver_version_table[i].card) {
3684 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3686 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3687 driver_version_table[i].lopart_lo);
3688 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3689 driver_version_table[i].hipart_lo);
3690 break;
3695 void invalid_func(void *data) {
3696 ERR("Invalid vertex attribute function called\n");
3697 DebugBreak();
3700 #define GLINFO_LOCATION (Adapters[0].gl_info)
3702 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3703 * the extension detection and are used in drawStridedSlow
3705 static void position_d3dcolor(void *data) {
3706 DWORD pos = *((DWORD *) data);
3708 FIXME("Add a test for fixed function position from d3dcolor type\n");
3709 glVertex4s(D3DCOLOR_B_R(pos),
3710 D3DCOLOR_B_G(pos),
3711 D3DCOLOR_B_B(pos),
3712 D3DCOLOR_B_A(pos));
3714 static void position_float4(void *data) {
3715 GLfloat *pos = (float *) data;
3717 if (pos[3] < eps && pos[3] > -eps)
3718 glVertex3fv(pos);
3719 else {
3720 float w = 1.0 / pos[3];
3722 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3726 static void diffuse_d3dcolor(void *data) {
3727 DWORD diffuseColor = *((DWORD *) data);
3729 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3730 D3DCOLOR_B_G(diffuseColor),
3731 D3DCOLOR_B_B(diffuseColor),
3732 D3DCOLOR_B_A(diffuseColor));
3735 static void specular_d3dcolor(void *data) {
3736 DWORD specularColor = *((DWORD *) data);
3738 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3739 D3DCOLOR_B_G(specularColor),
3740 D3DCOLOR_B_B(specularColor));
3742 static void warn_no_specular_func(void *data) {
3743 WARN("GL_EXT_secondary_color not supported\n");
3746 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3747 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3748 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3749 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3750 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3751 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3752 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3753 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3754 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3755 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3756 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3757 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3758 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3759 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3760 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3761 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3762 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3763 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3765 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3766 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3767 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3768 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3769 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3770 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3771 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3772 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3773 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3774 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3775 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3776 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3777 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3778 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3779 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3780 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3781 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3783 /* No 4 component entry points here */
3784 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3785 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3786 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3787 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3788 } else {
3789 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3791 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3792 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3793 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3794 } else {
3795 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3797 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3798 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3799 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3800 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3801 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3802 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3803 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3804 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3805 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3806 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3807 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3808 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3810 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3811 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3813 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3814 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3815 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3816 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3817 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3818 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3819 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3820 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3821 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3822 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3823 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3824 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3825 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3826 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3827 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3828 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3829 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3832 #define PUSH1(att) attribs[nAttribs++] = (att);
3833 BOOL InitAdapters(void) {
3834 static HMODULE mod_gl;
3835 BOOL ret;
3836 int ps_selected_mode, vs_selected_mode;
3838 /* No need to hold any lock. The calling library makes sure only one thread calls
3839 * wined3d simultaneously
3841 if(numAdapters > 0) return Adapters[0].opengl;
3843 TRACE("Initializing adapters\n");
3845 if(!mod_gl) {
3846 #ifdef USE_WIN32_OPENGL
3847 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3848 mod_gl = LoadLibraryA("opengl32.dll");
3849 if(!mod_gl) {
3850 ERR("Can't load opengl32.dll!\n");
3851 goto nogl_adapter;
3853 #else
3854 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3855 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3856 mod_gl = GetModuleHandleA("gdi32.dll");
3857 #endif
3860 /* Load WGL core functions from opengl32.dll */
3861 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3862 WGL_FUNCS_GEN;
3863 #undef USE_WGL_FUNC
3865 if(!pwglGetProcAddress) {
3866 ERR("Unable to load wglGetProcAddress!\n");
3867 goto nogl_adapter;
3870 /* Dynamically load all GL core functions */
3871 GL_FUNCS_GEN;
3872 #undef USE_GL_FUNC
3874 /* For now only one default adapter */
3876 int iPixelFormat;
3877 int attribs[10];
3878 int values[10];
3879 int nAttribs = 0;
3880 int res;
3881 int i;
3882 WineD3D_PixelFormat *cfgs;
3883 int attribute;
3884 DISPLAY_DEVICEW DisplayDevice;
3885 HDC hdc;
3887 TRACE("Initializing default adapter\n");
3888 Adapters[0].num = 0;
3889 Adapters[0].monitorPoint.x = -1;
3890 Adapters[0].monitorPoint.y = -1;
3892 if (!WineD3D_CreateFakeGLContext()) {
3893 ERR("Failed to get a gl context for default adapter\n");
3894 WineD3D_ReleaseFakeGLContext();
3895 goto nogl_adapter;
3898 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3899 if(!ret) {
3900 ERR("Failed to initialize gl caps for default adapter\n");
3901 WineD3D_ReleaseFakeGLContext();
3902 goto nogl_adapter;
3904 ret = initPixelFormats(&Adapters[0].gl_info);
3905 if(!ret) {
3906 ERR("Failed to init gl formats\n");
3907 WineD3D_ReleaseFakeGLContext();
3908 goto nogl_adapter;
3911 hdc = pwglGetCurrentDC();
3912 if(!hdc) {
3913 ERR("Failed to get gl HDC\n");
3914 WineD3D_ReleaseFakeGLContext();
3915 goto nogl_adapter;
3918 Adapters[0].driver = "Display";
3919 Adapters[0].description = "Direct3D HAL";
3921 /* Use the VideoRamSize registry setting when set */
3922 if(wined3d_settings.emulated_textureram)
3923 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3924 else
3925 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3926 Adapters[0].UsedTextureRam = 0;
3927 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3929 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3930 DisplayDevice.cb = sizeof(DisplayDevice);
3931 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3932 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3933 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3935 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3936 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3938 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3939 cfgs = Adapters[0].cfgs;
3940 PUSH1(WGL_RED_BITS_ARB)
3941 PUSH1(WGL_GREEN_BITS_ARB)
3942 PUSH1(WGL_BLUE_BITS_ARB)
3943 PUSH1(WGL_ALPHA_BITS_ARB)
3944 PUSH1(WGL_DEPTH_BITS_ARB)
3945 PUSH1(WGL_STENCIL_BITS_ARB)
3946 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
3947 PUSH1(WGL_PIXEL_TYPE_ARB)
3948 PUSH1(WGL_DOUBLE_BUFFER_ARB)
3949 PUSH1(WGL_AUX_BUFFERS_ARB)
3951 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
3952 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
3954 if(!res)
3955 continue;
3957 /* Cache the pixel format */
3958 cfgs->iPixelFormat = iPixelFormat;
3959 cfgs->redSize = values[0];
3960 cfgs->greenSize = values[1];
3961 cfgs->blueSize = values[2];
3962 cfgs->alphaSize = values[3];
3963 cfgs->depthSize = values[4];
3964 cfgs->stencilSize = values[5];
3965 cfgs->windowDrawable = values[6];
3966 cfgs->iPixelType = values[7];
3967 cfgs->doubleBuffer = values[8];
3968 cfgs->auxBuffers = values[9];
3970 cfgs->pbufferDrawable = FALSE;
3971 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
3972 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
3973 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
3974 int value;
3975 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
3976 cfgs->pbufferDrawable = value;
3979 cfgs->numSamples = 0;
3980 /* Check multisample support */
3981 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
3982 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
3983 int value[2];
3984 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
3985 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
3986 * value[1] = number of multi sample buffers*/
3987 if(value[0])
3988 cfgs->numSamples = value[1];
3992 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);
3993 cfgs++;
3996 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
3997 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
3998 * but just fake it using D24(X8?) which is fine. D3D also allows that.
3999 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4000 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4001 * driver is allowed to consume more bits EXCEPT for stencil bits.
4003 * Mark an adapter with this broken stencil behavior.
4005 Adapters[0].brokenStencil = TRUE;
4006 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4007 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4008 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4009 Adapters[0].brokenStencil = FALSE;
4010 break;
4014 fixup_extensions(&Adapters[0].gl_info);
4016 WineD3D_ReleaseFakeGLContext();
4018 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4019 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4020 fillGLAttribFuncs(&Adapters[0].gl_info);
4021 init_type_lookup(&Adapters[0].gl_info);
4022 Adapters[0].opengl = TRUE;
4024 numAdapters = 1;
4025 TRACE("%d adapters successfully initialized\n", numAdapters);
4027 return TRUE;
4029 nogl_adapter:
4030 /* Initialize an adapter for ddraw-only memory counting */
4031 memset(Adapters, 0, sizeof(Adapters));
4032 Adapters[0].num = 0;
4033 Adapters[0].opengl = FALSE;
4034 Adapters[0].monitorPoint.x = -1;
4035 Adapters[0].monitorPoint.y = -1;
4037 Adapters[0].driver = "Display";
4038 Adapters[0].description = "WineD3D DirectDraw Emulation";
4039 if(wined3d_settings.emulated_textureram) {
4040 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4041 } else {
4042 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4045 numAdapters = 1;
4046 return FALSE;
4048 #undef PUSH1
4049 #undef GLINFO_LOCATION
4051 /**********************************************************
4052 * IWineD3D VTbl follows
4053 **********************************************************/
4055 const IWineD3DVtbl IWineD3D_Vtbl =
4057 /* IUnknown */
4058 IWineD3DImpl_QueryInterface,
4059 IWineD3DImpl_AddRef,
4060 IWineD3DImpl_Release,
4061 /* IWineD3D */
4062 IWineD3DImpl_GetParent,
4063 IWineD3DImpl_GetAdapterCount,
4064 IWineD3DImpl_RegisterSoftwareDevice,
4065 IWineD3DImpl_GetAdapterMonitor,
4066 IWineD3DImpl_GetAdapterModeCount,
4067 IWineD3DImpl_EnumAdapterModes,
4068 IWineD3DImpl_GetAdapterDisplayMode,
4069 IWineD3DImpl_GetAdapterIdentifier,
4070 IWineD3DImpl_CheckDeviceMultiSampleType,
4071 IWineD3DImpl_CheckDepthStencilMatch,
4072 IWineD3DImpl_CheckDeviceType,
4073 IWineD3DImpl_CheckDeviceFormat,
4074 IWineD3DImpl_CheckDeviceFormatConversion,
4075 IWineD3DImpl_GetDeviceCaps,
4076 IWineD3DImpl_CreateDevice