kernel32/tests: Add a few more tests, fix some failures on Windows.
[wine/wine64.git] / dlls / wined3d / directx.c
blobdbfd3f9782c5efb17f6ff2fbdd21c98da033fefa
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
42 /* Extension detection */
43 static const struct {
44 const char *extension_string;
45 GL_SupportedExt extension;
46 DWORD version;
47 } EXTENSION_MAP[] = {
48 /* APPLE */
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
55 /* ATI */
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
59 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
60 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
62 /* ARB */
63 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
64 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
65 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
66 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
67 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
68 {"GL_ARB_imaging", ARB_IMAGING, 0 },
69 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
70 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
71 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
72 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
73 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
74 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
75 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
76 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
77 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
78 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
79 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
80 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
81 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
82 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
83 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
84 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
85 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
86 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
87 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
88 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
89 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
91 /* EXT */
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
98 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
101 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
102 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
103 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
104 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
105 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
106 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
107 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
108 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
109 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
110 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
111 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
112 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
113 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
114 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
115 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
116 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
118 /* NV */
119 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
120 {"GL_NV_fence", NV_FENCE, 0 },
121 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
122 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
123 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
124 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
125 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
126 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
127 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
128 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
129 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
130 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
131 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
132 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
133 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
134 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
135 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
136 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
137 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
139 /* SGI */
140 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
143 /**********************************************************
144 * Utility functions follow
145 **********************************************************/
147 /* Adapters */
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
152 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
153 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
154 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
156 /* lookup tables */
157 int minLookup[MAX_LOOKUPS];
158 int maxLookup[MAX_LOOKUPS];
159 DWORD *stateLookup[MAX_LOOKUPS];
161 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
162 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
163 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
164 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
169 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
170 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
171 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
174 /* drawStridedSlow attributes */
175 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
176 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
177 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
178 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
179 glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
180 glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
183 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
184 * i.e., there is no GL Context - Get a default rendering context to enable the
185 * function query some info from GL.
188 static int wined3d_fake_gl_context_ref = 0;
189 static BOOL wined3d_fake_gl_context_foreign;
190 static BOOL wined3d_fake_gl_context_available = FALSE;
191 static HDC wined3d_fake_gl_context_hdc = NULL;
192 static HWND wined3d_fake_gl_context_hwnd = NULL;
194 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
195 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
197 0, 0, &wined3d_fake_gl_context_cs,
198 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
199 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
200 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
202 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
204 static void WineD3D_ReleaseFakeGLContext(void) {
205 HGLRC glCtx;
207 EnterCriticalSection(&wined3d_fake_gl_context_cs);
209 if(!wined3d_fake_gl_context_available) {
210 TRACE_(d3d_caps)("context not available\n");
211 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
212 return;
215 glCtx = pwglGetCurrentContext();
217 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
218 if (0 == (--wined3d_fake_gl_context_ref) ) {
219 if(!wined3d_fake_gl_context_foreign && glCtx) {
220 TRACE_(d3d_caps)("destroying fake GL context\n");
221 pwglMakeCurrent(NULL, NULL);
222 pwglDeleteContext(glCtx);
224 if(wined3d_fake_gl_context_hdc)
225 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
226 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
227 if(wined3d_fake_gl_context_hwnd)
228 DestroyWindow(wined3d_fake_gl_context_hwnd);
229 wined3d_fake_gl_context_hwnd = NULL;
230 wined3d_fake_gl_context_available = FALSE;
232 assert(wined3d_fake_gl_context_ref >= 0);
234 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
237 static BOOL WineD3D_CreateFakeGLContext(void) {
238 HGLRC glCtx = NULL;
240 EnterCriticalSection(&wined3d_fake_gl_context_cs);
242 TRACE("getting context...\n");
243 if(wined3d_fake_gl_context_ref > 0) goto ret;
244 assert(0 == wined3d_fake_gl_context_ref);
246 wined3d_fake_gl_context_foreign = TRUE;
248 glCtx = pwglGetCurrentContext();
249 if (!glCtx) {
250 PIXELFORMATDESCRIPTOR pfd;
251 int iPixelFormat;
253 wined3d_fake_gl_context_foreign = FALSE;
255 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
256 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
257 if(!wined3d_fake_gl_context_hwnd) {
258 ERR("HWND creation failed!\n");
259 goto fail;
261 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
262 if(!wined3d_fake_gl_context_hdc) {
263 ERR("GetDC failed!\n");
264 goto fail;
267 /* PixelFormat selection */
268 ZeroMemory(&pfd, sizeof(pfd));
269 pfd.nSize = sizeof(pfd);
270 pfd.nVersion = 1;
271 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
272 pfd.iPixelType = PFD_TYPE_RGBA;
273 pfd.cColorBits = 32;
274 pfd.iLayerType = PFD_MAIN_PLANE;
276 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
277 if(!iPixelFormat) {
278 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
279 ERR("Can't find a suitable iPixelFormat\n");
280 goto fail;
282 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
283 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
285 /* Create a GL context */
286 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
287 if (!glCtx) {
288 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
289 goto fail;
292 /* Make it the current GL context */
293 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
294 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
295 goto fail;
299 ret:
300 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
301 wined3d_fake_gl_context_ref++;
302 wined3d_fake_gl_context_available = TRUE;
303 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
304 return TRUE;
305 fail:
306 if(wined3d_fake_gl_context_hdc)
307 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
308 wined3d_fake_gl_context_hdc = NULL;
309 if(wined3d_fake_gl_context_hwnd)
310 DestroyWindow(wined3d_fake_gl_context_hwnd);
311 wined3d_fake_gl_context_hwnd = NULL;
312 if(glCtx) pwglDeleteContext(glCtx);
313 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
314 return FALSE;
317 /* Adjust the amount of used texture memory */
318 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
319 UINT Adapter = D3DDevice->adapterNo;
321 Adapters[Adapter].UsedTextureRam += glram;
322 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
323 return Adapters[Adapter].UsedTextureRam;
326 /**********************************************************
327 * IUnknown parts follows
328 **********************************************************/
330 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
332 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
334 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
335 if (IsEqualGUID(riid, &IID_IUnknown)
336 || IsEqualGUID(riid, &IID_IWineD3DBase)
337 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
338 IUnknown_AddRef(iface);
339 *ppobj = This;
340 return S_OK;
342 *ppobj = NULL;
343 return E_NOINTERFACE;
346 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
347 IWineD3DImpl *This = (IWineD3DImpl *)iface;
348 ULONG refCount = InterlockedIncrement(&This->ref);
350 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
351 return refCount;
354 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
355 IWineD3DImpl *This = (IWineD3DImpl *)iface;
356 ULONG ref;
357 TRACE("(%p) : Releasing from %d\n", This, This->ref);
358 ref = InterlockedDecrement(&This->ref);
359 if (ref == 0) {
360 HeapFree(GetProcessHeap(), 0, This);
363 return ref;
366 /* Set the shader type for this device, depending on the given capabilities,
367 * the device type, and the user preferences in wined3d_settings */
369 void select_shader_mode(
370 WineD3D_GL_Info *gl_info,
371 WINED3DDEVTYPE DeviceType,
372 int* ps_selected,
373 int* vs_selected) {
375 if (wined3d_settings.vs_mode == VS_NONE) {
376 *vs_selected = SHADER_NONE;
377 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
378 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
379 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
380 * shaders only on this card. */
381 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
382 *vs_selected = SHADER_ARB;
383 else
384 *vs_selected = SHADER_GLSL;
385 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
386 *vs_selected = SHADER_ARB;
387 } else {
388 *vs_selected = SHADER_NONE;
391 if (wined3d_settings.ps_mode == PS_NONE) {
392 *ps_selected = SHADER_NONE;
393 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
394 *ps_selected = SHADER_GLSL;
395 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
396 *ps_selected = SHADER_ARB;
397 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
398 *ps_selected = SHADER_ATI;
399 } else {
400 *ps_selected = SHADER_NONE;
404 /** Select the number of report maximum shader constants based on the selected shader modes */
405 static void select_shader_max_constants(
406 int ps_selected_mode,
407 int vs_selected_mode,
408 WineD3D_GL_Info *gl_info) {
410 switch (vs_selected_mode) {
411 case SHADER_GLSL:
412 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
413 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
414 break;
415 case SHADER_ARB:
416 /* We have to subtract any other PARAMs that we might use in our shader programs.
417 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
418 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
419 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
420 break;
421 default:
422 gl_info->max_vshader_constantsF = 0;
423 break;
426 switch (ps_selected_mode) {
427 case SHADER_GLSL:
428 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
429 * In theory the texbem instruction may need one more shader constant too. But lets assume
430 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
431 * and lets not take away a uniform needlessly from all other shaders.
433 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
434 break;
435 case SHADER_ARB:
436 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
437 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
439 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
440 break;
441 default:
442 gl_info->max_pshader_constantsF = 0;
443 break;
447 /**********************************************************
448 * IWineD3D parts follows
449 **********************************************************/
451 #define GLINFO_LOCATION (*gl_info)
452 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
453 GLuint prog;
454 BOOL ret = FALSE;
455 const char *testcode =
456 "!!ARBvp1.0\n"
457 "PARAM C[66] = { program.env[0..65] };\n"
458 "ADDRESS A0;"
459 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
460 "ARL A0.x, zero.x;\n"
461 "MOV result.position, C[A0.x + 65];\n"
462 "END\n";
464 while(glGetError());
465 GL_EXTCALL(glGenProgramsARB(1, &prog));
466 if(!prog) {
467 ERR("Failed to create an ARB offset limit test program\n");
469 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
470 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
471 strlen(testcode), testcode));
472 if(glGetError() != 0) {
473 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
474 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
475 ret = TRUE;
476 } else TRACE("OpenGL implementation allows offsets > 63\n");
478 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
479 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
480 checkGLcall("ARB vp offset limit test cleanup\n");
482 return ret;
485 static DWORD ver_for_ext(GL_SupportedExt ext)
487 unsigned int i;
488 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
489 if(EXTENSION_MAP[i].extension == ext) {
490 return EXTENSION_MAP[i].version;
493 return 0;
496 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
497 const char *GL_Extensions = NULL;
498 const char *WGL_Extensions = NULL;
499 const char *gl_string = NULL;
500 const char *gl_string_cursor = NULL;
501 GLint gl_max;
502 GLfloat gl_floatv[2];
503 int major = 1, minor = 0;
504 BOOL return_value = TRUE;
505 unsigned i;
506 HDC hdc;
507 unsigned int vidmem=0;
509 TRACE_(d3d_caps)("(%p)\n", gl_info);
511 ENTER_GL();
513 gl_string = (const char *) glGetString(GL_RENDERER);
514 if (NULL == gl_string)
515 gl_string = "None";
516 strcpy(gl_info->gl_renderer, gl_string);
518 gl_string = (const char *) glGetString(GL_VENDOR);
519 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
520 if (gl_string != NULL) {
521 /* Fill in the GL vendor */
522 if (strstr(gl_string, "NVIDIA")) {
523 gl_info->gl_vendor = VENDOR_NVIDIA;
524 } else if (strstr(gl_string, "ATI")) {
525 gl_info->gl_vendor = VENDOR_ATI;
526 } else if (strstr(gl_string, "Intel(R)") ||
527 strstr(gl_info->gl_renderer, "Intel(R)") ||
528 strstr(gl_string, "Intel Inc.")) {
529 gl_info->gl_vendor = VENDOR_INTEL;
530 } else if (strstr(gl_string, "Mesa")) {
531 gl_info->gl_vendor = VENDOR_MESA;
532 } else {
533 gl_info->gl_vendor = VENDOR_WINE;
535 } else {
536 gl_info->gl_vendor = VENDOR_WINE;
540 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
542 /* Parse the GL_VERSION field into major and minor information */
543 gl_string = (const char *) glGetString(GL_VERSION);
544 if (gl_string != NULL) {
546 /* First, parse the generic opengl version. This is supposed not to be convoluted with
547 * driver specific information
549 gl_string_cursor = gl_string;
550 major = atoi(gl_string_cursor);
551 if(major <= 0) {
552 ERR("Invalid opengl major version: %d\n", major);
554 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
555 ++gl_string_cursor;
557 if (*gl_string_cursor++ != '.') {
558 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
560 minor = atoi(gl_string_cursor);
561 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
562 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
564 /* Now parse the driver specific string which we'll report to the app */
565 switch (gl_info->gl_vendor) {
566 case VENDOR_NVIDIA:
567 gl_string_cursor = strstr(gl_string, "NVIDIA");
568 if (!gl_string_cursor) {
569 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
570 break;
573 gl_string_cursor = strstr(gl_string_cursor, " ");
574 if (!gl_string_cursor) {
575 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
576 break;
579 while (*gl_string_cursor == ' ') {
580 ++gl_string_cursor;
583 if (!*gl_string_cursor) {
584 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
585 break;
588 major = atoi(gl_string_cursor);
589 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
590 ++gl_string_cursor;
593 if (*gl_string_cursor++ != '.') {
594 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
595 break;
598 minor = atoi(gl_string_cursor);
599 minor = major*100+minor;
600 major = 10;
602 break;
604 case VENDOR_ATI:
605 major = minor = 0;
606 gl_string_cursor = strchr(gl_string, '-');
607 if (gl_string_cursor) {
608 int error = 0;
609 gl_string_cursor++;
611 /* Check if version number is of the form x.y.z */
612 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
613 error = 1;
614 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
615 error = 1;
616 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
617 error = 1;
618 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
619 error = 1;
621 /* Mark version number as malformed */
622 if (error)
623 gl_string_cursor = 0;
626 if (!gl_string_cursor)
627 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
628 else {
629 major = *gl_string_cursor - '0';
630 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
632 break;
634 case VENDOR_INTEL:
635 /* Apple and Mesa version strings look differently, but both provide intel drivers */
636 if(strstr(gl_string, "APPLE")) {
637 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
638 * We only need the first part, and use the APPLE as identification
639 * "1.2 APPLE-1.4.56"
641 gl_string_cursor = gl_string;
642 major = atoi(gl_string_cursor);
643 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
644 ++gl_string_cursor;
647 if (*gl_string_cursor++ != '.') {
648 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
649 break;
652 minor = atoi(gl_string_cursor);
653 break;
656 case VENDOR_MESA:
657 gl_string_cursor = strstr(gl_string, "Mesa");
658 gl_string_cursor = strstr(gl_string_cursor, " ");
659 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
660 if (*gl_string_cursor) {
661 char tmp[16];
662 int cursor = 0;
664 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
665 tmp[cursor++] = *gl_string_cursor;
666 ++gl_string_cursor;
668 tmp[cursor] = 0;
669 major = atoi(tmp);
671 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
672 ++gl_string_cursor;
674 cursor = 0;
675 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
676 tmp[cursor++] = *gl_string_cursor;
677 ++gl_string_cursor;
679 tmp[cursor] = 0;
680 minor = atoi(tmp);
682 break;
684 default:
685 major = 0;
686 minor = 9;
688 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
689 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
690 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
691 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
692 } else {
693 FIXME("OpenGL driver did not return version information\n");
694 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
695 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
698 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
701 * Initialize openGL extension related variables
702 * with Default values
704 memset(gl_info->supported, 0, sizeof(gl_info->supported));
705 gl_info->max_buffers = 1;
706 gl_info->max_textures = 1;
707 gl_info->max_texture_stages = 1;
708 gl_info->max_fragment_samplers = 1;
709 gl_info->max_vertex_samplers = 0;
710 gl_info->max_combined_samplers = 0;
711 gl_info->max_sampler_stages = 1;
712 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
713 gl_info->ps_arb_max_temps = 0;
714 gl_info->ps_arb_max_instructions = 0;
715 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
716 gl_info->vs_arb_max_temps = 0;
717 gl_info->vs_arb_max_instructions = 0;
718 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
719 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
720 gl_info->vs_glsl_constantsF = 0;
721 gl_info->ps_glsl_constantsF = 0;
722 gl_info->vs_arb_constantsF = 0;
723 gl_info->ps_arb_constantsF = 0;
725 /* Retrieve opengl defaults */
726 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
727 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
728 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
730 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
731 gl_info->max_lights = gl_max;
732 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
734 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
735 gl_info->max_texture_size = gl_max;
736 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
738 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
739 gl_info->max_pointsizemin = gl_floatv[0];
740 gl_info->max_pointsize = gl_floatv[1];
741 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
743 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
744 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
745 TRACE_(d3d_caps)("GL_Extensions reported:\n");
747 if (NULL == GL_Extensions) {
748 ERR(" GL_Extensions returns NULL\n");
749 } else {
750 while (*GL_Extensions != 0x00) {
751 const char *Start;
752 char ThisExtn[256];
753 size_t len;
755 while (isspace(*GL_Extensions)) GL_Extensions++;
756 Start = GL_Extensions;
757 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
758 GL_Extensions++;
761 len = GL_Extensions - Start;
762 if (len == 0 || len >= sizeof(ThisExtn))
763 continue;
765 memcpy(ThisExtn, Start, len);
766 ThisExtn[len] = '\0';
767 TRACE_(d3d_caps)("- %s\n", ThisExtn);
769 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
770 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
771 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
772 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
773 break;
778 LEAVE_GL();
780 /* Now work out what GL support this card really has */
781 #define USE_GL_FUNC(type, pfn, ext, replace) { \
782 DWORD ver = ver_for_ext(ext); \
783 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
784 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
785 else gl_info->pfn = NULL; \
787 GL_EXT_FUNCS_GEN;
788 #undef USE_GL_FUNC
790 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
791 WGL_EXT_FUNCS_GEN;
792 #undef USE_GL_FUNC
794 ENTER_GL();
795 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
796 * loading the functions, otherwise the code above will load the extension entry points instead of the
797 * core functions, which may not work
799 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
800 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
801 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
802 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
803 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
807 if (gl_info->supported[APPLE_FENCE]) {
808 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
809 * The apple extension interacts with some other apple exts. Disable the NV
810 * extension if the apple one is support to prevent confusion in other parts
811 * of the code
813 gl_info->supported[NV_FENCE] = FALSE;
815 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
816 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
818 * The enums are the same:
819 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
820 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
821 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
822 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
823 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
825 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
826 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
827 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
829 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
830 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
831 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
834 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
835 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
836 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
838 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
839 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
840 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
841 * are supported. The nv extensions provide the same functionality as the
842 * ATI one, and a bit more(signed pixelformats)
844 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
847 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
848 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
849 gl_info->max_buffers = gl_max;
850 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
852 if (gl_info->supported[ARB_MULTITEXTURE]) {
853 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
854 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
855 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
857 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
858 GLint tmp;
859 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
860 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
861 } else {
862 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
864 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
866 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
867 GLint tmp;
868 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
869 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
870 } else {
871 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
873 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
875 if (gl_info->supported[ARB_VERTEX_SHADER]) {
876 GLint tmp;
877 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
878 gl_info->max_vertex_samplers = tmp;
879 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
880 gl_info->max_combined_samplers = tmp;
882 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
883 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
884 * an issue because then the sampler setup only depends on the two shaders. If a pixel
885 * shader is used with fixed function vertex processing we're fine too because fixed function
886 * vertex processing doesn't use any samplers. If fixed function fragment processing is
887 * used we have to make sure that all vertex sampler setups are valid together with all
888 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
889 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
890 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
891 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
892 * a fixed function pipeline anymore.
894 * So this is just a check to check that our assumption holds true. If not, write a warning
895 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
897 if(gl_info->max_vertex_samplers &&
898 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
899 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
900 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
901 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
902 if( gl_info->max_combined_samplers > MAX_TEXTURES )
903 gl_info->max_vertex_samplers =
904 gl_info->max_combined_samplers - MAX_TEXTURES;
905 else
906 gl_info->max_vertex_samplers = 0;
908 } else {
909 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
911 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
912 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
914 if (gl_info->supported[ARB_VERTEX_BLEND]) {
915 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
916 gl_info->max_blends = gl_max;
917 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
919 if (gl_info->supported[EXT_TEXTURE3D]) {
920 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
921 gl_info->max_texture3d_size = gl_max;
922 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
924 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
925 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
926 gl_info->max_anisotropy = gl_max;
927 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
929 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
930 gl_info->ps_arb_version = PS_VERSION_11;
931 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
932 gl_info->ps_arb_constantsF = gl_max;
933 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
934 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
935 gl_info->ps_arb_max_temps = gl_max;
936 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
937 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
938 gl_info->ps_arb_max_instructions = gl_max;
939 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
941 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
942 gl_info->vs_arb_version = VS_VERSION_11;
943 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
944 gl_info->vs_arb_constantsF = gl_max;
945 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
946 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
947 gl_info->vs_arb_max_temps = gl_max;
948 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
949 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
950 gl_info->vs_arb_max_instructions = gl_max;
951 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
953 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
955 if (gl_info->supported[ARB_VERTEX_SHADER]) {
956 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
957 gl_info->vs_glsl_constantsF = gl_max / 4;
958 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
960 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
961 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
962 gl_info->ps_glsl_constantsF = gl_max / 4;
963 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
964 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
965 gl_info->max_glsl_varyings = gl_max;
966 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
968 if (gl_info->supported[EXT_VERTEX_SHADER]) {
969 gl_info->vs_ati_version = VS_VERSION_11;
971 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
972 gl_info->vs_nv_version = VS_VERSION_30;
973 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
974 gl_info->vs_nv_version = VS_VERSION_20;
975 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
976 gl_info->vs_nv_version = VS_VERSION_11;
977 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
978 gl_info->vs_nv_version = VS_VERSION_10;
980 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
981 gl_info->ps_nv_version = PS_VERSION_30;
982 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
983 gl_info->ps_nv_version = PS_VERSION_20;
985 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
986 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
987 } else {
988 gl_info->max_shininess = 128.0;
990 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
991 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
992 * This saves a few redundant glDisable calls
994 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
996 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
997 /* Disable NV_register_combiners and fragment shader if this is supported.
998 * generally the NV extensions are preferred over the ATI ones, and this
999 * extension is disabled if register_combiners and texture_shader2 are both
1000 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1001 * fragment processing support
1003 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1004 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1005 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1006 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1007 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1011 checkGLcall("extension detection\n");
1013 /* In some cases the number of texture stages can be larger than the number
1014 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1015 * shaders), but 8 texture stages (register combiners). */
1016 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1018 /* We can only use ORM_FBO when the hardware supports it. */
1019 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1020 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1021 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1024 /* MRTs are currently only supported when FBOs are used. */
1025 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1026 gl_info->max_buffers = 1;
1029 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1030 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1031 * in case of the latest videocards in the number of pixel/vertex pipelines.
1033 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1034 * rendering. Various games use this information to get a rough estimation of the features of the card
1035 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1036 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1037 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1038 * not the PCI id.
1040 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1041 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1042 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1043 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1044 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1045 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1046 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1047 * is limited.
1049 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1050 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1051 * similar 3d features.
1053 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1054 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1055 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1056 * won't pass we return a default card. This way is better than maintaining a full card database as even
1057 * without a full database we can return a card with similar features. Second the size of the database
1058 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1059 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1060 * to distinguishes between different models from that family.
1062 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1063 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1064 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1065 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1066 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1067 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1068 * memory behind our backs if really needed.
1069 * Note that the amount of video memory can be overruled using a registry setting.
1071 switch (gl_info->gl_vendor) {
1072 case VENDOR_NVIDIA:
1073 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1074 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1076 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1077 /* Geforce9 - highend */
1078 if(strstr(gl_info->gl_renderer, "9800")) {
1079 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1080 vidmem = 512;
1082 /* Geforce9 - midend */
1083 else if(strstr(gl_info->gl_renderer, "9600")) {
1084 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1085 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1087 /* Geforce8 - highend */
1088 else if (strstr(gl_info->gl_renderer, "8800")) {
1089 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1090 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1092 /* Geforce8 - midend mobile */
1093 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1094 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1095 vidmem = 512;
1097 /* Geforce8 - midend */
1098 else if(strstr(gl_info->gl_renderer, "8600") ||
1099 strstr(gl_info->gl_renderer, "8700"))
1101 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1102 vidmem = 256;
1104 /* Geforce8 - lowend */
1105 else if(strstr(gl_info->gl_renderer, "8300") ||
1106 strstr(gl_info->gl_renderer, "8400") ||
1107 strstr(gl_info->gl_renderer, "8500"))
1109 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1110 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1112 /* Geforce7 - highend */
1113 else if(strstr(gl_info->gl_renderer, "7800") ||
1114 strstr(gl_info->gl_renderer, "7900") ||
1115 strstr(gl_info->gl_renderer, "7950") ||
1116 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1117 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1119 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1120 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1122 /* Geforce7 midend */
1123 else if(strstr(gl_info->gl_renderer, "7600") ||
1124 strstr(gl_info->gl_renderer, "7700")) {
1125 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1126 vidmem = 256; /* The 7600 uses 256-512MB */
1127 /* Geforce7 lower medium */
1128 } else if(strstr(gl_info->gl_renderer, "7400")) {
1129 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1130 vidmem = 256; /* The 7400 uses 256-512MB */
1132 /* Geforce7 lowend */
1133 else if(strstr(gl_info->gl_renderer, "7300")) {
1134 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1135 vidmem = 256; /* Mac Pros with this card have 256 MB */
1137 /* Geforce6 highend */
1138 else if(strstr(gl_info->gl_renderer, "6800"))
1140 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1141 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1143 /* Geforce6 - midend */
1144 else if(strstr(gl_info->gl_renderer, "6600") ||
1145 strstr(gl_info->gl_renderer, "6610") ||
1146 strstr(gl_info->gl_renderer, "6700"))
1148 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1149 vidmem = 128; /* A 6600GT has 128-256MB */
1151 /* Geforce6/7 lowend */
1152 else {
1153 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1154 vidmem = 64; /* */
1156 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1157 /* GeforceFX - highend */
1158 if (strstr(gl_info->gl_renderer, "5800") ||
1159 strstr(gl_info->gl_renderer, "5900") ||
1160 strstr(gl_info->gl_renderer, "5950") ||
1161 strstr(gl_info->gl_renderer, "Quadro FX"))
1163 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1164 vidmem = 256; /* 5800-5900 cards use 256MB */
1166 /* GeforceFX - midend */
1167 else if(strstr(gl_info->gl_renderer, "5600") ||
1168 strstr(gl_info->gl_renderer, "5650") ||
1169 strstr(gl_info->gl_renderer, "5700") ||
1170 strstr(gl_info->gl_renderer, "5750"))
1172 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1173 vidmem = 128; /* A 5600 uses 128-256MB */
1175 /* GeforceFX - lowend */
1176 else {
1177 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1178 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1180 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1181 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1182 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1183 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1185 else {
1186 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1187 vidmem = 64; /* Geforce3 cards have 64-128MB */
1189 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1190 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1191 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1192 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1194 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1195 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1196 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1198 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1199 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1200 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1202 else {
1203 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1204 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1206 } else {
1207 if (strstr(gl_info->gl_renderer, "TNT2")) {
1208 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1209 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1211 else {
1212 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1213 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1216 break;
1217 case VENDOR_ATI:
1218 if(WINE_D3D9_CAPABLE(gl_info)) {
1219 /* Radeon R6xx HD2900/HD3800 - highend */
1220 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1221 strstr(gl_info->gl_renderer, "HD 3870") ||
1222 strstr(gl_info->gl_renderer, "HD 3850"))
1224 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1225 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1227 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1228 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1229 strstr(gl_info->gl_renderer, "HD 3830") ||
1230 strstr(gl_info->gl_renderer, "HD 3690") ||
1231 strstr(gl_info->gl_renderer, "HD 3650"))
1233 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1234 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1236 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1237 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1238 strstr(gl_info->gl_renderer, "HD 2400") ||
1239 strstr(gl_info->gl_renderer, "HD 3470") ||
1240 strstr(gl_info->gl_renderer, "HD 3450") ||
1241 strstr(gl_info->gl_renderer, "HD 3430"))
1243 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1244 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1246 /* Radeon R6xx/R7xx integrated */
1247 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1248 strstr(gl_info->gl_renderer, "HD 3200") ||
1249 strstr(gl_info->gl_renderer, "HD 3300"))
1251 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1252 vidmem = 128; /* 128MB */
1254 /* Radeon R5xx */
1255 else if (strstr(gl_info->gl_renderer, "X1600") ||
1256 strstr(gl_info->gl_renderer, "X1650") ||
1257 strstr(gl_info->gl_renderer, "X1800") ||
1258 strstr(gl_info->gl_renderer, "X1900") ||
1259 strstr(gl_info->gl_renderer, "X1950"))
1261 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1262 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1264 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1265 else if(strstr(gl_info->gl_renderer, "X700") ||
1266 strstr(gl_info->gl_renderer, "X800") ||
1267 strstr(gl_info->gl_renderer, "X850") ||
1268 strstr(gl_info->gl_renderer, "X1300") ||
1269 strstr(gl_info->gl_renderer, "X1400") ||
1270 strstr(gl_info->gl_renderer, "X1450") ||
1271 strstr(gl_info->gl_renderer, "X1550"))
1273 gl_info->gl_card = CARD_ATI_RADEON_X700;
1274 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1276 /* Radeon R3xx */
1277 else {
1278 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1279 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1281 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1282 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1283 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1284 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1285 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1286 vidmem = 32; /* There are models with up to 64MB */
1287 } else {
1288 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1289 vidmem = 16; /* There are 16-32MB models */
1291 break;
1292 case VENDOR_INTEL:
1293 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1294 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1295 gl_info->gl_card = CARD_INTEL_I945GM;
1296 vidmem = 64;
1297 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1298 gl_info->gl_card = CARD_INTEL_I915GM;
1299 } else if (strstr(gl_info->gl_renderer, "915G")) {
1300 gl_info->gl_card = CARD_INTEL_I915G;
1301 } else if (strstr(gl_info->gl_renderer, "865G")) {
1302 gl_info->gl_card = CARD_INTEL_I865G;
1303 } else if (strstr(gl_info->gl_renderer, "855G")) {
1304 gl_info->gl_card = CARD_INTEL_I855G;
1305 } else if (strstr(gl_info->gl_renderer, "830G")) {
1306 gl_info->gl_card = CARD_INTEL_I830G;
1307 } else {
1308 gl_info->gl_card = CARD_INTEL_I915G;
1310 break;
1311 case VENDOR_MESA:
1312 case VENDOR_WINE:
1313 default:
1314 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1315 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1316 * them a good generic choice.
1318 gl_info->gl_vendor = VENDOR_NVIDIA;
1319 if(WINE_D3D9_CAPABLE(gl_info))
1320 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1321 else if(WINE_D3D8_CAPABLE(gl_info))
1322 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1323 else if(WINE_D3D7_CAPABLE(gl_info))
1324 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1325 else if(WINE_D3D6_CAPABLE(gl_info))
1326 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1327 else
1328 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1330 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1332 /* If we have an estimate use it, else default to 64MB; */
1333 if(vidmem)
1334 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1335 else
1336 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1338 /* Load all the lookup tables
1339 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1340 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1341 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1343 for (i = 0; i < MAX_LOOKUPS; i++) {
1344 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1347 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1348 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1349 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1350 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1351 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1352 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1353 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1354 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1355 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1356 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1358 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1359 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1360 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1361 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1362 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1365 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1366 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1367 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1368 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1369 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1370 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1371 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1372 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1373 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1374 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1375 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1376 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1377 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1379 /* TODO: config lookups */
1381 /* Make sure there's an active HDC else the WGL extensions will fail */
1382 hdc = pwglGetCurrentDC();
1383 if (hdc) {
1384 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1385 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1387 if (NULL == WGL_Extensions) {
1388 ERR(" WGL_Extensions returns NULL\n");
1389 } else {
1390 while (*WGL_Extensions != 0x00) {
1391 const char *Start;
1392 char ThisExtn[256];
1393 size_t len;
1395 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1396 Start = WGL_Extensions;
1397 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1398 WGL_Extensions++;
1401 len = WGL_Extensions - Start;
1402 if (len == 0 || len >= sizeof(ThisExtn))
1403 continue;
1405 memcpy(ThisExtn, Start, len);
1406 ThisExtn[len] = '\0';
1407 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1409 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1410 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1411 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1413 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1414 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1415 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1420 LEAVE_GL();
1422 return return_value;
1424 #undef GLINFO_LOCATION
1426 /**********************************************************
1427 * IWineD3D implementation follows
1428 **********************************************************/
1430 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1431 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1433 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1434 return numAdapters;
1437 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1438 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1439 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1440 return WINED3D_OK;
1443 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1444 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1446 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1448 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1449 return NULL;
1452 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1455 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1456 of the same bpp but different resolutions */
1458 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1459 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1460 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1461 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1463 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1464 return 0;
1467 /* TODO: Store modes per adapter and read it from the adapter structure */
1468 if (Adapter == 0) { /* Display */
1469 int i = 0;
1470 int j = 0;
1472 if (!DEBUG_SINGLE_MODE) {
1473 DEVMODEW DevModeW;
1475 ZeroMemory(&DevModeW, sizeof(DevModeW));
1476 DevModeW.dmSize = sizeof(DevModeW);
1477 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1478 j++;
1479 switch (Format)
1481 case WINED3DFMT_UNKNOWN:
1482 /* This is for D3D8, do not enumerate P8 here */
1483 if (DevModeW.dmBitsPerPel == 32 ||
1484 DevModeW.dmBitsPerPel == 16) i++;
1485 break;
1486 case WINED3DFMT_X8R8G8B8:
1487 if (DevModeW.dmBitsPerPel == 32) i++;
1488 break;
1489 case WINED3DFMT_R5G6B5:
1490 if (DevModeW.dmBitsPerPel == 16) i++;
1491 break;
1492 case WINED3DFMT_P8:
1493 if (DevModeW.dmBitsPerPel == 8) i++;
1494 break;
1495 default:
1496 /* Skip other modes as they do not match the requested format */
1497 break;
1500 } else {
1501 i = 1;
1502 j = 1;
1505 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1506 return i;
1507 } else {
1508 FIXME_(d3d_caps)("Adapter not primary display\n");
1510 return 0;
1513 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1514 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1515 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1516 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1518 /* Validate the parameters as much as possible */
1519 if (NULL == pMode ||
1520 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1521 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1522 return WINED3DERR_INVALIDCALL;
1525 /* TODO: Store modes per adapter and read it from the adapter structure */
1526 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1527 DEVMODEW DevModeW;
1528 int ModeIdx = 0;
1529 int i = 0;
1530 int j = 0;
1532 ZeroMemory(&DevModeW, sizeof(DevModeW));
1533 DevModeW.dmSize = sizeof(DevModeW);
1535 /* If we are filtering to a specific format (D3D9), then need to skip
1536 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1537 just count through the ones with valid bit depths */
1538 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1539 switch (Format)
1541 case WINED3DFMT_UNKNOWN:
1542 /* This is D3D8. Do not enumerate P8 here */
1543 if (DevModeW.dmBitsPerPel == 32 ||
1544 DevModeW.dmBitsPerPel == 16) i++;
1545 break;
1546 case WINED3DFMT_X8R8G8B8:
1547 if (DevModeW.dmBitsPerPel == 32) i++;
1548 break;
1549 case WINED3DFMT_R5G6B5:
1550 if (DevModeW.dmBitsPerPel == 16) i++;
1551 break;
1552 case WINED3DFMT_P8:
1553 if (DevModeW.dmBitsPerPel == 8) i++;
1554 break;
1555 default:
1556 /* Modes that don't match what we support can get an early-out */
1557 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1558 return WINED3DERR_INVALIDCALL;
1562 if (i == 0) {
1563 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1564 return WINED3DERR_INVALIDCALL;
1566 ModeIdx = j - 1;
1568 /* Now get the display mode via the calculated index */
1569 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1570 pMode->Width = DevModeW.dmPelsWidth;
1571 pMode->Height = DevModeW.dmPelsHeight;
1572 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1573 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1574 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1576 if (Format == WINED3DFMT_UNKNOWN) {
1577 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1578 } else {
1579 pMode->Format = Format;
1581 } else {
1582 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1583 return WINED3DERR_INVALIDCALL;
1586 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1587 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1588 DevModeW.dmBitsPerPel);
1590 } else if (DEBUG_SINGLE_MODE) {
1591 /* Return one setting of the format requested */
1592 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1593 pMode->Width = 800;
1594 pMode->Height = 600;
1595 pMode->RefreshRate = 60;
1596 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1597 } else {
1598 FIXME_(d3d_caps)("Adapter not primary display\n");
1601 return WINED3D_OK;
1604 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1605 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1606 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1608 if (NULL == pMode ||
1609 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1610 return WINED3DERR_INVALIDCALL;
1613 if (Adapter == 0) { /* Display */
1614 int bpp = 0;
1615 DEVMODEW DevModeW;
1617 ZeroMemory(&DevModeW, sizeof(DevModeW));
1618 DevModeW.dmSize = sizeof(DevModeW);
1620 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1621 pMode->Width = DevModeW.dmPelsWidth;
1622 pMode->Height = DevModeW.dmPelsHeight;
1623 bpp = DevModeW.dmBitsPerPel;
1624 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1625 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1627 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1630 pMode->Format = pixelformat_for_depth(bpp);
1631 } else {
1632 FIXME_(d3d_caps)("Adapter not primary display\n");
1635 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1636 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1637 return WINED3D_OK;
1640 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1641 and fields being inserted in the middle, a new structure is used in place */
1642 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1643 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1644 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1646 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1648 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1649 return WINED3DERR_INVALIDCALL;
1652 /* Return the information requested */
1653 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1654 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1655 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1657 /* Note dx8 doesn't supply a DeviceName */
1658 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1659 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1660 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1661 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1662 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1663 *(pIdentifier->SubSysId) = 0;
1664 *(pIdentifier->Revision) = 0;
1665 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1667 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1668 *(pIdentifier->WHQLLevel) = 0;
1669 } else {
1670 *(pIdentifier->WHQLLevel) = 1;
1673 return WINED3D_OK;
1676 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1677 short redSize, greenSize, blueSize, alphaSize, colorBits;
1679 if(!cfg)
1680 return FALSE;
1682 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1683 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1684 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1685 return FALSE;
1688 if(cfg->redSize < redSize)
1689 return FALSE;
1691 if(cfg->greenSize < greenSize)
1692 return FALSE;
1694 if(cfg->blueSize < blueSize)
1695 return FALSE;
1697 if(cfg->alphaSize < alphaSize)
1698 return FALSE;
1700 return TRUE;
1701 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1702 if(Format == WINED3DFMT_R16F)
1703 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1704 if(Format == WINED3DFMT_G16R16F)
1705 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1706 if(Format == WINED3DFMT_A16B16G16R16F)
1707 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1708 if(Format == WINED3DFMT_R32F)
1709 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1710 if(Format == WINED3DFMT_G32R32F)
1711 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1712 if(Format == WINED3DFMT_A32B32G32R32F)
1713 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1714 } else {
1715 /* Probably a color index mode */
1716 return FALSE;
1719 return FALSE;
1722 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1723 short depthSize, stencilSize;
1724 BOOL lockable = FALSE;
1726 if(!cfg)
1727 return FALSE;
1729 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1730 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1731 return FALSE;
1734 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1735 lockable = TRUE;
1737 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1738 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1739 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1740 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1741 return FALSE;
1743 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1744 * allow more stencil bits than requested. */
1745 if(cfg->stencilSize < stencilSize)
1746 return FALSE;
1748 return TRUE;
1751 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1752 WINED3DFORMAT AdapterFormat,
1753 WINED3DFORMAT RenderTargetFormat,
1754 WINED3DFORMAT DepthStencilFormat) {
1755 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1756 int nCfgs;
1757 WineD3D_PixelFormat *cfgs;
1758 int it;
1760 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1761 This, Adapter,
1762 DeviceType, debug_d3ddevicetype(DeviceType),
1763 AdapterFormat, debug_d3dformat(AdapterFormat),
1764 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1765 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1767 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1768 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1769 return WINED3DERR_INVALIDCALL;
1772 cfgs = Adapters[Adapter].cfgs;
1773 nCfgs = Adapters[Adapter].nCfgs;
1774 for (it = 0; it < nCfgs; ++it) {
1775 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1776 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1777 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1778 return WINED3D_OK;
1782 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1784 return WINED3DERR_NOTAVAILABLE;
1787 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1788 WINED3DFORMAT SurfaceFormat,
1789 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1791 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1792 const GlPixelFormatDesc *glDesc;
1793 const StaticPixelFormatDesc *desc;
1795 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1796 This,
1797 Adapter,
1798 DeviceType, debug_d3ddevicetype(DeviceType),
1799 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1800 Windowed,
1801 MultiSampleType,
1802 pQualityLevels);
1804 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1805 return WINED3DERR_INVALIDCALL;
1808 /* TODO: handle Windowed, add more quality levels */
1810 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1812 /* By default multisampling is disabled right now as it causes issues
1813 * on some Nvidia driver versions and it doesn't work well in combination
1814 * with FBOs yet. */
1815 if(!wined3d_settings.allow_multisampling)
1816 return WINED3DERR_NOTAVAILABLE;
1818 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1819 if(!desc || !glDesc) {
1820 return WINED3DERR_INVALIDCALL;
1823 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1824 int i, nCfgs;
1825 WineD3D_PixelFormat *cfgs;
1827 cfgs = Adapters[Adapter].cfgs;
1828 nCfgs = Adapters[Adapter].nCfgs;
1829 for(i=0; i<nCfgs; i++) {
1830 if(cfgs[i].numSamples != MultiSampleType)
1831 continue;
1833 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1834 continue;
1836 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1838 if(pQualityLevels)
1839 *pQualityLevels = 1; /* Guess at a value! */
1840 return WINED3D_OK;
1843 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1844 short redSize, greenSize, blueSize, alphaSize, colorBits;
1845 int i, nCfgs;
1846 WineD3D_PixelFormat *cfgs;
1848 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1849 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1850 return WINED3DERR_NOTAVAILABLE;
1853 cfgs = Adapters[Adapter].cfgs;
1854 nCfgs = Adapters[Adapter].nCfgs;
1855 for(i=0; i<nCfgs; i++) {
1856 if(cfgs[i].numSamples != MultiSampleType)
1857 continue;
1858 if(cfgs[i].redSize != redSize)
1859 continue;
1860 if(cfgs[i].greenSize != greenSize)
1861 continue;
1862 if(cfgs[i].blueSize != blueSize)
1863 continue;
1864 if(cfgs[i].alphaSize != alphaSize)
1865 continue;
1867 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1869 if(pQualityLevels)
1870 *pQualityLevels = 1; /* Guess at a value! */
1871 return WINED3D_OK;
1874 return WINED3DERR_NOTAVAILABLE;
1877 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1878 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1880 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1881 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1882 UINT nmodes;
1884 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1885 This,
1886 Adapter,
1887 DeviceType, debug_d3ddevicetype(DeviceType),
1888 DisplayFormat, debug_d3dformat(DisplayFormat),
1889 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1890 Windowed);
1892 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1893 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1894 return WINED3DERR_INVALIDCALL;
1897 /* The task of this function is to check whether a certain display / backbuffer format
1898 * combination is available on the given adapter. In fullscreen mode microsoft specified
1899 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1900 * and display format should match exactly.
1901 * In windowed mode format conversion can occur and this depends on the driver. When format
1902 * conversion is done, this function should nevertheless fail and applications need to use
1903 * CheckDeviceFormatConversion.
1904 * At the moment we assume that fullscreen and windowed have the same capabilities */
1906 /* There are only 4 display formats */
1907 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1908 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1909 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1910 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1912 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1913 return WINED3DERR_NOTAVAILABLE;
1916 /* If the requested DisplayFormat is not available, don't continue */
1917 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1918 if(!nmodes) {
1919 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1920 return WINED3DERR_NOTAVAILABLE;
1923 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1924 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1925 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1926 return WINED3DERR_NOTAVAILABLE;
1929 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1930 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1931 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1932 return WINED3DERR_NOTAVAILABLE;
1935 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1936 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1937 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1938 return WINED3DERR_NOTAVAILABLE;
1941 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1942 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1943 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1944 return WINED3DERR_NOTAVAILABLE;
1947 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1948 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1949 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1950 return WINED3DERR_NOTAVAILABLE;
1953 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1954 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
1955 if(FAILED(hr))
1956 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1958 return hr;
1962 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1963 /* Check if we support bumpmapping for a format */
1964 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1966 const struct fragment_pipeline *fp;
1967 const GlPixelFormatDesc *glDesc;
1969 switch(CheckFormat) {
1970 case WINED3DFMT_V8U8:
1971 case WINED3DFMT_V16U16:
1972 case WINED3DFMT_L6V5U5:
1973 case WINED3DFMT_X8L8V8U8:
1974 case WINED3DFMT_Q8W8V8U8:
1975 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1976 if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
1977 /* We have a GL extension giving native support */
1978 TRACE_(d3d_caps)("[OK]\n");
1979 return TRUE;
1982 /* No native support: Ask the fixed function pipeline implementation if it
1983 * can deal with the conversion
1985 fp = select_fragment_implementation(Adapter, DeviceType);
1986 if(fp->conv_supported(CheckFormat)) {
1987 TRACE_(d3d_caps)("[OK]\n");
1988 return TRUE;
1989 } else {
1990 TRACE_(d3d_caps)("[FAILED]\n");
1991 return FALSE;
1994 default:
1995 TRACE_(d3d_caps)("[FAILED]\n");
1996 return FALSE;
2000 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2001 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2003 int it=0;
2004 const GlPixelFormatDesc *glDesc;
2005 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2007 /* Fail if we weren't able to get a description of the format */
2008 if(!desc || !glDesc)
2009 return FALSE;
2011 /* Only allow depth/stencil formats */
2012 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2013 return FALSE;
2015 /* Walk through all WGL pixel formats to find a match */
2016 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2017 WineD3D_PixelFormat *cfg = &Adapters[Adapter].cfgs[it];
2018 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(cfg, DisplayFormat)) {
2019 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(cfg, DepthStencilFormat)) {
2020 return TRUE;
2025 return FALSE;
2028 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2030 const GlPixelFormatDesc *glDesc;
2031 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2033 /* Fail if we weren't able to get a description of the format */
2034 if(!desc || !glDesc)
2035 return FALSE;
2037 /* The flags entry of a format contains the filtering capability */
2038 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2039 return TRUE;
2041 return FALSE;
2044 /* Check the render target capabilities of a format */
2045 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2047 UINT Adapter = 0;
2048 const GlPixelFormatDesc *glDesc;
2049 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2051 /* Fail if we weren't able to get a description of the format */
2052 if(!desc || !glDesc)
2053 return FALSE;
2055 /* Filter out non-RT formats */
2056 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2057 return FALSE;
2059 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2060 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2061 int it;
2062 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2063 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2065 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2066 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2068 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2069 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2070 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2071 TRACE_(d3d_caps)("[FAILED]\n");
2072 return FALSE;
2075 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2076 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2077 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2078 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2079 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2080 return TRUE;
2083 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2084 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2085 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2086 int it;
2088 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2089 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2090 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2091 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2092 return TRUE;
2095 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2096 /* For now return TRUE for FBOs until we have some proper checks.
2097 * Note that this function will only be called when the format is around for texturing. */
2098 return TRUE;
2100 return FALSE;
2103 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2105 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2106 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2107 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2108 return FALSE;
2111 switch (CheckFormat) {
2112 case WINED3DFMT_A8R8G8B8:
2113 case WINED3DFMT_X8R8G8B8:
2114 case WINED3DFMT_A4R4G4B4:
2115 case WINED3DFMT_L8:
2116 case WINED3DFMT_A8L8:
2117 case WINED3DFMT_DXT1:
2118 case WINED3DFMT_DXT2:
2119 case WINED3DFMT_DXT3:
2120 case WINED3DFMT_DXT4:
2121 case WINED3DFMT_DXT5:
2122 TRACE_(d3d_caps)("[OK]\n");
2123 return TRUE;
2125 default:
2126 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2127 return FALSE;
2129 return FALSE;
2132 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2134 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2135 * doing the color fixup in shaders.
2136 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2137 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2138 int vs_selected_mode;
2139 int ps_selected_mode;
2140 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2142 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2143 TRACE_(d3d_caps)("[OK]\n");
2144 return TRUE;
2148 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2149 return FALSE;
2152 /* Check if a format support blending in combination with pixel shaders */
2153 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2155 const GlPixelFormatDesc *glDesc;
2156 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2158 /* Fail if we weren't able to get a description of the format */
2159 if(!desc || !glDesc)
2160 return FALSE;
2162 /* The flags entry of a format contains the post pixel shader blending capability */
2163 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2164 return TRUE;
2166 return FALSE;
2169 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2170 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2171 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2172 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2173 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2174 * capability anyway.
2176 * For now lets report this on all formats, but in the future we may want to
2177 * restrict it to some should games need that
2179 return TRUE;
2182 /* Check if a texture format is supported on the given adapter */
2183 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2185 const shader_backend_t *shader_backend;
2186 const struct fragment_pipeline *fp;
2187 const GlPixelFormatDesc *glDesc;
2189 switch (CheckFormat) {
2191 /*****
2192 * supported: RGB(A) formats
2194 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2195 case WINED3DFMT_A8R8G8B8:
2196 case WINED3DFMT_X8R8G8B8:
2197 case WINED3DFMT_R5G6B5:
2198 case WINED3DFMT_X1R5G5B5:
2199 case WINED3DFMT_A1R5G5B5:
2200 case WINED3DFMT_A4R4G4B4:
2201 case WINED3DFMT_A8:
2202 case WINED3DFMT_X4R4G4B4:
2203 case WINED3DFMT_A8B8G8R8:
2204 case WINED3DFMT_X8B8G8R8:
2205 case WINED3DFMT_A2R10G10B10:
2206 case WINED3DFMT_A2B10G10R10:
2207 case WINED3DFMT_G16R16:
2208 TRACE_(d3d_caps)("[OK]\n");
2209 return TRUE;
2211 case WINED3DFMT_R3G3B2:
2212 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2213 return FALSE;
2215 /*****
2216 * supported: Palettized
2218 case WINED3DFMT_P8:
2219 TRACE_(d3d_caps)("[OK]\n");
2220 return TRUE;
2221 /* No Windows driver offers A8P8, so don't offer it either */
2222 case WINED3DFMT_A8P8:
2223 return FALSE;
2225 /*****
2226 * Supported: (Alpha)-Luminance
2228 case WINED3DFMT_L8:
2229 case WINED3DFMT_A8L8:
2230 case WINED3DFMT_L16:
2231 TRACE_(d3d_caps)("[OK]\n");
2232 return TRUE;
2234 /* Not supported on Windows, thus disabled */
2235 case WINED3DFMT_A4L4:
2236 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2237 return FALSE;
2239 /*****
2240 * Supported: Depth/Stencil formats
2242 case WINED3DFMT_D16_LOCKABLE:
2243 case WINED3DFMT_D16:
2244 case WINED3DFMT_D15S1:
2245 case WINED3DFMT_D24X8:
2246 case WINED3DFMT_D24X4S4:
2247 case WINED3DFMT_D24S8:
2248 case WINED3DFMT_D24FS8:
2249 case WINED3DFMT_D32:
2250 case WINED3DFMT_D32F_LOCKABLE:
2251 return TRUE;
2253 /*****
2254 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2255 * GL_NV_texture_shader). Emulated by shaders
2257 case WINED3DFMT_V8U8:
2258 case WINED3DFMT_X8L8V8U8:
2259 case WINED3DFMT_L6V5U5:
2260 case WINED3DFMT_Q8W8V8U8:
2261 case WINED3DFMT_V16U16:
2262 case WINED3DFMT_W11V11U10:
2263 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2264 if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
2265 /* We have a GL extension giving native support */
2266 TRACE_(d3d_caps)("[OK]\n");
2267 return TRUE;
2270 /* No native support: Ask the fixed function pipeline implementation if it
2271 * can deal with the conversion
2273 shader_backend = select_shader_backend(Adapter, DeviceType);
2274 if(shader_backend->shader_conv_supported(CheckFormat)) {
2275 TRACE_(d3d_caps)("[OK]\n");
2276 return TRUE;
2277 } else {
2278 TRACE_(d3d_caps)("[FAILED]\n");
2279 return FALSE;
2282 case WINED3DFMT_DXT1:
2283 case WINED3DFMT_DXT2:
2284 case WINED3DFMT_DXT3:
2285 case WINED3DFMT_DXT4:
2286 case WINED3DFMT_DXT5:
2287 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2288 TRACE_(d3d_caps)("[OK]\n");
2289 return TRUE;
2291 TRACE_(d3d_caps)("[FAILED]\n");
2292 return FALSE;
2295 /*****
2296 * Odd formats - not supported
2298 case WINED3DFMT_VERTEXDATA:
2299 case WINED3DFMT_INDEX16:
2300 case WINED3DFMT_INDEX32:
2301 case WINED3DFMT_Q16W16V16U16:
2302 case WINED3DFMT_A2W10V10U10:
2303 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2304 return FALSE;
2306 /*****
2307 * WINED3DFMT_CxV8U8: Not supported right now
2309 case WINED3DFMT_CxV8U8:
2310 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2311 return FALSE;
2313 /* YUV formats */
2314 case WINED3DFMT_UYVY:
2315 case WINED3DFMT_YUY2:
2316 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2317 TRACE_(d3d_caps)("[OK]\n");
2318 return TRUE;
2320 TRACE_(d3d_caps)("[FAILED]\n");
2321 return FALSE;
2322 case WINED3DFMT_YV12:
2323 TRACE_(d3d_caps)("[FAILED]\n");
2324 return FALSE;
2326 /* Not supported */
2327 case WINED3DFMT_A16B16G16R16:
2328 case WINED3DFMT_A8R3G3B2:
2329 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2330 return FALSE;
2332 /* Floating point formats */
2333 case WINED3DFMT_R16F:
2334 case WINED3DFMT_A16B16G16R16F:
2335 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2336 TRACE_(d3d_caps)("[OK]\n");
2337 return TRUE;
2339 TRACE_(d3d_caps)("[FAILED]\n");
2340 return FALSE;
2342 case WINED3DFMT_R32F:
2343 case WINED3DFMT_A32B32G32R32F:
2344 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2345 TRACE_(d3d_caps)("[OK]\n");
2346 return TRUE;
2348 TRACE_(d3d_caps)("[FAILED]\n");
2349 return FALSE;
2351 case WINED3DFMT_G16R16F:
2352 case WINED3DFMT_G32R32F:
2353 TRACE_(d3d_caps)("[FAILED]\n");
2354 return FALSE;
2356 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2357 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2358 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2359 * We can do instancing with all shader versions, but we need vertex shaders.
2361 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2362 * to enable instancing. WineD3D doesn't need that and just ignores it.
2364 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2366 case WINEMAKEFOURCC('I','N','S','T'):
2367 TRACE("ATI Instancing check hack\n");
2368 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2369 TRACE_(d3d_caps)("[OK]\n");
2370 return TRUE;
2372 TRACE_(d3d_caps)("[FAILED]\n");
2373 return FALSE;
2375 /* Some weird FOURCC formats */
2376 case WINED3DFMT_R8G8_B8G8:
2377 case WINED3DFMT_G8R8_G8B8:
2378 case WINED3DFMT_MULTI2_ARGB8:
2379 TRACE_(d3d_caps)("[FAILED]\n");
2380 return FALSE;
2382 /* Vendor specific formats */
2383 case WINED3DFMT_ATI2N:
2384 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2385 shader_backend = select_shader_backend(Adapter, DeviceType);
2386 fp = select_fragment_implementation(Adapter, DeviceType);
2387 if(shader_backend->shader_conv_supported(CheckFormat) &&
2388 fp->conv_supported(CheckFormat)) {
2389 TRACE_(d3d_caps)("[OK]\n");
2390 return TRUE;
2393 TRACE_(d3d_caps)("[OK]\n");
2394 return TRUE;
2396 TRACE_(d3d_caps)("[FAILED]\n");
2397 return FALSE;
2399 case WINED3DFMT_NVHU:
2400 case WINED3DFMT_NVHS:
2401 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2402 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2403 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2404 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2405 * Applications have to deal with not having NVHS and NVHU.
2407 TRACE_(d3d_caps)("[FAILED]\n");
2408 return FALSE;
2410 case WINED3DFMT_UNKNOWN:
2411 return FALSE;
2413 default:
2414 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2415 break;
2417 return FALSE;
2420 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType) {
2421 const struct blit_shader *blitter;
2423 if(SurfaceType == SURFACE_GDI) {
2424 switch(CheckFormat) {
2425 case WINED3DFMT_R8G8B8:
2426 case WINED3DFMT_A8R8G8B8:
2427 case WINED3DFMT_X8R8G8B8:
2428 case WINED3DFMT_R5G6B5:
2429 case WINED3DFMT_X1R5G5B5:
2430 case WINED3DFMT_A1R5G5B5:
2431 case WINED3DFMT_A4R4G4B4:
2432 case WINED3DFMT_R3G3B2:
2433 case WINED3DFMT_A8:
2434 case WINED3DFMT_A8R3G3B2:
2435 case WINED3DFMT_X4R4G4B4:
2436 case WINED3DFMT_A2B10G10R10:
2437 case WINED3DFMT_A8B8G8R8:
2438 case WINED3DFMT_X8B8G8R8:
2439 case WINED3DFMT_G16R16:
2440 case WINED3DFMT_A2R10G10B10:
2441 case WINED3DFMT_A16B16G16R16:
2442 case WINED3DFMT_P8:
2443 TRACE_(d3d_caps)("[OK]\n");
2444 return TRUE;
2445 default:
2446 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2447 return FALSE;
2451 /* All format that are supported for textures are supported for surfaces as well */
2452 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2453 /* All depth stencil formats are supported on surfaces */
2454 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2456 /* If opengl can't process the format natively, the blitter may be able to convert it */
2457 blitter = select_blit_implementation(Adapter, DeviceType);
2458 if(blitter->conv_supported(CheckFormat)) {
2459 TRACE_(d3d_caps)("[OK]\n");
2460 return TRUE;
2463 /* Reject other formats */
2464 TRACE_(d3d_caps)("[FAILED]\n");
2465 return FALSE;
2468 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2470 if (!GL_LIMITS(vertex_samplers)) {
2471 TRACE_(d3d_caps)("[FAILED]\n");
2472 return FALSE;
2475 switch (CheckFormat) {
2476 case WINED3DFMT_A32B32G32R32F:
2477 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2478 TRACE_(d3d_caps)("[FAILED]\n");
2479 return FALSE;
2481 TRACE_(d3d_caps)("[OK]\n");
2482 return TRUE;
2484 default:
2485 TRACE_(d3d_caps)("[FAILED]\n");
2486 return FALSE;
2488 return FALSE;
2491 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2492 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2493 WINED3DSURFTYPE SurfaceType) {
2494 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2495 DWORD UsageCaps = 0;
2497 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2498 This,
2499 Adapter,
2500 DeviceType, debug_d3ddevicetype(DeviceType),
2501 AdapterFormat, debug_d3dformat(AdapterFormat),
2502 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2503 RType, debug_d3dresourcetype(RType),
2504 CheckFormat, debug_d3dformat(CheckFormat));
2506 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2507 return WINED3DERR_INVALIDCALL;
2510 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2512 if(SurfaceType != SURFACE_OPENGL) {
2513 TRACE("[FAILED]\n");
2514 return WINED3DERR_NOTAVAILABLE;
2517 /* Cubetexture allows:
2518 * - D3DUSAGE_AUTOGENMIPMAP
2519 * - D3DUSAGE_DEPTHSTENCIL
2520 * - D3DUSAGE_DYNAMIC
2521 * - D3DUSAGE_NONSECURE (d3d9ex)
2522 * - D3DUSAGE_RENDERTARGET
2523 * - D3DUSAGE_SOFTWAREPROCESSING
2524 * - D3DUSAGE_QUERY_WRAPANDMIP
2526 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2527 /* Check if the texture format is around */
2528 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2529 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2530 /* Check for automatic mipmap generation support */
2531 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2532 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2533 } else {
2534 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2535 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2539 /* Always report dynamic locking */
2540 if(Usage & WINED3DUSAGE_DYNAMIC)
2541 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2543 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2544 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2545 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2546 } else {
2547 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2548 return WINED3DERR_NOTAVAILABLE;
2552 /* Always report software processing */
2553 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2554 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2556 /* Check QUERY_FILTER support */
2557 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2558 if(CheckFilterCapability(Adapter, CheckFormat)) {
2559 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2560 } else {
2561 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2562 return WINED3DERR_NOTAVAILABLE;
2566 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2567 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2568 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2569 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2570 } else {
2571 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2572 return WINED3DERR_NOTAVAILABLE;
2576 /* Check QUERY_SRGBREAD support */
2577 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2578 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2579 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2580 } else {
2581 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2582 return WINED3DERR_NOTAVAILABLE;
2586 /* Check QUERY_SRGBWRITE support */
2587 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2588 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2589 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2590 } else {
2591 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2592 return WINED3DERR_NOTAVAILABLE;
2596 /* Check QUERY_VERTEXTEXTURE support */
2597 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2598 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2599 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2600 } else {
2601 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2602 return WINED3DERR_NOTAVAILABLE;
2606 /* Check QUERY_WRAPANDMIP support */
2607 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2608 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2609 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2610 } else {
2611 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2612 return WINED3DERR_NOTAVAILABLE;
2615 } else {
2616 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2617 return WINED3DERR_NOTAVAILABLE;
2619 } else {
2620 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2621 return WINED3DERR_NOTAVAILABLE;
2623 } else if(RType == WINED3DRTYPE_SURFACE) {
2624 /* Surface allows:
2625 * - D3DUSAGE_DEPTHSTENCIL
2626 * - D3DUSAGE_NONSECURE (d3d9ex)
2627 * - D3DUSAGE_RENDERTARGET
2630 if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat, SurfaceType)) {
2631 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2632 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2633 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2634 } else {
2635 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2636 return WINED3DERR_NOTAVAILABLE;
2640 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2641 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2642 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2643 } else {
2644 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2645 return WINED3DERR_NOTAVAILABLE;
2649 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2650 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2651 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2652 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2653 } else {
2654 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2655 return WINED3DERR_NOTAVAILABLE;
2658 } else {
2659 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2660 return WINED3DERR_NOTAVAILABLE;
2663 } else if(RType == WINED3DRTYPE_TEXTURE) {
2664 /* Texture allows:
2665 * - D3DUSAGE_AUTOGENMIPMAP
2666 * - D3DUSAGE_DEPTHSTENCIL
2667 * - D3DUSAGE_DMAP
2668 * - D3DUSAGE_DYNAMIC
2669 * - D3DUSAGE_NONSECURE (d3d9ex)
2670 * - D3DUSAGE_RENDERTARGET
2671 * - D3DUSAGE_SOFTWAREPROCESSING
2672 * - D3DUSAGE_TEXTAPI (d3d9ex)
2673 * - D3DUSAGE_QUERY_WRAPANDMIP
2676 if(SurfaceType != SURFACE_OPENGL) {
2677 TRACE("[FAILED]\n");
2678 return WINED3DERR_NOTAVAILABLE;
2681 /* Check if the texture format is around */
2682 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2683 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2684 /* Check for automatic mipmap generation support */
2685 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2686 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2687 } else {
2688 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2689 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2693 /* Always report dynamic locking */
2694 if(Usage & WINED3DUSAGE_DYNAMIC)
2695 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2697 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2698 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2699 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2700 } else {
2701 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2702 return WINED3DERR_NOTAVAILABLE;
2706 /* Always report software processing */
2707 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2708 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2710 /* Check QUERY_FILTER support */
2711 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2712 if(CheckFilterCapability(Adapter, CheckFormat)) {
2713 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2714 } else {
2715 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2716 return WINED3DERR_NOTAVAILABLE;
2720 /* Check QUERY_LEGACYBUMPMAP support */
2721 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2722 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2723 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2724 } else {
2725 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2726 return WINED3DERR_NOTAVAILABLE;
2730 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2731 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2732 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2733 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2734 } else {
2735 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2736 return WINED3DERR_NOTAVAILABLE;
2740 /* Check QUERY_SRGBREAD support */
2741 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2742 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2743 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2744 } else {
2745 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2746 return WINED3DERR_NOTAVAILABLE;
2750 /* Check QUERY_SRGBWRITE support */
2751 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2752 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2753 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2754 } else {
2755 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2756 return WINED3DERR_NOTAVAILABLE;
2760 /* Check QUERY_VERTEXTEXTURE support */
2761 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2762 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2763 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2764 } else {
2765 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2766 return WINED3DERR_NOTAVAILABLE;
2770 /* Check QUERY_WRAPANDMIP support */
2771 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2772 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2773 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2774 } else {
2775 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2776 return WINED3DERR_NOTAVAILABLE;
2780 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2781 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2782 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2783 } else {
2784 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2785 return WINED3DERR_NOTAVAILABLE;
2788 } else {
2789 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2790 return WINED3DERR_NOTAVAILABLE;
2792 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2793 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2794 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2796 * Volumetexture allows:
2797 * - D3DUSAGE_DYNAMIC
2798 * - D3DUSAGE_NONSECURE (d3d9ex)
2799 * - D3DUSAGE_SOFTWAREPROCESSING
2800 * - D3DUSAGE_QUERY_WRAPANDMIP
2803 if(SurfaceType != SURFACE_OPENGL) {
2804 TRACE("[FAILED]\n");
2805 return WINED3DERR_NOTAVAILABLE;
2808 /* Check volume texture and volume usage caps */
2809 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2810 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2811 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2812 return WINED3DERR_NOTAVAILABLE;
2815 /* Always report dynamic locking */
2816 if(Usage & WINED3DUSAGE_DYNAMIC)
2817 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2819 /* Always report software processing */
2820 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2821 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2823 /* Check QUERY_FILTER support */
2824 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2825 if(CheckFilterCapability(Adapter, CheckFormat)) {
2826 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2827 } else {
2828 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2829 return WINED3DERR_NOTAVAILABLE;
2833 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2834 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2835 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2836 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2837 } else {
2838 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2839 return WINED3DERR_NOTAVAILABLE;
2843 /* Check QUERY_SRGBREAD support */
2844 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2845 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2846 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2847 } else {
2848 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2849 return WINED3DERR_NOTAVAILABLE;
2853 /* Check QUERY_SRGBWRITE support */
2854 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2855 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2856 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2857 } else {
2858 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2859 return WINED3DERR_NOTAVAILABLE;
2863 /* Check QUERY_VERTEXTEXTURE support */
2864 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2865 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2866 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2867 } else {
2868 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2869 return WINED3DERR_NOTAVAILABLE;
2873 /* Check QUERY_WRAPANDMIP support */
2874 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2875 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2876 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2877 } else {
2878 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2879 return WINED3DERR_NOTAVAILABLE;
2882 } else {
2883 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2884 return WINED3DERR_NOTAVAILABLE;
2887 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2888 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2889 * app needing one of those formats, don't advertize them to avoid leading apps into
2890 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2891 * except of R32F.
2893 switch(CheckFormat) {
2894 case WINED3DFMT_P8:
2895 case WINED3DFMT_A4L4:
2896 case WINED3DFMT_R32F:
2897 case WINED3DFMT_R16F:
2898 case WINED3DFMT_X8L8V8U8:
2899 case WINED3DFMT_L6V5U5:
2900 case WINED3DFMT_G16R16:
2901 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2902 return WINED3DERR_NOTAVAILABLE;
2904 case WINED3DFMT_Q8W8V8U8:
2905 case WINED3DFMT_V16U16:
2906 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2907 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2908 return WINED3DERR_NOTAVAILABLE;
2910 break;
2912 case WINED3DFMT_V8U8:
2913 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2914 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2915 return WINED3DERR_NOTAVAILABLE;
2917 break;
2919 case WINED3DFMT_DXT1:
2920 case WINED3DFMT_DXT2:
2921 case WINED3DFMT_DXT3:
2922 case WINED3DFMT_DXT4:
2923 case WINED3DFMT_DXT5:
2924 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2925 * compressed texture results in an error. While the D3D refrast does
2926 * support s3tc volumes, at least the nvidia windows driver does not, so
2927 * we're free not to support this format.
2929 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2930 return WINED3DERR_NOTAVAILABLE;
2932 default:
2933 /* Do nothing, continue with checking the format below */
2934 break;
2936 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2937 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2938 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2939 return WINED3DERR_NOTAVAILABLE;
2942 /* This format is nothing special and it is supported perfectly.
2943 * However, ati and nvidia driver on windows do not mark this format as
2944 * supported (tested with the dxCapsViewer) and pretending to
2945 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2946 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2947 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2949 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2950 TRACE_(d3d_caps)("[FAILED]\n");
2951 return WINED3DERR_NOTAVAILABLE;
2954 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2955 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2956 * usage flags match. */
2957 if(UsageCaps == Usage) {
2958 return WINED3D_OK;
2959 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2960 return WINED3DOK_NOAUTOGEN;
2961 } else {
2962 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
2963 return WINED3DERR_NOTAVAILABLE;
2967 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2968 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2969 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2971 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2972 This,
2973 Adapter,
2974 DeviceType, debug_d3ddevicetype(DeviceType),
2975 SourceFormat, debug_d3dformat(SourceFormat),
2976 TargetFormat, debug_d3dformat(TargetFormat));
2977 return WINED3D_OK;
2980 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2981 const shader_backend_t *ret;
2982 int vs_selected_mode;
2983 int ps_selected_mode;
2985 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2986 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2987 ret = &glsl_shader_backend;
2988 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2989 ret = &arb_program_shader_backend;
2990 } else {
2991 ret = &none_shader_backend;
2993 return ret;
2996 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2997 int vs_selected_mode;
2998 int ps_selected_mode;
3000 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3001 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3002 return &arbfp_fragment_pipeline;
3003 } else if(ps_selected_mode == SHADER_ATI) {
3004 return &atifs_fragment_pipeline;
3005 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3006 return &nvts_fragment_pipeline;
3007 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3008 return &nvrc_fragment_pipeline;
3009 } else {
3010 return &ffp_fragment_pipeline;
3014 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3015 int vs_selected_mode;
3016 int ps_selected_mode;
3018 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3019 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3020 return &arbfp_blit;
3021 } else {
3022 return &ffp_blit;
3026 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3027 subset of a D3DCAPS9 structure. However, it has to come via a void *
3028 as the d3d8 interface cannot import the d3d9 header */
3029 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3031 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3032 int vs_selected_mode;
3033 int ps_selected_mode;
3034 struct shader_caps shader_caps;
3035 struct fragment_caps fragment_caps;
3036 const shader_backend_t *shader_backend;
3037 const struct fragment_pipeline *frag_pipeline = NULL;
3038 DWORD ckey_caps, blit_caps, fx_caps;
3040 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3042 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3043 return WINED3DERR_INVALIDCALL;
3046 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3048 /* This function should *not* be modifying GL caps
3049 * TODO: move the functionality where it belongs */
3050 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
3052 /* ------------------------------------------------
3053 The following fields apply to both d3d8 and d3d9
3054 ------------------------------------------------ */
3055 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3056 pCaps->AdapterOrdinal = Adapter;
3058 pCaps->Caps = 0;
3059 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3060 WINED3DCAPS2_FULLSCREENGAMMA |
3061 WINED3DCAPS2_DYNAMICTEXTURES;
3062 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3063 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3065 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
3066 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3067 WINED3DPRESENT_INTERVAL_ONE;
3069 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3070 WINED3DCURSORCAPS_LOWRES;
3072 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3073 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3074 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3075 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3076 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3077 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3078 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3079 WINED3DDEVCAPS_PUREDEVICE |
3080 WINED3DDEVCAPS_HWRASTERIZATION |
3081 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3082 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3083 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3084 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3085 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3086 WINED3DDEVCAPS_RTPATCHES;
3088 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3089 WINED3DPMISCCAPS_CULLCCW |
3090 WINED3DPMISCCAPS_CULLCW |
3091 WINED3DPMISCCAPS_COLORWRITEENABLE |
3092 WINED3DPMISCCAPS_CLIPTLVERTS |
3093 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3094 WINED3DPMISCCAPS_MASKZ |
3095 WINED3DPMISCCAPS_BLENDOP |
3096 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3097 /* TODO:
3098 WINED3DPMISCCAPS_NULLREFERENCE
3099 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3100 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3101 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3102 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3104 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3105 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3107 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3108 WINED3DPRASTERCAPS_PAT |
3109 WINED3DPRASTERCAPS_WFOG |
3110 WINED3DPRASTERCAPS_ZFOG |
3111 WINED3DPRASTERCAPS_FOGVERTEX |
3112 WINED3DPRASTERCAPS_FOGTABLE |
3113 WINED3DPRASTERCAPS_STIPPLE |
3114 WINED3DPRASTERCAPS_SUBPIXEL |
3115 WINED3DPRASTERCAPS_ZTEST |
3116 WINED3DPRASTERCAPS_SCISSORTEST |
3117 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3118 WINED3DPRASTERCAPS_DEPTHBIAS;
3120 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3121 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3122 WINED3DPRASTERCAPS_ZBIAS |
3123 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3125 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3126 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3128 /* FIXME Add:
3129 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3130 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3131 WINED3DPRASTERCAPS_ANTIALIASEDGES
3132 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3133 WINED3DPRASTERCAPS_WBUFFER */
3135 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3136 WINED3DPCMPCAPS_EQUAL |
3137 WINED3DPCMPCAPS_GREATER |
3138 WINED3DPCMPCAPS_GREATEREQUAL |
3139 WINED3DPCMPCAPS_LESS |
3140 WINED3DPCMPCAPS_LESSEQUAL |
3141 WINED3DPCMPCAPS_NEVER |
3142 WINED3DPCMPCAPS_NOTEQUAL;
3144 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3145 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3146 WINED3DPBLENDCAPS_DESTALPHA |
3147 WINED3DPBLENDCAPS_DESTCOLOR |
3148 WINED3DPBLENDCAPS_INVDESTALPHA |
3149 WINED3DPBLENDCAPS_INVDESTCOLOR |
3150 WINED3DPBLENDCAPS_INVSRCALPHA |
3151 WINED3DPBLENDCAPS_INVSRCCOLOR |
3152 WINED3DPBLENDCAPS_ONE |
3153 WINED3DPBLENDCAPS_SRCALPHA |
3154 WINED3DPBLENDCAPS_SRCALPHASAT |
3155 WINED3DPBLENDCAPS_SRCCOLOR |
3156 WINED3DPBLENDCAPS_ZERO;
3158 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3159 WINED3DPBLENDCAPS_DESTCOLOR |
3160 WINED3DPBLENDCAPS_INVDESTALPHA |
3161 WINED3DPBLENDCAPS_INVDESTCOLOR |
3162 WINED3DPBLENDCAPS_INVSRCALPHA |
3163 WINED3DPBLENDCAPS_INVSRCCOLOR |
3164 WINED3DPBLENDCAPS_ONE |
3165 WINED3DPBLENDCAPS_SRCALPHA |
3166 WINED3DPBLENDCAPS_SRCCOLOR |
3167 WINED3DPBLENDCAPS_ZERO;
3168 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3169 * according to the glBlendFunc manpage
3171 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3172 * legacy settings for srcblend only
3175 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3176 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3177 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3181 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3182 WINED3DPCMPCAPS_EQUAL |
3183 WINED3DPCMPCAPS_GREATER |
3184 WINED3DPCMPCAPS_GREATEREQUAL |
3185 WINED3DPCMPCAPS_LESS |
3186 WINED3DPCMPCAPS_LESSEQUAL |
3187 WINED3DPCMPCAPS_NEVER |
3188 WINED3DPCMPCAPS_NOTEQUAL;
3190 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3191 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3192 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3193 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3194 WINED3DPSHADECAPS_COLORFLATRGB |
3195 WINED3DPSHADECAPS_FOGFLAT |
3196 WINED3DPSHADECAPS_FOGGOURAUD |
3197 WINED3DPSHADECAPS_SPECULARFLATRGB;
3199 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3200 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3201 WINED3DPTEXTURECAPS_TRANSPARENCY |
3202 WINED3DPTEXTURECAPS_BORDER |
3203 WINED3DPTEXTURECAPS_MIPMAP |
3204 WINED3DPTEXTURECAPS_PROJECTED |
3205 WINED3DPTEXTURECAPS_PERSPECTIVE;
3207 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3208 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3209 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3212 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3213 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3214 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3215 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3218 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3219 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3220 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3221 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3225 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3226 WINED3DPTFILTERCAPS_MAGFPOINT |
3227 WINED3DPTFILTERCAPS_MINFLINEAR |
3228 WINED3DPTFILTERCAPS_MINFPOINT |
3229 WINED3DPTFILTERCAPS_MIPFLINEAR |
3230 WINED3DPTFILTERCAPS_MIPFPOINT |
3231 WINED3DPTFILTERCAPS_LINEAR |
3232 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3233 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3234 WINED3DPTFILTERCAPS_MIPLINEAR |
3235 WINED3DPTFILTERCAPS_MIPNEAREST |
3236 WINED3DPTFILTERCAPS_NEAREST;
3238 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3239 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3240 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3243 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3244 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3245 WINED3DPTFILTERCAPS_MAGFPOINT |
3246 WINED3DPTFILTERCAPS_MINFLINEAR |
3247 WINED3DPTFILTERCAPS_MINFPOINT |
3248 WINED3DPTFILTERCAPS_MIPFLINEAR |
3249 WINED3DPTFILTERCAPS_MIPFPOINT |
3250 WINED3DPTFILTERCAPS_LINEAR |
3251 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3252 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3253 WINED3DPTFILTERCAPS_MIPLINEAR |
3254 WINED3DPTFILTERCAPS_MIPNEAREST |
3255 WINED3DPTFILTERCAPS_NEAREST;
3257 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3258 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3259 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3261 } else
3262 pCaps->CubeTextureFilterCaps = 0;
3264 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3265 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3266 WINED3DPTFILTERCAPS_MAGFPOINT |
3267 WINED3DPTFILTERCAPS_MINFLINEAR |
3268 WINED3DPTFILTERCAPS_MINFPOINT |
3269 WINED3DPTFILTERCAPS_MIPFLINEAR |
3270 WINED3DPTFILTERCAPS_MIPFPOINT |
3271 WINED3DPTFILTERCAPS_LINEAR |
3272 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3273 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3274 WINED3DPTFILTERCAPS_MIPLINEAR |
3275 WINED3DPTFILTERCAPS_MIPNEAREST |
3276 WINED3DPTFILTERCAPS_NEAREST;
3277 } else
3278 pCaps->VolumeTextureFilterCaps = 0;
3280 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3281 WINED3DPTADDRESSCAPS_CLAMP |
3282 WINED3DPTADDRESSCAPS_WRAP;
3284 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3285 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3287 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3288 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3290 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3291 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3294 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3295 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3296 WINED3DPTADDRESSCAPS_CLAMP |
3297 WINED3DPTADDRESSCAPS_WRAP;
3298 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3299 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3301 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3302 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3304 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3305 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3307 } else
3308 pCaps->VolumeTextureAddressCaps = 0;
3310 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3311 WINED3DLINECAPS_ZTEST |
3312 WINED3DLINECAPS_BLEND |
3313 WINED3DLINECAPS_ALPHACMP |
3314 WINED3DLINECAPS_FOG;
3315 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3316 * idea how generating the smoothing alpha values works; the result is different
3319 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3320 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3322 if(GL_SUPPORT(EXT_TEXTURE3D))
3323 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3324 else
3325 pCaps->MaxVolumeExtent = 0;
3327 pCaps->MaxTextureRepeat = 32768;
3328 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3329 pCaps->MaxVertexW = 1.0;
3331 pCaps->GuardBandLeft = 0;
3332 pCaps->GuardBandTop = 0;
3333 pCaps->GuardBandRight = 0;
3334 pCaps->GuardBandBottom = 0;
3336 pCaps->ExtentsAdjust = 0;
3338 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3339 WINED3DSTENCILCAPS_INCRSAT |
3340 WINED3DSTENCILCAPS_INVERT |
3341 WINED3DSTENCILCAPS_KEEP |
3342 WINED3DSTENCILCAPS_REPLACE |
3343 WINED3DSTENCILCAPS_ZERO;
3344 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3345 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3346 WINED3DSTENCILCAPS_INCR;
3348 if ( This->dxVersion > 8 &&
3349 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3350 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3351 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3354 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3356 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3357 pCaps->MaxActiveLights = GL_LIMITS(lights);
3359 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3360 pCaps->MaxVertexBlendMatrixIndex = 0;
3362 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3363 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3366 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3367 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3368 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3369 WINED3DVTXPCAPS_LOCALVIEWER |
3370 WINED3DVTXPCAPS_VERTEXFOG |
3371 WINED3DVTXPCAPS_TEXGEN;
3372 /* FIXME: Add
3373 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3375 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3376 pCaps->MaxVertexIndex = 0xFFFFF;
3377 pCaps->MaxStreams = MAX_STREAMS;
3378 pCaps->MaxStreamStride = 1024;
3380 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3381 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3382 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3383 pCaps->MaxNpatchTessellationLevel = 0;
3384 pCaps->MasterAdapterOrdinal = 0;
3385 pCaps->AdapterOrdinalInGroup = 0;
3386 pCaps->NumberOfAdaptersInGroup = 1;
3388 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3390 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3391 WINED3DPTFILTERCAPS_MAGFPOINT |
3392 WINED3DPTFILTERCAPS_MINFLINEAR |
3393 WINED3DPTFILTERCAPS_MAGFLINEAR;
3394 pCaps->VertexTextureFilterCaps = 0;
3396 memset(&shader_caps, 0, sizeof(shader_caps));
3397 shader_backend = select_shader_backend(Adapter, DeviceType);
3398 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3400 memset(&fragment_caps, 0, sizeof(fragment_caps));
3401 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3402 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3404 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3405 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3407 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3408 * Ignore shader model capabilities if disabled in config
3410 if(vs_selected_mode == SHADER_NONE) {
3411 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3412 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3413 pCaps->MaxVertexShaderConst = 0;
3414 } else {
3415 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3416 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3419 if(ps_selected_mode == SHADER_NONE) {
3420 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3421 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3422 pCaps->PixelShader1xMaxValue = 0.0;
3423 } else {
3424 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3425 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3428 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3429 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3430 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3432 pCaps->VS20Caps = shader_caps.VS20Caps;
3433 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3434 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3435 pCaps->PS20Caps = shader_caps.PS20Caps;
3436 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3437 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3439 /* The following caps are shader specific, but they are things we cannot detect, or which
3440 * are the same among all shader models. So to avoid code duplication set the shader version
3441 * specific, but otherwise constant caps here
3443 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3444 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3445 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3446 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3447 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3448 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3449 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3451 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3452 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3453 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3454 pCaps->VS20Caps.Caps = 0;
3455 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3456 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3457 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3459 pCaps->MaxVShaderInstructionsExecuted = 65535;
3460 pCaps->MaxVertexShader30InstructionSlots = 0;
3461 } else { /* VS 1.x */
3462 pCaps->VS20Caps.Caps = 0;
3463 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3464 pCaps->VS20Caps.NumTemps = 0;
3465 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3467 pCaps->MaxVShaderInstructionsExecuted = 0;
3468 pCaps->MaxVertexShader30InstructionSlots = 0;
3471 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3472 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3473 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3475 /* 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 */
3476 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3477 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3478 WINED3DPS20CAPS_PREDICATION |
3479 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3480 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3481 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3482 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3483 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3484 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3486 pCaps->MaxPShaderInstructionsExecuted = 65535;
3487 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3488 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3489 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3490 pCaps->PS20Caps.Caps = 0;
3491 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3492 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3493 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3494 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3496 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3497 pCaps->MaxPixelShader30InstructionSlots = 0;
3498 } else { /* PS 1.x */
3499 pCaps->PS20Caps.Caps = 0;
3500 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3501 pCaps->PS20Caps.NumTemps = 0;
3502 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3503 pCaps->PS20Caps.NumInstructionSlots = 0;
3505 pCaps->MaxPShaderInstructionsExecuted = 0;
3506 pCaps->MaxPixelShader30InstructionSlots = 0;
3509 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3510 /* OpenGL supports all the formats below, perhaps not always
3511 * without conversion, but it supports them.
3512 * Further GLSL doesn't seem to have an official unsigned type so
3513 * don't advertise it yet as I'm not sure how we handle it.
3514 * We might need to add some clamping in the shader engine to
3515 * support it.
3516 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3517 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3518 WINED3DDTCAPS_UBYTE4N |
3519 WINED3DDTCAPS_SHORT2N |
3520 WINED3DDTCAPS_SHORT4N;
3521 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3522 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3523 WINED3DDTCAPS_FLOAT16_4;
3525 } else
3526 pCaps->DeclTypes = 0;
3528 /* Set DirectDraw helper Caps */
3529 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3530 WINEDDCKEYCAPS_SRCBLT;
3531 fx_caps = WINEDDFXCAPS_BLTALPHA |
3532 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3533 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3534 WINEDDFXCAPS_BLTROTATION90 |
3535 WINEDDFXCAPS_BLTSHRINKX |
3536 WINEDDFXCAPS_BLTSHRINKXN |
3537 WINEDDFXCAPS_BLTSHRINKY |
3538 WINEDDFXCAPS_BLTSHRINKXN |
3539 WINEDDFXCAPS_BLTSTRETCHX |
3540 WINEDDFXCAPS_BLTSTRETCHXN |
3541 WINEDDFXCAPS_BLTSTRETCHY |
3542 WINEDDFXCAPS_BLTSTRETCHYN;
3543 blit_caps = WINEDDCAPS_BLT |
3544 WINEDDCAPS_BLTCOLORFILL |
3545 WINEDDCAPS_BLTDEPTHFILL |
3546 WINEDDCAPS_BLTSTRETCH |
3547 WINEDDCAPS_CANBLTSYSMEM |
3548 WINEDDCAPS_CANCLIP |
3549 WINEDDCAPS_CANCLIPSTRETCHED |
3550 WINEDDCAPS_COLORKEY |
3551 WINEDDCAPS_COLORKEYHWASSIST |
3552 WINEDDCAPS_ALIGNBOUNDARYSRC;
3554 /* Fill the ddraw caps structure */
3555 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3556 WINEDDCAPS_PALETTE |
3557 blit_caps;
3558 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3559 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3560 WINEDDCAPS2_PRIMARYGAMMA |
3561 WINEDDCAPS2_WIDESURFACES |
3562 WINEDDCAPS2_CANRENDERWINDOWED;
3563 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3564 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3565 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3566 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3567 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3568 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3569 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3570 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3571 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3573 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3574 WINEDDSCAPS_BACKBUFFER |
3575 WINEDDSCAPS_FLIP |
3576 WINEDDSCAPS_FRONTBUFFER |
3577 WINEDDSCAPS_OFFSCREENPLAIN |
3578 WINEDDSCAPS_PALETTE |
3579 WINEDDSCAPS_PRIMARYSURFACE |
3580 WINEDDSCAPS_SYSTEMMEMORY |
3581 WINEDDSCAPS_VIDEOMEMORY |
3582 WINEDDSCAPS_VISIBLE;
3583 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3585 /* Set D3D caps if OpenGL is available. */
3586 if(Adapters[Adapter].opengl) {
3587 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3588 WINEDDSCAPS_MIPMAP |
3589 WINEDDSCAPS_TEXTURE |
3590 WINEDDSCAPS_ZBUFFER;
3591 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3594 return WINED3D_OK;
3597 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3598 and fields being inserted in the middle, a new structure is used in place */
3599 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3600 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3601 IUnknown *parent) {
3603 IWineD3DDeviceImpl *object = NULL;
3604 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3605 WINED3DDISPLAYMODE mode;
3606 const struct fragment_pipeline *frag_pipeline = NULL;
3607 int i;
3608 struct fragment_caps ffp_caps;
3610 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3611 * number and create a device without a 3D adapter for 2D only operation.
3613 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3614 return WINED3DERR_INVALIDCALL;
3617 /* Create a WineD3DDevice object */
3618 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3619 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3620 TRACE("Created WineD3DDevice object @ %p\n", object);
3621 if (NULL == object) {
3622 return WINED3DERR_OUTOFVIDEOMEMORY;
3625 /* Set up initial COM information */
3626 object->lpVtbl = &IWineD3DDevice_Vtbl;
3627 object->ref = 1;
3628 object->wineD3D = iface;
3629 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3630 IWineD3D_AddRef(object->wineD3D);
3631 object->parent = parent;
3632 list_init(&object->resources);
3633 list_init(&object->shaders);
3635 if(This->dxVersion == 7) {
3636 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3637 } else {
3638 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3640 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3642 /* Set the state up as invalid until the device is fully created */
3643 object->state = WINED3DERR_DRIVERINTERNALERROR;
3645 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3646 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3648 /* Save the creation parameters */
3649 object->createParms.AdapterOrdinal = Adapter;
3650 object->createParms.DeviceType = DeviceType;
3651 object->createParms.hFocusWindow = hFocusWindow;
3652 object->createParms.BehaviorFlags = BehaviourFlags;
3654 /* Initialize other useful values */
3655 object->adapterNo = Adapter;
3656 object->devType = DeviceType;
3658 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3659 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3661 memset(&ffp_caps, 0, sizeof(ffp_caps));
3662 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3663 object->frag_pipe = frag_pipeline;
3664 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
3665 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3666 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3667 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3668 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3670 object->blitter = select_blit_implementation(Adapter, DeviceType);
3672 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3673 * model can deal with that. It is essentially the same, just with adjusted
3674 * Set*ShaderConstantF implementations
3676 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3677 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3680 /* set the state of the device to valid */
3681 object->state = WINED3D_OK;
3683 /* Get the initial screen setup for ddraw */
3684 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3686 object->ddraw_width = mode.Width;
3687 object->ddraw_height = mode.Height;
3688 object->ddraw_format = mode.Format;
3690 for(i = 0; i < PATCHMAP_SIZE; i++) {
3691 list_init(&object->patches[i]);
3693 return WINED3D_OK;
3695 #undef GLINFO_LOCATION
3697 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3698 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3699 IUnknown_AddRef(This->parent);
3700 *pParent = This->parent;
3701 return WINED3D_OK;
3704 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3705 IUnknown* surfaceParent;
3706 TRACE("(%p) call back\n", pSurface);
3708 /* Now, release the parent, which will take care of cleaning up the surface for us */
3709 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3710 IUnknown_Release(surfaceParent);
3711 return IUnknown_Release(surfaceParent);
3714 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3715 IUnknown* volumeParent;
3716 TRACE("(%p) call back\n", pVolume);
3718 /* Now, release the parent, which will take care of cleaning up the volume for us */
3719 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3720 IUnknown_Release(volumeParent);
3721 return IUnknown_Release(volumeParent);
3724 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3725 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3726 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3727 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3729 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3730 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3731 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3732 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3733 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3734 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3735 * DirectDraw, not OpenGL.
3737 if(gl_info->supported[APPLE_FENCE] &&
3738 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3739 gl_info->supported[APPLE_FLUSH_RENDER] &&
3740 gl_info->supported[APPLE_YCBCR_422]) {
3741 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3742 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3743 return TRUE;
3744 } else {
3745 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3746 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3747 return FALSE;
3751 #define GLINFO_LOCATION (*gl_info)
3752 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3753 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3754 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3755 * all the texture. This function detects this bug by its symptom and disables PBOs
3756 * if the test fails.
3758 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3759 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3760 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3761 * read back is compared to the original. If they are equal PBOs are assumed to work,
3762 * otherwise the PBO extension is disabled.
3764 GLuint texture, pbo;
3765 static const unsigned int pattern[] = {
3766 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3767 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3768 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3769 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3771 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3773 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3774 /* No PBO -> No point in testing them */
3775 return;
3778 while(glGetError());
3779 glGenTextures(1, &texture);
3780 glBindTexture(GL_TEXTURE_2D, texture);
3781 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3782 checkGLcall("Specifying the PBO test texture\n");
3784 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3785 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3786 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3787 checkGLcall("Specifying the PBO test pbo\n");
3789 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3790 checkGLcall("Loading the PBO test texture\n");
3792 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3793 glFinish(); /* just to be sure */
3795 memset(check, 0, sizeof(check));
3796 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3797 checkGLcall("Reading back the PBO test texture\n");
3799 glDeleteTextures(1, &texture);
3800 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3801 checkGLcall("PBO test cleanup\n");
3803 if(memcmp(check, pattern, sizeof(check)) != 0) {
3804 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3805 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3806 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3807 } else {
3808 TRACE_(d3d_caps)("PBO test successful\n");
3811 #undef GLINFO_LOCATION
3813 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3814 * reporting a driver version is moot because we are not the Windows driver, and we have different
3815 * bugs, features, etc.
3817 * If a card is not found in this table, the gl driver version is reported
3819 struct driver_version_information {
3820 WORD vendor; /* reported PCI card vendor ID */
3821 WORD card; /* reported PCI card device ID */
3822 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3823 WORD lopart_hi, lopart_lo; /* driver loword to report */
3826 static const struct driver_version_information driver_version_table[] = {
3827 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3828 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3829 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3830 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3831 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3832 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3833 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3834 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3835 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3836 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3837 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3838 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3839 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3840 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3841 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3842 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3843 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3844 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3845 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3847 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3848 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3849 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3850 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3851 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3852 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3853 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3855 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3858 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3859 unsigned int i;
3860 BOOL apple = implementation_is_apple(gl_info);
3862 if(apple) {
3863 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3864 * used it falls back to software. While the compiler can detect if the shader uses all declared
3865 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3866 * using relative addressing falls back to software.
3868 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3870 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3871 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3872 } else {
3873 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3874 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3875 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3878 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3879 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3880 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3881 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3882 * according to the spec.
3884 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3885 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3887 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3888 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3889 * this workaround is activated on cards that do not need it, it won't break things, just affect
3890 * performance negatively.
3892 if(gl_info->gl_vendor == VENDOR_INTEL ||
3893 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3894 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3895 gl_info->set_texcoord_w = TRUE;
3899 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3900 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3901 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3902 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3903 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3904 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3905 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3907 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3908 * has this extension promoted to core. The extension loading code sets this extension supported
3909 * due to that, so this code works on fglrx as well.
3911 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3912 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3913 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3914 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3915 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3916 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3917 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3921 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3922 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3923 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3924 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3925 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3926 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
3928 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3929 * triggering the software fallback. There is not much we can do here apart from disabling the
3930 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3931 * in IWineD3DImpl_FillGLCaps).
3932 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3933 * post-processing effects in the game "Max Payne 2").
3934 * The behaviour can be verified through a simple test app attached in bugreport #14724.
3936 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3937 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3938 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3939 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3940 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3944 /* Find out if PBOs work as they are supposed to */
3945 test_pbo_functionality(gl_info);
3947 /* Fixup the driver version */
3948 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3949 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3950 gl_info->gl_card == driver_version_table[i].card) {
3951 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3953 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3954 driver_version_table[i].lopart_lo);
3955 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3956 driver_version_table[i].hipart_lo);
3957 break;
3962 static void WINE_GLAPI invalid_func(void *data) {
3963 ERR("Invalid vertex attribute function called\n");
3964 DebugBreak();
3967 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, void * data) {
3968 ERR("Invalid texcoord function called\n");
3969 DebugBreak();
3972 #define GLINFO_LOCATION (Adapters[0].gl_info)
3974 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3975 * the extension detection and are used in drawStridedSlow
3977 static void WINE_GLAPI position_d3dcolor(void *data) {
3978 DWORD pos = *((DWORD *) data);
3980 FIXME("Add a test for fixed function position from d3dcolor type\n");
3981 glVertex4s(D3DCOLOR_B_R(pos),
3982 D3DCOLOR_B_G(pos),
3983 D3DCOLOR_B_B(pos),
3984 D3DCOLOR_B_A(pos));
3986 static void WINE_GLAPI position_float4(void *data) {
3987 GLfloat *pos = (float *) data;
3989 if (pos[3] < eps && pos[3] > -eps)
3990 glVertex3fv(pos);
3991 else {
3992 float w = 1.0 / pos[3];
3994 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3998 static void WINE_GLAPI diffuse_d3dcolor(void *data) {
3999 DWORD diffuseColor = *((DWORD *) data);
4001 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4002 D3DCOLOR_B_G(diffuseColor),
4003 D3DCOLOR_B_B(diffuseColor),
4004 D3DCOLOR_B_A(diffuseColor));
4007 static void WINE_GLAPI specular_d3dcolor(void *data) {
4008 DWORD specularColor = *((DWORD *) data);
4010 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
4011 D3DCOLOR_B_G(specularColor),
4012 D3DCOLOR_B_B(specularColor));
4014 static void WINE_GLAPI warn_no_specular_func(void *data) {
4015 WARN("GL_EXT_secondary_color not supported\n");
4018 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
4019 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4020 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4021 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
4022 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
4023 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
4024 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4025 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4026 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
4027 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4028 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4029 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4030 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4031 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4032 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4033 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4034 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4035 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4037 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4038 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4039 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
4040 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
4041 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
4042 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4043 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4044 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4045 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
4046 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4047 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
4048 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4049 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
4050 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4051 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4052 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4053 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4055 /* No 4 component entry points here */
4056 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4057 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4058 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4059 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
4060 } else {
4061 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
4063 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
4064 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4065 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
4066 } else {
4067 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
4069 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4070 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4071 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4072 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4073 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4074 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4075 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4076 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4077 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4078 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4079 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4080 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4082 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4083 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4085 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4086 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4087 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
4088 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
4089 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
4090 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4091 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4092 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4093 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4094 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4095 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4096 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4097 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4098 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4099 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4100 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4101 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4103 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) GL_EXTCALL(glMultiTexCoord1fvARB);
4104 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) GL_EXTCALL(glMultiTexCoord2fvARB);
4105 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glMultiTexCoord3fvARB);
4106 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) GL_EXTCALL(glMultiTexCoord4fvARB);
4107 multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_texcoord_func;
4108 multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_texcoord_func;
4109 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (void *) GL_EXTCALL(glMultiTexCoord2svARB);
4110 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (void *) GL_EXTCALL(glMultiTexCoord4svARB);
4111 multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_texcoord_func;
4112 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_texcoord_func;
4113 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_texcoord_func;
4114 multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_texcoord_func;
4115 multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_texcoord_func;
4116 multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_texcoord_func;
4117 multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_texcoord_func;
4118 if (GL_SUPPORT(NV_HALF_FLOAT))
4120 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) GL_EXTCALL(glMultiTexCoord2hvNV);
4121 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) GL_EXTCALL(glMultiTexCoord4hvNV);
4122 } else {
4123 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_texcoord_func;
4124 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_texcoord_func;
4127 texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) glTexCoord1fv;
4128 texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) glTexCoord2fv;
4129 texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glTexCoord3fv;
4130 texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glTexCoord4fv;
4131 texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
4132 texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4133 texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (void *) glTexCoord2sv;
4134 texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glTexCoord4sv;
4135 texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4136 texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4137 texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4138 texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4139 texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4140 texcoord_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4141 texcoord_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4142 if (GL_SUPPORT(NV_HALF_FLOAT))
4144 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) GL_EXTCALL(glTexCoord2hvNV);
4145 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) GL_EXTCALL(glTexCoord4hvNV);
4146 } else {
4147 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4148 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4152 #define PUSH1(att) attribs[nAttribs++] = (att);
4153 BOOL InitAdapters(void) {
4154 static HMODULE mod_gl, mod_win32gl;
4155 BOOL ret;
4156 int ps_selected_mode, vs_selected_mode;
4158 /* No need to hold any lock. The calling library makes sure only one thread calls
4159 * wined3d simultaneously
4161 if(numAdapters > 0) return Adapters[0].opengl;
4163 TRACE("Initializing adapters\n");
4165 if(!mod_gl) {
4166 #ifdef USE_WIN32_OPENGL
4167 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4168 mod_gl = LoadLibraryA("opengl32.dll");
4169 if(!mod_gl) {
4170 ERR("Can't load opengl32.dll!\n");
4171 goto nogl_adapter;
4173 mod_win32gl = mod_gl;
4174 #else
4175 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4176 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4177 mod_gl = GetModuleHandleA("gdi32.dll");
4178 mod_win32gl = LoadLibraryA("opengl32.dll");
4179 if(!mod_win32gl) {
4180 ERR("Can't load opengl32.dll!\n");
4181 goto nogl_adapter;
4183 #endif
4186 /* Load WGL core functions from opengl32.dll */
4187 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4188 WGL_FUNCS_GEN;
4189 #undef USE_WGL_FUNC
4191 if(!pwglGetProcAddress) {
4192 ERR("Unable to load wglGetProcAddress!\n");
4193 goto nogl_adapter;
4196 /* Dynamically load all GL core functions */
4197 GL_FUNCS_GEN;
4198 #undef USE_GL_FUNC
4200 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4201 * otherwise because we have to use winex11.drv's override
4203 glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4204 glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4206 /* For now only one default adapter */
4208 int iPixelFormat;
4209 int attribs[10];
4210 int values[10];
4211 int nAttribs = 0;
4212 int res;
4213 int i;
4214 WineD3D_PixelFormat *cfgs;
4215 int attribute;
4216 DISPLAY_DEVICEW DisplayDevice;
4217 HDC hdc;
4219 TRACE("Initializing default adapter\n");
4220 Adapters[0].num = 0;
4221 Adapters[0].monitorPoint.x = -1;
4222 Adapters[0].monitorPoint.y = -1;
4224 if (!WineD3D_CreateFakeGLContext()) {
4225 ERR("Failed to get a gl context for default adapter\n");
4226 WineD3D_ReleaseFakeGLContext();
4227 goto nogl_adapter;
4230 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4231 if(!ret) {
4232 ERR("Failed to initialize gl caps for default adapter\n");
4233 WineD3D_ReleaseFakeGLContext();
4234 goto nogl_adapter;
4236 ret = initPixelFormats(&Adapters[0].gl_info);
4237 if(!ret) {
4238 ERR("Failed to init gl formats\n");
4239 WineD3D_ReleaseFakeGLContext();
4240 goto nogl_adapter;
4243 hdc = pwglGetCurrentDC();
4244 if(!hdc) {
4245 ERR("Failed to get gl HDC\n");
4246 WineD3D_ReleaseFakeGLContext();
4247 goto nogl_adapter;
4250 Adapters[0].driver = "Display";
4251 Adapters[0].description = "Direct3D HAL";
4253 /* Use the VideoRamSize registry setting when set */
4254 if(wined3d_settings.emulated_textureram)
4255 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4256 else
4257 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4258 Adapters[0].UsedTextureRam = 0;
4259 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4261 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4262 DisplayDevice.cb = sizeof(DisplayDevice);
4263 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4264 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4265 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4267 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4268 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4270 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4271 cfgs = Adapters[0].cfgs;
4272 PUSH1(WGL_RED_BITS_ARB)
4273 PUSH1(WGL_GREEN_BITS_ARB)
4274 PUSH1(WGL_BLUE_BITS_ARB)
4275 PUSH1(WGL_ALPHA_BITS_ARB)
4276 PUSH1(WGL_DEPTH_BITS_ARB)
4277 PUSH1(WGL_STENCIL_BITS_ARB)
4278 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4279 PUSH1(WGL_PIXEL_TYPE_ARB)
4280 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4281 PUSH1(WGL_AUX_BUFFERS_ARB)
4283 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4284 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4286 if(!res)
4287 continue;
4289 /* Cache the pixel format */
4290 cfgs->iPixelFormat = iPixelFormat;
4291 cfgs->redSize = values[0];
4292 cfgs->greenSize = values[1];
4293 cfgs->blueSize = values[2];
4294 cfgs->alphaSize = values[3];
4295 cfgs->depthSize = values[4];
4296 cfgs->stencilSize = values[5];
4297 cfgs->windowDrawable = values[6];
4298 cfgs->iPixelType = values[7];
4299 cfgs->doubleBuffer = values[8];
4300 cfgs->auxBuffers = values[9];
4302 cfgs->pbufferDrawable = FALSE;
4303 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4304 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4305 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4306 int value;
4307 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4308 cfgs->pbufferDrawable = value;
4311 cfgs->numSamples = 0;
4312 /* Check multisample support */
4313 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4314 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4315 int value[2];
4316 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4317 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4318 * value[1] = number of multi sample buffers*/
4319 if(value[0])
4320 cfgs->numSamples = value[1];
4324 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4325 cfgs++;
4328 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4329 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4330 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4331 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4332 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4333 * driver is allowed to consume more bits EXCEPT for stencil bits.
4335 * Mark an adapter with this broken stencil behavior.
4337 Adapters[0].brokenStencil = TRUE;
4338 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4339 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4340 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4341 Adapters[0].brokenStencil = FALSE;
4342 break;
4346 fixup_extensions(&Adapters[0].gl_info);
4348 WineD3D_ReleaseFakeGLContext();
4350 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4351 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4352 fillGLAttribFuncs(&Adapters[0].gl_info);
4353 init_type_lookup(&Adapters[0].gl_info);
4354 Adapters[0].opengl = TRUE;
4356 numAdapters = 1;
4357 TRACE("%d adapters successfully initialized\n", numAdapters);
4359 return TRUE;
4361 nogl_adapter:
4362 /* Initialize an adapter for ddraw-only memory counting */
4363 memset(Adapters, 0, sizeof(Adapters));
4364 Adapters[0].num = 0;
4365 Adapters[0].opengl = FALSE;
4366 Adapters[0].monitorPoint.x = -1;
4367 Adapters[0].monitorPoint.y = -1;
4369 Adapters[0].driver = "Display";
4370 Adapters[0].description = "WineD3D DirectDraw Emulation";
4371 if(wined3d_settings.emulated_textureram) {
4372 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4373 } else {
4374 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4377 numAdapters = 1;
4378 return FALSE;
4380 #undef PUSH1
4381 #undef GLINFO_LOCATION
4383 /**********************************************************
4384 * IWineD3D VTbl follows
4385 **********************************************************/
4387 const IWineD3DVtbl IWineD3D_Vtbl =
4389 /* IUnknown */
4390 IWineD3DImpl_QueryInterface,
4391 IWineD3DImpl_AddRef,
4392 IWineD3DImpl_Release,
4393 /* IWineD3D */
4394 IWineD3DImpl_GetParent,
4395 IWineD3DImpl_GetAdapterCount,
4396 IWineD3DImpl_RegisterSoftwareDevice,
4397 IWineD3DImpl_GetAdapterMonitor,
4398 IWineD3DImpl_GetAdapterModeCount,
4399 IWineD3DImpl_EnumAdapterModes,
4400 IWineD3DImpl_GetAdapterDisplayMode,
4401 IWineD3DImpl_GetAdapterIdentifier,
4402 IWineD3DImpl_CheckDeviceMultiSampleType,
4403 IWineD3DImpl_CheckDepthStencilMatch,
4404 IWineD3DImpl_CheckDeviceType,
4405 IWineD3DImpl_CheckDeviceFormat,
4406 IWineD3DImpl_CheckDeviceFormatConversion,
4407 IWineD3DImpl_GetDeviceCaps,
4408 IWineD3DImpl_CreateDevice