wined3d: Always report D16 as Windows drivers report it on all cards (likely using...
[wine/wine-kai.git] / dlls / wined3d / directx.c
blobef6b6df9d2fb6e8790dd334e53a7f7e452d50c28
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 /* Compile time diagnostics: */
26 #ifndef DEBUG_SINGLE_MODE
27 /* Set to 1 to force only a single display mode to be exposed: */
28 #define DEBUG_SINGLE_MODE 0
29 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
42 /* Extension detection */
43 static const struct {
44 const char *extension_string;
45 GL_SupportedExt extension;
46 DWORD version;
47 } EXTENSION_MAP[] = {
48 /* APPLE */
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
55 /* ATI */
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
59 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
61 /* ARB */
62 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
63 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
64 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
65 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
66 {"GL_ARB_imaging", ARB_IMAGING, 0 },
67 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
68 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
69 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
70 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
71 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
72 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
73 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
74 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
75 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
76 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
77 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
78 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
79 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
80 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
81 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, 0 },
82 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
83 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
84 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
85 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
86 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
87 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
89 /* EXT */
90 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
91 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
92 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
93 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
94 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
95 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
96 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
97 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
98 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
99 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
100 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
101 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
102 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
103 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
104 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
105 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
106 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
107 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
108 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
109 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
110 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
111 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
112 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 /* NV */
116 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
117 {"GL_NV_fence", NV_FENCE, 0 },
118 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
119 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
120 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
121 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
122 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
123 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
124 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
125 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
126 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
127 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
128 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
129 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
130 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
131 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
132 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
133 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
134 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
136 /* SGI */
137 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
140 /**********************************************************
141 * Utility functions follow
142 **********************************************************/
144 /* Adapters */
145 static int numAdapters = 0;
146 static struct WineD3DAdapter Adapters[1];
148 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
150 /* lookup tables */
151 int minLookup[MAX_LOOKUPS];
152 int maxLookup[MAX_LOOKUPS];
153 DWORD *stateLookup[MAX_LOOKUPS];
155 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
157 /* drawStridedSlow attributes */
158 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
159 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
160 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
161 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
162 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
165 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
166 * ie there is no GL Context - Get a default rendering context to enable the
167 * function query some info from GL
170 static int wined3d_fake_gl_context_ref = 0;
171 static BOOL wined3d_fake_gl_context_foreign;
172 static BOOL wined3d_fake_gl_context_available = FALSE;
173 static HDC wined3d_fake_gl_context_hdc = NULL;
174 static HWND wined3d_fake_gl_context_hwnd = NULL;
176 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
177 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
179 0, 0, &wined3d_fake_gl_context_cs,
180 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
181 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
182 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
184 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
186 static void WineD3D_ReleaseFakeGLContext(void) {
187 HGLRC glCtx;
189 EnterCriticalSection(&wined3d_fake_gl_context_cs);
191 if(!wined3d_fake_gl_context_available) {
192 TRACE_(d3d_caps)("context not available\n");
193 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
194 return;
197 glCtx = pwglGetCurrentContext();
199 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
200 if (0 == (--wined3d_fake_gl_context_ref) ) {
201 if(!wined3d_fake_gl_context_foreign && glCtx) {
202 TRACE_(d3d_caps)("destroying fake GL context\n");
203 pwglMakeCurrent(NULL, NULL);
204 pwglDeleteContext(glCtx);
206 if(wined3d_fake_gl_context_hdc)
207 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
208 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
209 if(wined3d_fake_gl_context_hwnd)
210 DestroyWindow(wined3d_fake_gl_context_hwnd);
211 wined3d_fake_gl_context_hwnd = NULL;
212 wined3d_fake_gl_context_available = FALSE;
214 assert(wined3d_fake_gl_context_ref >= 0);
216 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
219 static BOOL WineD3D_CreateFakeGLContext(void) {
220 HGLRC glCtx = NULL;
222 EnterCriticalSection(&wined3d_fake_gl_context_cs);
224 TRACE("getting context...\n");
225 if(wined3d_fake_gl_context_ref > 0) goto ret;
226 assert(0 == wined3d_fake_gl_context_ref);
228 wined3d_fake_gl_context_foreign = TRUE;
230 glCtx = pwglGetCurrentContext();
231 if (!glCtx) {
232 PIXELFORMATDESCRIPTOR pfd;
233 int iPixelFormat;
235 wined3d_fake_gl_context_foreign = FALSE;
237 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
238 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
239 if(!wined3d_fake_gl_context_hwnd) {
240 ERR("HWND creation failed!\n");
241 goto fail;
243 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
244 if(!wined3d_fake_gl_context_hdc) {
245 ERR("GetDC failed!\n");
246 goto fail;
249 /* PixelFormat selection */
250 ZeroMemory(&pfd, sizeof(pfd));
251 pfd.nSize = sizeof(pfd);
252 pfd.nVersion = 1;
253 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
254 pfd.iPixelType = PFD_TYPE_RGBA;
255 pfd.cColorBits = 32;
256 pfd.iLayerType = PFD_MAIN_PLANE;
258 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
259 if(!iPixelFormat) {
260 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
261 ERR("Can't find a suitable iPixelFormat\n");
262 goto fail;
264 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
265 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
267 /* Create a GL context */
268 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
269 if (!glCtx) {
270 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
271 goto fail;
274 /* Make it the current GL context */
275 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
276 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
277 goto fail;
281 ret:
282 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
283 wined3d_fake_gl_context_ref++;
284 wined3d_fake_gl_context_available = TRUE;
285 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
286 return TRUE;
287 fail:
288 if(wined3d_fake_gl_context_hdc)
289 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
290 wined3d_fake_gl_context_hdc = NULL;
291 if(wined3d_fake_gl_context_hwnd)
292 DestroyWindow(wined3d_fake_gl_context_hwnd);
293 wined3d_fake_gl_context_hwnd = NULL;
294 if(glCtx) pwglDeleteContext(glCtx);
295 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
296 return FALSE;
299 /* Adjust the amount of used texture memory */
300 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
301 UINT Adapter = D3DDevice->adapterNo;
303 Adapters[Adapter].UsedTextureRam += glram;
304 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
305 return Adapters[Adapter].UsedTextureRam;
308 /**********************************************************
309 * IUnknown parts follows
310 **********************************************************/
312 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
314 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
316 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
317 if (IsEqualGUID(riid, &IID_IUnknown)
318 || IsEqualGUID(riid, &IID_IWineD3DBase)
319 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
320 IUnknown_AddRef(iface);
321 *ppobj = This;
322 return S_OK;
324 *ppobj = NULL;
325 return E_NOINTERFACE;
328 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
329 IWineD3DImpl *This = (IWineD3DImpl *)iface;
330 ULONG refCount = InterlockedIncrement(&This->ref);
332 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
333 return refCount;
336 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
337 IWineD3DImpl *This = (IWineD3DImpl *)iface;
338 ULONG ref;
339 TRACE("(%p) : Releasing from %d\n", This, This->ref);
340 ref = InterlockedDecrement(&This->ref);
341 if (ref == 0) {
342 HeapFree(GetProcessHeap(), 0, This);
345 return ref;
348 /* Set the shader type for this device, depending on the given capabilities,
349 * the device type, and the user preferences in wined3d_settings */
351 static void select_shader_mode(
352 WineD3D_GL_Info *gl_info,
353 WINED3DDEVTYPE DeviceType,
354 int* ps_selected,
355 int* vs_selected) {
357 if (wined3d_settings.vs_mode == VS_NONE) {
358 *vs_selected = SHADER_NONE;
359 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
360 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
361 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
362 * shaders only on this card. */
363 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
364 *vs_selected = SHADER_ARB;
365 else
366 *vs_selected = SHADER_GLSL;
367 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
368 *vs_selected = SHADER_ARB;
369 } else {
370 *vs_selected = SHADER_NONE;
373 if (wined3d_settings.ps_mode == PS_NONE) {
374 *ps_selected = SHADER_NONE;
375 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
376 *ps_selected = SHADER_GLSL;
377 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
378 *ps_selected = SHADER_ARB;
379 } else {
380 *ps_selected = SHADER_NONE;
384 /** Select the number of report maximum shader constants based on the selected shader modes */
385 static void select_shader_max_constants(
386 int ps_selected_mode,
387 int vs_selected_mode,
388 WineD3D_GL_Info *gl_info) {
390 switch (vs_selected_mode) {
391 case SHADER_GLSL:
392 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
393 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
394 break;
395 case SHADER_ARB:
396 /* We have to subtract any other PARAMs that we might use in our shader programs.
397 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
398 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
399 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
400 break;
401 default:
402 gl_info->max_vshader_constantsF = 0;
403 break;
406 switch (ps_selected_mode) {
407 case SHADER_GLSL:
408 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
409 * In theory the texbem instruction may need one more shader constant too. But lets assume
410 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
411 * and lets not take away a uniform needlessly from all other shaders.
413 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
414 break;
415 case SHADER_ARB:
416 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
417 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
419 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
420 break;
421 default:
422 gl_info->max_pshader_constantsF = 0;
423 break;
427 /**********************************************************
428 * IWineD3D parts follows
429 **********************************************************/
431 #define GLINFO_LOCATION (*gl_info)
432 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
433 GLuint prog;
434 BOOL ret = FALSE;
435 const char *testcode =
436 "!!ARBvp1.0\n"
437 "PARAM C[66] = { program.env[0..65] };\n"
438 "ADDRESS A0;"
439 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
440 "ARL A0.x, zero.x;\n"
441 "MOV result.position, C[A0.x + 65];\n"
442 "END\n";
444 while(glGetError());
445 GL_EXTCALL(glGenProgramsARB(1, &prog));
446 if(!prog) {
447 ERR("Failed to create an ARB offset limit test program\n");
449 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
450 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
451 strlen(testcode), testcode));
452 if(glGetError() != 0) {
453 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
454 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
455 ret = TRUE;
456 } else TRACE("OpenGL implementation allows offsets > 63\n");
458 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
459 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
460 checkGLcall("ARB vp offset limit test cleanup\n");
462 return ret;
465 static DWORD ver_for_ext(GL_SupportedExt ext)
467 unsigned int i;
468 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
469 if(EXTENSION_MAP[i].extension == ext) {
470 return EXTENSION_MAP[i].version;
473 return 0;
476 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
477 const char *GL_Extensions = NULL;
478 const char *WGL_Extensions = NULL;
479 const char *gl_string = NULL;
480 const char *gl_string_cursor = NULL;
481 GLint gl_max;
482 GLfloat gl_floatv[2];
483 int major = 1, minor = 0;
484 BOOL return_value = TRUE;
485 unsigned i;
486 HDC hdc;
487 unsigned int vidmem=0;
489 TRACE_(d3d_caps)("(%p)\n", gl_info);
491 ENTER_GL();
493 gl_string = (const char *) glGetString(GL_RENDERER);
494 if (NULL == gl_string)
495 gl_string = "None";
496 strcpy(gl_info->gl_renderer, gl_string);
498 gl_string = (const char *) glGetString(GL_VENDOR);
499 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
500 if (gl_string != NULL) {
501 /* Fill in the GL vendor */
502 if (strstr(gl_string, "NVIDIA")) {
503 gl_info->gl_vendor = VENDOR_NVIDIA;
504 } else if (strstr(gl_string, "ATI")) {
505 gl_info->gl_vendor = VENDOR_ATI;
506 } else if (strstr(gl_string, "Intel(R)") ||
507 strstr(gl_info->gl_renderer, "Intel(R)") ||
508 strstr(gl_string, "Intel Inc.")) {
509 gl_info->gl_vendor = VENDOR_INTEL;
510 } else if (strstr(gl_string, "Mesa")) {
511 gl_info->gl_vendor = VENDOR_MESA;
512 } else {
513 gl_info->gl_vendor = VENDOR_WINE;
515 } else {
516 gl_info->gl_vendor = VENDOR_WINE;
520 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
522 /* Parse the GL_VERSION field into major and minor information */
523 gl_string = (const char *) glGetString(GL_VERSION);
524 if (gl_string != NULL) {
526 /* First, parse the generic opengl version. This is supposed not to be convoluted with
527 * driver specific information
529 gl_string_cursor = gl_string;
530 major = atoi(gl_string_cursor);
531 if(major <= 0) {
532 ERR("Invalid opengl major version: %d\n", major);
534 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
535 ++gl_string_cursor;
537 if (*gl_string_cursor++ != '.') {
538 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
540 minor = atoi(gl_string_cursor);
541 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
542 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
544 /* Now parse the driver specific string which we'll report to the app */
545 switch (gl_info->gl_vendor) {
546 case VENDOR_NVIDIA:
547 gl_string_cursor = strstr(gl_string, "NVIDIA");
548 if (!gl_string_cursor) {
549 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
550 break;
553 gl_string_cursor = strstr(gl_string_cursor, " ");
554 if (!gl_string_cursor) {
555 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
556 break;
559 while (*gl_string_cursor == ' ') {
560 ++gl_string_cursor;
563 if (!*gl_string_cursor) {
564 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
565 break;
568 major = atoi(gl_string_cursor);
569 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
570 ++gl_string_cursor;
573 if (*gl_string_cursor++ != '.') {
574 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
575 break;
578 minor = atoi(gl_string_cursor);
579 minor = major*100+minor;
580 major = 10;
582 break;
584 case VENDOR_ATI:
585 major = minor = 0;
586 gl_string_cursor = strchr(gl_string, '-');
587 if (gl_string_cursor) {
588 int error = 0;
589 gl_string_cursor++;
591 /* Check if version number is of the form x.y.z */
592 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
593 error = 1;
594 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
595 error = 1;
596 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
597 error = 1;
598 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
599 error = 1;
601 /* Mark version number as malformed */
602 if (error)
603 gl_string_cursor = 0;
606 if (!gl_string_cursor)
607 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
608 else {
609 major = *gl_string_cursor - '0';
610 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
612 break;
614 case VENDOR_INTEL:
615 /* Apple and Mesa version strings look differently, but both provide intel drivers */
616 if(strstr(gl_string, "APPLE")) {
617 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
618 * We only need the first part, and use the APPLE as identification
619 * "1.2 APPLE-1.4.56"
621 gl_string_cursor = gl_string;
622 major = atoi(gl_string_cursor);
623 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
624 ++gl_string_cursor;
627 if (*gl_string_cursor++ != '.') {
628 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
629 break;
632 minor = atoi(gl_string_cursor);
633 break;
636 case VENDOR_MESA:
637 gl_string_cursor = strstr(gl_string, "Mesa");
638 gl_string_cursor = strstr(gl_string_cursor, " ");
639 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
640 if (*gl_string_cursor) {
641 char tmp[16];
642 int cursor = 0;
644 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
645 tmp[cursor++] = *gl_string_cursor;
646 ++gl_string_cursor;
648 tmp[cursor] = 0;
649 major = atoi(tmp);
651 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
652 ++gl_string_cursor;
654 cursor = 0;
655 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
656 tmp[cursor++] = *gl_string_cursor;
657 ++gl_string_cursor;
659 tmp[cursor] = 0;
660 minor = atoi(tmp);
662 break;
664 default:
665 major = 0;
666 minor = 9;
668 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
669 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
670 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
671 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
672 } else {
673 FIXME("OpenGL driver did not return version information\n");
674 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
675 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
678 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
681 * Initialize openGL extension related variables
682 * with Default values
684 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
685 gl_info->max_buffers = 1;
686 gl_info->max_textures = 1;
687 gl_info->max_texture_stages = 1;
688 gl_info->max_fragment_samplers = 1;
689 gl_info->max_vertex_samplers = 0;
690 gl_info->max_combined_samplers = 0;
691 gl_info->max_sampler_stages = 1;
692 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
693 gl_info->ps_arb_max_temps = 0;
694 gl_info->ps_arb_max_instructions = 0;
695 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
696 gl_info->vs_arb_max_temps = 0;
697 gl_info->vs_arb_max_instructions = 0;
698 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
699 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
700 gl_info->vs_glsl_constantsF = 0;
701 gl_info->ps_glsl_constantsF = 0;
702 gl_info->vs_arb_constantsF = 0;
703 gl_info->ps_arb_constantsF = 0;
705 /* Retrieve opengl defaults */
706 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
707 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
708 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
710 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
711 gl_info->max_lights = gl_max;
712 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
714 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
715 gl_info->max_texture_size = gl_max;
716 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
718 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
719 gl_info->max_pointsizemin = gl_floatv[0];
720 gl_info->max_pointsize = gl_floatv[1];
721 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
723 glGetIntegerv(GL_AUX_BUFFERS, &gl_max);
724 gl_info->max_aux_buffers = gl_max;
725 TRACE_(d3d_caps)("Offscreen rendering support - number of aux buffers=%d\n", gl_max);
727 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
728 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
729 TRACE_(d3d_caps)("GL_Extensions reported:\n");
731 if (NULL == GL_Extensions) {
732 ERR(" GL_Extensions returns NULL\n");
733 } else {
734 while (*GL_Extensions != 0x00) {
735 const char *Start;
736 char ThisExtn[256];
737 size_t len;
739 while (isspace(*GL_Extensions)) GL_Extensions++;
740 Start = GL_Extensions;
741 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
742 GL_Extensions++;
745 len = GL_Extensions - Start;
746 if (len == 0 || len >= sizeof(ThisExtn))
747 continue;
749 memcpy(ThisExtn, Start, len);
750 ThisExtn[len] = '\0';
751 TRACE_(d3d_caps)("- %s\n", ThisExtn);
753 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
754 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
755 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
756 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
757 break;
761 /* Now work out what GL support this card really has */
762 #define USE_GL_FUNC(type, pfn, ext, replace) { \
763 DWORD ver = ver_for_ext(ext); \
764 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
765 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
766 else gl_info->pfn = NULL; \
768 GL_EXT_FUNCS_GEN;
769 #undef USE_GL_FUNC
771 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
772 WGL_EXT_FUNCS_GEN;
773 #undef USE_GL_FUNC
775 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
776 * loading the functions, otherwise the code above will load the extension entry points instead of the
777 * core functions, which may not work
779 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
780 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
781 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
782 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
783 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
787 if (gl_info->supported[APPLE_FENCE]) {
788 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
789 * The apple extension interacts with some other apple exts. Disable the NV
790 * extension if the apple one is support to prevent confusion in other parts
791 * of the code
793 gl_info->supported[NV_FENCE] = FALSE;
795 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
796 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
798 * The enums are the same:
799 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
800 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
801 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
802 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
803 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
805 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
806 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
807 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
809 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
810 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
811 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
814 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
815 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
816 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
818 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
819 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
820 * Won't occur in any real world situation though
822 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
824 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
825 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
826 gl_info->max_buffers = gl_max;
827 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
829 if (gl_info->supported[ARB_MULTITEXTURE]) {
830 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
831 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
832 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
834 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
835 GLint tmp;
836 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
837 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
838 } else {
839 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
841 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
843 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
844 GLint tmp;
845 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
846 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
847 } else {
848 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
850 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
852 if (gl_info->supported[ARB_VERTEX_SHADER]) {
853 GLint tmp;
854 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
855 gl_info->max_vertex_samplers = tmp;
856 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
857 gl_info->max_combined_samplers = tmp;
859 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
860 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
861 * an issue because then the sampler setup only depends on the two shaders. If a pixel
862 * shader is used with fixed function vertex processing we're fine too because fixed function
863 * vertex processing doesn't use any samplers. If fixed function fragment processing is
864 * used we have to make sure that all vertex sampler setups are valid together with all
865 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
866 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
867 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
868 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
869 * a fixed function pipeline anymore.
871 * So this is just a check to check that our assumption holds true. If not, write a warning
872 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
874 if(gl_info->max_vertex_samplers &&
875 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
876 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
877 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
878 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
879 if( gl_info->max_combined_samplers > MAX_TEXTURES )
880 gl_info->max_vertex_samplers =
881 gl_info->max_combined_samplers - MAX_TEXTURES;
882 else
883 gl_info->max_vertex_samplers = 0;
885 } else {
886 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
888 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
889 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
891 if (gl_info->supported[ARB_VERTEX_BLEND]) {
892 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
893 gl_info->max_blends = gl_max;
894 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
896 if (gl_info->supported[EXT_TEXTURE3D]) {
897 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
898 gl_info->max_texture3d_size = gl_max;
899 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
901 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
902 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
903 gl_info->max_anisotropy = gl_max;
904 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
906 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
907 gl_info->ps_arb_version = PS_VERSION_11;
908 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
909 gl_info->ps_arb_constantsF = gl_max;
910 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
911 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
912 gl_info->ps_arb_max_temps = gl_max;
913 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
914 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
915 gl_info->ps_arb_max_instructions = gl_max;
916 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
918 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
919 gl_info->vs_arb_version = VS_VERSION_11;
920 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
921 gl_info->vs_arb_constantsF = gl_max;
922 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
923 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
924 gl_info->vs_arb_max_temps = gl_max;
925 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
926 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
927 gl_info->vs_arb_max_instructions = gl_max;
928 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
930 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
932 if (gl_info->supported[ARB_VERTEX_SHADER]) {
933 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
934 gl_info->vs_glsl_constantsF = gl_max / 4;
935 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
937 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
938 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
939 gl_info->ps_glsl_constantsF = gl_max / 4;
940 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
941 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
942 gl_info->max_glsl_varyings = gl_max;
943 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
945 if (gl_info->supported[EXT_VERTEX_SHADER]) {
946 gl_info->vs_ati_version = VS_VERSION_11;
948 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
949 gl_info->vs_nv_version = VS_VERSION_30;
950 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
951 gl_info->vs_nv_version = VS_VERSION_20;
952 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
953 gl_info->vs_nv_version = VS_VERSION_11;
954 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
955 gl_info->vs_nv_version = VS_VERSION_10;
957 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
958 gl_info->ps_nv_version = PS_VERSION_30;
959 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
960 gl_info->ps_nv_version = PS_VERSION_20;
962 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
963 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
964 } else {
965 gl_info->max_shininess = 128.0;
967 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
968 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
969 * This saves a few redundant glDisable calls
971 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
975 checkGLcall("extension detection\n");
977 /* In some cases the number of texture stages can be larger than the number
978 * of samplers. The GF4 for example can use only 2 samplers (no fragment
979 * shaders), but 8 texture stages (register combiners). */
980 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
982 /* We can only use ORM_FBO when the hardware supports it. */
983 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
984 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
985 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
988 /* MRTs are currently only supported when FBOs are used. */
989 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
990 gl_info->max_buffers = 1;
993 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
994 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
995 * in case of the latest videocards in the number of pixel/vertex pipelines.
997 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
998 * rendering. Various games use this information to get a rough estimation of the features of the card
999 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1000 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1001 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1002 * not the PCI id.
1004 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1005 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1006 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1007 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1008 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1009 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1010 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1011 * is limited.
1013 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1014 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1015 * similar 3d features.
1017 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1018 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1019 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1020 * won't pass we return a default card. This way is better than maintaining a full card database as even
1021 * without a full database we can return a card with similar features. Second the size of the database
1022 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1023 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1024 * to distinguishes between different models from that family.
1026 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1027 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1028 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1029 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1030 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1031 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1032 * memory behind our backs if really needed.
1033 * Note that the amount of video memory can be overruled using a registry setting.
1035 switch (gl_info->gl_vendor) {
1036 case VENDOR_NVIDIA:
1037 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1038 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1040 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1041 /* Geforce8 - highend */
1042 if (strstr(gl_info->gl_renderer, "8800")) {
1043 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1044 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1046 /* Geforce8 - midend mobile */
1047 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1048 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1049 vidmem = 512;
1051 /* Geforce8 - midend */
1052 else if(strstr(gl_info->gl_renderer, "8600") ||
1053 strstr(gl_info->gl_renderer, "8700"))
1055 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1056 vidmem = 256;
1058 /* Geforce8 - lowend */
1059 else if(strstr(gl_info->gl_renderer, "8300") ||
1060 strstr(gl_info->gl_renderer, "8400") ||
1061 strstr(gl_info->gl_renderer, "8500"))
1063 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1064 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1066 /* Geforce7 - highend */
1067 else if(strstr(gl_info->gl_renderer, "7800") ||
1068 strstr(gl_info->gl_renderer, "7900") ||
1069 strstr(gl_info->gl_renderer, "7950") ||
1070 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1071 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1073 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1074 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1076 /* Geforce7 midend */
1077 else if(strstr(gl_info->gl_renderer, "7600") ||
1078 strstr(gl_info->gl_renderer, "7700")) {
1079 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1080 vidmem = 256; /* The 7600 uses 256-512MB */
1081 /* Geforce7 lower medium */
1082 } else if(strstr(gl_info->gl_renderer, "7400")) {
1083 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1084 vidmem = 256; /* The 7400 uses 256-512MB */
1086 /* Geforce7 lowend */
1087 else if(strstr(gl_info->gl_renderer, "7300")) {
1088 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1089 vidmem = 256; /* Mac Pros with this card have 256 MB */
1091 /* Geforce6 highend */
1092 else if(strstr(gl_info->gl_renderer, "6800"))
1094 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1095 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1097 /* Geforce6 - midend */
1098 else if(strstr(gl_info->gl_renderer, "6600") ||
1099 strstr(gl_info->gl_renderer, "6610") ||
1100 strstr(gl_info->gl_renderer, "6700"))
1102 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1103 vidmem = 128; /* A 6600GT has 128-256MB */
1105 /* Geforce6/7 lowend */
1106 else {
1107 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1108 vidmem = 64; /* */
1110 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1111 /* GeforceFX - highend */
1112 if (strstr(gl_info->gl_renderer, "5800") ||
1113 strstr(gl_info->gl_renderer, "5900") ||
1114 strstr(gl_info->gl_renderer, "5950") ||
1115 strstr(gl_info->gl_renderer, "Quadro FX"))
1117 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1118 vidmem = 256; /* 5800-5900 cards use 256MB */
1120 /* GeforceFX - midend */
1121 else if(strstr(gl_info->gl_renderer, "5600") ||
1122 strstr(gl_info->gl_renderer, "5650") ||
1123 strstr(gl_info->gl_renderer, "5700") ||
1124 strstr(gl_info->gl_renderer, "5750"))
1126 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1127 vidmem = 128; /* A 5600 uses 128-256MB */
1129 /* GeforceFX - lowend */
1130 else {
1131 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1132 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1134 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1135 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1136 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1137 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1139 else {
1140 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1141 vidmem = 64; /* Geforce3 cards have 64-128MB */
1143 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1144 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1145 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1146 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1148 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1149 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1150 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1152 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1153 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1154 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1156 else {
1157 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1158 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1160 } else {
1161 if (strstr(gl_info->gl_renderer, "TNT2")) {
1162 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1163 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1165 else {
1166 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1167 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1170 break;
1171 case VENDOR_ATI:
1172 if(WINE_D3D9_CAPABLE(gl_info)) {
1173 /* Radeon R6xx HD2900 - highend */
1174 if (strstr(gl_info->gl_renderer, "HD 2900")) {
1175 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1176 vidmem = 512; /* HD2900 uses 512-1024MB */
1178 /* Radeon R6xx HD2600- midend */
1179 else if (strstr(gl_info->gl_renderer, "HD 2600")) {
1180 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1181 vidmem = 256; /* HD2600 uses 256-512MB */
1183 /* Radeon R6xx HD2300/HD2400 - lowend */
1184 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1185 strstr(gl_info->gl_renderer, "HD 2400"))
1187 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1188 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1190 /* Radeon R5xx */
1191 else if (strstr(gl_info->gl_renderer, "X1600") ||
1192 strstr(gl_info->gl_renderer, "X1650") ||
1193 strstr(gl_info->gl_renderer, "X1800") ||
1194 strstr(gl_info->gl_renderer, "X1900") ||
1195 strstr(gl_info->gl_renderer, "X1950"))
1197 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1198 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1200 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1201 else if(strstr(gl_info->gl_renderer, "X700") ||
1202 strstr(gl_info->gl_renderer, "X800") ||
1203 strstr(gl_info->gl_renderer, "X850") ||
1204 strstr(gl_info->gl_renderer, "X1300") ||
1205 strstr(gl_info->gl_renderer, "X1400") ||
1206 strstr(gl_info->gl_renderer, "X1450") ||
1207 strstr(gl_info->gl_renderer, "X1550"))
1209 gl_info->gl_card = CARD_ATI_RADEON_X700;
1210 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1212 /* Radeon R3xx */
1213 else {
1214 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1215 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1217 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1218 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1219 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1220 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1221 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1222 vidmem = 32; /* There are models with up to 64MB */
1223 } else {
1224 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1225 vidmem = 16; /* There are 16-32MB models */
1227 break;
1228 case VENDOR_INTEL:
1229 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1230 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1231 gl_info->gl_card = CARD_INTEL_I945GM;
1232 vidmem = 64;
1233 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1234 gl_info->gl_card = CARD_INTEL_I915GM;
1235 } else if (strstr(gl_info->gl_renderer, "915G")) {
1236 gl_info->gl_card = CARD_INTEL_I915G;
1237 } else if (strstr(gl_info->gl_renderer, "865G")) {
1238 gl_info->gl_card = CARD_INTEL_I865G;
1239 } else if (strstr(gl_info->gl_renderer, "855G")) {
1240 gl_info->gl_card = CARD_INTEL_I855G;
1241 } else if (strstr(gl_info->gl_renderer, "830G")) {
1242 gl_info->gl_card = CARD_INTEL_I830G;
1243 } else {
1244 gl_info->gl_card = CARD_INTEL_I915G;
1246 break;
1247 case VENDOR_MESA:
1248 case VENDOR_WINE:
1249 default:
1250 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1251 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1252 * them a good generic choice.
1254 gl_info->gl_vendor = VENDOR_NVIDIA;
1255 if(WINE_D3D9_CAPABLE(gl_info))
1256 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1257 else if(WINE_D3D8_CAPABLE(gl_info))
1258 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1259 else if(WINE_D3D7_CAPABLE(gl_info))
1260 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1261 else if(WINE_D3D6_CAPABLE(gl_info))
1262 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1263 else
1264 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1266 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1268 /* If we have an estimate use it, else default to 64MB; */
1269 if(vidmem)
1270 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1271 else
1272 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1274 /* Load all the lookup tables
1275 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1276 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1277 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1279 minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
1280 maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
1283 for (i = 0; i < MAX_LOOKUPS; i++) {
1284 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1287 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1288 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1289 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1290 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1291 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1292 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1293 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1294 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1295 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1296 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1298 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1299 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1300 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
1301 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
1302 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1305 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1306 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1307 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1308 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1309 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1310 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1311 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1312 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1313 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1314 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1315 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1316 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1317 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1319 /* TODO: config lookups */
1321 /* Make sure there's an active HDC else the WGL extensions will fail */
1322 hdc = pwglGetCurrentDC();
1323 if (hdc) {
1324 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1325 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1327 if (NULL == WGL_Extensions) {
1328 ERR(" WGL_Extensions returns NULL\n");
1329 } else {
1330 while (*WGL_Extensions != 0x00) {
1331 const char *Start;
1332 char ThisExtn[256];
1333 size_t len;
1335 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1336 Start = WGL_Extensions;
1337 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1338 WGL_Extensions++;
1341 len = WGL_Extensions - Start;
1342 if (len == 0 || len >= sizeof(ThisExtn))
1343 continue;
1345 memcpy(ThisExtn, Start, len);
1346 ThisExtn[len] = '\0';
1347 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1349 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1350 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1351 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1356 LEAVE_GL();
1358 return return_value;
1360 #undef GLINFO_LOCATION
1362 /**********************************************************
1363 * IWineD3D implementation follows
1364 **********************************************************/
1366 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1369 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1370 return numAdapters;
1373 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1374 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1375 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1376 return WINED3D_OK;
1379 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1380 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1382 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1383 return NULL;
1386 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1387 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1390 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1391 of the same bpp but different resolutions */
1393 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1394 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1395 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1396 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1398 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1399 return 0;
1402 /* TODO: Store modes per adapter and read it from the adapter structure */
1403 if (Adapter == 0) { /* Display */
1404 int i = 0;
1405 int j = 0;
1407 if (!DEBUG_SINGLE_MODE) {
1408 DEVMODEW DevModeW;
1410 ZeroMemory(&DevModeW, sizeof(DevModeW));
1411 DevModeW.dmSize = sizeof(DevModeW);
1412 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1413 j++;
1414 switch (Format)
1416 case WINED3DFMT_UNKNOWN:
1417 /* This is for D3D8, do not enumerate P8 here */
1418 if (DevModeW.dmBitsPerPel == 32 ||
1419 DevModeW.dmBitsPerPel == 16) i++;
1420 break;
1421 case WINED3DFMT_X8R8G8B8:
1422 if (DevModeW.dmBitsPerPel == 32) i++;
1423 break;
1424 case WINED3DFMT_R5G6B5:
1425 if (DevModeW.dmBitsPerPel == 16) i++;
1426 break;
1427 case WINED3DFMT_P8:
1428 if (DevModeW.dmBitsPerPel == 8) i++;
1429 break;
1430 default:
1431 /* Skip other modes as they do not match the requested format */
1432 break;
1435 } else {
1436 i = 1;
1437 j = 1;
1440 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1441 return i;
1442 } else {
1443 FIXME_(d3d_caps)("Adapter not primary display\n");
1445 return 0;
1448 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1449 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1450 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1451 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1453 /* Validate the parameters as much as possible */
1454 if (NULL == pMode ||
1455 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1456 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1457 return WINED3DERR_INVALIDCALL;
1460 /* TODO: Store modes per adapter and read it from the adapter structure */
1461 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1462 DEVMODEW DevModeW;
1463 int ModeIdx = 0;
1464 int i = 0;
1465 int j = 0;
1467 ZeroMemory(&DevModeW, sizeof(DevModeW));
1468 DevModeW.dmSize = sizeof(DevModeW);
1470 /* If we are filtering to a specific format (D3D9), then need to skip
1471 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1472 just count through the ones with valid bit depths */
1473 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1474 switch (Format)
1476 case WINED3DFMT_UNKNOWN:
1477 /* This is D3D8. Do not enumerate P8 here */
1478 if (DevModeW.dmBitsPerPel == 32 ||
1479 DevModeW.dmBitsPerPel == 16) i++;
1480 break;
1481 case WINED3DFMT_X8R8G8B8:
1482 if (DevModeW.dmBitsPerPel == 32) i++;
1483 break;
1484 case WINED3DFMT_R5G6B5:
1485 if (DevModeW.dmBitsPerPel == 16) i++;
1486 break;
1487 case WINED3DFMT_P8:
1488 if (DevModeW.dmBitsPerPel == 8) i++;
1489 break;
1490 default:
1491 /* Modes that don't match what we support can get an early-out */
1492 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1493 return WINED3DERR_INVALIDCALL;
1497 if (i == 0) {
1498 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1499 return WINED3DERR_INVALIDCALL;
1501 ModeIdx = j - 1;
1503 /* Now get the display mode via the calculated index */
1504 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1505 pMode->Width = DevModeW.dmPelsWidth;
1506 pMode->Height = DevModeW.dmPelsHeight;
1507 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1508 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1509 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1511 if (Format == WINED3DFMT_UNKNOWN) {
1512 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1513 } else {
1514 pMode->Format = Format;
1516 } else {
1517 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1518 return WINED3DERR_INVALIDCALL;
1521 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1522 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1523 DevModeW.dmBitsPerPel);
1525 } else if (DEBUG_SINGLE_MODE) {
1526 /* Return one setting of the format requested */
1527 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1528 pMode->Width = 800;
1529 pMode->Height = 600;
1530 pMode->RefreshRate = 60;
1531 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1532 } else {
1533 FIXME_(d3d_caps)("Adapter not primary display\n");
1536 return WINED3D_OK;
1539 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1540 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1541 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1543 if (NULL == pMode ||
1544 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1545 return WINED3DERR_INVALIDCALL;
1548 if (Adapter == 0) { /* Display */
1549 int bpp = 0;
1550 DEVMODEW DevModeW;
1552 ZeroMemory(&DevModeW, sizeof(DevModeW));
1553 DevModeW.dmSize = sizeof(DevModeW);
1555 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1556 pMode->Width = DevModeW.dmPelsWidth;
1557 pMode->Height = DevModeW.dmPelsHeight;
1558 bpp = DevModeW.dmBitsPerPel;
1559 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1560 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1562 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1565 pMode->Format = pixelformat_for_depth(bpp);
1566 } else {
1567 FIXME_(d3d_caps)("Adapter not primary display\n");
1570 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1571 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1572 return WINED3D_OK;
1575 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1576 and fields being inserted in the middle, a new structure is used in place */
1577 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1578 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1579 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1581 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1583 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1584 return WINED3DERR_INVALIDCALL;
1587 /* Return the information requested */
1588 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1589 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1590 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1592 /* Note dx8 doesn't supply a DeviceName */
1593 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1594 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1595 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1596 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1597 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1598 *(pIdentifier->SubSysId) = 0;
1599 *(pIdentifier->Revision) = 0;
1600 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1602 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1603 *(pIdentifier->WHQLLevel) = 0;
1604 } else {
1605 *(pIdentifier->WHQLLevel) = 1;
1608 return WINED3D_OK;
1611 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1612 short redSize, greenSize, blueSize, alphaSize, colorBits;
1614 if(!cfg)
1615 return FALSE;
1617 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1618 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1619 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1620 return FALSE;
1623 if(cfg->redSize < redSize)
1624 return FALSE;
1626 if(cfg->greenSize < greenSize)
1627 return FALSE;
1629 if(cfg->blueSize < blueSize)
1630 return FALSE;
1632 if(cfg->alphaSize < alphaSize)
1633 return FALSE;
1635 return TRUE;
1636 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1637 if(Format == WINED3DFMT_R16F)
1638 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1639 if(Format == WINED3DFMT_G16R16F)
1640 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1641 if(Format == WINED3DFMT_A16B16G16R16F)
1642 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1643 if(Format == WINED3DFMT_R32F)
1644 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1645 if(Format == WINED3DFMT_G32R32F)
1646 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1647 if(Format == WINED3DFMT_A32B32G32R32F)
1648 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1649 } else {
1650 /* Probably a color index mode */
1651 return FALSE;
1654 return FALSE;
1657 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1658 short depthSize, stencilSize;
1659 BOOL lockable = FALSE;
1661 if(!cfg)
1662 return FALSE;
1664 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1665 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1666 return FALSE;
1669 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1670 lockable = TRUE;
1672 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1673 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1674 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1675 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1676 return FALSE;
1678 if(cfg->stencilSize != stencilSize)
1679 return FALSE;
1681 return TRUE;
1684 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1685 WINED3DFORMAT AdapterFormat,
1686 WINED3DFORMAT RenderTargetFormat,
1687 WINED3DFORMAT DepthStencilFormat) {
1688 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1689 int nCfgs;
1690 WineD3D_PixelFormat *cfgs;
1691 int it;
1693 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1694 This, Adapter,
1695 DeviceType, debug_d3ddevicetype(DeviceType),
1696 AdapterFormat, debug_d3dformat(AdapterFormat),
1697 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1698 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1700 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1701 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1702 return WINED3DERR_INVALIDCALL;
1705 cfgs = Adapters[Adapter].cfgs;
1706 nCfgs = Adapters[Adapter].nCfgs;
1707 for (it = 0; it < nCfgs; ++it) {
1708 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1709 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1710 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1711 return WINED3D_OK;
1715 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1717 return WINED3DERR_NOTAVAILABLE;
1720 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1721 WINED3DFORMAT SurfaceFormat,
1722 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1724 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1725 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1726 This,
1727 Adapter,
1728 DeviceType, debug_d3ddevicetype(DeviceType),
1729 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1730 Windowed,
1731 MultiSampleType,
1732 pQualityLevels);
1734 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1735 return WINED3DERR_INVALIDCALL;
1738 /* TODO: Store in Adapter structure */
1739 if (pQualityLevels != NULL) {
1740 static int s_single_shot = 0;
1741 if (!s_single_shot) {
1742 FIXME("Quality levels unsupported at present\n");
1743 s_single_shot = 1;
1745 *pQualityLevels = 1; /* Guess at a value! */
1748 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1749 return WINED3DERR_NOTAVAILABLE;
1752 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1753 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1755 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1756 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1757 UINT nmodes;
1759 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1760 This,
1761 Adapter,
1762 DeviceType, debug_d3ddevicetype(DeviceType),
1763 DisplayFormat, debug_d3dformat(DisplayFormat),
1764 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1765 Windowed);
1767 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1768 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1769 return WINED3DERR_INVALIDCALL;
1772 /* The task of this function is to check whether a certain display / backbuffer format
1773 * combination is available on the given adapter. In fullscreen mode microsoft specified
1774 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1775 * and display format should match exactly.
1776 * In windowed mode format conversion can occur and this depends on the driver. When format
1777 * conversion is done, this function should nevertheless fail and applications need to use
1778 * CheckDeviceFormatConversion.
1779 * At the moment we assume that fullscreen and windowed have the same capabilities */
1781 /* There are only 4 display formats */
1782 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1783 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1784 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1785 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1787 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1788 return WINED3DERR_NOTAVAILABLE;
1791 /* If the requested DisplayFormat is not available, don't continue */
1792 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1793 if(!nmodes) {
1794 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1795 return WINED3DERR_NOTAVAILABLE;
1798 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1799 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1800 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1801 return WINED3DERR_NOTAVAILABLE;
1804 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1805 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1806 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1807 return WINED3DERR_NOTAVAILABLE;
1810 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1811 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1812 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1813 return WINED3DERR_NOTAVAILABLE;
1816 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1817 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1818 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1819 return WINED3DERR_NOTAVAILABLE;
1822 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1823 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1824 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1825 return WINED3DERR_NOTAVAILABLE;
1828 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1829 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1830 if(FAILED(hr))
1831 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1833 return hr;
1837 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1838 /* Check if we support bumpmapping for a format */
1839 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1841 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1842 switch (CheckFormat) {
1843 case WINED3DFMT_V8U8:
1844 TRACE_(d3d_caps)("[OK]\n");
1845 return TRUE;
1846 /* TODO: Other bump map formats */
1847 default:
1848 TRACE_(d3d_caps)("[FAILED]\n");
1849 return FALSE;
1852 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1853 switch (CheckFormat) {
1854 case WINED3DFMT_V8U8:
1855 TRACE_(d3d_caps)("[OK]\n");
1856 return TRUE;
1857 default:
1858 TRACE_(d3d_caps)("[FAILED]\n");
1859 return FALSE;
1862 TRACE_(d3d_caps)("[FAILED]\n");
1863 return FALSE;
1866 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1867 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat,
1868 WINED3DFORMAT DepthStencilFormat)
1870 int it=0;
1871 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1873 /* Only allow depth/stencil formats */
1874 switch (DepthStencilFormat) {
1875 case WINED3DFMT_D16_LOCKABLE:
1876 case WINED3DFMT_D16:
1877 case WINED3DFMT_D15S1:
1878 case WINED3DFMT_D24X8:
1879 case WINED3DFMT_D24X4S4:
1880 case WINED3DFMT_D24S8:
1881 case WINED3DFMT_D24FS8:
1882 case WINED3DFMT_D32:
1883 case WINED3DFMT_D32F_LOCKABLE:
1884 break;
1886 default:
1887 return FALSE;
1890 /* Walk through all WGL pixel formats to find a match */
1891 cfgs = Adapters[Adapter].cfgs;
1892 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1893 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
1894 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1895 return TRUE;
1900 return FALSE;
1903 static BOOL CheckFilterCapability(WINED3DFORMAT CheckFormat)
1905 switch (CheckFormat) {
1906 /* Filtering not supported */
1907 case WINED3DFMT_R32F:
1908 case WINED3DFMT_A32B32G32R32F:
1909 TRACE_(d3d_caps)("[FAILED]\n");
1910 return FALSE;
1911 default:
1912 break;
1915 return TRUE;
1918 /* Check the render target capabilities of a format */
1919 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
1921 UINT Adapter = 0;
1923 /* Filter out non-RT formats */
1924 switch(CheckFormat)
1926 /* Don't offer 8bit, windows doesn't either although we could emulate it */
1927 case WINED3DFMT_A8P8:
1928 case WINED3DFMT_P8:
1930 /* No DXTC render targets */
1931 case WINED3DFMT_DXT1:
1932 case WINED3DFMT_DXT2:
1933 case WINED3DFMT_DXT3:
1934 case WINED3DFMT_DXT4:
1935 case WINED3DFMT_DXT5:
1936 return FALSE;
1937 default:
1938 break;
1941 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1942 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1943 int it;
1944 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
1945 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
1947 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
1948 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
1950 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
1951 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
1952 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
1953 TRACE_(d3d_caps)("[FAILED]\n");
1954 return FALSE;
1957 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
1958 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
1959 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1960 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
1961 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
1962 return TRUE;
1965 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1966 /* We can propably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
1967 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1968 int it;
1970 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
1971 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1972 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
1973 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
1974 return TRUE;
1977 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
1978 /* For now return TRUE for FBOs until we have some proper checks.
1979 * Note that this function will only be called when the format is around for texturing. */
1980 return TRUE;
1982 return FALSE;
1985 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1987 /* Check for supported sRGB formats (Texture loading and framebuffer) */
1988 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
1989 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
1990 return FALSE;
1993 switch (CheckFormat) {
1994 case WINED3DFMT_A8R8G8B8:
1995 case WINED3DFMT_X8R8G8B8:
1996 case WINED3DFMT_A4R4G4B4:
1997 case WINED3DFMT_L8:
1998 case WINED3DFMT_A8L8:
1999 case WINED3DFMT_DXT1:
2000 case WINED3DFMT_DXT2:
2001 case WINED3DFMT_DXT3:
2002 case WINED3DFMT_DXT4:
2003 case WINED3DFMT_DXT5:
2004 TRACE_(d3d_caps)("[OK]\n");
2005 return TRUE;
2007 default:
2008 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2009 return FALSE;
2011 return FALSE;
2014 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2016 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2017 * doing the color fixup in shaders.
2018 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2019 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2020 int vs_selected_mode;
2021 int ps_selected_mode;
2022 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2024 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2025 TRACE_(d3d_caps)("[OK]\n");
2026 return TRUE;
2030 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2031 return FALSE;
2034 /* Check if a texture format is supported on the given adapter */
2035 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2037 switch (CheckFormat) {
2039 /*****
2040 * supported: RGB(A) formats
2042 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2043 case WINED3DFMT_A8R8G8B8:
2044 case WINED3DFMT_X8R8G8B8:
2045 case WINED3DFMT_R5G6B5:
2046 case WINED3DFMT_X1R5G5B5:
2047 case WINED3DFMT_A1R5G5B5:
2048 case WINED3DFMT_A4R4G4B4:
2049 case WINED3DFMT_R3G3B2:
2050 case WINED3DFMT_A8:
2051 case WINED3DFMT_X4R4G4B4:
2052 case WINED3DFMT_A8B8G8R8:
2053 case WINED3DFMT_X8B8G8R8:
2054 case WINED3DFMT_A2R10G10B10:
2055 case WINED3DFMT_A2B10G10R10:
2056 case WINED3DFMT_G16R16:
2057 TRACE_(d3d_caps)("[OK]\n");
2058 return TRUE;
2060 /*****
2061 * supported: Palettized
2063 case WINED3DFMT_P8:
2064 TRACE_(d3d_caps)("[OK]\n");
2065 return TRUE;
2066 /* No Windows driver offers A8P8, so don't offer it either */
2067 case WINED3DFMT_A8P8:
2068 return FALSE;
2070 /*****
2071 * Supported: (Alpha)-Luminance
2073 case WINED3DFMT_L8:
2074 case WINED3DFMT_A8L8:
2075 case WINED3DFMT_A4L4:
2076 case WINED3DFMT_L16:
2077 TRACE_(d3d_caps)("[OK]\n");
2078 return TRUE;
2080 /* Depth/stencil is handled using checkDepthStencilCapability, return FALSE here */
2081 case WINED3DFMT_D16_LOCKABLE:
2082 case WINED3DFMT_D16:
2083 case WINED3DFMT_D15S1:
2084 case WINED3DFMT_D24X8:
2085 case WINED3DFMT_D24X4S4:
2086 case WINED3DFMT_D24S8:
2087 case WINED3DFMT_D24FS8:
2088 case WINED3DFMT_D32:
2089 case WINED3DFMT_D32F_LOCKABLE:
2090 return FALSE;
2092 /*****
2093 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2094 * GL_NV_texture_shader), but advertized to make apps happy.
2095 * Enable some because games often fail when they are not available
2096 * and are still playable even without bump mapping
2098 case WINED3DFMT_V8U8:
2099 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2100 return TRUE;
2102 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2103 return FALSE;
2105 case WINED3DFMT_X8L8V8U8:
2106 case WINED3DFMT_L6V5U5:
2107 WARN_(d3d_caps)("[FAILED]\n");
2108 return FALSE;
2110 case WINED3DFMT_Q8W8V8U8:
2111 case WINED3DFMT_V16U16:
2112 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2113 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2114 return TRUE;
2116 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2117 return FALSE;
2119 /* Those are not advertized by the nvidia windows driver, and not
2120 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2121 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2122 * ARGB format if needed
2124 case WINED3DFMT_W11V11U10:
2125 case WINED3DFMT_A2W10V10U10:
2126 WARN_(d3d_caps)("[FAILED]\n");
2127 return FALSE;
2129 case WINED3DFMT_DXT1:
2130 case WINED3DFMT_DXT2:
2131 case WINED3DFMT_DXT3:
2132 case WINED3DFMT_DXT4:
2133 case WINED3DFMT_DXT5:
2134 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2135 TRACE_(d3d_caps)("[OK]\n");
2136 return TRUE;
2138 TRACE_(d3d_caps)("[FAILED]\n");
2139 return FALSE;
2142 /*****
2143 * Odd formats - not supported
2145 case WINED3DFMT_VERTEXDATA:
2146 case WINED3DFMT_INDEX16:
2147 case WINED3DFMT_INDEX32:
2148 case WINED3DFMT_Q16W16V16U16:
2149 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2150 return FALSE;
2152 /*****
2153 * WINED3DFMT_CxV8U8: Not supported right now
2155 case WINED3DFMT_CxV8U8:
2156 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2157 return FALSE;
2159 /* YUV formats, not supported for now */
2160 case WINED3DFMT_UYVY:
2161 case WINED3DFMT_YUY2:
2162 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2163 return FALSE;
2165 /* Not supported */
2166 case WINED3DFMT_A16B16G16R16:
2167 case WINED3DFMT_A8R3G3B2:
2168 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2169 return FALSE;
2171 /* Floating point formats */
2172 case WINED3DFMT_R16F:
2173 case WINED3DFMT_A16B16G16R16F:
2174 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2175 TRACE_(d3d_caps)("[OK]\n");
2176 return TRUE;
2178 TRACE_(d3d_caps)("[FAILED]\n");
2179 return FALSE;
2181 case WINED3DFMT_R32F:
2182 case WINED3DFMT_A32B32G32R32F:
2183 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2184 TRACE_(d3d_caps)("[OK]\n");
2185 return TRUE;
2187 TRACE_(d3d_caps)("[FAILED]\n");
2188 return FALSE;
2190 case WINED3DFMT_G16R16F:
2191 case WINED3DFMT_G32R32F:
2192 TRACE_(d3d_caps)("[FAILED]\n");
2193 return FALSE;
2195 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2196 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2197 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2198 * We can do instancing with all shader versions, but we need vertex shaders.
2200 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2201 * to enable instancing. WineD3D doesn't need that and just ignores it.
2203 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2205 case WINEMAKEFOURCC('I','N','S','T'):
2206 TRACE("ATI Instancing check hack\n");
2207 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2208 TRACE_(d3d_caps)("[OK]\n");
2209 return TRUE;
2211 TRACE_(d3d_caps)("[FAILED]\n");
2212 return FALSE;
2214 /* Some weird FOURCC formats */
2215 case WINED3DFMT_R8G8_B8G8:
2216 case WINED3DFMT_G8R8_G8B8:
2217 case WINED3DFMT_MULTI2_ARGB8:
2218 TRACE_(d3d_caps)("[FAILED]\n");
2219 return FALSE;
2221 case WINED3DFMT_UNKNOWN:
2222 return FALSE;
2224 default:
2225 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2226 break;
2228 return FALSE;
2231 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2233 if (!GL_LIMITS(vertex_samplers)) {
2234 TRACE_(d3d_caps)("[FAILED]\n");
2235 return FALSE;
2238 switch (CheckFormat) {
2239 case WINED3DFMT_A32B32G32R32F:
2240 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2241 TRACE_(d3d_caps)("[FAILED]\n");
2242 return FALSE;
2244 TRACE_(d3d_caps)("[OK]\n");
2245 return TRUE;
2247 default:
2248 TRACE_(d3d_caps)("[FAILED]\n");
2249 return FALSE;
2251 return FALSE;
2254 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2255 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2256 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2257 DWORD UsageCaps = 0;
2259 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2260 This,
2261 Adapter,
2262 DeviceType, debug_d3ddevicetype(DeviceType),
2263 AdapterFormat, debug_d3dformat(AdapterFormat),
2264 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2265 RType, debug_d3dresourcetype(RType),
2266 CheckFormat, debug_d3dformat(CheckFormat));
2268 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2269 return WINED3DERR_INVALIDCALL;
2272 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2273 /* Cubetexture allows:
2274 * - D3DUSAGE_AUTOGENMIPMAP
2275 * - D3DUSAGE_DEPTHSTENCIL
2276 * - D3DUSAGE_DYNAMIC
2277 * - D3DUSAGE_NONSECURE (d3d9ex)
2278 * - D3DUSAGE_RENDERTARGET
2279 * - D3DUSAGE_SOFTWAREPROCESSING
2281 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2282 /* Check if the texture format is around */
2283 if(CheckTextureCapability(Adapter, CheckFormat)) {
2284 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2285 /* Check for automatic mipmap generation support */
2286 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2287 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2288 } else {
2289 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUOTGEN instead of D3D_OK */
2290 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2294 /* Always report dynamic locking */
2295 if(Usage & WINED3DUSAGE_DYNAMIC)
2296 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2298 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2299 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2300 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2301 } else {
2302 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2303 return WINED3DERR_NOTAVAILABLE;
2307 /* Always report software processing */
2308 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2309 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2311 /* Check QUERY_FILTER support */
2312 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2313 if(CheckFilterCapability(CheckFormat)) {
2314 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2315 } else {
2316 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2317 return WINED3DERR_NOTAVAILABLE;
2321 /* Check QUERY_SRGBREAD support */
2322 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2323 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2324 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2325 } else {
2326 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2327 return WINED3DERR_NOTAVAILABLE;
2331 /* Check QUERY_SRGBWRITE support */
2332 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2333 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2334 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2335 } else {
2336 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2337 return WINED3DERR_NOTAVAILABLE;
2341 /* Check QUERY_VERTEXTEXTURE support */
2342 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2343 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2344 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2345 } else {
2346 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2347 return WINED3DERR_NOTAVAILABLE;
2350 } else {
2351 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2352 return WINED3DERR_NOTAVAILABLE;
2354 } else {
2355 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2356 return WINED3DERR_NOTAVAILABLE;
2358 } else if(RType == WINED3DRTYPE_SURFACE) {
2359 /* Surface allows:
2360 * - D3DUSAGE_DEPTHSTENCIL
2361 * - D3DUSAGE_NONSECURE (d3d9ex)
2362 * - D3DUSAGE_RENDERTARGET
2365 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2366 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2367 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2368 } else {
2369 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2370 return WINED3DERR_NOTAVAILABLE;
2374 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2375 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2376 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2377 } else {
2378 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2379 return WINED3DERR_NOTAVAILABLE;
2382 } else if(RType == WINED3DRTYPE_TEXTURE) {
2383 /* Texture allows:
2384 * - D3DUSAGE_AUTOGENMIPMAP
2385 * - D3DUSAGE_DEPTHSTENCIL
2386 * - D3DUSAGE_DMAP
2387 * - D3DUSAGE_DYNAMIC
2388 * - D3DUSAGE_NONSECURE (d3d9ex)
2389 * - D3DUSAGE_RENDERTARGET
2390 * - D3DUSAGE_SOFTWAREPROCESSING
2391 * - D3DUSAGE_TEXTAPI (d3d9ex)
2394 /* Check if the texture format is around */
2395 if(CheckTextureCapability(Adapter, CheckFormat)) {
2396 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2397 /* Check for automatic mipmap generation support */
2398 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2399 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2400 } else {
2401 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUOTGEN instead of D3D_OK */
2402 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2406 /* Always report dynamic locking */
2407 if(Usage & WINED3DUSAGE_DYNAMIC)
2408 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2410 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2411 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2412 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2413 } else {
2414 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2415 return WINED3DERR_NOTAVAILABLE;
2419 /* Always report software processing */
2420 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2421 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2423 /* Check QUERY_FILTER support */
2424 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2425 if(CheckFilterCapability(CheckFormat)) {
2426 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2427 } else {
2428 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2429 return WINED3DERR_NOTAVAILABLE;
2433 /* Check QUERY_LEGACYBUMPMAP support */
2434 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2435 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2436 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2437 } else {
2438 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2439 return WINED3DERR_NOTAVAILABLE;
2443 /* Check QUERY_SRGBREAD support */
2444 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2445 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2446 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2447 } else {
2448 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2449 return WINED3DERR_NOTAVAILABLE;
2453 /* Check QUERY_SRGBWRITE support */
2454 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2455 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2456 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2457 } else {
2458 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2459 return WINED3DERR_NOTAVAILABLE;
2463 /* Check QUERY_VERTEXTEXTURE support */
2464 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2465 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2466 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2467 } else {
2468 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2469 return WINED3DERR_NOTAVAILABLE;
2472 } else if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2473 if(Usage & WINED3DUSAGE_DEPTHSTENCIL)
2474 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2475 } else {
2476 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2477 return WINED3DERR_NOTAVAILABLE;
2479 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2480 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2481 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2483 * Volumetexture allows:
2484 * - D3DUSAGE_DYNAMIC
2485 * - D3DUSAGE_NONSECURE (d3d9ex)
2486 * - D3DUSAGE_SOFTWAREPROCESSING
2489 /* Check volume texture and volume usage caps */
2490 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2491 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2492 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2493 return WINED3DERR_NOTAVAILABLE;
2496 /* Always report dynamic locking */
2497 if(Usage & WINED3DUSAGE_DYNAMIC)
2498 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2500 /* Always report software processing */
2501 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2502 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2504 /* Check QUERY_FILTER support */
2505 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2506 if(CheckFilterCapability(CheckFormat)) {
2507 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2508 } else {
2509 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2510 return WINED3DERR_NOTAVAILABLE;
2514 /* Check QUERY_SRGBREAD support */
2515 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2516 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2517 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2518 } else {
2519 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2520 return WINED3DERR_NOTAVAILABLE;
2524 /* Check QUERY_SRGBWRITE support */
2525 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2526 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2527 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2528 } else {
2529 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2530 return WINED3DERR_NOTAVAILABLE;
2534 /* Check QUERY_VERTEXTEXTURE support */
2535 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2536 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2537 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2538 } else {
2539 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2540 return WINED3DERR_NOTAVAILABLE;
2543 } else {
2544 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2545 return WINED3DERR_NOTAVAILABLE;
2548 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2549 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2550 * app needing one of those formats, don't advertize them to avoid leading apps into
2551 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2552 * except of R32F.
2554 switch(CheckFormat) {
2555 case WINED3DFMT_P8:
2556 case WINED3DFMT_A4L4:
2557 case WINED3DFMT_R32F:
2558 case WINED3DFMT_R16F:
2559 case WINED3DFMT_X8L8V8U8:
2560 case WINED3DFMT_L6V5U5:
2561 case WINED3DFMT_G16R16:
2562 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2563 return WINED3DERR_NOTAVAILABLE;
2565 case WINED3DFMT_Q8W8V8U8:
2566 case WINED3DFMT_V16U16:
2567 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2568 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2569 return WINED3DERR_NOTAVAILABLE;
2571 break;
2573 case WINED3DFMT_V8U8:
2574 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2575 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2576 return WINED3DERR_NOTAVAILABLE;
2578 break;
2580 case WINED3DFMT_DXT1:
2581 case WINED3DFMT_DXT2:
2582 case WINED3DFMT_DXT3:
2583 case WINED3DFMT_DXT4:
2584 case WINED3DFMT_DXT5:
2585 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2586 * compressed texture results in an error. While the D3D refrast does
2587 * support s3tc volumes, at least the nvidia windows driver does not, so
2588 * we're free not to support this format.
2590 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2591 return WINED3DERR_NOTAVAILABLE;
2593 default:
2594 /* Do nothing, continue with checking the format below */
2595 break;
2597 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2598 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2599 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2600 return WINED3DERR_NOTAVAILABLE;
2603 /* This format is nothing special and it is supported perfectly.
2604 * However, ati and nvidia driver on windows do not mark this format as
2605 * supported (tested with the dxCapsViewer) and pretending to
2606 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2607 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2608 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2610 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2611 TRACE_(d3d_caps)("[FAILED]\n");
2612 return WINED3DERR_NOTAVAILABLE;
2615 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2616 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2617 * usage flags match. */
2618 if(UsageCaps == Usage) {
2619 return WINED3D_OK;
2620 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2621 return WINED3DOK_NOAUTOGEN;
2622 } else {
2623 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);
2624 return WINED3DERR_NOTAVAILABLE;
2628 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2629 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2630 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2632 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2633 This,
2634 Adapter,
2635 DeviceType, debug_d3ddevicetype(DeviceType),
2636 SourceFormat, debug_d3dformat(SourceFormat),
2637 TargetFormat, debug_d3dformat(TargetFormat));
2638 return WINED3D_OK;
2641 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2642 subset of a D3DCAPS9 structure. However, it has to come via a void *
2643 as the d3d8 interface cannot import the d3d9 header */
2644 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2646 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2647 int vs_selected_mode;
2648 int ps_selected_mode;
2650 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2652 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2653 return WINED3DERR_INVALIDCALL;
2656 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2658 /* This function should *not* be modifying GL caps
2659 * TODO: move the functionality where it belongs */
2660 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2662 /* ------------------------------------------------
2663 The following fields apply to both d3d8 and d3d9
2664 ------------------------------------------------ */
2665 *pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2666 *pCaps->AdapterOrdinal = Adapter;
2668 *pCaps->Caps = 0;
2669 *pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2670 WINED3DCAPS2_FULLSCREENGAMMA |
2671 WINED3DCAPS2_DYNAMICTEXTURES;
2672 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2673 *pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2675 *pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2676 *pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2677 WINED3DPRESENT_INTERVAL_ONE;
2679 *pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2680 WINED3DCURSORCAPS_LOWRES;
2682 *pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2683 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2684 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2685 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2686 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2687 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2688 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2689 WINED3DDEVCAPS_PUREDEVICE |
2690 WINED3DDEVCAPS_HWRASTERIZATION |
2691 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2692 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2693 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2694 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2695 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2696 WINED3DDEVCAPS_RTPATCHES;
2698 *pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2699 WINED3DPMISCCAPS_CULLCCW |
2700 WINED3DPMISCCAPS_CULLCW |
2701 WINED3DPMISCCAPS_COLORWRITEENABLE |
2702 WINED3DPMISCCAPS_CLIPTLVERTS |
2703 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2704 WINED3DPMISCCAPS_MASKZ |
2705 WINED3DPMISCCAPS_BLENDOP;
2706 /* TODO:
2707 WINED3DPMISCCAPS_NULLREFERENCE
2708 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2709 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2710 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2711 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
2712 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2714 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
2715 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
2717 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
2718 #if 0
2719 if (GL_SUPPORT(NV_REGISTER_COMBINERS))
2720 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2721 if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
2722 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
2723 #endif
2725 *pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2726 WINED3DPRASTERCAPS_PAT |
2727 WINED3DPRASTERCAPS_WFOG |
2728 WINED3DPRASTERCAPS_ZFOG |
2729 WINED3DPRASTERCAPS_FOGVERTEX |
2730 WINED3DPRASTERCAPS_FOGTABLE |
2731 WINED3DPRASTERCAPS_STIPPLE |
2732 WINED3DPRASTERCAPS_SUBPIXEL |
2733 WINED3DPRASTERCAPS_ZTEST |
2734 WINED3DPRASTERCAPS_SCISSORTEST |
2735 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2736 WINED3DPRASTERCAPS_DEPTHBIAS;
2738 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2739 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
2740 WINED3DPRASTERCAPS_ZBIAS |
2741 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
2743 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
2744 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
2746 /* FIXME Add:
2747 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2748 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2749 WINED3DPRASTERCAPS_ANTIALIASEDGES
2750 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2751 WINED3DPRASTERCAPS_WBUFFER */
2753 *pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2754 WINED3DPCMPCAPS_EQUAL |
2755 WINED3DPCMPCAPS_GREATER |
2756 WINED3DPCMPCAPS_GREATEREQUAL |
2757 WINED3DPCMPCAPS_LESS |
2758 WINED3DPCMPCAPS_LESSEQUAL |
2759 WINED3DPCMPCAPS_NEVER |
2760 WINED3DPCMPCAPS_NOTEQUAL;
2762 *pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
2763 WINED3DPBLENDCAPS_BOTHSRCALPHA |
2764 WINED3DPBLENDCAPS_DESTALPHA |
2765 WINED3DPBLENDCAPS_DESTCOLOR |
2766 WINED3DPBLENDCAPS_INVDESTALPHA |
2767 WINED3DPBLENDCAPS_INVDESTCOLOR |
2768 WINED3DPBLENDCAPS_INVSRCALPHA |
2769 WINED3DPBLENDCAPS_INVSRCCOLOR |
2770 WINED3DPBLENDCAPS_ONE |
2771 WINED3DPBLENDCAPS_SRCALPHA |
2772 WINED3DPBLENDCAPS_SRCALPHASAT |
2773 WINED3DPBLENDCAPS_SRCCOLOR |
2774 WINED3DPBLENDCAPS_ZERO;
2776 *pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
2777 WINED3DPBLENDCAPS_DESTCOLOR |
2778 WINED3DPBLENDCAPS_INVDESTALPHA |
2779 WINED3DPBLENDCAPS_INVDESTCOLOR |
2780 WINED3DPBLENDCAPS_INVSRCALPHA |
2781 WINED3DPBLENDCAPS_INVSRCCOLOR |
2782 WINED3DPBLENDCAPS_ONE |
2783 WINED3DPBLENDCAPS_SRCALPHA |
2784 WINED3DPBLENDCAPS_SRCCOLOR |
2785 WINED3DPBLENDCAPS_ZERO;
2786 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
2787 * according to the glBlendFunc manpage
2789 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
2790 * legacy settings for srcblend only
2793 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
2794 *pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2795 *pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2799 *pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2800 WINED3DPCMPCAPS_EQUAL |
2801 WINED3DPCMPCAPS_GREATER |
2802 WINED3DPCMPCAPS_GREATEREQUAL |
2803 WINED3DPCMPCAPS_LESS |
2804 WINED3DPCMPCAPS_LESSEQUAL |
2805 WINED3DPCMPCAPS_NEVER |
2806 WINED3DPCMPCAPS_NOTEQUAL;
2808 *pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
2809 WINED3DPSHADECAPS_COLORGOURAUDRGB |
2810 WINED3DPSHADECAPS_ALPHAFLATBLEND |
2811 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
2812 WINED3DPSHADECAPS_COLORFLATRGB |
2813 WINED3DPSHADECAPS_FOGFLAT |
2814 WINED3DPSHADECAPS_FOGGOURAUD |
2815 WINED3DPSHADECAPS_SPECULARFLATRGB;
2817 *pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
2818 WINED3DPTEXTURECAPS_ALPHAPALETTE |
2819 WINED3DPTEXTURECAPS_BORDER |
2820 WINED3DPTEXTURECAPS_MIPMAP |
2821 WINED3DPTEXTURECAPS_PROJECTED |
2822 WINED3DPTEXTURECAPS_PERSPECTIVE;
2824 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
2825 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
2826 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
2829 if( GL_SUPPORT(EXT_TEXTURE3D)) {
2830 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
2831 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
2832 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
2835 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2836 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
2837 WINED3DPTEXTURECAPS_MIPCUBEMAP |
2838 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
2842 *pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2843 WINED3DPTFILTERCAPS_MAGFPOINT |
2844 WINED3DPTFILTERCAPS_MINFLINEAR |
2845 WINED3DPTFILTERCAPS_MINFPOINT |
2846 WINED3DPTFILTERCAPS_MIPFLINEAR |
2847 WINED3DPTFILTERCAPS_MIPFPOINT |
2848 WINED3DPTFILTERCAPS_LINEAR |
2849 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2850 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2851 WINED3DPTFILTERCAPS_MIPLINEAR |
2852 WINED3DPTFILTERCAPS_MIPNEAREST |
2853 WINED3DPTFILTERCAPS_NEAREST;
2855 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2856 *pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2857 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2860 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2861 *pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2862 WINED3DPTFILTERCAPS_MAGFPOINT |
2863 WINED3DPTFILTERCAPS_MINFLINEAR |
2864 WINED3DPTFILTERCAPS_MINFPOINT |
2865 WINED3DPTFILTERCAPS_MIPFLINEAR |
2866 WINED3DPTFILTERCAPS_MIPFPOINT |
2867 WINED3DPTFILTERCAPS_LINEAR |
2868 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2869 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2870 WINED3DPTFILTERCAPS_MIPLINEAR |
2871 WINED3DPTFILTERCAPS_MIPNEAREST |
2872 WINED3DPTFILTERCAPS_NEAREST;
2874 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2875 *pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2876 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2878 } else
2879 *pCaps->CubeTextureFilterCaps = 0;
2881 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2882 *pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2883 WINED3DPTFILTERCAPS_MAGFPOINT |
2884 WINED3DPTFILTERCAPS_MINFLINEAR |
2885 WINED3DPTFILTERCAPS_MINFPOINT |
2886 WINED3DPTFILTERCAPS_MIPFLINEAR |
2887 WINED3DPTFILTERCAPS_MIPFPOINT |
2888 WINED3DPTFILTERCAPS_LINEAR |
2889 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2890 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2891 WINED3DPTFILTERCAPS_MIPLINEAR |
2892 WINED3DPTFILTERCAPS_MIPNEAREST |
2893 WINED3DPTFILTERCAPS_NEAREST;
2894 } else
2895 *pCaps->VolumeTextureFilterCaps = 0;
2897 *pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2898 WINED3DPTADDRESSCAPS_CLAMP |
2899 WINED3DPTADDRESSCAPS_WRAP;
2901 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2902 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2904 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2905 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2907 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2908 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2911 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2912 *pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2913 WINED3DPTADDRESSCAPS_CLAMP |
2914 WINED3DPTADDRESSCAPS_WRAP;
2915 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2916 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2918 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2919 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2921 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2922 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2924 } else
2925 *pCaps->VolumeTextureAddressCaps = 0;
2927 *pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
2928 WINED3DLINECAPS_ZTEST;
2929 /* FIXME: Add
2930 WINED3DLINECAPS_BLEND
2931 WINED3DLINECAPS_ALPHACMP
2932 WINED3DLINECAPS_FOG */
2934 *pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
2935 *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
2937 if(GL_SUPPORT(EXT_TEXTURE3D))
2938 *pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
2939 else
2940 *pCaps->MaxVolumeExtent = 0;
2942 *pCaps->MaxTextureRepeat = 32768;
2943 *pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
2944 *pCaps->MaxVertexW = 1.0;
2946 *pCaps->GuardBandLeft = 0;
2947 *pCaps->GuardBandTop = 0;
2948 *pCaps->GuardBandRight = 0;
2949 *pCaps->GuardBandBottom = 0;
2951 *pCaps->ExtentsAdjust = 0;
2953 *pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
2954 WINED3DSTENCILCAPS_INCRSAT |
2955 WINED3DSTENCILCAPS_INVERT |
2956 WINED3DSTENCILCAPS_KEEP |
2957 WINED3DSTENCILCAPS_REPLACE |
2958 WINED3DSTENCILCAPS_ZERO;
2959 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
2960 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
2961 WINED3DSTENCILCAPS_INCR;
2963 if ( This->dxVersion > 8 &&
2964 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
2965 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
2966 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
2969 *pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
2971 *pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
2972 WINED3DTEXOPCAPS_ADDSIGNED |
2973 WINED3DTEXOPCAPS_ADDSIGNED2X |
2974 WINED3DTEXOPCAPS_MODULATE |
2975 WINED3DTEXOPCAPS_MODULATE2X |
2976 WINED3DTEXOPCAPS_MODULATE4X |
2977 WINED3DTEXOPCAPS_SELECTARG1 |
2978 WINED3DTEXOPCAPS_SELECTARG2 |
2979 WINED3DTEXOPCAPS_DISABLE;
2981 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
2982 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
2983 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2984 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2985 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2986 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2987 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2988 WINED3DTEXOPCAPS_LERP |
2989 WINED3DTEXOPCAPS_SUBTRACT;
2991 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
2992 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2993 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
2994 WINED3DTEXOPCAPS_MULTIPLYADD |
2995 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2996 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2997 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
2999 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
3000 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
3002 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3003 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
3004 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
3007 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
3008 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
3009 } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3010 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
3011 * not support 3D textures. This asks for trouble if an app uses both bump mapping
3012 * and 3D textures. It also allows us to keep the code simpler by having texture
3013 * shaders constantly enabled.
3015 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
3016 /* TODO: Luminance bump map? */
3018 #if 0
3019 /* FIXME: Add
3020 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
3021 WINED3DTEXOPCAPS_PREMODULATE */
3022 #endif
3024 *pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
3025 *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
3026 *pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3027 *pCaps->MaxActiveLights = GL_LIMITS(lights);
3029 *pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3030 *pCaps->MaxVertexBlendMatrixIndex = 0;
3032 *pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3033 *pCaps->MaxPointSize = GL_LIMITS(pointsize);
3036 *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3037 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3038 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3039 WINED3DVTXPCAPS_LOCALVIEWER |
3040 WINED3DVTXPCAPS_VERTEXFOG |
3041 WINED3DVTXPCAPS_TEXGEN;
3042 /* FIXME: Add
3043 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3045 *pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3046 *pCaps->MaxVertexIndex = 0xFFFFF;
3047 *pCaps->MaxStreams = MAX_STREAMS;
3048 *pCaps->MaxStreamStride = 1024;
3050 if (vs_selected_mode == SHADER_GLSL) {
3051 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3052 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3053 * vs_nv_version which is based on NV_vertex_program.
3054 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3055 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3056 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3057 * of native instructions, so use that here. For more info see the pixel shader versioning code below. */
3058 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3059 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
3060 else
3061 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
3062 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (*pCaps->VertexShaderVersion >> 8) & 0xff, *pCaps->VertexShaderVersion & 0xff);
3063 } else if (vs_selected_mode == SHADER_ARB) {
3064 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
3065 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
3066 } else {
3067 *pCaps->VertexShaderVersion = 0;
3068 TRACE_(d3d_caps)("Vertex shader functionality not available\n");
3071 *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
3073 if (ps_selected_mode == SHADER_GLSL) {
3074 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3075 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3076 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3077 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3078 * in max native instructions. Intel and others also offer the info in this extension but they
3079 * don't support GLSL (at least on Windows).
3081 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3082 * of instructions is 512 or less we have to do with ps2.0 hardware.
3083 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
3085 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3086 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
3087 else
3088 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
3089 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3090 * Direct3D minimum requirement.
3092 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3093 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3095 * The problem is that the refrast clamps temporary results in the shader to
3096 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3097 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3098 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3099 * offer a way to query this.
3101 *pCaps->PixelShader1xMaxValue = 8.0;
3102 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (*pCaps->PixelShaderVersion >> 8) & 0xff, *pCaps->PixelShaderVersion & 0xff);
3103 } else if (ps_selected_mode == SHADER_ARB) {
3104 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
3105 *pCaps->PixelShader1xMaxValue = 8.0;
3106 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
3107 } else {
3108 *pCaps->PixelShaderVersion = 0;
3109 *pCaps->PixelShader1xMaxValue = 0.0;
3110 TRACE_(d3d_caps)("Pixel shader functionality not available\n");
3113 /* ------------------------------------------------
3114 The following fields apply to d3d9 only
3115 ------------------------------------------------ */
3116 if (This->dxVersion > 8) {
3117 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3118 *pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
3119 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3120 *pCaps->MaxNpatchTessellationLevel = 0;
3121 *pCaps->MasterAdapterOrdinal = 0;
3122 *pCaps->AdapterOrdinalInGroup = 0;
3123 *pCaps->NumberOfAdaptersInGroup = 1;
3125 if(*pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3126 /* OpenGL supports all the formats below, perhaps not always
3127 * without conversion, but it supports them.
3128 * Further GLSL doesn't seem to have an official unsigned type so
3129 * don't advertise it yet as I'm not sure how we handle it.
3130 * We might need to add some clamping in the shader engine to
3131 * support it.
3132 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3133 *pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3134 WINED3DDTCAPS_UBYTE4N |
3135 WINED3DDTCAPS_SHORT2N |
3136 WINED3DDTCAPS_SHORT4N;
3137 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3138 *pCaps->DeclTypes |=
3139 WINED3DDTCAPS_FLOAT16_2 |
3140 WINED3DDTCAPS_FLOAT16_4;
3142 } else
3143 *pCaps->DeclTypes = 0;
3145 *pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3148 *pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3149 WINED3DPTFILTERCAPS_MAGFPOINT |
3150 WINED3DPTFILTERCAPS_MINFLINEAR |
3151 WINED3DPTFILTERCAPS_MAGFLINEAR;
3152 *pCaps->VertexTextureFilterCaps = 0;
3154 if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3155 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3156 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3157 *pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3158 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3159 *pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3160 *pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3162 *pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3163 *pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3164 } else if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3165 *pCaps->VS20Caps.Caps = 0;
3166 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3167 *pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3168 *pCaps->VS20Caps.StaticFlowControlDepth = 1;
3170 *pCaps->MaxVShaderInstructionsExecuted = 65535;
3171 *pCaps->MaxVertexShader30InstructionSlots = 0;
3172 } else { /* VS 1.x */
3173 *pCaps->VS20Caps.Caps = 0;
3174 *pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3175 *pCaps->VS20Caps.NumTemps = 0;
3176 *pCaps->VS20Caps.StaticFlowControlDepth = 0;
3178 *pCaps->MaxVShaderInstructionsExecuted = 0;
3179 *pCaps->MaxVertexShader30InstructionSlots = 0;
3182 if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3183 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3184 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3186 /* 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 */
3187 *pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3188 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3189 WINED3DPS20CAPS_PREDICATION |
3190 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3191 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3192 *pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3193 *pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3194 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3195 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3197 *pCaps->MaxPShaderInstructionsExecuted = 65535;
3198 *pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3199 } else if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3200 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3201 *pCaps->PS20Caps.Caps = 0;
3202 *pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3203 *pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3204 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3205 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3207 *pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3208 *pCaps->MaxPixelShader30InstructionSlots = 0;
3209 } else { /* PS 1.x */
3210 *pCaps->PS20Caps.Caps = 0;
3211 *pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3212 *pCaps->PS20Caps.NumTemps = 0;
3213 *pCaps->PS20Caps.StaticFlowControlDepth = 0;
3214 *pCaps->PS20Caps.NumInstructionSlots = 0;
3216 *pCaps->MaxPShaderInstructionsExecuted = 0;
3217 *pCaps->MaxPixelShader30InstructionSlots = 0;
3221 return WINED3D_OK;
3224 static unsigned int glsl_program_key_hash(void *key) {
3225 glsl_program_key_t *k = (glsl_program_key_t *)key;
3227 unsigned int hash = k->vshader | k->pshader << 16;
3228 hash += ~(hash << 15);
3229 hash ^= (hash >> 10);
3230 hash += (hash << 3);
3231 hash ^= (hash >> 6);
3232 hash += ~(hash << 11);
3233 hash ^= (hash >> 16);
3235 return hash;
3238 static BOOL glsl_program_key_compare(void *keya, void *keyb) {
3239 glsl_program_key_t *ka = (glsl_program_key_t *)keya;
3240 glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
3242 return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
3245 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3246 and fields being inserted in the middle, a new structure is used in place */
3247 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3248 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3249 IUnknown *parent) {
3251 IWineD3DDeviceImpl *object = NULL;
3252 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3253 WINED3DDISPLAYMODE mode;
3254 int i;
3256 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3257 * number and create a device without a 3D adapter for 2D only operation.
3259 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3260 return WINED3DERR_INVALIDCALL;
3263 /* Create a WineD3DDevice object */
3264 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3265 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3266 TRACE("Created WineD3DDevice object @ %p\n", object);
3267 if (NULL == object) {
3268 return WINED3DERR_OUTOFVIDEOMEMORY;
3271 /* Set up initial COM information */
3272 object->lpVtbl = &IWineD3DDevice_Vtbl;
3273 object->ref = 1;
3274 object->wineD3D = iface;
3275 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3276 IWineD3D_AddRef(object->wineD3D);
3277 object->parent = parent;
3278 list_init(&object->resources);
3279 list_init(&object->shaders);
3281 if(This->dxVersion == 7) {
3282 object->surface_alignment = 8;
3283 } else {
3284 object->surface_alignment = 4;
3286 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3288 /* Set the state up as invalid until the device is fully created */
3289 object->state = WINED3DERR_DRIVERINTERNALERROR;
3291 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3292 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3294 /* Save the creation parameters */
3295 object->createParms.AdapterOrdinal = Adapter;
3296 object->createParms.DeviceType = DeviceType;
3297 object->createParms.hFocusWindow = hFocusWindow;
3298 object->createParms.BehaviorFlags = BehaviourFlags;
3300 /* Initialize other useful values */
3301 object->adapterNo = Adapter;
3302 object->devType = DeviceType;
3304 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3305 if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
3306 object->shader_backend = &glsl_shader_backend;
3307 object->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
3308 } else if (object->ps_selected_mode == SHADER_ARB || object->vs_selected_mode == SHADER_ARB) {
3309 object->shader_backend = &arb_program_shader_backend;
3310 } else {
3311 object->shader_backend = &none_shader_backend;
3313 if(FAILED(object->shader_backend->shader_alloc_private((IWineD3DDevice *) object))) {
3314 IWineD3D_Release(object->wineD3D);
3315 HeapFree(GetProcessHeap(), 0, object);
3316 *ppReturnedDeviceInterface = NULL;
3317 return E_OUTOFMEMORY;
3320 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3321 * model can deal with that. It is essentially the same, just with adjusted
3322 * Set*ShaderConstantF implementations
3324 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3325 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3328 /* set the state of the device to valid */
3329 object->state = WINED3D_OK;
3331 /* Get the initial screen setup for ddraw */
3332 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3334 object->ddraw_width = mode.Width;
3335 object->ddraw_height = mode.Height;
3336 object->ddraw_format = mode.Format;
3338 for(i = 0; i < PATCHMAP_SIZE; i++) {
3339 list_init(&object->patches[i]);
3341 return WINED3D_OK;
3343 #undef GLINFO_LOCATION
3345 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3346 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3347 IUnknown_AddRef(This->parent);
3348 *pParent = This->parent;
3349 return WINED3D_OK;
3352 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3353 IUnknown* surfaceParent;
3354 TRACE("(%p) call back\n", pSurface);
3356 /* Now, release the parent, which will take care of cleaning up the surface for us */
3357 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3358 IUnknown_Release(surfaceParent);
3359 return IUnknown_Release(surfaceParent);
3362 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3363 IUnknown* volumeParent;
3364 TRACE("(%p) call back\n", pVolume);
3366 /* Now, release the parent, which will take care of cleaning up the volume for us */
3367 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3368 IUnknown_Release(volumeParent);
3369 return IUnknown_Release(volumeParent);
3372 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3373 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3374 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3375 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3377 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3378 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3379 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3380 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3381 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3382 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3383 * DirectDraw, not OpenGL.
3385 if(gl_info->supported[APPLE_FENCE] &&
3386 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3387 gl_info->supported[APPLE_FLUSH_RENDER] &&
3388 gl_info->supported[APPLE_YCBCR_422]) {
3389 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3390 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3391 return TRUE;
3392 } else {
3393 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3394 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3395 return FALSE;
3399 #define GLINFO_LOCATION (*gl_info)
3400 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3401 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3402 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3403 * all the texture. This function detects this bug by its symptom and disables PBOs
3404 * if the test fails.
3406 * The test uplaods a 4x4 texture via the PBO in the "native" format GL_BGRA,
3407 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3408 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3409 * read back is compared to the original. If they are equal PBOs are assumed to work,
3410 * otherwise the PBO extension is disabled.
3412 GLuint texture, pbo;
3413 static const unsigned int pattern[] = {
3414 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3415 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3416 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3417 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3419 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3421 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3422 /* No PBO -> No point in testing them */
3423 return;
3426 while(glGetError());
3427 glGenTextures(1, &texture);
3428 glBindTexture(GL_TEXTURE_2D, texture);
3429 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3430 checkGLcall("Specifying the PBO test texture\n");
3432 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3433 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3434 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3435 checkGLcall("Specifying the PBO test pbo\n");
3437 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3438 checkGLcall("Loading the PBO test texture\n");
3440 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3441 glFinish(); /* just to be sure */
3443 memset(check, 0, sizeof(check));
3444 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3445 checkGLcall("Reading back the PBO test texture\n");
3447 glDeleteTextures(1, &texture);
3448 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3449 checkGLcall("PBO test cleanup\n");
3451 if(memcmp(check, pattern, sizeof(check)) != 0) {
3452 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3453 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3454 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3455 } else {
3456 TRACE_(d3d_caps)("PBO test successful\n");
3459 #undef GLINFO_LOCATION
3461 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3462 * reporting a driver version is moot because we are not the Windows driver, and we have different
3463 * bugs, features, etc.
3465 * If a card is not found in this table, the gl driver version is reported
3467 struct driver_version_information {
3468 WORD vendor; /* reported PCI card vendor ID */
3469 WORD card; /* reported PCI card device ID */
3470 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3471 WORD lopart_hi, lopart_lo; /* driver loword to report */
3474 static const struct driver_version_information driver_version_table[] = {
3475 /* Nvidia drivers. Geforce FX and newer cards are supported by the current driver */
3476 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 10, 16921 },
3477 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 10, 16921 },
3478 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 10, 16921 },
3479 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 10, 16921 },
3480 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 10, 16921 },
3481 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 10, 16921 },
3482 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 10, 16921 },
3483 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 10, 16921 },
3484 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 10, 16921 },
3485 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 10, 16921 },
3486 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 10, 16921 },
3487 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 10, 16921 },
3488 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 10, 16921 },
3489 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 10, 16921 },
3491 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3492 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3493 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3494 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3495 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3496 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3497 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3499 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3502 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3503 unsigned int i;
3504 BOOL apple = implementation_is_apple(gl_info);
3506 if(apple) {
3507 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3508 * used it falls back to software. While the compiler can detect if the shader uses all declared
3509 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3510 * using relative addressing falls back to software.
3512 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3514 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3515 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3516 } else {
3517 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3518 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3519 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3522 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3523 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3524 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3525 * flag for this extension
3527 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3528 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3529 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3530 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3531 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3532 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3533 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3537 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3538 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3539 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3540 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3541 * according to the spec.
3543 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3544 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3546 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3547 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3548 * this workaround is activated on cards that do not need it, it won't break things, just affect
3549 * performance negatively.
3551 if(gl_info->gl_vendor == VENDOR_INTEL ||
3552 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3553 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3554 gl_info->set_texcoord_w = TRUE;
3558 /* Find out if PBOs work as they are supposed to */
3559 test_pbo_functionality(gl_info);
3561 /* Fixup the driver version */
3562 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3563 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3564 gl_info->gl_card == driver_version_table[i].card) {
3565 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3567 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3568 driver_version_table[i].lopart_lo);
3569 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3570 driver_version_table[i].hipart_lo);
3571 break;
3576 void invalid_func(void *data) {
3577 ERR("Invalid vertex attribute function called\n");
3578 DebugBreak();
3581 #define GLINFO_LOCATION (Adapters[0].gl_info)
3583 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3584 * the extension detection and are used in drawStridedSlow
3586 static void position_d3dcolor(void *data) {
3587 DWORD pos = *((DWORD *) data);
3589 FIXME("Add a test for fixed function position from d3dcolor type\n");
3590 glVertex4s(D3DCOLOR_B_R(pos),
3591 D3DCOLOR_B_G(pos),
3592 D3DCOLOR_B_B(pos),
3593 D3DCOLOR_B_A(pos));
3595 static void position_float4(void *data) {
3596 GLfloat *pos = (float *) data;
3598 if (pos[3] < eps && pos[3] > -eps)
3599 glVertex3fv(pos);
3600 else {
3601 float w = 1.0 / pos[3];
3603 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3607 static void diffuse_d3dcolor(void *data) {
3608 DWORD diffuseColor = *((DWORD *) data);
3610 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3611 D3DCOLOR_B_G(diffuseColor),
3612 D3DCOLOR_B_B(diffuseColor),
3613 D3DCOLOR_B_A(diffuseColor));
3616 static void specular_d3dcolor(void *data) {
3617 DWORD specularColor = *((DWORD *) data);
3619 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3620 D3DCOLOR_B_G(specularColor),
3621 D3DCOLOR_B_B(specularColor));
3623 static void warn_no_specular_func(void *data) {
3624 WARN("GL_EXT_secondary_color not supported\n");
3627 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3628 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3629 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3630 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3631 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3632 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3633 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3634 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3635 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3636 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3637 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3638 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3639 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3640 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3641 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3642 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3643 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3644 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3646 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3647 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3648 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3649 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3650 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3651 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3652 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3653 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3654 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3655 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3656 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3657 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3658 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3659 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3660 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3661 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3662 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3664 /* No 4 component entry points here */
3665 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3666 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3667 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3668 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3669 } else {
3670 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3672 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3673 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3674 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3675 } else {
3676 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3678 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3679 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3680 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3681 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3682 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3683 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3684 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3685 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3686 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3687 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3688 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3689 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3691 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3692 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3694 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3695 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3696 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3697 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3698 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3699 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3700 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3701 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3702 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3703 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3704 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3705 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3706 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3707 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3708 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3709 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3710 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3713 #define PUSH1(att) attribs[nAttribs++] = (att);
3714 BOOL InitAdapters(void) {
3715 static HMODULE mod_gl;
3716 BOOL ret;
3717 int ps_selected_mode, vs_selected_mode;
3719 /* No need to hold any lock. The calling library makes sure only one thread calls
3720 * wined3d simultaneously
3722 if(numAdapters > 0) return TRUE;
3724 TRACE("Initializing adapters\n");
3726 if(!mod_gl) {
3727 #ifdef USE_WIN32_OPENGL
3728 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3729 mod_gl = LoadLibraryA("opengl32.dll");
3730 if(!mod_gl) {
3731 ERR("Can't load opengl32.dll!\n");
3732 return FALSE;
3734 #else
3735 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3736 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3737 mod_gl = GetModuleHandleA("gdi32.dll");
3738 #endif
3741 /* Load WGL core functions from opengl32.dll */
3742 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3743 WGL_FUNCS_GEN;
3744 #undef USE_WGL_FUNC
3746 if(!pwglGetProcAddress) {
3747 ERR("Unable to load wglGetProcAddress!\n");
3748 return FALSE;
3751 /* Dynamically load all GL core functions */
3752 GL_FUNCS_GEN;
3753 #undef USE_GL_FUNC
3755 /* For now only one default adapter */
3757 int iPixelFormat;
3758 int attribs[8];
3759 int values[8];
3760 int nAttribs = 0;
3761 int res;
3762 WineD3D_PixelFormat *cfgs;
3763 int attribute;
3764 DISPLAY_DEVICEW DisplayDevice;
3765 HDC hdc;
3767 TRACE("Initializing default adapter\n");
3768 Adapters[0].num = 0;
3769 Adapters[0].monitorPoint.x = -1;
3770 Adapters[0].monitorPoint.y = -1;
3772 if (!WineD3D_CreateFakeGLContext()) {
3773 ERR("Failed to get a gl context for default adapter\n");
3774 HeapFree(GetProcessHeap(), 0, Adapters);
3775 WineD3D_ReleaseFakeGLContext();
3776 return FALSE;
3779 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3780 if(!ret) {
3781 ERR("Failed to initialize gl caps for default adapter\n");
3782 HeapFree(GetProcessHeap(), 0, Adapters);
3783 WineD3D_ReleaseFakeGLContext();
3784 return FALSE;
3786 ret = initPixelFormats(&Adapters[0].gl_info);
3787 if(!ret) {
3788 ERR("Failed to init gl formats\n");
3789 HeapFree(GetProcessHeap(), 0, Adapters);
3790 WineD3D_ReleaseFakeGLContext();
3791 return FALSE;
3794 hdc = pwglGetCurrentDC();
3795 if(!hdc) {
3796 ERR("Failed to get gl HDC\n");
3797 HeapFree(GetProcessHeap(), 0, Adapters);
3798 WineD3D_ReleaseFakeGLContext();
3799 return FALSE;
3802 Adapters[0].driver = "Display";
3803 Adapters[0].description = "Direct3D HAL";
3805 /* Use the VideoRamSize registry setting when set */
3806 if(wined3d_settings.emulated_textureram)
3807 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3808 else
3809 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3810 Adapters[0].UsedTextureRam = 0;
3811 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3813 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3814 DisplayDevice.cb = sizeof(DisplayDevice);
3815 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3816 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3817 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3819 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3820 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3822 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3823 cfgs = Adapters[0].cfgs;
3824 PUSH1(WGL_RED_BITS_ARB)
3825 PUSH1(WGL_GREEN_BITS_ARB)
3826 PUSH1(WGL_BLUE_BITS_ARB)
3827 PUSH1(WGL_ALPHA_BITS_ARB)
3828 PUSH1(WGL_DEPTH_BITS_ARB)
3829 PUSH1(WGL_STENCIL_BITS_ARB)
3830 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
3831 PUSH1(WGL_PIXEL_TYPE_ARB)
3833 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
3834 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
3836 if(!res)
3837 continue;
3839 /* Cache the pixel format */
3840 cfgs->iPixelFormat = iPixelFormat;
3841 cfgs->redSize = values[0];
3842 cfgs->greenSize = values[1];
3843 cfgs->blueSize = values[2];
3844 cfgs->alphaSize = values[3];
3845 cfgs->depthSize = values[4];
3846 cfgs->stencilSize = values[5];
3847 cfgs->windowDrawable = values[6];
3848 cfgs->iPixelType = values[7];
3850 cfgs->pbufferDrawable = FALSE;
3851 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown
3852 attributes. */
3853 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
3854 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
3855 int value;
3856 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
3857 cfgs->pbufferDrawable = value;
3860 TRACE("iPixelFormat=%d, iPixelType=%#x, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
3861 cfgs++;
3864 fixup_extensions(&Adapters[0].gl_info);
3866 WineD3D_ReleaseFakeGLContext();
3868 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
3869 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
3870 fillGLAttribFuncs(&Adapters[0].gl_info);
3871 init_type_lookup(&Adapters[0].gl_info);
3873 numAdapters = 1;
3874 TRACE("%d adapters successfully initialized\n", numAdapters);
3876 return TRUE;
3878 #undef PUSH1
3879 #undef GLINFO_LOCATION
3881 /**********************************************************
3882 * IWineD3D VTbl follows
3883 **********************************************************/
3885 const IWineD3DVtbl IWineD3D_Vtbl =
3887 /* IUnknown */
3888 IWineD3DImpl_QueryInterface,
3889 IWineD3DImpl_AddRef,
3890 IWineD3DImpl_Release,
3891 /* IWineD3D */
3892 IWineD3DImpl_GetParent,
3893 IWineD3DImpl_GetAdapterCount,
3894 IWineD3DImpl_RegisterSoftwareDevice,
3895 IWineD3DImpl_GetAdapterMonitor,
3896 IWineD3DImpl_GetAdapterModeCount,
3897 IWineD3DImpl_EnumAdapterModes,
3898 IWineD3DImpl_GetAdapterDisplayMode,
3899 IWineD3DImpl_GetAdapterIdentifier,
3900 IWineD3DImpl_CheckDeviceMultiSampleType,
3901 IWineD3DImpl_CheckDepthStencilMatch,
3902 IWineD3DImpl_CheckDeviceType,
3903 IWineD3DImpl_CheckDeviceFormat,
3904 IWineD3DImpl_CheckDeviceFormatConversion,
3905 IWineD3DImpl_GetDeviceCaps,
3906 IWineD3DImpl_CreateDevice