wined3d: Implement environment bump mapping with GL_ATI_envmap_bumpmap.
[wine/wine64.git] / dlls / wined3d / directx.c
blobccca5827f010f402e2c9eb729f580f200b5f54f6
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);
38 #define GLINFO_LOCATION This->gl_info
40 /**********************************************************
41 * Utility functions follow
42 **********************************************************/
44 /* x11drv GDI escapes */
45 #define X11DRV_ESCAPE 6789
46 enum x11drv_escape_codes
48 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
49 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
50 X11DRV_GET_FONT, /* get current X font for a DC */
53 /* retrieve the X display to use on a given DC */
54 static inline Display *get_display( HDC hdc )
56 Display *display;
57 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
59 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
60 sizeof(display), (LPSTR)&display )) display = NULL;
61 return display;
64 /* lookup tables */
65 int minLookup[MAX_LOOKUPS];
66 int maxLookup[MAX_LOOKUPS];
67 DWORD *stateLookup[MAX_LOOKUPS];
69 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
72 /**
73 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
74 * ie there is no GL Context - Get a default rendering context to enable the
75 * function query some info from GL
78 static int wined3d_fake_gl_context_ref = 0;
79 static BOOL wined3d_fake_gl_context_foreign;
80 static BOOL wined3d_fake_gl_context_available = FALSE;
81 static Display* wined3d_fake_gl_context_display = NULL;
83 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
84 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
86 0, 0, &wined3d_fake_gl_context_cs,
87 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
88 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
89 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
91 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
93 static void WineD3D_ReleaseFakeGLContext(void) {
94 GLXContext glCtx;
96 EnterCriticalSection(&wined3d_fake_gl_context_cs);
98 if(!wined3d_fake_gl_context_available) {
99 TRACE_(d3d_caps)("context not available\n");
100 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
101 return;
104 glCtx = glXGetCurrentContext();
106 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
107 if (0 == (--wined3d_fake_gl_context_ref) ) {
108 if(!wined3d_fake_gl_context_foreign && glCtx) {
109 TRACE_(d3d_caps)("destroying fake GL context\n");
110 glXMakeCurrent(wined3d_fake_gl_context_display, None, NULL);
111 glXDestroyContext(wined3d_fake_gl_context_display, glCtx);
113 wined3d_fake_gl_context_available = FALSE;
115 assert(wined3d_fake_gl_context_ref >= 0);
117 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
118 LEAVE_GL();
121 static BOOL WineD3D_CreateFakeGLContext(void) {
122 XVisualInfo* visInfo;
123 GLXContext glCtx;
125 ENTER_GL();
126 EnterCriticalSection(&wined3d_fake_gl_context_cs);
128 TRACE_(d3d_caps)("getting context...\n");
129 if(wined3d_fake_gl_context_ref > 0) goto ret;
130 assert(0 == wined3d_fake_gl_context_ref);
132 wined3d_fake_gl_context_foreign = TRUE;
134 if(!wined3d_fake_gl_context_display) {
135 HDC device_context = GetDC(0);
137 wined3d_fake_gl_context_display = get_display(device_context);
138 ReleaseDC(0, device_context);
141 visInfo = NULL;
142 glCtx = glXGetCurrentContext();
144 if (!glCtx) {
145 Drawable drawable;
146 XVisualInfo template;
147 Visual* visual;
148 int num;
149 XWindowAttributes win_attr;
151 wined3d_fake_gl_context_foreign = FALSE;
152 drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window");
154 TRACE_(d3d_caps)("Creating Fake GL Context\n");
156 /* Get the X visual */
157 if (XGetWindowAttributes(wined3d_fake_gl_context_display, drawable, &win_attr)) {
158 visual = win_attr.visual;
159 } else {
160 visual = DefaultVisual(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display));
162 template.visualid = XVisualIDFromVisual(visual);
163 visInfo = XGetVisualInfo(wined3d_fake_gl_context_display, VisualIDMask, &template, &num);
164 if (!visInfo) {
165 WARN_(d3d_caps)("Error creating visual info for capabilities initialization\n");
166 goto fail;
169 /* Create a GL context */
170 glCtx = glXCreateContext(wined3d_fake_gl_context_display, visInfo, NULL, GL_TRUE);
171 if (!glCtx) {
172 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
173 goto fail;
176 /* Make it the current GL context */
177 if (!glXMakeCurrent(wined3d_fake_gl_context_display, drawable, glCtx)) {
178 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
179 goto fail;
182 XFree(visInfo);
186 ret:
187 TRACE_(d3d_caps)("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
188 wined3d_fake_gl_context_ref++;
189 wined3d_fake_gl_context_available = TRUE;
190 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
191 return TRUE;
192 fail:
193 if(visInfo) XFree(visInfo);
194 if(glCtx) glXDestroyContext(wined3d_fake_gl_context_display, glCtx);
195 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
196 LEAVE_GL();
197 return FALSE;
200 /**********************************************************
201 * IUnknown parts follows
202 **********************************************************/
204 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
206 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
208 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
209 if (IsEqualGUID(riid, &IID_IUnknown)
210 || IsEqualGUID(riid, &IID_IWineD3DBase)
211 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
212 IUnknown_AddRef(iface);
213 *ppobj = This;
214 return S_OK;
216 *ppobj = NULL;
217 return E_NOINTERFACE;
220 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
221 IWineD3DImpl *This = (IWineD3DImpl *)iface;
222 ULONG refCount = InterlockedIncrement(&This->ref);
224 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
225 return refCount;
228 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
229 IWineD3DImpl *This = (IWineD3DImpl *)iface;
230 ULONG ref;
231 TRACE("(%p) : Releasing from %d\n", This, This->ref);
232 ref = InterlockedDecrement(&This->ref);
233 if (ref == 0) {
234 HeapFree(GetProcessHeap(), 0, This);
237 return ref;
240 /* Set the shader type for this device, depending on the given capabilities,
241 * the device type, and the user preferences in wined3d_settings */
243 static void select_shader_mode(
244 WineD3D_GL_Info *gl_info,
245 WINED3DDEVTYPE DeviceType,
246 int* ps_selected,
247 int* vs_selected) {
249 if (wined3d_settings.vs_mode == VS_NONE) {
250 *vs_selected = SHADER_NONE;
251 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
252 *vs_selected = SHADER_GLSL;
253 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
254 *vs_selected = SHADER_ARB;
255 } else {
256 *vs_selected = SHADER_NONE;
259 if (wined3d_settings.ps_mode == PS_NONE) {
260 *ps_selected = SHADER_NONE;
261 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
262 *ps_selected = SHADER_GLSL;
263 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
264 *ps_selected = SHADER_ARB;
265 } else {
266 *ps_selected = SHADER_NONE;
270 /** Select the number of report maximum shader constants based on the selected shader modes */
271 static void select_shader_max_constants(
272 int ps_selected_mode,
273 int vs_selected_mode,
274 WineD3D_GL_Info *gl_info) {
276 switch (vs_selected_mode) {
277 case SHADER_GLSL:
278 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
279 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
280 break;
281 case SHADER_ARB:
282 /* We have to subtract any other PARAMs that we might use in our shader programs.
283 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
284 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
285 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
286 break;
287 default:
288 gl_info->max_vshader_constantsF = 0;
289 break;
292 switch (ps_selected_mode) {
293 case SHADER_GLSL:
294 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
295 * In theory the texbem instruction may need one more shader constant too. But lets assume
296 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
297 * and lets not take away a uniform needlessly from all other shaders.
299 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
300 break;
301 case SHADER_ARB:
302 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
303 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
305 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
306 break;
307 default:
308 gl_info->max_pshader_constantsF = 0;
309 break;
313 /**********************************************************
314 * IWineD3D parts follows
315 **********************************************************/
317 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
318 IWineD3DImpl *This = (IWineD3DImpl *)iface;
319 WineD3D_GL_Info *gl_info = &This->gl_info;
321 const char *GL_Extensions = NULL;
322 const char *GLX_Extensions = NULL;
323 const char *gl_string = NULL;
324 const char *gl_string_cursor = NULL;
325 GLint gl_max;
326 GLfloat gl_floatv[2];
327 Bool test = 0;
328 int major, minor;
329 BOOL return_value = TRUE;
330 int i;
332 /* Make sure that we've got a context */
333 /* TODO: CreateFakeGLContext should really take a display as a parameter */
334 /* Only save the values obtained when a display is provided */
335 if (!WineD3D_CreateFakeGLContext() || wined3d_fake_gl_context_foreign)
336 return_value = FALSE;
338 TRACE_(d3d_caps)("(%p, %p)\n", gl_info, display);
340 gl_string = (const char *) glGetString(GL_RENDERER);
341 if (NULL == gl_string)
342 gl_string = "None";
343 strcpy(gl_info->gl_renderer, gl_string);
345 /* Fill in the GL info retrievable depending on the display */
346 if (NULL != display) {
347 test = glXQueryVersion(display, &major, &minor);
348 gl_info->glx_version = ((major & 0x0000FFFF) << 16) | (minor & 0x0000FFFF);
349 } else {
350 FIXME("Display must not be NULL, use glXGetCurrentDisplay or getAdapterDisplay()\n");
352 gl_string = (const char *) glGetString(GL_VENDOR);
354 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
355 if (gl_string != NULL) {
356 /* Fill in the GL vendor */
357 if (strstr(gl_string, "NVIDIA")) {
358 gl_info->gl_vendor = VENDOR_NVIDIA;
359 } else if (strstr(gl_string, "ATI")) {
360 gl_info->gl_vendor = VENDOR_ATI;
361 } else if (strstr(gl_string, "Intel(R)") ||
362 strstr(gl_info->gl_renderer, "Intel(R)")) {
363 gl_info->gl_vendor = VENDOR_INTEL;
364 } else if (strstr(gl_string, "Mesa")) {
365 gl_info->gl_vendor = VENDOR_MESA;
366 } else {
367 gl_info->gl_vendor = VENDOR_WINE;
369 } else {
370 gl_info->gl_vendor = VENDOR_WINE;
374 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
376 /* Parse the GL_VERSION field into major and minor information */
377 gl_string = (const char *) glGetString(GL_VERSION);
378 if (gl_string != NULL) {
380 switch (gl_info->gl_vendor) {
381 case VENDOR_NVIDIA:
382 gl_string_cursor = strstr(gl_string, "NVIDIA");
383 if (!gl_string_cursor) {
384 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
385 break;
388 gl_string_cursor = strstr(gl_string_cursor, " ");
389 if (!gl_string_cursor) {
390 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
391 break;
394 while (*gl_string_cursor == ' ') {
395 ++gl_string_cursor;
398 if (!*gl_string_cursor) {
399 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
400 break;
403 major = atoi(gl_string_cursor);
404 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
405 ++gl_string_cursor;
408 if (*gl_string_cursor++ != '.') {
409 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
410 break;
413 minor = atoi(gl_string_cursor);
414 minor = major*100+minor;
415 major = 10;
417 break;
419 case VENDOR_ATI:
420 major = minor = 0;
421 gl_string_cursor = strchr(gl_string, '-');
422 if (gl_string_cursor) {
423 int error = 0;
424 gl_string_cursor++;
426 /* Check if version number is of the form x.y.z */
427 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
428 error = 1;
429 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
430 error = 1;
431 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
432 error = 1;
433 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
434 error = 1;
436 /* Mark version number as malformed */
437 if (error)
438 gl_string_cursor = 0;
441 if (!gl_string_cursor)
442 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
443 else {
444 major = *gl_string_cursor - '0';
445 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
447 break;
449 case VENDOR_INTEL:
450 case VENDOR_MESA:
451 gl_string_cursor = strstr(gl_string, "Mesa");
452 gl_string_cursor = strstr(gl_string_cursor, " ");
453 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
454 if (*gl_string_cursor) {
455 char tmp[16];
456 int cursor = 0;
458 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
459 tmp[cursor++] = *gl_string_cursor;
460 ++gl_string_cursor;
462 tmp[cursor] = 0;
463 major = atoi(tmp);
465 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
466 ++gl_string_cursor;
468 cursor = 0;
469 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
470 tmp[cursor++] = *gl_string_cursor;
471 ++gl_string_cursor;
473 tmp[cursor] = 0;
474 minor = atoi(tmp);
476 break;
478 default:
479 major = 0;
480 minor = 9;
482 gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor);
483 TRACE_(d3d_caps)("found GL_VERSION (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->gl_driver_version);
486 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
489 * Initialize openGL extension related variables
490 * with Default values
492 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
493 gl_info->max_buffers = 1;
494 gl_info->max_textures = 1;
495 gl_info->max_texture_stages = 1;
496 gl_info->max_samplers = 1;
497 gl_info->max_sampler_stages = 1;
498 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
499 gl_info->ps_arb_max_temps = 0;
500 gl_info->ps_arb_max_instructions = 0;
501 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
502 gl_info->vs_arb_max_temps = 0;
503 gl_info->vs_arb_max_instructions = 0;
504 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
505 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
506 gl_info->vs_glsl_constantsF = 0;
507 gl_info->ps_glsl_constantsF = 0;
508 gl_info->vs_arb_constantsF = 0;
509 gl_info->ps_arb_constantsF = 0;
511 /* Now work out what GL support this card really has */
512 #define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
513 GL_EXT_FUNCS_GEN;
514 GLX_EXT_FUNCS_GEN;
515 #undef USE_GL_FUNC
517 /* Retrieve opengl defaults */
518 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
519 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
520 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
522 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
523 gl_info->max_lights = gl_max;
524 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
526 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
527 gl_info->max_texture_size = gl_max;
528 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
530 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
531 gl_info->max_pointsize = gl_floatv[1];
532 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
534 glGetIntegerv(GL_AUX_BUFFERS, &gl_max);
535 gl_info->max_aux_buffers = gl_max;
536 TRACE_(d3d_caps)("Offscreen rendering support - number of aux buffers=%d\n", gl_max);
538 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
539 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
540 TRACE_(d3d_caps)("GL_Extensions reported:\n");
542 if (NULL == GL_Extensions) {
543 ERR(" GL_Extensions returns NULL\n");
544 } else {
545 while (*GL_Extensions != 0x00) {
546 const char *Start = GL_Extensions;
547 char ThisExtn[256];
549 memset(ThisExtn, 0x00, sizeof(ThisExtn));
550 while (*GL_Extensions != ' ' && *GL_Extensions != 0x00) {
551 GL_Extensions++;
553 memcpy(ThisExtn, Start, (GL_Extensions - Start));
554 TRACE_(d3d_caps)("- %s\n", ThisExtn);
557 * ARB
559 if (strcmp(ThisExtn, "GL_ARB_draw_buffers") == 0) {
560 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
561 TRACE_(d3d_caps)(" FOUND: ARB_draw_buffers support - max buffers=%u\n", gl_max);
562 gl_info->supported[ARB_DRAW_BUFFERS] = TRUE;
563 gl_info->max_buffers = gl_max;
564 } else if (strcmp(ThisExtn, "GL_ARB_fragment_program") == 0) {
565 gl_info->ps_arb_version = PS_VERSION_11;
566 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - version=%02x\n", gl_info->ps_arb_version);
567 gl_info->supported[ARB_FRAGMENT_PROGRAM] = TRUE;
568 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
569 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u\n", gl_max);
570 gl_info->max_samplers = min(MAX_SAMPLERS, gl_max);
571 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
572 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max float constants=%u\n", gl_max);
573 gl_info->ps_arb_constantsF = gl_max;
574 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &gl_max));
575 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max temporaries=%u\n", gl_max);
576 gl_info->ps_arb_max_temps = gl_max;
577 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &gl_max));
578 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max instructions=%u\n", gl_max);
579 gl_info->ps_arb_max_instructions = gl_max;
580 } else if (strcmp(ThisExtn, "GL_ARB_fragment_shader") == 0) {
581 gl_info->supported[ARB_FRAGMENT_SHADER] = TRUE;
582 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
583 gl_max /= 4;
584 TRACE_(d3d_caps)(" FOUND: ARB_fragment_shader (GLSL) support - max float ps constants=%u\n", gl_max);
585 gl_info->ps_glsl_constantsF = gl_max;
586 } else if (strcmp(ThisExtn, "GL_ARB_imaging") == 0) {
587 TRACE_(d3d_caps)(" FOUND: ARB imaging support\n");
588 gl_info->supported[ARB_IMAGING] = TRUE;
589 } else if (strcmp(ThisExtn, "GL_ARB_multisample") == 0) {
590 TRACE_(d3d_caps)(" FOUND: ARB Multisample support\n");
591 gl_info->supported[ARB_MULTISAMPLE] = TRUE;
592 } else if (strcmp(ThisExtn, "GL_ARB_multitexture") == 0) {
593 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
594 TRACE_(d3d_caps)(" FOUND: ARB Multitexture support - GL_MAX_TEXTURE_UNITS_ARB=%u\n", gl_max);
595 gl_info->supported[ARB_MULTITEXTURE] = TRUE;
596 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
597 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
598 gl_info->max_samplers = max(gl_info->max_samplers, gl_max);
599 } else if (strcmp(ThisExtn, "GL_ARB_texture_cube_map") == 0) {
600 TRACE_(d3d_caps)(" FOUND: ARB Texture Cube Map support\n");
601 gl_info->supported[ARB_TEXTURE_CUBE_MAP] = TRUE;
602 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
603 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
604 } else if (strcmp(ThisExtn, "GL_ARB_texture_compression") == 0) {
605 TRACE_(d3d_caps)(" FOUND: ARB Texture Compression support\n");
606 gl_info->supported[ARB_TEXTURE_COMPRESSION] = TRUE;
607 } else if (strcmp(ThisExtn, "GL_ARB_texture_env_add") == 0) {
608 TRACE_(d3d_caps)(" FOUND: ARB Texture Env Add support\n");
609 gl_info->supported[ARB_TEXTURE_ENV_ADD] = TRUE;
610 } else if (strcmp(ThisExtn, "GL_ARB_texture_env_combine") == 0) {
611 TRACE_(d3d_caps)(" FOUND: ARB Texture Env combine support\n");
612 gl_info->supported[ARB_TEXTURE_ENV_COMBINE] = TRUE;
613 } else if (strcmp(ThisExtn, "GL_ARB_texture_env_dot3") == 0) {
614 TRACE_(d3d_caps)(" FOUND: ARB Dot3 support\n");
615 gl_info->supported[ARB_TEXTURE_ENV_DOT3] = TRUE;
616 } else if (strcmp(ThisExtn, "GL_ARB_texture_float") == 0) {
617 TRACE_(d3d_caps)(" FOUND: ARB Float texture support\n");
618 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
619 } else if (strcmp(ThisExtn, "GL_ARB_half_float_pixel") == 0) {
620 TRACE_(d3d_caps)(" FOUND: ARB Half-float pixel support\n");
621 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
622 } else if (strcmp(ThisExtn, "GL_ARB_texture_border_clamp") == 0) {
623 TRACE_(d3d_caps)(" FOUND: ARB Texture border clamp support\n");
624 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] = TRUE;
625 } else if (strcmp(ThisExtn, "GL_ARB_texture_mirrored_repeat") == 0) {
626 TRACE_(d3d_caps)(" FOUND: ARB Texture mirrored repeat support\n");
627 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] = TRUE;
628 } else if (strcmp(ThisExtn, "GL_ARB_texture_non_power_of_two") == 0) {
629 TRACE_(d3d_caps)(" FOUND: ARB NPOT texture support\n");
630 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = TRUE;
631 } else if (strcmp(ThisExtn, "GLX_ARB_multisample") == 0) {
632 TRACE_(d3d_caps)(" FOUND: ARB multisample support\n");
633 gl_info->supported[ARB_MULTISAMPLE] = TRUE;
634 } else if (strcmp(ThisExtn, "GL_ARB_pixel_buffer_object") == 0) {
635 TRACE_(d3d_caps)(" FOUND: ARB Pixel Buffer support\n");
636 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = TRUE;
637 } else if (strcmp(ThisExtn, "GL_ARB_point_sprite") == 0) {
638 TRACE_(d3d_caps)(" FOUND: ARB point sprite support\n");
639 gl_info->supported[ARB_POINT_SPRITE] = TRUE;
640 } else if (strstr(ThisExtn, "GL_ARB_vertex_program")) {
641 gl_info->vs_arb_version = VS_VERSION_11;
642 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - version=%02x\n", gl_info->vs_arb_version);
643 gl_info->supported[ARB_VERTEX_PROGRAM] = TRUE;
644 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
645 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max float constants=%u\n", gl_max);
646 gl_info->vs_arb_constantsF = gl_max;
647 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &gl_max));
648 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max temporaries=%u\n", gl_max);
649 gl_info->vs_arb_max_temps = gl_max;
650 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &gl_max));
651 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max instructions=%u\n", gl_max);
652 gl_info->vs_arb_max_instructions = gl_max;
653 } else if (strcmp(ThisExtn, "GL_ARB_vertex_shader") == 0) {
654 gl_info->supported[ARB_VERTEX_SHADER] = TRUE;
655 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
656 gl_max /= 4;
657 TRACE_(d3d_caps)(" FOUND: ARB_vertex_shader (GLSL) support - max float vs constants=%u\n", gl_max);
658 gl_info->vs_glsl_constantsF = gl_max;
659 } else if (strcmp(ThisExtn, "GL_ARB_vertex_blend") == 0) {
660 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
661 TRACE_(d3d_caps)(" FOUND: ARB Vertex Blend support GL_MAX_VERTEX_UNITS_ARB %d\n", gl_max);
662 gl_info->max_blends = gl_max;
663 gl_info->supported[ARB_VERTEX_BLEND] = TRUE;
664 } else if (strcmp(ThisExtn, "GL_ARB_vertex_buffer_object") == 0) {
665 TRACE_(d3d_caps)(" FOUND: ARB Vertex Buffer support\n");
666 gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] = TRUE;
667 } else if (strcmp(ThisExtn, "GL_ARB_occlusion_query") == 0) {
668 TRACE_(d3d_caps)(" FOUND: ARB Occlusion Query support\n");
669 gl_info->supported[ARB_OCCLUSION_QUERY] = TRUE;
670 } else if (strcmp(ThisExtn, "GL_ARB_point_parameters") == 0) {
671 TRACE_(d3d_caps)(" FOUND: ARB Point parameters support\n");
672 gl_info->supported[ARB_POINT_PARAMETERS] = TRUE;
674 * EXT
676 } else if (strcmp(ThisExtn, "GL_EXT_fog_coord") == 0) {
677 TRACE_(d3d_caps)(" FOUND: EXT Fog coord support\n");
678 gl_info->supported[EXT_FOG_COORD] = TRUE;
679 } else if (strcmp(ThisExtn, "GL_EXT_framebuffer_object") == 0) {
680 TRACE_(d3d_caps)(" FOUND: EXT Frame Buffer Object support\n");
681 gl_info->supported[EXT_FRAMEBUFFER_OBJECT] = TRUE;
682 } else if (strcmp(ThisExtn, "GL_EXT_framebuffer_blit") == 0) {
683 TRACE_(d3d_caps)(" FOUND: EXT Frame Buffer Blit support\n");
684 gl_info->supported[EXT_FRAMEBUFFER_BLIT] = TRUE;
685 } else if (strcmp(ThisExtn, "GL_EXT_blend_minmax") == 0) {
686 TRACE_(d3d_caps)(" FOUND: EXT Blend minmax support\n");
687 gl_info->supported[EXT_BLEND_MINMAX] = TRUE;
688 } else if (strcmp(ThisExtn, "GL_EXT_paletted_texture") == 0) { /* handle paletted texture extensions */
689 TRACE_(d3d_caps)(" FOUND: EXT Paletted texture support\n");
690 gl_info->supported[EXT_PALETTED_TEXTURE] = TRUE;
691 } else if (strcmp(ThisExtn, "GL_EXT_point_parameters") == 0) {
692 TRACE_(d3d_caps)(" FOUND: EXT Point parameters support\n");
693 gl_info->supported[EXT_POINT_PARAMETERS] = TRUE;
694 } else if (strcmp(ThisExtn, "GL_EXT_secondary_color") == 0) {
695 TRACE_(d3d_caps)(" FOUND: EXT Secondary color support\n");
696 gl_info->supported[EXT_SECONDARY_COLOR] = TRUE;
697 } else if (strcmp(ThisExtn, "GL_EXT_stencil_two_side") == 0) {
698 TRACE_(d3d_caps)(" FOUND: EXT Stencil two side support\n");
699 gl_info->supported[EXT_STENCIL_TWO_SIDE] = TRUE;
700 } else if (strcmp(ThisExtn, "GL_EXT_stencil_wrap") == 0) {
701 TRACE_(d3d_caps)(" FOUND: EXT Stencil wrap support\n");
702 gl_info->supported[EXT_STENCIL_WRAP] = TRUE;
703 } else if (strcmp(ThisExtn, "GL_EXT_texture3D") == 0) {
704 TRACE_(d3d_caps)(" FOUND: EXT_texture3D support\n");
705 gl_info->supported[EXT_TEXTURE3D] = TRUE;
706 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
707 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_max);
708 gl_info->max_texture3d_size = gl_max;
709 } else if (strcmp(ThisExtn, "GL_EXT_texture_compression_s3tc") == 0) {
710 TRACE_(d3d_caps)(" FOUND: EXT Texture S3TC compression support\n");
711 gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC] = TRUE;
712 } else if (strcmp(ThisExtn, "GL_EXT_texture_env_add") == 0) {
713 TRACE_(d3d_caps)(" FOUND: EXT Texture Env Add support\n");
714 gl_info->supported[EXT_TEXTURE_ENV_ADD] = TRUE;
715 } else if (strcmp(ThisExtn, "GL_EXT_texture_env_combine") == 0) {
716 TRACE_(d3d_caps)(" FOUND: EXT Texture Env combine support\n");
717 gl_info->supported[EXT_TEXTURE_ENV_COMBINE] = TRUE;
718 } else if (strcmp(ThisExtn, "GL_EXT_texture_env_dot3") == 0) {
719 TRACE_(d3d_caps)(" FOUND: EXT Dot3 support\n");
720 gl_info->supported[EXT_TEXTURE_ENV_DOT3] = TRUE;
721 } else if (strcmp(ThisExtn, "GL_EXT_texture_filter_anisotropic") == 0) {
722 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] = TRUE;
723 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
724 TRACE_(d3d_caps)(" FOUND: EXT Texture Anisotropic filter support. GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT %d\n", gl_max);
725 gl_info->max_anisotropy = gl_max;
726 } else if (strcmp(ThisExtn, "GL_EXT_texture_lod") == 0) {
727 TRACE_(d3d_caps)(" FOUND: EXT Texture LOD support\n");
728 gl_info->supported[EXT_TEXTURE_LOD] = TRUE;
729 } else if (strcmp(ThisExtn, "GL_EXT_texture_lod_bias") == 0) {
730 TRACE_(d3d_caps)(" FOUND: EXT Texture LOD bias support\n");
731 gl_info->supported[EXT_TEXTURE_LOD_BIAS] = TRUE;
732 } else if (strcmp(ThisExtn, "GL_EXT_vertex_weighting") == 0) {
733 TRACE_(d3d_caps)(" FOUND: EXT Vertex weighting support\n");
734 gl_info->supported[EXT_VERTEX_WEIGHTING] = TRUE;
737 * NVIDIA
739 } else if (strstr(ThisExtn, "GL_NV_fog_distance")) {
740 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Fog Distance support\n");
741 gl_info->supported[NV_FOG_DISTANCE] = TRUE;
742 } else if (strstr(ThisExtn, "GL_NV_fragment_program")) {
743 gl_info->ps_nv_version = (strcmp(ThisExtn, "GL_NV_fragment_program2") == 0) ? PS_VERSION_30 : PS_VERSION_20;
744 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Pixel Shader support - version=%02x\n", gl_info->ps_nv_version);
745 } else if (strcmp(ThisExtn, "GL_NV_register_combiners") == 0) {
746 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
747 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
748 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (1) support - GL_MAX_GENERAL_COMBINERS_NV=%d\n", gl_max);
749 gl_info->supported[NV_REGISTER_COMBINERS] = TRUE;
750 } else if (strcmp(ThisExtn, "GL_NV_register_combiners2") == 0) {
751 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (2) support\n");
752 gl_info->supported[NV_REGISTER_COMBINERS2] = TRUE;
753 } else if (strcmp(ThisExtn, "GL_NV_texgen_reflection") == 0) {
754 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Gen Reflection support\n");
755 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
756 } else if (strcmp(ThisExtn, "GL_NV_texture_env_combine4") == 0) {
757 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Env combine (4) support\n");
758 gl_info->supported[NV_TEXTURE_ENV_COMBINE4] = TRUE;
759 } else if (strcmp(ThisExtn, "GL_NV_texture_shader") == 0) {
760 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (1) support\n");
761 gl_info->supported[NV_TEXTURE_SHADER] = TRUE;
762 } else if (strcmp(ThisExtn, "GL_NV_texture_shader2") == 0) {
763 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (2) support\n");
764 gl_info->supported[NV_TEXTURE_SHADER2] = TRUE;
765 } else if (strcmp(ThisExtn, "GL_NV_texture_shader3") == 0) {
766 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (3) support\n");
767 gl_info->supported[NV_TEXTURE_SHADER3] = TRUE;
768 } else if (strcmp(ThisExtn, "GL_NV_occlusion_query") == 0) {
769 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Occlusion Query (3) support\n");
770 gl_info->supported[NV_OCCLUSION_QUERY] = TRUE;
771 } else if (strstr(ThisExtn, "GL_NV_vertex_program")) {
772 if(strcmp(ThisExtn, "GL_NV_vertex_program3") == 0)
773 gl_info->vs_nv_version = VS_VERSION_30;
774 else if(strcmp(ThisExtn, "GL_NV_vertex_program2") == 0)
775 gl_info->vs_nv_version = VS_VERSION_20;
776 else if(strcmp(ThisExtn, "GL_NV_vertex_program1_1") == 0)
777 gl_info->vs_nv_version = VS_VERSION_11;
778 else
779 gl_info->vs_nv_version = VS_VERSION_10;
780 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Vertex Shader support - version=%02x\n", gl_info->vs_nv_version);
781 gl_info->supported[NV_VERTEX_PROGRAM] = TRUE;
782 } else if (strstr(ThisExtn, "GL_NV_fence")) {
783 if(!gl_info->supported[APPLE_FENCE]) {
784 gl_info->supported[NV_FENCE] = TRUE;
788 * ATI
790 /** TODO */
791 } else if (strcmp(ThisExtn, "GL_ATI_separate_stencil") == 0) {
792 TRACE_(d3d_caps)(" FOUND: ATI Separate stencil support\n");
793 gl_info->supported[ATI_SEPARATE_STENCIL] = TRUE;
794 } else if (strcmp(ThisExtn, "GL_ATI_texture_env_combine3") == 0) {
795 TRACE_(d3d_caps)(" FOUND: ATI Texture Env combine (3) support\n");
796 gl_info->supported[ATI_TEXTURE_ENV_COMBINE3] = TRUE;
797 } else if (strcmp(ThisExtn, "GL_ATI_texture_mirror_once") == 0) {
798 TRACE_(d3d_caps)(" FOUND: ATI Texture Mirror Once support\n");
799 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
800 } else if (strcmp(ThisExtn, "GL_EXT_vertex_shader") == 0) {
801 gl_info->vs_ati_version = VS_VERSION_11;
802 TRACE_(d3d_caps)(" FOUND: ATI (EXT) Vertex Shader support - version=%02x\n", gl_info->vs_ati_version);
803 gl_info->supported[EXT_VERTEX_SHADER] = TRUE;
804 } else if (strcmp(ThisExtn, "GL_ATI_envmap_bumpmap") == 0) {
805 TRACE_(d3d_caps)(" FOUND: ATI Environment Bump Mapping support\n");
806 gl_info->supported[ATI_ENVMAP_BUMPMAP] = TRUE;
808 * Apple
810 } else if (strstr(ThisExtn, "GL_APPLE_fence")) {
811 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
812 * The apple extension interacts with some other apple exts. Disable the NV
813 * extension if the apple one is support to prevent confusion in other parts
814 * of the code
816 gl_info->supported[NV_FENCE] = FALSE;
817 gl_info->supported[APPLE_FENCE] = TRUE;
818 } else if (strstr(ThisExtn, "GL_APPLE_client_storage")) {
819 gl_info->supported[APPLE_CLIENT_STORAGE] = TRUE;
822 if (*GL_Extensions == ' ') GL_Extensions++;
825 checkGLcall("extension detection\n");
827 /* In some cases the number of texture stages can be larger than the number
828 * of samplers. The GF4 for example can use only 2 samplers (no fragment
829 * shaders), but 8 texture stages (register combiners). */
830 gl_info->max_sampler_stages = max(gl_info->max_samplers, gl_info->max_texture_stages);
832 /* We can only use ORM_FBO when the hardware supports it. */
833 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
834 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
835 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
838 /* MRTs are currently only supported when FBOs are used. */
839 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
840 gl_info->max_buffers = 1;
843 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
844 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
845 * in case of the latest videocards in the number of pixel/vertex pipelines.
847 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
848 * rendering. Various games use this information to get a rough estimation of the features of the card
849 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
850 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
851 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
852 * not the PCI id.
854 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
855 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
856 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
857 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
858 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
859 * is used for rendering which is not always the case). This would work but it is not very portable. Second
860 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
861 * is limited.
863 * As said most games only use the PCI id to get an indication of the capabilities of the card.
864 * It doesn't really matter if the given id is the correct one if we return the id of a card with
865 * similar 3d features.
867 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
868 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
869 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
870 * won't pass we return a default card. This way is better than maintaining a full card database as even
871 * without a full database we can return a card with similar features. Second the size of the database
872 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
873 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
874 * to distinguishes between different models from that family.
876 switch (gl_info->gl_vendor) {
877 case VENDOR_NVIDIA:
878 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
879 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
881 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
882 if (strstr(gl_info->gl_renderer, "7800") ||
883 strstr(gl_info->gl_renderer, "7900") ||
884 strstr(gl_info->gl_renderer, "7950") ||
885 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
886 strstr(gl_info->gl_renderer, "Quadro FX 5"))
887 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
888 else if(strstr(gl_info->gl_renderer, "6800") ||
889 strstr(gl_info->gl_renderer, "7600"))
890 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
891 else if(strstr(gl_info->gl_renderer, "6600") ||
892 strstr(gl_info->gl_renderer, "6610") ||
893 strstr(gl_info->gl_renderer, "6700"))
894 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
895 else
896 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400 */
897 } else if(WINE_D3D9_CAPABLE(gl_info)) {
898 if (strstr(gl_info->gl_renderer, "5800") ||
899 strstr(gl_info->gl_renderer, "5900") ||
900 strstr(gl_info->gl_renderer, "5950") ||
901 strstr(gl_info->gl_renderer, "Quadro FX"))
902 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
903 else if(strstr(gl_info->gl_renderer, "5600") ||
904 strstr(gl_info->gl_renderer, "5650") ||
905 strstr(gl_info->gl_renderer, "5700") ||
906 strstr(gl_info->gl_renderer, "5750"))
907 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
908 else
909 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
910 } else if(WINE_D3D8_CAPABLE(gl_info)) {
911 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4"))
912 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
913 else
914 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
915 } else if(WINE_D3D7_CAPABLE(gl_info)) {
916 if (strstr(gl_info->gl_renderer, "GeForce4 MX"))
917 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
918 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR"))
919 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
920 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2"))
921 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
922 else
923 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
924 } else {
925 if (strstr(gl_info->gl_renderer, "TNT2"))
926 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
927 else
928 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
930 break;
931 case VENDOR_ATI:
932 if(WINE_D3D9_CAPABLE(gl_info)) {
933 /* Radeon R5xx */
934 if (strstr(gl_info->gl_renderer, "X1600") ||
935 strstr(gl_info->gl_renderer, "X1800") ||
936 strstr(gl_info->gl_renderer, "X1900") ||
937 strstr(gl_info->gl_renderer, "X1950"))
938 gl_info->gl_card = CARD_ATI_RADEON_X1600;
939 /* Radeon R4xx + X1300/X1400 (lowend R5xx) */
940 else if(strstr(gl_info->gl_renderer, "X700") ||
941 strstr(gl_info->gl_renderer, "X800") ||
942 strstr(gl_info->gl_renderer, "X850") ||
943 strstr(gl_info->gl_renderer, "X1300") ||
944 strstr(gl_info->gl_renderer, "X1400"))
945 gl_info->gl_card = CARD_ATI_RADEON_X700;
946 /* Radeon R3xx */
947 else
948 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
949 } else if(WINE_D3D8_CAPABLE(gl_info)) {
950 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
951 } else if(WINE_D3D7_CAPABLE(gl_info)) {
952 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
953 } else
954 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
955 break;
956 case VENDOR_INTEL:
957 if (strstr(gl_info->gl_renderer, "915GM")) {
958 gl_info->gl_card = CARD_INTEL_I915GM;
959 } else if (strstr(gl_info->gl_renderer, "915G")) {
960 gl_info->gl_card = CARD_INTEL_I915G;
961 } else if (strstr(gl_info->gl_renderer, "865G")) {
962 gl_info->gl_card = CARD_INTEL_I865G;
963 } else if (strstr(gl_info->gl_renderer, "855G")) {
964 gl_info->gl_card = CARD_INTEL_I855G;
965 } else if (strstr(gl_info->gl_renderer, "830G")) {
966 gl_info->gl_card = CARD_INTEL_I830G;
967 } else {
968 gl_info->gl_card = CARD_INTEL_I915G;
970 break;
971 case VENDOR_MESA:
972 case VENDOR_WINE:
973 default:
974 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
975 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
976 * them a good generic choice.
978 gl_info->gl_vendor = VENDOR_NVIDIA;
979 if(WINE_D3D9_CAPABLE(gl_info))
980 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
981 else if(WINE_D3D8_CAPABLE(gl_info))
982 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
983 else if(WINE_D3D7_CAPABLE(gl_info))
984 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
985 else if(WINE_D3D6_CAPABLE(gl_info))
986 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
987 else
988 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
990 TRACE("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
992 /* Load all the lookup tables
993 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
994 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
995 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
997 minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
998 maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
1001 for (i = 0; i < MAX_LOOKUPS; i++) {
1002 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1005 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1006 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1007 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1008 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1009 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1010 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1011 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1012 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1013 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1014 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1016 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1017 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1018 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
1019 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
1020 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1023 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1024 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1025 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1026 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1027 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1028 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1029 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1030 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1031 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1032 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1033 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1034 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1035 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1037 /* TODO: config lookups */
1039 if (display != NULL) {
1040 GLX_Extensions = glXQueryExtensionsString(display, DefaultScreen(display));
1041 TRACE_(d3d_caps)("GLX_Extensions reported:\n");
1043 if (NULL == GLX_Extensions) {
1044 ERR(" GLX_Extensions returns NULL\n");
1045 } else {
1046 while (*GLX_Extensions != 0x00) {
1047 const char *Start = GLX_Extensions;
1048 char ThisExtn[256];
1050 memset(ThisExtn, 0x00, sizeof(ThisExtn));
1051 while (*GLX_Extensions != ' ' && *GLX_Extensions != 0x00) {
1052 GLX_Extensions++;
1054 memcpy(ThisExtn, Start, (GLX_Extensions - Start));
1055 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1056 if (*GLX_Extensions == ' ') GLX_Extensions++;
1062 WineD3D_ReleaseFakeGLContext();
1063 return return_value;
1066 /**********************************************************
1067 * IWineD3D implementation follows
1068 **********************************************************/
1070 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1071 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1073 /* FIXME: Set to one for now to imply the display */
1074 TRACE_(d3d_caps)("(%p): Mostly stub, only returns primary display\n", This);
1075 return 1;
1078 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1079 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1080 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1081 return WINED3D_OK;
1084 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1085 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1086 POINT pt = { -1, -1 };
1088 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1089 return NULL;
1092 FIXME_(d3d_caps)("(%p): returning the primary monitor for adapter %d\n", This, Adapter);
1093 return MonitorFromPoint(pt, MONITOR_DEFAULTTOPRIMARY);
1096 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1097 of the same bpp but different resolutions */
1099 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1100 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1101 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1102 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1104 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1105 return 0;
1108 if (Adapter == 0) { /* Display */
1109 int i = 0;
1110 int j = 0;
1112 if (!DEBUG_SINGLE_MODE) {
1113 DEVMODEW DevModeW;
1115 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1116 j++;
1117 switch (Format)
1119 case WINED3DFMT_UNKNOWN:
1120 /* This is for D3D8, do not enumerate P8 here */
1121 if (DevModeW.dmBitsPerPel == 32 ||
1122 DevModeW.dmBitsPerPel == 16) i++;
1123 break;
1124 case WINED3DFMT_X8R8G8B8:
1125 if (DevModeW.dmBitsPerPel == 32) i++;
1126 break;
1127 case WINED3DFMT_R5G6B5:
1128 if (DevModeW.dmBitsPerPel == 16) i++;
1129 break;
1130 case WINED3DFMT_P8:
1131 if (DevModeW.dmBitsPerPel == 8) i++;
1132 break;
1133 default:
1134 /* Skip other modes as they do not match the requested format */
1135 break;
1138 } else {
1139 i = 1;
1140 j = 1;
1143 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1144 return i;
1145 } else {
1146 FIXME_(d3d_caps)("Adapter not primary display\n");
1148 return 0;
1151 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1152 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1153 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1154 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1156 /* Validate the parameters as much as possible */
1157 if (NULL == pMode ||
1158 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1159 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1160 return WINED3DERR_INVALIDCALL;
1163 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1164 DEVMODEW DevModeW;
1165 int ModeIdx = 0;
1166 int i = 0;
1167 int j = 0;
1169 /* If we are filtering to a specific format (D3D9), then need to skip
1170 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1171 just count through the ones with valid bit depths */
1172 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1173 switch (Format)
1175 case WINED3DFMT_UNKNOWN:
1176 /* This is D3D8. Do not enumerate P8 here */
1177 if (DevModeW.dmBitsPerPel == 32 ||
1178 DevModeW.dmBitsPerPel == 16) i++;
1179 break;
1180 case WINED3DFMT_X8R8G8B8:
1181 if (DevModeW.dmBitsPerPel == 32) i++;
1182 break;
1183 case WINED3DFMT_R5G6B5:
1184 if (DevModeW.dmBitsPerPel == 16) i++;
1185 break;
1186 case WINED3DFMT_P8:
1187 if (DevModeW.dmBitsPerPel == 8) i++;
1188 break;
1189 default:
1190 /* Modes that don't match what we support can get an early-out */
1191 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1192 return WINED3DERR_INVALIDCALL;
1196 if (i == 0) {
1197 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1198 return WINED3DERR_INVALIDCALL;
1200 ModeIdx = j - 1;
1202 /* Now get the display mode via the calculated index */
1203 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1204 pMode->Width = DevModeW.dmPelsWidth;
1205 pMode->Height = DevModeW.dmPelsHeight;
1206 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1207 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1208 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1210 if (Format == WINED3DFMT_UNKNOWN)
1212 switch (DevModeW.dmBitsPerPel)
1214 case 8:
1215 pMode->Format = WINED3DFMT_P8;
1216 break;
1217 case 16:
1218 pMode->Format = WINED3DFMT_R5G6B5;
1219 break;
1220 case 32:
1221 pMode->Format = WINED3DFMT_X8R8G8B8;
1222 break;
1223 default:
1224 pMode->Format = WINED3DFMT_UNKNOWN;
1225 ERR("Unhandled bit depth (%u) in mode list!\n", DevModeW.dmBitsPerPel);
1227 } else {
1228 pMode->Format = Format;
1230 } else {
1231 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1232 return WINED3DERR_INVALIDCALL;
1235 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1236 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1237 DevModeW.dmBitsPerPel);
1239 } else if (DEBUG_SINGLE_MODE) {
1240 /* Return one setting of the format requested */
1241 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1242 pMode->Width = 800;
1243 pMode->Height = 600;
1244 pMode->RefreshRate = 60;
1245 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1246 } else {
1247 FIXME_(d3d_caps)("Adapter not primary display\n");
1250 return WINED3D_OK;
1253 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1254 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1255 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1257 if (NULL == pMode ||
1258 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1259 return WINED3DERR_INVALIDCALL;
1262 if (Adapter == 0) { /* Display */
1263 int bpp = 0;
1264 DEVMODEW DevModeW;
1266 EnumDisplaySettingsExW(NULL, (DWORD)-1, &DevModeW, 0);
1267 pMode->Width = DevModeW.dmPelsWidth;
1268 pMode->Height = DevModeW.dmPelsHeight;
1269 bpp = DevModeW.dmBitsPerPel;
1270 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1271 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1273 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1276 switch (bpp) {
1277 case 8: pMode->Format = WINED3DFMT_R3G3B2; break;
1278 case 16: pMode->Format = WINED3DFMT_R5G6B5; break;
1279 case 24: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* Robots needs 24bit to be X8R8G8B8 */
1280 case 32: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* EVE online and the Fur demo need 32bit AdapterDisplatMode to return X8R8G8B8 */
1281 default: pMode->Format = WINED3DFMT_UNKNOWN;
1284 } else {
1285 FIXME_(d3d_caps)("Adapter not primary display\n");
1288 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1289 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1290 return WINED3D_OK;
1293 static Display * WINAPI IWineD3DImpl_GetAdapterDisplay(IWineD3D *iface, UINT Adapter) {
1294 Display *display;
1295 HDC device_context;
1296 /* only works with one adapter at the moment... */
1298 /* Get the display */
1299 device_context = GetDC(0);
1300 display = get_display(device_context);
1301 ReleaseDC(0, device_context);
1302 return display;
1305 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1306 and fields being inserted in the middle, a new structure is used in place */
1307 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1308 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1309 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1311 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1313 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1314 return WINED3DERR_INVALIDCALL;
1317 if (Adapter == 0) { /* Display - only device supported for now */
1319 BOOL isGLInfoValid = This->isGLInfoValid;
1321 /* FillGLCaps updates gl_info, but we only want to store and
1322 reuse the values once we have a context which is valid. Values from
1323 a temporary context may differ from the final ones */
1324 if (!isGLInfoValid) {
1325 /* If we don't know the device settings, go query them now */
1326 isGLInfoValid = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
1329 /* Return the information requested */
1330 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1331 strcpy(pIdentifier->Driver, "Display");
1332 strcpy(pIdentifier->Description, "Direct3D HAL");
1334 /* Note dx8 doesn't supply a DeviceName */
1335 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1336 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
1337 pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
1338 pIdentifier->DriverVersion->u.LowPart = This->gl_info.gl_driver_version;
1339 *(pIdentifier->VendorId) = This->gl_info.gl_vendor;
1340 *(pIdentifier->DeviceId) = This->gl_info.gl_card;
1341 *(pIdentifier->SubSysId) = 0;
1342 *(pIdentifier->Revision) = 0;
1344 /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
1345 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1346 *(pIdentifier->WHQLLevel) = 0;
1347 } else {
1348 *(pIdentifier->WHQLLevel) = 1;
1351 } else {
1352 FIXME_(d3d_caps)("Adapter not primary display\n");
1355 return WINED3D_OK;
1358 static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(Display *display, GLXFBConfig cfgs, WINED3DFORMAT Format) {
1359 #if 0 /* This code performs a strict test between the format and the current X11 buffer depth, which may give the best performance */
1360 int gl_test;
1361 int rb, gb, bb, ab, type, buf_sz;
1363 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_RED_SIZE, &rb);
1364 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_GREEN_SIZE, &gb);
1365 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_BLUE_SIZE, &bb);
1366 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_ALPHA_SIZE, &ab);
1367 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_RENDER_TYPE, &type);
1368 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_BUFFER_SIZE, &buf_sz);
1370 switch (Format) {
1371 case WINED3DFMT_X8R8G8B8:
1372 case WINED3DFMT_R8G8B8:
1373 if (8 == rb && 8 == gb && 8 == bb) return TRUE;
1374 break;
1375 case WINED3DFMT_A8R8G8B8:
1376 if (8 == rb && 8 == gb && 8 == bb && 8 == ab) return TRUE;
1377 break;
1378 case WINED3DFMT_A2R10G10B10:
1379 if (10 == rb && 10 == gb && 10 == bb && 2 == ab) return TRUE;
1380 break;
1381 case WINED3DFMT_X1R5G5B5:
1382 if (5 == rb && 5 == gb && 5 == bb) return TRUE;
1383 break;
1384 case WINED3DFMT_A1R5G5B5:
1385 if (5 == rb && 5 == gb && 5 == bb && 1 == ab) return TRUE;
1386 break;
1387 case WINED3DFMT_X4R4G4B4:
1388 if (16 == buf_sz && 4 == rb && 4 == gb && 4 == bb) return TRUE;
1389 break;
1390 case WINED3DFMT_R5G6B5:
1391 if (5 == rb && 6 == gb && 5 == bb) return TRUE;
1392 break;
1393 case WINED3DFMT_R3G3B2:
1394 if (3 == rb && 3 == gb && 2 == bb) return TRUE;
1395 break;
1396 case WINED3DFMT_A8P8:
1397 if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz && 8 == ab) return TRUE;
1398 break;
1399 case WINED3DFMT_P8:
1400 if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz) return TRUE;
1401 break;
1402 default:
1403 break;
1405 return FALSE;
1406 #else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
1407 switch (Format) {
1408 case WINED3DFMT_X8R8G8B8:
1409 case WINED3DFMT_R8G8B8:
1410 case WINED3DFMT_A8R8G8B8:
1411 case WINED3DFMT_A2R10G10B10:
1412 case WINED3DFMT_X1R5G5B5:
1413 case WINED3DFMT_A1R5G5B5:
1414 case WINED3DFMT_R5G6B5:
1415 case WINED3DFMT_R3G3B2:
1416 case WINED3DFMT_A8P8:
1417 case WINED3DFMT_P8:
1418 return TRUE;
1419 default:
1420 break;
1422 return FALSE;
1423 #endif
1426 static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(Display *display, GLXFBConfig cfgs, WINED3DFORMAT Format) {
1427 #if 0/* This code performs a strict test between the format and the current X11 buffer depth, which may give the best performance */
1428 int gl_test;
1429 int db, sb;
1431 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_DEPTH_SIZE, &db);
1432 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_STENCIL_SIZE, &sb);
1434 switch (Format) {
1435 case WINED3DFMT_D16:
1436 case WINED3DFMT_D16_LOCKABLE:
1437 if (16 == db) return TRUE;
1438 break;
1439 case WINED3DFMT_D32:
1440 if (32 == db) return TRUE;
1441 break;
1442 case WINED3DFMT_D15S1:
1443 if (15 == db) return TRUE;
1444 break;
1445 case WINED3DFMT_D24S8:
1446 if (24 == db && 8 == sb) return TRUE;
1447 break;
1448 case WINED3DFMT_D24FS8:
1449 if (24 == db && 8 == sb) return TRUE;
1450 break;
1451 case WINED3DFMT_D24X8:
1452 if (24 == db) return TRUE;
1453 break;
1454 case WINED3DFMT_D24X4S4:
1455 if (24 == db && 4 == sb) return TRUE;
1456 break;
1457 case WINED3DFMT_D32F_LOCKABLE:
1458 if (32 == db) return TRUE;
1459 break;
1460 default:
1461 break;
1463 return FALSE;
1464 #else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
1465 switch (Format) {
1466 case WINED3DFMT_D16:
1467 case WINED3DFMT_D16_LOCKABLE:
1468 case WINED3DFMT_D32:
1469 case WINED3DFMT_D15S1:
1470 case WINED3DFMT_D24S8:
1471 case WINED3DFMT_D24FS8:
1472 case WINED3DFMT_D24X8:
1473 case WINED3DFMT_D24X4S4:
1474 case WINED3DFMT_D32F_LOCKABLE:
1475 return TRUE;
1476 default:
1477 break;
1479 return FALSE;
1480 #endif
1483 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1484 WINED3DFORMAT AdapterFormat,
1485 WINED3DFORMAT RenderTargetFormat,
1486 WINED3DFORMAT DepthStencilFormat) {
1487 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1488 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1489 GLXFBConfig* cfgs = NULL;
1490 int nCfgs = 0;
1491 int it;
1493 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1494 This, Adapter,
1495 DeviceType, debug_d3ddevicetype(DeviceType),
1496 AdapterFormat, debug_d3dformat(AdapterFormat),
1497 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1498 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1500 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1501 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1502 return WINED3DERR_INVALIDCALL;
1505 if(WineD3D_CreateFakeGLContext())
1506 cfgs = glXGetFBConfigs(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display), &nCfgs);
1508 if (cfgs) {
1509 for (it = 0; it < nCfgs; ++it) {
1510 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(wined3d_fake_gl_context_display, cfgs[it], RenderTargetFormat)) {
1511 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(wined3d_fake_gl_context_display, cfgs[it], DepthStencilFormat)) {
1512 hr = WINED3D_OK;
1513 break ;
1517 XFree(cfgs);
1518 if(hr != WINED3D_OK)
1519 ERR("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1520 } else {
1521 ERR_(d3d_caps)("returning WINED3D_OK even so CreateFakeGLContext or glXGetFBConfigs failed\n");
1522 hr = WINED3D_OK;
1525 WineD3D_ReleaseFakeGLContext();
1527 if (hr != WINED3D_OK)
1528 TRACE_(d3d_caps)("Failed to match stencil format to device\n");
1530 TRACE_(d3d_caps)("(%p) : Returning %x\n", This, hr);
1531 return hr;
1534 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1535 WINED3DFORMAT SurfaceFormat,
1536 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1538 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1539 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1540 This,
1541 Adapter,
1542 DeviceType, debug_d3ddevicetype(DeviceType),
1543 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1544 Windowed,
1545 MultiSampleType,
1546 pQualityLevels);
1548 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1549 return WINED3DERR_INVALIDCALL;
1552 if (pQualityLevels != NULL) {
1553 static int s_single_shot = 0;
1554 if (!s_single_shot) {
1555 FIXME("Quality levels unsupported at present\n");
1556 s_single_shot = 1;
1558 *pQualityLevels = 1; /* Guess at a value! */
1561 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1562 return WINED3DERR_NOTAVAILABLE;
1565 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE CheckType,
1566 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1568 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1569 GLXFBConfig* cfgs = NULL;
1570 int nCfgs = 0;
1571 int it;
1572 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1574 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1575 This,
1576 Adapter,
1577 CheckType, debug_d3ddevicetype(CheckType),
1578 DisplayFormat, debug_d3dformat(DisplayFormat),
1579 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1580 Windowed);
1582 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1583 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1584 return WINED3DERR_INVALIDCALL;
1587 if (WineD3D_CreateFakeGLContext()) {
1588 cfgs = glXGetFBConfigs(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display), &nCfgs);
1589 for (it = 0; it < nCfgs; ++it) {
1590 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(wined3d_fake_gl_context_display, cfgs[it], DisplayFormat)) {
1591 hr = WINED3D_OK;
1592 TRACE_(d3d_caps)("OK\n");
1593 break ;
1596 if(cfgs) XFree(cfgs);
1597 if(hr != WINED3D_OK)
1598 ERR("unsupported format %s\n", debug_d3dformat(DisplayFormat));
1599 WineD3D_ReleaseFakeGLContext();
1602 if(hr != WINED3D_OK)
1603 TRACE_(d3d_caps)("returning something different from WINED3D_OK\n");
1605 return hr;
1608 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1609 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
1610 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1611 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
1612 This,
1613 Adapter,
1614 DeviceType, debug_d3ddevicetype(DeviceType),
1615 AdapterFormat, debug_d3dformat(AdapterFormat),
1616 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
1617 RType, debug_d3dresourcetype(RType),
1618 CheckFormat, debug_d3dformat(CheckFormat));
1620 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1621 return WINED3DERR_INVALIDCALL;
1624 /* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants
1625 * See http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/IDirect3D9__CheckDeviceFormat.asp
1626 * and http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/D3DUSAGE_QUERY.asp */
1627 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
1628 TRACE_(d3d_caps)("[FAILED]\n");
1629 return WINED3DERR_NOTAVAILABLE; /* Enable when fully supported */
1632 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
1633 switch (CheckFormat) {
1634 /* In theory we could do all formats, just fetch them accordingly should the buffer be locked.
1635 * Windows supports only those 3, and enumerating the other formats confuses applications
1637 case WINED3DFMT_D24S8:
1638 case WINED3DFMT_D24X8:
1639 case WINED3DFMT_D16:
1640 TRACE_(d3d_caps)("[OK]\n");
1641 return WINED3D_OK;
1642 case WINED3DFMT_D16_LOCKABLE:
1643 case WINED3DFMT_D24FS8:
1644 case WINED3DFMT_D32F_LOCKABLE:
1645 case WINED3DFMT_D24X4S4:
1646 case WINED3DFMT_D15S1:
1647 case WINED3DFMT_D32:
1648 TRACE_(d3d_caps)("[FAILED]. Disabled because not enumerated on windows\n");
1649 return WINED3DERR_NOTAVAILABLE;
1650 default:
1651 TRACE_(d3d_caps)("[FAILED]\n");
1652 return WINED3DERR_NOTAVAILABLE;
1654 } else if(Usage & WINED3DUSAGE_RENDERTARGET) {
1655 switch (CheckFormat) {
1656 case WINED3DFMT_R8G8B8:
1657 case WINED3DFMT_A8R8G8B8:
1658 case WINED3DFMT_X8R8G8B8:
1659 case WINED3DFMT_R5G6B5:
1660 case WINED3DFMT_X1R5G5B5:
1661 case WINED3DFMT_A1R5G5B5:
1662 case WINED3DFMT_A4R4G4B4:
1663 case WINED3DFMT_R3G3B2:
1664 case WINED3DFMT_X4R4G4B4:
1665 case WINED3DFMT_A8B8G8R8:
1666 case WINED3DFMT_X8B8G8R8:
1667 case WINED3DFMT_P8:
1668 TRACE_(d3d_caps)("[OK]\n");
1669 return WINED3D_OK;
1670 case WINED3DFMT_R16F:
1671 case WINED3DFMT_A16B16G16R16F:
1672 if (!GL_SUPPORT(ARB_HALF_FLOAT_PIXEL) || !GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1673 TRACE_(d3d_caps)("[FAILED]\n");
1674 return WINED3DERR_NOTAVAILABLE;
1676 TRACE_(d3d_caps)("[OK]\n");
1677 return WINED3D_OK;
1678 default:
1679 TRACE_(d3d_caps)("[FAILED]\n");
1680 return WINED3DERR_NOTAVAILABLE;
1682 } else if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
1683 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1684 switch (CheckFormat) {
1685 case WINED3DFMT_V8U8:
1686 TRACE_(d3d_caps)("[OK]\n");
1687 return WINED3D_OK;
1688 default:
1689 TRACE_(d3d_caps)("[FAILED]\n");
1690 return WINED3DERR_NOTAVAILABLE;
1692 /* TODO: GL_NV_TEXTURE_SHADER */
1694 TRACE_(d3d_caps)("[FAILED]\n");
1695 return WINED3DERR_NOTAVAILABLE;
1698 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
1699 switch (CheckFormat) {
1700 case WINED3DFMT_DXT1:
1701 case WINED3DFMT_DXT2:
1702 case WINED3DFMT_DXT3:
1703 case WINED3DFMT_DXT4:
1704 case WINED3DFMT_DXT5:
1705 TRACE_(d3d_caps)("[OK]\n");
1706 return WINED3D_OK;
1707 default:
1708 break; /* Avoid compiler warnings */
1712 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1714 BOOL half_pixel_support = GL_SUPPORT(ARB_HALF_FLOAT_PIXEL);
1716 switch (CheckFormat) {
1717 case WINED3DFMT_R16F:
1718 case WINED3DFMT_A16B16G16R16F:
1719 if (!half_pixel_support) break;
1720 case WINED3DFMT_R32F:
1721 case WINED3DFMT_A32B32G32R32F:
1722 TRACE_(d3d_caps)("[OK]\n");
1723 return WINED3D_OK;
1724 default:
1725 break; /* Avoid compiler warnings */
1729 /* This format is nothing special and it is supported perfectly.
1730 * However, ati and nvidia driver on windows do not mark this format as
1731 * supported (tested with the dxCapsViewer) and pretending to
1732 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
1733 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
1734 * Enable it on dx7. It will need additional checking on dx10 when we support it.
1736 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
1737 TRACE_(d3d_caps)("[FAILED]\n");
1738 return WINED3DERR_NOTAVAILABLE;
1741 switch (CheckFormat) {
1743 /*****
1744 * supported: RGB(A) formats
1746 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
1747 case WINED3DFMT_A8R8G8B8:
1748 case WINED3DFMT_X8R8G8B8:
1749 case WINED3DFMT_R5G6B5:
1750 case WINED3DFMT_X1R5G5B5:
1751 case WINED3DFMT_A1R5G5B5:
1752 case WINED3DFMT_A4R4G4B4:
1753 case WINED3DFMT_R3G3B2:
1754 case WINED3DFMT_A8:
1755 case WINED3DFMT_A8R3G3B2:
1756 case WINED3DFMT_X4R4G4B4:
1757 case WINED3DFMT_A8B8G8R8:
1758 case WINED3DFMT_X8B8G8R8:
1759 case WINED3DFMT_A2R10G10B10:
1760 case WINED3DFMT_A2B10G10R10:
1761 TRACE_(d3d_caps)("[OK]\n");
1762 return WINED3D_OK;
1764 /*****
1765 * supported: Palettized
1767 case WINED3DFMT_P8:
1768 TRACE_(d3d_caps)("[OK]\n");
1769 return WINED3D_OK;
1771 /*****
1772 * Supported: (Alpha)-Luminance
1774 case WINED3DFMT_L8:
1775 case WINED3DFMT_A8L8:
1776 case WINED3DFMT_A4L4:
1777 TRACE_(d3d_caps)("[OK]\n");
1778 return WINED3D_OK;
1780 /*****
1781 * Not supported for now: Bump mapping formats
1782 * Enable some because games often fail when they are not available
1783 * and are still playable even without bump mapping
1785 case WINED3DFMT_V8U8:
1786 case WINED3DFMT_V16U16:
1787 case WINED3DFMT_L6V5U5:
1788 case WINED3DFMT_X8L8V8U8:
1789 case WINED3DFMT_Q8W8V8U8:
1790 case WINED3DFMT_W11V11U10:
1791 case WINED3DFMT_A2W10V10U10:
1792 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
1793 return WINED3D_OK;
1795 /*****
1796 * DXTN Formats: Handled above
1797 * WINED3DFMT_DXT1
1798 * WINED3DFMT_DXT2
1799 * WINED3DFMT_DXT3
1800 * WINED3DFMT_DXT4
1801 * WINED3DFMT_DXT5
1804 /*****
1805 * Odd formats - not supported
1807 case WINED3DFMT_VERTEXDATA:
1808 case WINED3DFMT_INDEX16:
1809 case WINED3DFMT_INDEX32:
1810 case WINED3DFMT_Q16W16V16U16:
1811 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1812 return WINED3DERR_NOTAVAILABLE;
1814 /*****
1815 * Float formats: Not supported right now
1817 case WINED3DFMT_G16R16F:
1818 case WINED3DFMT_G32R32F:
1819 case WINED3DFMT_CxV8U8:
1820 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1821 return WINED3DERR_NOTAVAILABLE;
1823 /* Not supported */
1824 case WINED3DFMT_G16R16:
1825 case WINED3DFMT_A16B16G16R16:
1826 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1827 return WINED3DERR_NOTAVAILABLE;
1829 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
1830 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
1831 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
1832 * We can do instancing with all shader versions, but we need vertex shaders.
1834 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
1835 * to enable instancing. WineD3D doesn't need that and just ignores it.
1837 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
1839 case WINEMAKEFOURCC('I','N','S','T'):
1840 TRACE("ATI Instancing check hack\n");
1841 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
1842 TRACE_(d3d_caps)("[OK]\n");
1843 return WINED3D_OK;
1844 } else {
1845 TRACE_(d3d_caps)("[FAILED]\n");
1846 return WINED3DERR_NOTAVAILABLE;
1849 default:
1850 break;
1853 TRACE_(d3d_caps)("[FAILED]\n");
1854 return WINED3DERR_NOTAVAILABLE;
1857 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1858 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
1859 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1861 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
1862 This,
1863 Adapter,
1864 DeviceType, debug_d3ddevicetype(DeviceType),
1865 SourceFormat, debug_d3dformat(SourceFormat),
1866 TargetFormat, debug_d3dformat(TargetFormat));
1867 return WINED3D_OK;
1870 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
1871 subset of a D3DCAPS9 structure. However, it has to come via a void *
1872 as the d3d8 interface cannot import the d3d9 header */
1873 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
1875 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1876 int vs_selected_mode;
1877 int ps_selected_mode;
1879 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
1881 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1882 return WINED3DERR_INVALIDCALL;
1885 /* FIXME: GL info should be per adapter */
1887 /* If we don't know the device settings, go query them now */
1888 if (!This->isGLInfoValid) {
1889 /* use the desktop window to fill gl caps */
1890 BOOL rc = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
1892 /* We are running off a real context, save the values */
1893 if (rc) This->isGLInfoValid = TRUE;
1895 select_shader_mode(&This->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
1897 /* This function should *not* be modifying GL caps
1898 * TODO: move the functionality where it belongs */
1899 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &This->gl_info);
1901 /* ------------------------------------------------
1902 The following fields apply to both d3d8 and d3d9
1903 ------------------------------------------------ */
1904 *pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
1905 *pCaps->AdapterOrdinal = Adapter;
1907 *pCaps->Caps = 0;
1908 *pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
1909 WINED3DCAPS2_FULLSCREENGAMMA |
1910 WINED3DCAPS2_DYNAMICTEXTURES;
1911 *pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
1912 *pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE;
1914 *pCaps->CursorCaps = 0;
1917 *pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
1918 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
1919 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
1920 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
1921 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
1922 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
1923 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
1924 WINED3DDEVCAPS_PUREDEVICE |
1925 WINED3DDEVCAPS_HWRASTERIZATION |
1926 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
1927 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
1928 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
1929 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
1930 WINED3DDEVCAPS_DRAWPRIMITIVES2EX;
1932 *pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
1933 WINED3DPMISCCAPS_CULLCCW |
1934 WINED3DPMISCCAPS_CULLCW |
1935 WINED3DPMISCCAPS_COLORWRITEENABLE |
1936 WINED3DPMISCCAPS_CLIPTLVERTS |
1937 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
1938 WINED3DPMISCCAPS_MASKZ |
1939 WINED3DPMISCCAPS_BLENDOP;
1940 /* TODO:
1941 WINED3DPMISCCAPS_NULLREFERENCE
1942 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
1943 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
1944 WINED3DPMISCCAPS_SEPARATEALPHABLEND
1945 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
1946 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
1947 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
1949 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
1950 #if 0
1951 if (GL_SUPPORT(NV_REGISTER_COMBINERS))
1952 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
1953 if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
1954 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
1955 #endif
1957 *pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
1958 WINED3DPRASTERCAPS_PAT |
1959 WINED3DPRASTERCAPS_WFOG |
1960 WINED3DPRASTERCAPS_ZFOG |
1961 WINED3DPRASTERCAPS_FOGVERTEX |
1962 WINED3DPRASTERCAPS_FOGTABLE |
1963 WINED3DPRASTERCAPS_FOGRANGE |
1964 WINED3DPRASTERCAPS_STIPPLE |
1965 WINED3DPRASTERCAPS_SUBPIXEL |
1966 WINED3DPRASTERCAPS_ZTEST |
1967 WINED3DPRASTERCAPS_SCISSORTEST |
1968 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
1969 WINED3DPRASTERCAPS_DEPTHBIAS;
1971 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
1972 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
1973 WINED3DPRASTERCAPS_ZBIAS |
1974 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
1976 /* FIXME Add:
1977 WINED3DPRASTERCAPS_COLORPERSPECTIVE
1978 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
1979 WINED3DPRASTERCAPS_ANTIALIASEDGES
1980 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
1981 WINED3DPRASTERCAPS_WBUFFER */
1983 *pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
1984 WINED3DPCMPCAPS_EQUAL |
1985 WINED3DPCMPCAPS_GREATER |
1986 WINED3DPCMPCAPS_GREATEREQUAL |
1987 WINED3DPCMPCAPS_LESS |
1988 WINED3DPCMPCAPS_LESSEQUAL |
1989 WINED3DPCMPCAPS_NEVER |
1990 WINED3DPCMPCAPS_NOTEQUAL;
1992 *pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BLENDFACTOR |
1993 WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
1994 WINED3DPBLENDCAPS_BOTHSRCALPHA |
1995 WINED3DPBLENDCAPS_DESTALPHA |
1996 WINED3DPBLENDCAPS_DESTCOLOR |
1997 WINED3DPBLENDCAPS_INVDESTALPHA |
1998 WINED3DPBLENDCAPS_INVDESTCOLOR |
1999 WINED3DPBLENDCAPS_INVSRCALPHA |
2000 WINED3DPBLENDCAPS_INVSRCCOLOR |
2001 WINED3DPBLENDCAPS_ONE |
2002 WINED3DPBLENDCAPS_SRCALPHA |
2003 WINED3DPBLENDCAPS_SRCALPHASAT |
2004 WINED3DPBLENDCAPS_SRCCOLOR |
2005 WINED3DPBLENDCAPS_ZERO;
2007 *pCaps->DestBlendCaps = WINED3DPBLENDCAPS_BLENDFACTOR |
2008 WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
2009 WINED3DPBLENDCAPS_BOTHSRCALPHA |
2010 WINED3DPBLENDCAPS_DESTALPHA |
2011 WINED3DPBLENDCAPS_DESTCOLOR |
2012 WINED3DPBLENDCAPS_INVDESTALPHA |
2013 WINED3DPBLENDCAPS_INVDESTCOLOR |
2014 WINED3DPBLENDCAPS_INVSRCALPHA |
2015 WINED3DPBLENDCAPS_INVSRCCOLOR |
2016 WINED3DPBLENDCAPS_ONE |
2017 WINED3DPBLENDCAPS_SRCALPHA |
2018 WINED3DPBLENDCAPS_SRCALPHASAT |
2019 WINED3DPBLENDCAPS_SRCCOLOR |
2020 WINED3DPBLENDCAPS_ZERO;
2022 *pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2023 WINED3DPCMPCAPS_EQUAL |
2024 WINED3DPCMPCAPS_GREATER |
2025 WINED3DPCMPCAPS_GREATEREQUAL |
2026 WINED3DPCMPCAPS_LESS |
2027 WINED3DPCMPCAPS_LESSEQUAL |
2028 WINED3DPCMPCAPS_NEVER |
2029 WINED3DPCMPCAPS_NOTEQUAL;
2031 *pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
2032 WINED3DPSHADECAPS_COLORGOURAUDRGB |
2033 WINED3DPSHADECAPS_ALPHAFLATBLEND |
2034 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
2035 WINED3DPSHADECAPS_COLORFLATRGB |
2036 WINED3DPSHADECAPS_FOGFLAT |
2037 WINED3DPSHADECAPS_FOGGOURAUD |
2038 WINED3DPSHADECAPS_SPECULARFLATRGB;
2040 *pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
2041 WINED3DPTEXTURECAPS_ALPHAPALETTE |
2042 WINED3DPTEXTURECAPS_BORDER |
2043 WINED3DPTEXTURECAPS_MIPMAP |
2044 WINED3DPTEXTURECAPS_PROJECTED |
2045 WINED3DPTEXTURECAPS_PERSPECTIVE |
2046 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
2048 if( GL_SUPPORT(EXT_TEXTURE3D)) {
2049 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
2050 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
2051 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
2054 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2055 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
2056 WINED3DPTEXTURECAPS_MIPCUBEMAP |
2057 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
2061 *pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2062 WINED3DPTFILTERCAPS_MAGFPOINT |
2063 WINED3DPTFILTERCAPS_MINFLINEAR |
2064 WINED3DPTFILTERCAPS_MINFPOINT |
2065 WINED3DPTFILTERCAPS_MIPFLINEAR |
2066 WINED3DPTFILTERCAPS_MIPFPOINT |
2067 WINED3DPTFILTERCAPS_LINEAR |
2068 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2069 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2070 WINED3DPTFILTERCAPS_MIPLINEAR |
2071 WINED3DPTFILTERCAPS_MIPNEAREST |
2072 WINED3DPTFILTERCAPS_NEAREST;
2074 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2075 *pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2076 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2079 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2080 *pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2081 WINED3DPTFILTERCAPS_MAGFPOINT |
2082 WINED3DPTFILTERCAPS_MINFLINEAR |
2083 WINED3DPTFILTERCAPS_MINFPOINT |
2084 WINED3DPTFILTERCAPS_MIPFLINEAR |
2085 WINED3DPTFILTERCAPS_MIPFPOINT |
2086 WINED3DPTFILTERCAPS_LINEAR |
2087 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2088 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2089 WINED3DPTFILTERCAPS_MIPLINEAR |
2090 WINED3DPTFILTERCAPS_MIPNEAREST |
2091 WINED3DPTFILTERCAPS_NEAREST;
2093 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2094 *pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2095 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2097 } else
2098 *pCaps->CubeTextureFilterCaps = 0;
2100 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2101 *pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2102 WINED3DPTFILTERCAPS_MAGFPOINT |
2103 WINED3DPTFILTERCAPS_MINFLINEAR |
2104 WINED3DPTFILTERCAPS_MINFPOINT |
2105 WINED3DPTFILTERCAPS_MIPFLINEAR |
2106 WINED3DPTFILTERCAPS_MIPFPOINT |
2107 WINED3DPTFILTERCAPS_LINEAR |
2108 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2109 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2110 WINED3DPTFILTERCAPS_MIPLINEAR |
2111 WINED3DPTFILTERCAPS_MIPNEAREST |
2112 WINED3DPTFILTERCAPS_NEAREST;
2113 } else
2114 *pCaps->VolumeTextureFilterCaps = 0;
2116 *pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2117 WINED3DPTADDRESSCAPS_CLAMP |
2118 WINED3DPTADDRESSCAPS_WRAP;
2120 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2121 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2123 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2124 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2126 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2127 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2130 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2131 *pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2132 WINED3DPTADDRESSCAPS_CLAMP |
2133 WINED3DPTADDRESSCAPS_WRAP;
2134 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2135 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2137 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2138 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2140 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2141 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2143 } else
2144 *pCaps->VolumeTextureAddressCaps = 0;
2146 *pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
2147 WINED3DLINECAPS_ZTEST;
2148 /* FIXME: Add
2149 WINED3DLINECAPS_BLEND
2150 WINED3DLINECAPS_ALPHACMP
2151 WINED3DLINECAPS_FOG */
2153 *pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
2154 *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
2156 if(GL_SUPPORT(EXT_TEXTURE3D))
2157 *pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
2158 else
2159 *pCaps->MaxVolumeExtent = 0;
2161 *pCaps->MaxTextureRepeat = 32768;
2162 *pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
2163 *pCaps->MaxVertexW = 1.0;
2165 *pCaps->GuardBandLeft = 0;
2166 *pCaps->GuardBandTop = 0;
2167 *pCaps->GuardBandRight = 0;
2168 *pCaps->GuardBandBottom = 0;
2170 *pCaps->ExtentsAdjust = 0;
2172 *pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
2173 WINED3DSTENCILCAPS_INCRSAT |
2174 WINED3DSTENCILCAPS_INVERT |
2175 WINED3DSTENCILCAPS_KEEP |
2176 WINED3DSTENCILCAPS_REPLACE |
2177 WINED3DSTENCILCAPS_ZERO;
2178 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
2179 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
2180 WINED3DSTENCILCAPS_INCR;
2182 if ( This->dxVersion > 8 &&
2183 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
2184 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
2185 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
2188 *pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
2190 *pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
2191 WINED3DTEXOPCAPS_ADDSIGNED |
2192 WINED3DTEXOPCAPS_ADDSIGNED2X |
2193 WINED3DTEXOPCAPS_MODULATE |
2194 WINED3DTEXOPCAPS_MODULATE2X |
2195 WINED3DTEXOPCAPS_MODULATE4X |
2196 WINED3DTEXOPCAPS_SELECTARG1 |
2197 WINED3DTEXOPCAPS_SELECTARG2 |
2198 WINED3DTEXOPCAPS_DISABLE;
2200 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
2201 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
2202 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2203 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2204 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2205 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2206 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2207 WINED3DTEXOPCAPS_LERP |
2208 WINED3DTEXOPCAPS_SUBTRACT;
2210 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
2211 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2212 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
2213 WINED3DTEXOPCAPS_MULTIPLYADD |
2214 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2215 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2216 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
2218 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
2219 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
2221 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2222 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2223 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
2226 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2227 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
2228 } else if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2229 /* TODO: environment bump mapping support with GL_NV_texture_shader */
2231 #if 0
2232 /* FIXME: Add
2233 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
2234 WINED3DTEXOPCAPS_PREMODULATE */
2235 #endif
2237 *pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
2238 *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
2239 *pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
2240 *pCaps->MaxActiveLights = GL_LIMITS(lights);
2242 *pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
2243 *pCaps->MaxVertexBlendMatrixIndex = 0;
2245 *pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
2246 *pCaps->MaxPointSize = GL_LIMITS(pointsize);
2249 *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
2250 WINED3DVTXPCAPS_MATERIALSOURCE7 |
2251 WINED3DVTXPCAPS_POSITIONALLIGHTS |
2252 WINED3DVTXPCAPS_LOCALVIEWER |
2253 WINED3DVTXPCAPS_VERTEXFOG |
2254 WINED3DVTXPCAPS_TEXGEN;
2255 /* FIXME: Add
2256 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
2258 *pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
2259 *pCaps->MaxVertexIndex = 0xFFFFF;
2260 *pCaps->MaxStreams = MAX_STREAMS;
2261 *pCaps->MaxStreamStride = 1024;
2263 if (vs_selected_mode == SHADER_GLSL) {
2264 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
2265 models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
2266 vs_nv_version which is based on NV_vertex_program. For Ati cards there's no easy way, so for
2267 now only support 2.0/3.0 detection on Nvidia GeforceFX cards and default to 3.0 for everything else */
2268 if(This->gl_info.vs_nv_version == VS_VERSION_20)
2269 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
2270 else
2271 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
2272 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (GLSL)\n");
2273 } else if (vs_selected_mode == SHADER_ARB) {
2274 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2275 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2276 } else {
2277 *pCaps->VertexShaderVersion = 0;
2278 TRACE_(d3d_caps)("Vertex shader functionality not available\n");
2281 *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2283 if (ps_selected_mode == SHADER_GLSL) {
2284 /* See the comment about VS2.0/VS3.0 detection as we do the same here but then based on NV_fragment_program
2285 in case of GeforceFX cards. */
2286 if(This->gl_info.ps_nv_version == PS_VERSION_20)
2287 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
2288 else
2289 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
2290 /* FIXME: The following line is card dependent. -1.0 to 1.0 is a safe default clamp range for now */
2291 *pCaps->PixelShader1xMaxValue = 1.0;
2292 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (GLSL)\n");
2293 } else if (ps_selected_mode == SHADER_ARB) {
2294 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2295 *pCaps->PixelShader1xMaxValue = 1.0;
2296 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2297 } else {
2298 *pCaps->PixelShaderVersion = 0;
2299 *pCaps->PixelShader1xMaxValue = 0.0;
2300 TRACE_(d3d_caps)("Pixel shader functionality not available\n");
2303 /* ------------------------------------------------
2304 The following fields apply to d3d9 only
2305 ------------------------------------------------ */
2306 if (This->dxVersion > 8) {
2307 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
2308 *pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
2309 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
2310 *pCaps->MaxNpatchTessellationLevel = 0;
2311 *pCaps->MasterAdapterOrdinal = 0;
2312 *pCaps->AdapterOrdinalInGroup = 0;
2313 *pCaps->NumberOfAdaptersInGroup = 1;
2315 if(*pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
2316 /* OpenGL supports all the formats below, perhaps not always
2317 * without conversion, but it supports them.
2318 * Further GLSL doesn't seem to have an official unsigned type so
2319 * don't advertise it yet as I'm not sure how we handle it.
2320 * We might need to add some clamping in the shader engine to
2321 * support it.
2322 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
2323 *pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
2324 WINED3DDTCAPS_UBYTE4N |
2325 WINED3DDTCAPS_SHORT2N |
2326 WINED3DDTCAPS_SHORT4N |
2327 WINED3DDTCAPS_FLOAT16_2 |
2328 WINED3DDTCAPS_FLOAT16_4;
2330 } else
2331 *pCaps->DeclTypes = 0;
2333 *pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
2336 *pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
2337 WINED3DPTFILTERCAPS_MAGFPOINT |
2338 WINED3DPTFILTERCAPS_MINFLINEAR |
2339 WINED3DPTFILTERCAPS_MAGFLINEAR;
2340 *pCaps->VertexTextureFilterCaps = 0;
2342 if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
2343 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2344 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
2345 *pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
2346 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2347 *pCaps->VS20Caps.NumTemps = max(32, This->gl_info.vs_arb_max_temps);
2348 *pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
2350 *pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
2351 *pCaps->MaxVertexShader30InstructionSlots = max(512, This->gl_info.vs_arb_max_instructions);
2352 } else if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
2353 *pCaps->VS20Caps.Caps = 0;
2354 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
2355 *pCaps->VS20Caps.NumTemps = max(12, This->gl_info.vs_arb_max_temps);
2356 *pCaps->VS20Caps.StaticFlowControlDepth = 1;
2358 *pCaps->MaxVShaderInstructionsExecuted = 65535;
2359 *pCaps->MaxVertexShader30InstructionSlots = 0;
2360 } else { /* VS 1.x */
2361 *pCaps->VS20Caps.Caps = 0;
2362 *pCaps->VS20Caps.DynamicFlowControlDepth = 0;
2363 *pCaps->VS20Caps.NumTemps = 0;
2364 *pCaps->VS20Caps.StaticFlowControlDepth = 0;
2366 *pCaps->MaxVShaderInstructionsExecuted = 0;
2367 *pCaps->MaxVertexShader30InstructionSlots = 0;
2370 if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
2371 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2372 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
2374 /* 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 */
2375 *pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
2376 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
2377 WINED3DPS20CAPS_PREDICATION |
2378 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
2379 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
2380 *pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2381 *pCaps->PS20Caps.NumTemps = max(32, This->gl_info.ps_arb_max_temps);
2382 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
2383 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
2385 *pCaps->MaxPShaderInstructionsExecuted = 65535;
2386 *pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, This->gl_info.ps_arb_max_instructions);
2387 } else if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
2388 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
2389 *pCaps->PS20Caps.Caps = 0;
2390 *pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
2391 *pCaps->PS20Caps.NumTemps = max(12, This->gl_info.ps_arb_max_temps);
2392 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minumum: 1 */
2393 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
2395 *pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
2396 *pCaps->MaxPixelShader30InstructionSlots = 0;
2397 } else { /* PS 1.x */
2398 *pCaps->PS20Caps.Caps = 0;
2399 *pCaps->PS20Caps.DynamicFlowControlDepth = 0;
2400 *pCaps->PS20Caps.NumTemps = 0;
2401 *pCaps->PS20Caps.StaticFlowControlDepth = 0;
2402 *pCaps->PS20Caps.NumInstructionSlots = 0;
2404 *pCaps->MaxPShaderInstructionsExecuted = 0;
2405 *pCaps->MaxPixelShader30InstructionSlots = 0;
2409 return WINED3D_OK;
2412 static unsigned int glsl_program_key_hash(void *key) {
2413 glsl_program_key_t *k = (glsl_program_key_t *)key;
2415 unsigned int hash = k->vshader | k->pshader << 16;
2416 hash += ~(hash << 15);
2417 hash ^= (hash >> 10);
2418 hash += (hash << 3);
2419 hash ^= (hash >> 6);
2420 hash += ~(hash << 11);
2421 hash ^= (hash >> 16);
2423 return hash;
2426 static BOOL glsl_program_key_compare(void *keya, void *keyb) {
2427 glsl_program_key_t *ka = (glsl_program_key_t *)keya;
2428 glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
2430 return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
2433 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
2434 and fields being inserted in the middle, a new structure is used in place */
2435 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
2436 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
2437 IUnknown *parent) {
2439 IWineD3DDeviceImpl *object = NULL;
2440 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2441 HDC hDC;
2442 HRESULT temp_result;
2444 /* Validate the adapter number */
2445 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2446 return WINED3DERR_INVALIDCALL;
2449 /* Create a WineD3DDevice object */
2450 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
2451 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
2452 TRACE("Created WineD3DDevice object @ %p\n", object);
2453 if (NULL == object) {
2454 return WINED3DERR_OUTOFVIDEOMEMORY;
2457 /* Set up initial COM information */
2458 object->lpVtbl = &IWineD3DDevice_Vtbl;
2459 object->ref = 1;
2460 object->wineD3D = iface;
2461 IWineD3D_AddRef(object->wineD3D);
2462 object->parent = parent;
2464 /* Set the state up as invalid until the device is fully created */
2465 object->state = WINED3DERR_DRIVERINTERNALERROR;
2467 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
2468 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
2470 /* Save the creation parameters */
2471 object->createParms.AdapterOrdinal = Adapter;
2472 object->createParms.DeviceType = DeviceType;
2473 object->createParms.hFocusWindow = hFocusWindow;
2474 object->createParms.BehaviorFlags = BehaviourFlags;
2476 /* Initialize other useful values */
2477 object->adapterNo = Adapter;
2478 object->devType = DeviceType;
2480 TRACE("(%p) : Creating stateblock\n", This);
2481 /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
2482 if (WINED3D_OK != IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)object,
2483 WINED3DSBT_INIT,
2484 (IWineD3DStateBlock **)&object->stateBlock,
2485 NULL) || NULL == object->stateBlock) { /* Note: No parent needed for initial internal stateblock */
2486 WARN("Failed to create stateblock\n");
2487 goto create_device_error;
2489 TRACE("(%p) : Created stateblock (%p)\n", This, object->stateBlock);
2490 object->updateStateBlock = object->stateBlock;
2491 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)object->updateStateBlock);
2492 /* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
2494 /* Setup some defaults for creating the implicit swapchain */
2495 ENTER_GL();
2496 /* FIXME: GL info should be per adapter */
2497 IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
2498 LEAVE_GL();
2499 select_shader_mode(&This->gl_info, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
2500 if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
2501 object->shader_backend = &glsl_shader_backend;
2502 object->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
2503 } else if (object->ps_selected_mode == SHADER_ARB || object->vs_selected_mode == SHADER_ARB) {
2504 object->shader_backend = &arb_program_shader_backend;
2505 } else {
2506 object->shader_backend = &none_shader_backend;
2509 /* This function should *not* be modifying GL caps
2510 * TODO: move the functionality where it belongs */
2511 select_shader_max_constants(object->ps_selected_mode, object->vs_selected_mode, &This->gl_info);
2513 temp_result = allocate_shader_constants(object->updateStateBlock);
2514 if (WINED3D_OK != temp_result)
2515 return temp_result;
2517 object->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
2518 object->fbo_color_attachments = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
2519 object->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
2521 /* set the state of the device to valid */
2522 object->state = WINED3D_OK;
2524 /* Get the initial screen setup for ddraw */
2525 object->ddraw_width = GetSystemMetrics(SM_CXSCREEN);
2526 object->ddraw_height = GetSystemMetrics(SM_CYSCREEN);
2527 hDC = GetDC(0);
2528 object->ddraw_format = pixelformat_for_depth(GetDeviceCaps(hDC, BITSPIXEL) * GetDeviceCaps(hDC, PLANES));
2529 ReleaseDC(0, hDC);
2531 return WINED3D_OK;
2532 create_device_error:
2534 /* Set the device state to error */
2535 object->state = WINED3DERR_DRIVERINTERNALERROR;
2537 if (object->updateStateBlock != NULL) {
2538 IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->updateStateBlock);
2539 object->updateStateBlock = NULL;
2541 if (object->stateBlock != NULL) {
2542 IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->stateBlock);
2543 object->stateBlock = NULL;
2545 if (object->render_targets[0] != NULL) {
2546 IWineD3DSurface_Release(object->render_targets[0]);
2547 object->render_targets[0] = NULL;
2549 if (object->stencilBufferTarget != NULL) {
2550 IWineD3DSurface_Release(object->stencilBufferTarget);
2551 object->stencilBufferTarget = NULL;
2553 HeapFree(GetProcessHeap(), 0, object);
2554 *ppReturnedDeviceInterface = NULL;
2555 return WINED3DERR_INVALIDCALL;
2559 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
2560 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2561 IUnknown_AddRef(This->parent);
2562 *pParent = This->parent;
2563 return WINED3D_OK;
2566 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
2567 IUnknown* surfaceParent;
2568 TRACE("(%p) call back\n", pSurface);
2570 /* Now, release the parent, which will take care of cleaning up the surface for us */
2571 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
2572 IUnknown_Release(surfaceParent);
2573 return IUnknown_Release(surfaceParent);
2576 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
2577 IUnknown* volumeParent;
2578 TRACE("(%p) call back\n", pVolume);
2580 /* Now, release the parent, which will take care of cleaning up the volume for us */
2581 IWineD3DVolume_GetParent(pVolume, &volumeParent);
2582 IUnknown_Release(volumeParent);
2583 return IUnknown_Release(volumeParent);
2586 /**********************************************************
2587 * IWineD3D VTbl follows
2588 **********************************************************/
2590 const IWineD3DVtbl IWineD3D_Vtbl =
2592 /* IUnknown */
2593 IWineD3DImpl_QueryInterface,
2594 IWineD3DImpl_AddRef,
2595 IWineD3DImpl_Release,
2596 /* IWineD3D */
2597 IWineD3DImpl_GetParent,
2598 IWineD3DImpl_GetAdapterCount,
2599 IWineD3DImpl_RegisterSoftwareDevice,
2600 IWineD3DImpl_GetAdapterMonitor,
2601 IWineD3DImpl_GetAdapterModeCount,
2602 IWineD3DImpl_EnumAdapterModes,
2603 IWineD3DImpl_GetAdapterDisplayMode,
2604 IWineD3DImpl_GetAdapterIdentifier,
2605 IWineD3DImpl_CheckDeviceMultiSampleType,
2606 IWineD3DImpl_CheckDepthStencilMatch,
2607 IWineD3DImpl_CheckDeviceType,
2608 IWineD3DImpl_CheckDeviceFormat,
2609 IWineD3DImpl_CheckDeviceFormatConversion,
2610 IWineD3DImpl_GetDeviceCaps,
2611 IWineD3DImpl_CreateDevice