wined3d: Set ffp caps in the ffp backend, not the shader backend.
[wine/wine64.git] / dlls / wined3d / directx.c
blob9992ee24ea312f193fdac253cf486e9e4e569550
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
33 #include "config.h"
34 #include <assert.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 /* The d3d device ID */
41 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
43 /* Extension detection */
44 static const struct {
45 const char *extension_string;
46 GL_SupportedExt extension;
47 DWORD version;
48 } EXTENSION_MAP[] = {
49 /* APPLE */
50 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
51 {"GL_APPLE_fence", APPLE_FENCE, 0 },
52 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
53 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
56 /* ATI */
57 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
58 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
59 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
60 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
63 /* ARB */
64 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
65 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
66 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
67 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
68 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
69 {"GL_ARB_imaging", ARB_IMAGING, 0 },
70 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
71 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
72 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
73 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
74 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
75 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, 0 },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
86 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
87 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
88 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
89 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
90 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
92 /* EXT */
93 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
94 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
95 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
96 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
97 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
98 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 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_env_add", EXT_TEXTURE_ENV_ADD, 0 },
108 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
109 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
110 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
111 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
112 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
113 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
114 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
115 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 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);
153 /* lookup tables */
154 int minLookup[MAX_LOOKUPS];
155 int maxLookup[MAX_LOOKUPS];
156 DWORD *stateLookup[MAX_LOOKUPS];
158 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
159 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
160 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
161 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
162 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
163 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
167 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
168 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
171 /* drawStridedSlow attributes */
172 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
173 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
174 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
175 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
176 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
179 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
180 * i.e., there is no GL Context - Get a default rendering context to enable the
181 * function query some info from GL.
184 static int wined3d_fake_gl_context_ref = 0;
185 static BOOL wined3d_fake_gl_context_foreign;
186 static BOOL wined3d_fake_gl_context_available = FALSE;
187 static HDC wined3d_fake_gl_context_hdc = NULL;
188 static HWND wined3d_fake_gl_context_hwnd = NULL;
190 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
191 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
193 0, 0, &wined3d_fake_gl_context_cs,
194 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
195 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
196 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
198 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
200 static void WineD3D_ReleaseFakeGLContext(void) {
201 HGLRC glCtx;
203 EnterCriticalSection(&wined3d_fake_gl_context_cs);
205 if(!wined3d_fake_gl_context_available) {
206 TRACE_(d3d_caps)("context not available\n");
207 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
208 return;
211 glCtx = pwglGetCurrentContext();
213 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
214 if (0 == (--wined3d_fake_gl_context_ref) ) {
215 if(!wined3d_fake_gl_context_foreign && glCtx) {
216 TRACE_(d3d_caps)("destroying fake GL context\n");
217 pwglMakeCurrent(NULL, NULL);
218 pwglDeleteContext(glCtx);
220 if(wined3d_fake_gl_context_hdc)
221 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
222 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
223 if(wined3d_fake_gl_context_hwnd)
224 DestroyWindow(wined3d_fake_gl_context_hwnd);
225 wined3d_fake_gl_context_hwnd = NULL;
226 wined3d_fake_gl_context_available = FALSE;
228 assert(wined3d_fake_gl_context_ref >= 0);
230 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
233 static BOOL WineD3D_CreateFakeGLContext(void) {
234 HGLRC glCtx = NULL;
236 EnterCriticalSection(&wined3d_fake_gl_context_cs);
238 TRACE("getting context...\n");
239 if(wined3d_fake_gl_context_ref > 0) goto ret;
240 assert(0 == wined3d_fake_gl_context_ref);
242 wined3d_fake_gl_context_foreign = TRUE;
244 glCtx = pwglGetCurrentContext();
245 if (!glCtx) {
246 PIXELFORMATDESCRIPTOR pfd;
247 int iPixelFormat;
249 wined3d_fake_gl_context_foreign = FALSE;
251 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
252 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
253 if(!wined3d_fake_gl_context_hwnd) {
254 ERR("HWND creation failed!\n");
255 goto fail;
257 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
258 if(!wined3d_fake_gl_context_hdc) {
259 ERR("GetDC failed!\n");
260 goto fail;
263 /* PixelFormat selection */
264 ZeroMemory(&pfd, sizeof(pfd));
265 pfd.nSize = sizeof(pfd);
266 pfd.nVersion = 1;
267 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
268 pfd.iPixelType = PFD_TYPE_RGBA;
269 pfd.cColorBits = 32;
270 pfd.iLayerType = PFD_MAIN_PLANE;
272 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
273 if(!iPixelFormat) {
274 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
275 ERR("Can't find a suitable iPixelFormat\n");
276 goto fail;
278 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
279 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
281 /* Create a GL context */
282 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
283 if (!glCtx) {
284 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
285 goto fail;
288 /* Make it the current GL context */
289 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
290 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
291 goto fail;
295 ret:
296 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
297 wined3d_fake_gl_context_ref++;
298 wined3d_fake_gl_context_available = TRUE;
299 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
300 return TRUE;
301 fail:
302 if(wined3d_fake_gl_context_hdc)
303 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
304 wined3d_fake_gl_context_hdc = NULL;
305 if(wined3d_fake_gl_context_hwnd)
306 DestroyWindow(wined3d_fake_gl_context_hwnd);
307 wined3d_fake_gl_context_hwnd = NULL;
308 if(glCtx) pwglDeleteContext(glCtx);
309 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
310 return FALSE;
313 /* Adjust the amount of used texture memory */
314 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
315 UINT Adapter = D3DDevice->adapterNo;
317 Adapters[Adapter].UsedTextureRam += glram;
318 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
319 return Adapters[Adapter].UsedTextureRam;
322 /**********************************************************
323 * IUnknown parts follows
324 **********************************************************/
326 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
328 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
330 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
331 if (IsEqualGUID(riid, &IID_IUnknown)
332 || IsEqualGUID(riid, &IID_IWineD3DBase)
333 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
334 IUnknown_AddRef(iface);
335 *ppobj = This;
336 return S_OK;
338 *ppobj = NULL;
339 return E_NOINTERFACE;
342 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
343 IWineD3DImpl *This = (IWineD3DImpl *)iface;
344 ULONG refCount = InterlockedIncrement(&This->ref);
346 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
347 return refCount;
350 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
351 IWineD3DImpl *This = (IWineD3DImpl *)iface;
352 ULONG ref;
353 TRACE("(%p) : Releasing from %d\n", This, This->ref);
354 ref = InterlockedDecrement(&This->ref);
355 if (ref == 0) {
356 HeapFree(GetProcessHeap(), 0, This);
359 return ref;
362 /* Set the shader type for this device, depending on the given capabilities,
363 * the device type, and the user preferences in wined3d_settings */
365 void select_shader_mode(
366 WineD3D_GL_Info *gl_info,
367 WINED3DDEVTYPE DeviceType,
368 int* ps_selected,
369 int* vs_selected) {
371 if (wined3d_settings.vs_mode == VS_NONE) {
372 *vs_selected = SHADER_NONE;
373 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
374 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
375 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
376 * shaders only on this card. */
377 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
378 *vs_selected = SHADER_ARB;
379 else
380 *vs_selected = SHADER_GLSL;
381 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
382 *vs_selected = SHADER_ARB;
383 } else {
384 *vs_selected = SHADER_NONE;
387 if (wined3d_settings.ps_mode == PS_NONE) {
388 *ps_selected = SHADER_NONE;
389 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
390 *ps_selected = SHADER_GLSL;
391 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
392 *ps_selected = SHADER_ARB;
393 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
394 *ps_selected = SHADER_ATI;
395 } else {
396 *ps_selected = SHADER_NONE;
400 /** Select the number of report maximum shader constants based on the selected shader modes */
401 static void select_shader_max_constants(
402 int ps_selected_mode,
403 int vs_selected_mode,
404 WineD3D_GL_Info *gl_info) {
406 switch (vs_selected_mode) {
407 case SHADER_GLSL:
408 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
409 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
410 break;
411 case SHADER_ARB:
412 /* We have to subtract any other PARAMs that we might use in our shader programs.
413 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
414 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
415 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
416 break;
417 default:
418 gl_info->max_vshader_constantsF = 0;
419 break;
422 switch (ps_selected_mode) {
423 case SHADER_GLSL:
424 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
425 * In theory the texbem instruction may need one more shader constant too. But lets assume
426 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
427 * and lets not take away a uniform needlessly from all other shaders.
429 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
430 break;
431 case SHADER_ARB:
432 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
433 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
435 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
436 break;
437 default:
438 gl_info->max_pshader_constantsF = 0;
439 break;
443 /**********************************************************
444 * IWineD3D parts follows
445 **********************************************************/
447 #define GLINFO_LOCATION (*gl_info)
448 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
449 GLuint prog;
450 BOOL ret = FALSE;
451 const char *testcode =
452 "!!ARBvp1.0\n"
453 "PARAM C[66] = { program.env[0..65] };\n"
454 "ADDRESS A0;"
455 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
456 "ARL A0.x, zero.x;\n"
457 "MOV result.position, C[A0.x + 65];\n"
458 "END\n";
460 while(glGetError());
461 GL_EXTCALL(glGenProgramsARB(1, &prog));
462 if(!prog) {
463 ERR("Failed to create an ARB offset limit test program\n");
465 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
466 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
467 strlen(testcode), testcode));
468 if(glGetError() != 0) {
469 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
470 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
471 ret = TRUE;
472 } else TRACE("OpenGL implementation allows offsets > 63\n");
474 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
475 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
476 checkGLcall("ARB vp offset limit test cleanup\n");
478 return ret;
481 static DWORD ver_for_ext(GL_SupportedExt ext)
483 unsigned int i;
484 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
485 if(EXTENSION_MAP[i].extension == ext) {
486 return EXTENSION_MAP[i].version;
489 return 0;
492 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
493 const char *GL_Extensions = NULL;
494 const char *WGL_Extensions = NULL;
495 const char *gl_string = NULL;
496 const char *gl_string_cursor = NULL;
497 GLint gl_max;
498 GLfloat gl_floatv[2];
499 int major = 1, minor = 0;
500 BOOL return_value = TRUE;
501 unsigned i;
502 HDC hdc;
503 unsigned int vidmem=0;
505 TRACE_(d3d_caps)("(%p)\n", gl_info);
507 ENTER_GL();
509 gl_string = (const char *) glGetString(GL_RENDERER);
510 if (NULL == gl_string)
511 gl_string = "None";
512 strcpy(gl_info->gl_renderer, gl_string);
514 gl_string = (const char *) glGetString(GL_VENDOR);
515 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
516 if (gl_string != NULL) {
517 /* Fill in the GL vendor */
518 if (strstr(gl_string, "NVIDIA")) {
519 gl_info->gl_vendor = VENDOR_NVIDIA;
520 } else if (strstr(gl_string, "ATI")) {
521 gl_info->gl_vendor = VENDOR_ATI;
522 } else if (strstr(gl_string, "Intel(R)") ||
523 strstr(gl_info->gl_renderer, "Intel(R)") ||
524 strstr(gl_string, "Intel Inc.")) {
525 gl_info->gl_vendor = VENDOR_INTEL;
526 } else if (strstr(gl_string, "Mesa")) {
527 gl_info->gl_vendor = VENDOR_MESA;
528 } else {
529 gl_info->gl_vendor = VENDOR_WINE;
531 } else {
532 gl_info->gl_vendor = VENDOR_WINE;
536 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
538 /* Parse the GL_VERSION field into major and minor information */
539 gl_string = (const char *) glGetString(GL_VERSION);
540 if (gl_string != NULL) {
542 /* First, parse the generic opengl version. This is supposed not to be convoluted with
543 * driver specific information
545 gl_string_cursor = gl_string;
546 major = atoi(gl_string_cursor);
547 if(major <= 0) {
548 ERR("Invalid opengl major version: %d\n", major);
550 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
551 ++gl_string_cursor;
553 if (*gl_string_cursor++ != '.') {
554 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
556 minor = atoi(gl_string_cursor);
557 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
558 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
560 /* Now parse the driver specific string which we'll report to the app */
561 switch (gl_info->gl_vendor) {
562 case VENDOR_NVIDIA:
563 gl_string_cursor = strstr(gl_string, "NVIDIA");
564 if (!gl_string_cursor) {
565 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
566 break;
569 gl_string_cursor = strstr(gl_string_cursor, " ");
570 if (!gl_string_cursor) {
571 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
572 break;
575 while (*gl_string_cursor == ' ') {
576 ++gl_string_cursor;
579 if (!*gl_string_cursor) {
580 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
581 break;
584 major = atoi(gl_string_cursor);
585 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
586 ++gl_string_cursor;
589 if (*gl_string_cursor++ != '.') {
590 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
591 break;
594 minor = atoi(gl_string_cursor);
595 minor = major*100+minor;
596 major = 10;
598 break;
600 case VENDOR_ATI:
601 major = minor = 0;
602 gl_string_cursor = strchr(gl_string, '-');
603 if (gl_string_cursor) {
604 int error = 0;
605 gl_string_cursor++;
607 /* Check if version number is of the form x.y.z */
608 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
609 error = 1;
610 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
611 error = 1;
612 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
613 error = 1;
614 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
615 error = 1;
617 /* Mark version number as malformed */
618 if (error)
619 gl_string_cursor = 0;
622 if (!gl_string_cursor)
623 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
624 else {
625 major = *gl_string_cursor - '0';
626 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
628 break;
630 case VENDOR_INTEL:
631 /* Apple and Mesa version strings look differently, but both provide intel drivers */
632 if(strstr(gl_string, "APPLE")) {
633 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
634 * We only need the first part, and use the APPLE as identification
635 * "1.2 APPLE-1.4.56"
637 gl_string_cursor = gl_string;
638 major = atoi(gl_string_cursor);
639 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
640 ++gl_string_cursor;
643 if (*gl_string_cursor++ != '.') {
644 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
645 break;
648 minor = atoi(gl_string_cursor);
649 break;
652 case VENDOR_MESA:
653 gl_string_cursor = strstr(gl_string, "Mesa");
654 gl_string_cursor = strstr(gl_string_cursor, " ");
655 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
656 if (*gl_string_cursor) {
657 char tmp[16];
658 int cursor = 0;
660 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
661 tmp[cursor++] = *gl_string_cursor;
662 ++gl_string_cursor;
664 tmp[cursor] = 0;
665 major = atoi(tmp);
667 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
668 ++gl_string_cursor;
670 cursor = 0;
671 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
672 tmp[cursor++] = *gl_string_cursor;
673 ++gl_string_cursor;
675 tmp[cursor] = 0;
676 minor = atoi(tmp);
678 break;
680 default:
681 major = 0;
682 minor = 9;
684 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
685 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
686 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
687 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
688 } else {
689 FIXME("OpenGL driver did not return version information\n");
690 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
691 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
694 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
697 * Initialize openGL extension related variables
698 * with Default values
700 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
701 gl_info->max_buffers = 1;
702 gl_info->max_textures = 1;
703 gl_info->max_texture_stages = 1;
704 gl_info->max_fragment_samplers = 1;
705 gl_info->max_vertex_samplers = 0;
706 gl_info->max_combined_samplers = 0;
707 gl_info->max_sampler_stages = 1;
708 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
709 gl_info->ps_arb_max_temps = 0;
710 gl_info->ps_arb_max_instructions = 0;
711 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
712 gl_info->vs_arb_max_temps = 0;
713 gl_info->vs_arb_max_instructions = 0;
714 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
715 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
716 gl_info->vs_glsl_constantsF = 0;
717 gl_info->ps_glsl_constantsF = 0;
718 gl_info->vs_arb_constantsF = 0;
719 gl_info->ps_arb_constantsF = 0;
721 /* Retrieve opengl defaults */
722 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
723 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
724 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
726 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
727 gl_info->max_lights = gl_max;
728 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
730 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
731 gl_info->max_texture_size = gl_max;
732 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
734 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
735 gl_info->max_pointsizemin = gl_floatv[0];
736 gl_info->max_pointsize = gl_floatv[1];
737 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
739 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
740 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
741 TRACE_(d3d_caps)("GL_Extensions reported:\n");
743 if (NULL == GL_Extensions) {
744 ERR(" GL_Extensions returns NULL\n");
745 } else {
746 while (*GL_Extensions != 0x00) {
747 const char *Start;
748 char ThisExtn[256];
749 size_t len;
751 while (isspace(*GL_Extensions)) GL_Extensions++;
752 Start = GL_Extensions;
753 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
754 GL_Extensions++;
757 len = GL_Extensions - Start;
758 if (len == 0 || len >= sizeof(ThisExtn))
759 continue;
761 memcpy(ThisExtn, Start, len);
762 ThisExtn[len] = '\0';
763 TRACE_(d3d_caps)("- %s\n", ThisExtn);
765 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
766 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
767 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
768 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
769 break;
774 LEAVE_GL();
776 /* Now work out what GL support this card really has */
777 #define USE_GL_FUNC(type, pfn, ext, replace) { \
778 DWORD ver = ver_for_ext(ext); \
779 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
780 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
781 else gl_info->pfn = NULL; \
783 GL_EXT_FUNCS_GEN;
784 #undef USE_GL_FUNC
786 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
787 WGL_EXT_FUNCS_GEN;
788 #undef USE_GL_FUNC
790 ENTER_GL();
791 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
792 * loading the functions, otherwise the code above will load the extension entry points instead of the
793 * core functions, which may not work
795 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
796 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
797 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
798 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
799 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
803 if (gl_info->supported[APPLE_FENCE]) {
804 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
805 * The apple extension interacts with some other apple exts. Disable the NV
806 * extension if the apple one is support to prevent confusion in other parts
807 * of the code
809 gl_info->supported[NV_FENCE] = FALSE;
811 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
812 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
814 * The enums are the same:
815 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
816 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
817 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
818 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
819 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
821 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
822 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
823 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
825 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
826 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
827 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
830 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
831 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
832 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
834 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
835 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
836 * Won't occur in any real world situation though
838 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
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 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 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1447 return NULL;
1450 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1451 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1454 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1455 of the same bpp but different resolutions */
1457 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1458 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1459 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1460 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1462 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1463 return 0;
1466 /* TODO: Store modes per adapter and read it from the adapter structure */
1467 if (Adapter == 0) { /* Display */
1468 int i = 0;
1469 int j = 0;
1471 if (!DEBUG_SINGLE_MODE) {
1472 DEVMODEW DevModeW;
1474 ZeroMemory(&DevModeW, sizeof(DevModeW));
1475 DevModeW.dmSize = sizeof(DevModeW);
1476 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1477 j++;
1478 switch (Format)
1480 case WINED3DFMT_UNKNOWN:
1481 /* This is for D3D8, do not enumerate P8 here */
1482 if (DevModeW.dmBitsPerPel == 32 ||
1483 DevModeW.dmBitsPerPel == 16) i++;
1484 break;
1485 case WINED3DFMT_X8R8G8B8:
1486 if (DevModeW.dmBitsPerPel == 32) i++;
1487 break;
1488 case WINED3DFMT_R5G6B5:
1489 if (DevModeW.dmBitsPerPel == 16) i++;
1490 break;
1491 case WINED3DFMT_P8:
1492 if (DevModeW.dmBitsPerPel == 8) i++;
1493 break;
1494 default:
1495 /* Skip other modes as they do not match the requested format */
1496 break;
1499 } else {
1500 i = 1;
1501 j = 1;
1504 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1505 return i;
1506 } else {
1507 FIXME_(d3d_caps)("Adapter not primary display\n");
1509 return 0;
1512 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1513 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1514 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1515 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1517 /* Validate the parameters as much as possible */
1518 if (NULL == pMode ||
1519 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1520 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1521 return WINED3DERR_INVALIDCALL;
1524 /* TODO: Store modes per adapter and read it from the adapter structure */
1525 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1526 DEVMODEW DevModeW;
1527 int ModeIdx = 0;
1528 int i = 0;
1529 int j = 0;
1531 ZeroMemory(&DevModeW, sizeof(DevModeW));
1532 DevModeW.dmSize = sizeof(DevModeW);
1534 /* If we are filtering to a specific format (D3D9), then need to skip
1535 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1536 just count through the ones with valid bit depths */
1537 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1538 switch (Format)
1540 case WINED3DFMT_UNKNOWN:
1541 /* This is D3D8. Do not enumerate P8 here */
1542 if (DevModeW.dmBitsPerPel == 32 ||
1543 DevModeW.dmBitsPerPel == 16) i++;
1544 break;
1545 case WINED3DFMT_X8R8G8B8:
1546 if (DevModeW.dmBitsPerPel == 32) i++;
1547 break;
1548 case WINED3DFMT_R5G6B5:
1549 if (DevModeW.dmBitsPerPel == 16) i++;
1550 break;
1551 case WINED3DFMT_P8:
1552 if (DevModeW.dmBitsPerPel == 8) i++;
1553 break;
1554 default:
1555 /* Modes that don't match what we support can get an early-out */
1556 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1557 return WINED3DERR_INVALIDCALL;
1561 if (i == 0) {
1562 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1563 return WINED3DERR_INVALIDCALL;
1565 ModeIdx = j - 1;
1567 /* Now get the display mode via the calculated index */
1568 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1569 pMode->Width = DevModeW.dmPelsWidth;
1570 pMode->Height = DevModeW.dmPelsHeight;
1571 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1572 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1573 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1575 if (Format == WINED3DFMT_UNKNOWN) {
1576 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1577 } else {
1578 pMode->Format = Format;
1580 } else {
1581 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1582 return WINED3DERR_INVALIDCALL;
1585 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1586 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1587 DevModeW.dmBitsPerPel);
1589 } else if (DEBUG_SINGLE_MODE) {
1590 /* Return one setting of the format requested */
1591 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1592 pMode->Width = 800;
1593 pMode->Height = 600;
1594 pMode->RefreshRate = 60;
1595 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1596 } else {
1597 FIXME_(d3d_caps)("Adapter not primary display\n");
1600 return WINED3D_OK;
1603 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1604 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1605 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1607 if (NULL == pMode ||
1608 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1609 return WINED3DERR_INVALIDCALL;
1612 if (Adapter == 0) { /* Display */
1613 int bpp = 0;
1614 DEVMODEW DevModeW;
1616 ZeroMemory(&DevModeW, sizeof(DevModeW));
1617 DevModeW.dmSize = sizeof(DevModeW);
1619 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1620 pMode->Width = DevModeW.dmPelsWidth;
1621 pMode->Height = DevModeW.dmPelsHeight;
1622 bpp = DevModeW.dmBitsPerPel;
1623 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1624 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1626 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1629 pMode->Format = pixelformat_for_depth(bpp);
1630 } else {
1631 FIXME_(d3d_caps)("Adapter not primary display\n");
1634 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1635 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1636 return WINED3D_OK;
1639 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1640 and fields being inserted in the middle, a new structure is used in place */
1641 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1642 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1643 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1645 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1647 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1648 return WINED3DERR_INVALIDCALL;
1651 /* Return the information requested */
1652 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1653 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1654 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1656 /* Note dx8 doesn't supply a DeviceName */
1657 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1658 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1659 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1660 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1661 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1662 *(pIdentifier->SubSysId) = 0;
1663 *(pIdentifier->Revision) = 0;
1664 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1666 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1667 *(pIdentifier->WHQLLevel) = 0;
1668 } else {
1669 *(pIdentifier->WHQLLevel) = 1;
1672 return WINED3D_OK;
1675 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1676 short redSize, greenSize, blueSize, alphaSize, colorBits;
1678 if(!cfg)
1679 return FALSE;
1681 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1682 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1683 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1684 return FALSE;
1687 if(cfg->redSize < redSize)
1688 return FALSE;
1690 if(cfg->greenSize < greenSize)
1691 return FALSE;
1693 if(cfg->blueSize < blueSize)
1694 return FALSE;
1696 if(cfg->alphaSize < alphaSize)
1697 return FALSE;
1699 return TRUE;
1700 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1701 if(Format == WINED3DFMT_R16F)
1702 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1703 if(Format == WINED3DFMT_G16R16F)
1704 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1705 if(Format == WINED3DFMT_A16B16G16R16F)
1706 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1707 if(Format == WINED3DFMT_R32F)
1708 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1709 if(Format == WINED3DFMT_G32R32F)
1710 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1711 if(Format == WINED3DFMT_A32B32G32R32F)
1712 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1713 } else {
1714 /* Probably a color index mode */
1715 return FALSE;
1718 return FALSE;
1721 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1722 short depthSize, stencilSize;
1723 BOOL lockable = FALSE;
1725 if(!cfg)
1726 return FALSE;
1728 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1729 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1730 return FALSE;
1733 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1734 lockable = TRUE;
1736 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1737 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1738 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1739 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1740 return FALSE;
1742 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1743 * allow more stencil bits than requested. */
1744 if(cfg->stencilSize < stencilSize)
1745 return FALSE;
1747 return TRUE;
1750 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1751 WINED3DFORMAT AdapterFormat,
1752 WINED3DFORMAT RenderTargetFormat,
1753 WINED3DFORMAT DepthStencilFormat) {
1754 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1755 int nCfgs;
1756 WineD3D_PixelFormat *cfgs;
1757 int it;
1759 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1760 This, Adapter,
1761 DeviceType, debug_d3ddevicetype(DeviceType),
1762 AdapterFormat, debug_d3dformat(AdapterFormat),
1763 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1764 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1766 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1767 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1768 return WINED3DERR_INVALIDCALL;
1771 cfgs = Adapters[Adapter].cfgs;
1772 nCfgs = Adapters[Adapter].nCfgs;
1773 for (it = 0; it < nCfgs; ++it) {
1774 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1775 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1776 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1777 return WINED3D_OK;
1781 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1783 return WINED3DERR_NOTAVAILABLE;
1786 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1787 WINED3DFORMAT SurfaceFormat,
1788 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1790 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1791 const GlPixelFormatDesc *glDesc;
1792 const StaticPixelFormatDesc *desc;
1794 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1795 This,
1796 Adapter,
1797 DeviceType, debug_d3ddevicetype(DeviceType),
1798 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1799 Windowed,
1800 MultiSampleType,
1801 pQualityLevels);
1803 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1804 return WINED3DERR_INVALIDCALL;
1807 /* TODO: handle Windowed, add more quality levels */
1809 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1811 /* By default multisampling is disabled right now as it causes issues
1812 * on some Nvidia driver versions and it doesn't work well in combination
1813 * with FBOs yet. */
1814 if(!wined3d_settings.allow_multisampling)
1815 return WINED3DERR_NOTAVAILABLE;
1817 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1818 if(!desc || !glDesc) {
1819 return WINED3DERR_INVALIDCALL;
1822 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1823 int i, nCfgs;
1824 WineD3D_PixelFormat *cfgs;
1826 cfgs = Adapters[Adapter].cfgs;
1827 nCfgs = Adapters[Adapter].nCfgs;
1828 for(i=0; i<nCfgs; i++) {
1829 if(cfgs[i].numSamples != MultiSampleType)
1830 continue;
1832 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1833 continue;
1835 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1837 if(pQualityLevels)
1838 *pQualityLevels = 1; /* Guess at a value! */
1839 return WINED3D_OK;
1842 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1843 short redSize, greenSize, blueSize, alphaSize, colorBits;
1844 int i, nCfgs;
1845 WineD3D_PixelFormat *cfgs;
1847 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1848 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1849 return WINED3DERR_NOTAVAILABLE;
1852 cfgs = Adapters[Adapter].cfgs;
1853 nCfgs = Adapters[Adapter].nCfgs;
1854 for(i=0; i<nCfgs; i++) {
1855 if(cfgs[i].numSamples != MultiSampleType)
1856 continue;
1857 if(cfgs[i].redSize != redSize)
1858 continue;
1859 if(cfgs[i].greenSize != greenSize)
1860 continue;
1861 if(cfgs[i].blueSize != blueSize)
1862 continue;
1863 if(cfgs[i].alphaSize != alphaSize)
1864 continue;
1866 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1868 if(pQualityLevels)
1869 *pQualityLevels = 1; /* Guess at a value! */
1870 return WINED3D_OK;
1873 return WINED3DERR_NOTAVAILABLE;
1876 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1877 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1879 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1880 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1881 UINT nmodes;
1883 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1884 This,
1885 Adapter,
1886 DeviceType, debug_d3ddevicetype(DeviceType),
1887 DisplayFormat, debug_d3dformat(DisplayFormat),
1888 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1889 Windowed);
1891 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1892 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1893 return WINED3DERR_INVALIDCALL;
1896 /* The task of this function is to check whether a certain display / backbuffer format
1897 * combination is available on the given adapter. In fullscreen mode microsoft specified
1898 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1899 * and display format should match exactly.
1900 * In windowed mode format conversion can occur and this depends on the driver. When format
1901 * conversion is done, this function should nevertheless fail and applications need to use
1902 * CheckDeviceFormatConversion.
1903 * At the moment we assume that fullscreen and windowed have the same capabilities */
1905 /* There are only 4 display formats */
1906 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1907 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1908 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1909 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1911 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1912 return WINED3DERR_NOTAVAILABLE;
1915 /* If the requested DisplayFormat is not available, don't continue */
1916 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1917 if(!nmodes) {
1918 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1919 return WINED3DERR_NOTAVAILABLE;
1922 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1923 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1924 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1925 return WINED3DERR_NOTAVAILABLE;
1928 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1929 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1930 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1931 return WINED3DERR_NOTAVAILABLE;
1934 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1935 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1936 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1937 return WINED3DERR_NOTAVAILABLE;
1940 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1941 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1942 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1943 return WINED3DERR_NOTAVAILABLE;
1946 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1947 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1948 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1949 return WINED3DERR_NOTAVAILABLE;
1952 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1953 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1954 if(FAILED(hr))
1955 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1957 return hr;
1961 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1962 /* Check if we support bumpmapping for a format */
1963 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1965 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1966 switch (CheckFormat) {
1967 case WINED3DFMT_V8U8:
1968 TRACE_(d3d_caps)("[OK]\n");
1969 return TRUE;
1970 /* TODO: Other bump map formats */
1971 default:
1972 TRACE_(d3d_caps)("[FAILED]\n");
1973 return FALSE;
1976 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1977 switch (CheckFormat) {
1978 case WINED3DFMT_V8U8:
1979 TRACE_(d3d_caps)("[OK]\n");
1980 return TRUE;
1981 default:
1982 TRACE_(d3d_caps)("[FAILED]\n");
1983 return FALSE;
1986 TRACE_(d3d_caps)("[FAILED]\n");
1987 return FALSE;
1990 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1991 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
1993 int it=0;
1994 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1995 const GlPixelFormatDesc *glDesc;
1996 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
1998 /* Fail if we weren't able to get a description of the format */
1999 if(!desc || !glDesc)
2000 return FALSE;
2002 /* Only allow depth/stencil formats */
2003 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2004 return FALSE;
2006 /* Walk through all WGL pixel formats to find a match */
2007 cfgs = Adapters[Adapter].cfgs;
2008 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2009 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2010 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2011 return TRUE;
2016 return FALSE;
2019 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2021 const GlPixelFormatDesc *glDesc;
2022 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2024 /* Fail if we weren't able to get a description of the format */
2025 if(!desc || !glDesc)
2026 return FALSE;
2028 /* The flags entry of a format contains the filtering capability */
2029 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2030 return TRUE;
2032 return FALSE;
2035 /* Check the render target capabilities of a format */
2036 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2038 UINT Adapter = 0;
2039 const GlPixelFormatDesc *glDesc;
2040 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2042 /* Fail if we weren't able to get a description of the format */
2043 if(!desc || !glDesc)
2044 return FALSE;
2046 /* Filter out non-RT formats */
2047 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2048 return FALSE;
2050 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2051 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2052 int it;
2053 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2054 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2056 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2057 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2059 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2060 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2061 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2062 TRACE_(d3d_caps)("[FAILED]\n");
2063 return FALSE;
2066 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2067 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2068 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2069 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2070 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2071 return TRUE;
2074 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2075 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2076 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2077 int it;
2079 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2080 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2081 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2082 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2083 return TRUE;
2086 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2087 /* For now return TRUE for FBOs until we have some proper checks.
2088 * Note that this function will only be called when the format is around for texturing. */
2089 return TRUE;
2091 return FALSE;
2094 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2096 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2097 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2098 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2099 return FALSE;
2102 switch (CheckFormat) {
2103 case WINED3DFMT_A8R8G8B8:
2104 case WINED3DFMT_X8R8G8B8:
2105 case WINED3DFMT_A4R4G4B4:
2106 case WINED3DFMT_L8:
2107 case WINED3DFMT_A8L8:
2108 case WINED3DFMT_DXT1:
2109 case WINED3DFMT_DXT2:
2110 case WINED3DFMT_DXT3:
2111 case WINED3DFMT_DXT4:
2112 case WINED3DFMT_DXT5:
2113 TRACE_(d3d_caps)("[OK]\n");
2114 return TRUE;
2116 default:
2117 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2118 return FALSE;
2120 return FALSE;
2123 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2125 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2126 * doing the color fixup in shaders.
2127 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2128 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2129 int vs_selected_mode;
2130 int ps_selected_mode;
2131 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2133 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2134 TRACE_(d3d_caps)("[OK]\n");
2135 return TRUE;
2139 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2140 return FALSE;
2143 /* Check if a format support blending in combination with pixel shaders */
2144 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2146 const GlPixelFormatDesc *glDesc;
2147 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2149 /* Fail if we weren't able to get a description of the format */
2150 if(!desc || !glDesc)
2151 return FALSE;
2153 /* The flags entry of a format contains the post pixel shader blending capability */
2154 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2155 return TRUE;
2157 return FALSE;
2160 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2161 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2162 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2163 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2164 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2165 * capability anyway.
2167 * For now lets report this on all formats, but in the future we may want to
2168 * restrict it to some should games need that
2170 return TRUE;
2173 /* Check if a texture format is supported on the given adapter */
2174 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2176 switch (CheckFormat) {
2178 /*****
2179 * supported: RGB(A) formats
2181 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2182 case WINED3DFMT_A8R8G8B8:
2183 case WINED3DFMT_X8R8G8B8:
2184 case WINED3DFMT_R5G6B5:
2185 case WINED3DFMT_X1R5G5B5:
2186 case WINED3DFMT_A1R5G5B5:
2187 case WINED3DFMT_A4R4G4B4:
2188 case WINED3DFMT_R3G3B2:
2189 case WINED3DFMT_A8:
2190 case WINED3DFMT_X4R4G4B4:
2191 case WINED3DFMT_A8B8G8R8:
2192 case WINED3DFMT_X8B8G8R8:
2193 case WINED3DFMT_A2R10G10B10:
2194 case WINED3DFMT_A2B10G10R10:
2195 case WINED3DFMT_G16R16:
2196 TRACE_(d3d_caps)("[OK]\n");
2197 return TRUE;
2199 /*****
2200 * supported: Palettized
2202 case WINED3DFMT_P8:
2203 TRACE_(d3d_caps)("[OK]\n");
2204 return TRUE;
2205 /* No Windows driver offers A8P8, so don't offer it either */
2206 case WINED3DFMT_A8P8:
2207 return FALSE;
2209 /*****
2210 * Supported: (Alpha)-Luminance
2212 case WINED3DFMT_L8:
2213 case WINED3DFMT_A8L8:
2214 case WINED3DFMT_A4L4:
2215 case WINED3DFMT_L16:
2216 TRACE_(d3d_caps)("[OK]\n");
2217 return TRUE;
2219 /*****
2220 * Supported: Depth/Stencil formats
2222 case WINED3DFMT_D16_LOCKABLE:
2223 case WINED3DFMT_D16:
2224 case WINED3DFMT_D15S1:
2225 case WINED3DFMT_D24X8:
2226 case WINED3DFMT_D24X4S4:
2227 case WINED3DFMT_D24S8:
2228 case WINED3DFMT_D24FS8:
2229 case WINED3DFMT_D32:
2230 case WINED3DFMT_D32F_LOCKABLE:
2231 return TRUE;
2233 /*****
2234 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2235 * GL_NV_texture_shader), but advertized to make apps happy.
2236 * Enable some because games often fail when they are not available
2237 * and are still playable even without bump mapping
2239 case WINED3DFMT_V8U8:
2240 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
2241 GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
2242 return TRUE;
2244 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2245 /* Shader emulated */
2246 return TRUE;
2248 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2249 return FALSE;
2251 case WINED3DFMT_X8L8V8U8:
2252 case WINED3DFMT_L6V5U5:
2253 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2254 /* Shader emulated */
2255 return TRUE;
2257 WARN_(d3d_caps)("[FAILED]\n");
2258 return FALSE;
2260 case WINED3DFMT_Q8W8V8U8:
2261 case WINED3DFMT_V16U16:
2262 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2263 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2264 return TRUE;
2266 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2267 /* Shader emulated */
2268 return TRUE;
2270 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2271 return FALSE;
2273 /* Those are not advertized by the nvidia windows driver, and not
2274 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2275 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2276 * ARGB format if needed
2278 case WINED3DFMT_W11V11U10:
2279 case WINED3DFMT_A2W10V10U10:
2280 WARN_(d3d_caps)("[FAILED]\n");
2281 return FALSE;
2283 case WINED3DFMT_DXT1:
2284 case WINED3DFMT_DXT2:
2285 case WINED3DFMT_DXT3:
2286 case WINED3DFMT_DXT4:
2287 case WINED3DFMT_DXT5:
2288 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2289 TRACE_(d3d_caps)("[OK]\n");
2290 return TRUE;
2292 TRACE_(d3d_caps)("[FAILED]\n");
2293 return FALSE;
2296 /*****
2297 * Odd formats - not supported
2299 case WINED3DFMT_VERTEXDATA:
2300 case WINED3DFMT_INDEX16:
2301 case WINED3DFMT_INDEX32:
2302 case WINED3DFMT_Q16W16V16U16:
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, not supported for now */
2314 case WINED3DFMT_UYVY:
2315 case WINED3DFMT_YUY2:
2316 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2317 return FALSE;
2319 /* Not supported */
2320 case WINED3DFMT_A16B16G16R16:
2321 case WINED3DFMT_A8R3G3B2:
2322 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2323 return FALSE;
2325 /* Floating point formats */
2326 case WINED3DFMT_R16F:
2327 case WINED3DFMT_A16B16G16R16F:
2328 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2329 TRACE_(d3d_caps)("[OK]\n");
2330 return TRUE;
2332 TRACE_(d3d_caps)("[FAILED]\n");
2333 return FALSE;
2335 case WINED3DFMT_R32F:
2336 case WINED3DFMT_A32B32G32R32F:
2337 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2338 TRACE_(d3d_caps)("[OK]\n");
2339 return TRUE;
2341 TRACE_(d3d_caps)("[FAILED]\n");
2342 return FALSE;
2344 case WINED3DFMT_G16R16F:
2345 case WINED3DFMT_G32R32F:
2346 TRACE_(d3d_caps)("[FAILED]\n");
2347 return FALSE;
2349 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2350 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2351 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2352 * We can do instancing with all shader versions, but we need vertex shaders.
2354 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2355 * to enable instancing. WineD3D doesn't need that and just ignores it.
2357 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2359 case WINEMAKEFOURCC('I','N','S','T'):
2360 TRACE("ATI Instancing check hack\n");
2361 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2362 TRACE_(d3d_caps)("[OK]\n");
2363 return TRUE;
2365 TRACE_(d3d_caps)("[FAILED]\n");
2366 return FALSE;
2368 /* Some weird FOURCC formats */
2369 case WINED3DFMT_R8G8_B8G8:
2370 case WINED3DFMT_G8R8_G8B8:
2371 case WINED3DFMT_MULTI2_ARGB8:
2372 TRACE_(d3d_caps)("[FAILED]\n");
2373 return FALSE;
2375 case WINED3DFMT_UNKNOWN:
2376 return FALSE;
2378 default:
2379 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2380 break;
2382 return FALSE;
2385 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2387 if (!GL_LIMITS(vertex_samplers)) {
2388 TRACE_(d3d_caps)("[FAILED]\n");
2389 return FALSE;
2392 switch (CheckFormat) {
2393 case WINED3DFMT_A32B32G32R32F:
2394 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2395 TRACE_(d3d_caps)("[FAILED]\n");
2396 return FALSE;
2398 TRACE_(d3d_caps)("[OK]\n");
2399 return TRUE;
2401 default:
2402 TRACE_(d3d_caps)("[FAILED]\n");
2403 return FALSE;
2405 return FALSE;
2408 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2409 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2410 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2411 DWORD UsageCaps = 0;
2413 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2414 This,
2415 Adapter,
2416 DeviceType, debug_d3ddevicetype(DeviceType),
2417 AdapterFormat, debug_d3dformat(AdapterFormat),
2418 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2419 RType, debug_d3dresourcetype(RType),
2420 CheckFormat, debug_d3dformat(CheckFormat));
2422 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2423 return WINED3DERR_INVALIDCALL;
2426 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2427 /* Cubetexture allows:
2428 * - D3DUSAGE_AUTOGENMIPMAP
2429 * - D3DUSAGE_DEPTHSTENCIL
2430 * - D3DUSAGE_DYNAMIC
2431 * - D3DUSAGE_NONSECURE (d3d9ex)
2432 * - D3DUSAGE_RENDERTARGET
2433 * - D3DUSAGE_SOFTWAREPROCESSING
2434 * - D3DUSAGE_QUERY_WRAPANDMIP
2436 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2437 /* Check if the texture format is around */
2438 if(CheckTextureCapability(Adapter, CheckFormat)) {
2439 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2440 /* Check for automatic mipmap generation support */
2441 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2442 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2443 } else {
2444 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2445 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2449 /* Always report dynamic locking */
2450 if(Usage & WINED3DUSAGE_DYNAMIC)
2451 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2453 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2454 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2455 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2456 } else {
2457 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2458 return WINED3DERR_NOTAVAILABLE;
2462 /* Always report software processing */
2463 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2464 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2466 /* Check QUERY_FILTER support */
2467 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2468 if(CheckFilterCapability(Adapter, CheckFormat)) {
2469 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2470 } else {
2471 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2472 return WINED3DERR_NOTAVAILABLE;
2476 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2477 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2478 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2479 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2480 } else {
2481 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2482 return WINED3DERR_NOTAVAILABLE;
2486 /* Check QUERY_SRGBREAD support */
2487 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2488 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2489 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2490 } else {
2491 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2492 return WINED3DERR_NOTAVAILABLE;
2496 /* Check QUERY_SRGBWRITE support */
2497 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2498 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2499 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2500 } else {
2501 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2502 return WINED3DERR_NOTAVAILABLE;
2506 /* Check QUERY_VERTEXTEXTURE support */
2507 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2508 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2509 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2510 } else {
2511 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2512 return WINED3DERR_NOTAVAILABLE;
2516 /* Check QUERY_WRAPANDMIP support */
2517 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2518 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2519 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2520 } else {
2521 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2522 return WINED3DERR_NOTAVAILABLE;
2525 } else {
2526 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2527 return WINED3DERR_NOTAVAILABLE;
2529 } else {
2530 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2531 return WINED3DERR_NOTAVAILABLE;
2533 } else if(RType == WINED3DRTYPE_SURFACE) {
2534 /* Surface allows:
2535 * - D3DUSAGE_DEPTHSTENCIL
2536 * - D3DUSAGE_NONSECURE (d3d9ex)
2537 * - D3DUSAGE_RENDERTARGET
2540 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2541 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2542 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2543 } else {
2544 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2545 return WINED3DERR_NOTAVAILABLE;
2549 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2550 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2551 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2552 } else {
2553 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2554 return WINED3DERR_NOTAVAILABLE;
2558 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2559 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2560 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2561 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2562 } else {
2563 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2564 return WINED3DERR_NOTAVAILABLE;
2567 } else if(RType == WINED3DRTYPE_TEXTURE) {
2568 /* Texture allows:
2569 * - D3DUSAGE_AUTOGENMIPMAP
2570 * - D3DUSAGE_DEPTHSTENCIL
2571 * - D3DUSAGE_DMAP
2572 * - D3DUSAGE_DYNAMIC
2573 * - D3DUSAGE_NONSECURE (d3d9ex)
2574 * - D3DUSAGE_RENDERTARGET
2575 * - D3DUSAGE_SOFTWAREPROCESSING
2576 * - D3DUSAGE_TEXTAPI (d3d9ex)
2577 * - D3DUSAGE_QUERY_WRAPANDMIP
2580 /* Check if the texture format is around */
2581 if(CheckTextureCapability(Adapter, CheckFormat)) {
2582 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2583 /* Check for automatic mipmap generation support */
2584 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2585 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2586 } else {
2587 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2588 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2592 /* Always report dynamic locking */
2593 if(Usage & WINED3DUSAGE_DYNAMIC)
2594 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2596 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2597 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2598 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2599 } else {
2600 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2601 return WINED3DERR_NOTAVAILABLE;
2605 /* Always report software processing */
2606 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2607 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2609 /* Check QUERY_FILTER support */
2610 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2611 if(CheckFilterCapability(Adapter, CheckFormat)) {
2612 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2613 } else {
2614 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2615 return WINED3DERR_NOTAVAILABLE;
2619 /* Check QUERY_LEGACYBUMPMAP support */
2620 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2621 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2622 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2623 } else {
2624 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2625 return WINED3DERR_NOTAVAILABLE;
2629 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2630 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2631 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2632 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2633 } else {
2634 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2635 return WINED3DERR_NOTAVAILABLE;
2639 /* Check QUERY_SRGBREAD support */
2640 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2641 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2642 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2643 } else {
2644 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2645 return WINED3DERR_NOTAVAILABLE;
2649 /* Check QUERY_SRGBWRITE support */
2650 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2651 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2652 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2653 } else {
2654 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2655 return WINED3DERR_NOTAVAILABLE;
2659 /* Check QUERY_VERTEXTEXTURE support */
2660 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2661 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2662 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2663 } else {
2664 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2665 return WINED3DERR_NOTAVAILABLE;
2669 /* Check QUERY_WRAPANDMIP support */
2670 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2671 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2672 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2673 } else {
2674 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2675 return WINED3DERR_NOTAVAILABLE;
2679 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2680 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2681 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2682 } else {
2683 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2684 return WINED3DERR_NOTAVAILABLE;
2687 } else {
2688 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2689 return WINED3DERR_NOTAVAILABLE;
2691 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2692 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2693 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2695 * Volumetexture allows:
2696 * - D3DUSAGE_DYNAMIC
2697 * - D3DUSAGE_NONSECURE (d3d9ex)
2698 * - D3DUSAGE_SOFTWAREPROCESSING
2699 * - D3DUSAGE_QUERY_WRAPANDMIP
2702 /* Check volume texture and volume usage caps */
2703 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2704 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2705 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2706 return WINED3DERR_NOTAVAILABLE;
2709 /* Always report dynamic locking */
2710 if(Usage & WINED3DUSAGE_DYNAMIC)
2711 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2713 /* Always report software processing */
2714 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2715 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2717 /* Check QUERY_FILTER support */
2718 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2719 if(CheckFilterCapability(Adapter, CheckFormat)) {
2720 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2721 } else {
2722 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2723 return WINED3DERR_NOTAVAILABLE;
2727 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2728 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2729 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2730 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2731 } else {
2732 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2733 return WINED3DERR_NOTAVAILABLE;
2737 /* Check QUERY_SRGBREAD support */
2738 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2739 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2740 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2741 } else {
2742 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2743 return WINED3DERR_NOTAVAILABLE;
2747 /* Check QUERY_SRGBWRITE support */
2748 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2749 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2750 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2751 } else {
2752 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2753 return WINED3DERR_NOTAVAILABLE;
2757 /* Check QUERY_VERTEXTEXTURE support */
2758 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2759 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2760 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2761 } else {
2762 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2763 return WINED3DERR_NOTAVAILABLE;
2767 /* Check QUERY_WRAPANDMIP support */
2768 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2769 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2770 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2771 } else {
2772 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2773 return WINED3DERR_NOTAVAILABLE;
2776 } else {
2777 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2778 return WINED3DERR_NOTAVAILABLE;
2781 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2782 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2783 * app needing one of those formats, don't advertize them to avoid leading apps into
2784 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2785 * except of R32F.
2787 switch(CheckFormat) {
2788 case WINED3DFMT_P8:
2789 case WINED3DFMT_A4L4:
2790 case WINED3DFMT_R32F:
2791 case WINED3DFMT_R16F:
2792 case WINED3DFMT_X8L8V8U8:
2793 case WINED3DFMT_L6V5U5:
2794 case WINED3DFMT_G16R16:
2795 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2796 return WINED3DERR_NOTAVAILABLE;
2798 case WINED3DFMT_Q8W8V8U8:
2799 case WINED3DFMT_V16U16:
2800 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2801 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2802 return WINED3DERR_NOTAVAILABLE;
2804 break;
2806 case WINED3DFMT_V8U8:
2807 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2808 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2809 return WINED3DERR_NOTAVAILABLE;
2811 break;
2813 case WINED3DFMT_DXT1:
2814 case WINED3DFMT_DXT2:
2815 case WINED3DFMT_DXT3:
2816 case WINED3DFMT_DXT4:
2817 case WINED3DFMT_DXT5:
2818 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2819 * compressed texture results in an error. While the D3D refrast does
2820 * support s3tc volumes, at least the nvidia windows driver does not, so
2821 * we're free not to support this format.
2823 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2824 return WINED3DERR_NOTAVAILABLE;
2826 default:
2827 /* Do nothing, continue with checking the format below */
2828 break;
2830 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2831 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2832 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2833 return WINED3DERR_NOTAVAILABLE;
2836 /* This format is nothing special and it is supported perfectly.
2837 * However, ati and nvidia driver on windows do not mark this format as
2838 * supported (tested with the dxCapsViewer) and pretending to
2839 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2840 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2841 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2843 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2844 TRACE_(d3d_caps)("[FAILED]\n");
2845 return WINED3DERR_NOTAVAILABLE;
2848 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2849 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2850 * usage flags match. */
2851 if(UsageCaps == Usage) {
2852 return WINED3D_OK;
2853 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2854 return WINED3DOK_NOAUTOGEN;
2855 } else {
2856 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);
2857 return WINED3DERR_NOTAVAILABLE;
2861 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2862 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2863 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2865 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2866 This,
2867 Adapter,
2868 DeviceType, debug_d3ddevicetype(DeviceType),
2869 SourceFormat, debug_d3dformat(SourceFormat),
2870 TargetFormat, debug_d3dformat(TargetFormat));
2871 return WINED3D_OK;
2874 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2875 const shader_backend_t *ret;
2876 int vs_selected_mode;
2877 int ps_selected_mode;
2879 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2880 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2881 ret = &glsl_shader_backend;
2882 } else if (vs_selected_mode == SHADER_ARB && ps_selected_mode != SHADER_NONE &&
2883 !GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2884 ret = &atifs_shader_backend;
2885 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2886 ret = &arb_program_shader_backend;
2887 } else {
2888 ret = &none_shader_backend;
2890 return ret;
2893 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2894 int vs_selected_mode;
2895 int ps_selected_mode;
2897 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2898 if (ps_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_ARB) {
2899 return &ffp_fragment_pipeline;
2900 } else if (ps_selected_mode != SHADER_NONE && !GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2901 return &atifs_fragment_pipeline;
2902 } else {
2903 return &ffp_fragment_pipeline;
2907 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2908 subset of a D3DCAPS9 structure. However, it has to come via a void *
2909 as the d3d8 interface cannot import the d3d9 header */
2910 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2912 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2913 int vs_selected_mode;
2914 int ps_selected_mode;
2915 struct shader_caps shader_caps;
2916 struct fragment_caps fragment_caps;
2917 const shader_backend_t *shader_backend;
2918 const struct fragment_pipeline *frag_pipeline = NULL;
2920 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2922 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2923 return WINED3DERR_INVALIDCALL;
2926 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2928 /* This function should *not* be modifying GL caps
2929 * TODO: move the functionality where it belongs */
2930 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2932 /* ------------------------------------------------
2933 The following fields apply to both d3d8 and d3d9
2934 ------------------------------------------------ */
2935 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2936 pCaps->AdapterOrdinal = Adapter;
2938 pCaps->Caps = 0;
2939 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2940 WINED3DCAPS2_FULLSCREENGAMMA |
2941 WINED3DCAPS2_DYNAMICTEXTURES;
2942 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2943 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2945 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2946 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2947 WINED3DPRESENT_INTERVAL_ONE;
2949 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2950 WINED3DCURSORCAPS_LOWRES;
2952 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2953 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2954 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2955 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2956 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2957 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2958 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2959 WINED3DDEVCAPS_PUREDEVICE |
2960 WINED3DDEVCAPS_HWRASTERIZATION |
2961 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2962 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2963 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2964 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2965 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2966 WINED3DDEVCAPS_RTPATCHES;
2968 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2969 WINED3DPMISCCAPS_CULLCCW |
2970 WINED3DPMISCCAPS_CULLCW |
2971 WINED3DPMISCCAPS_COLORWRITEENABLE |
2972 WINED3DPMISCCAPS_CLIPTLVERTS |
2973 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2974 WINED3DPMISCCAPS_MASKZ |
2975 WINED3DPMISCCAPS_BLENDOP |
2976 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
2977 /* TODO:
2978 WINED3DPMISCCAPS_NULLREFERENCE
2979 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2980 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2981 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2982 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2984 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
2985 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
2987 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2988 WINED3DPRASTERCAPS_PAT |
2989 WINED3DPRASTERCAPS_WFOG |
2990 WINED3DPRASTERCAPS_ZFOG |
2991 WINED3DPRASTERCAPS_FOGVERTEX |
2992 WINED3DPRASTERCAPS_FOGTABLE |
2993 WINED3DPRASTERCAPS_STIPPLE |
2994 WINED3DPRASTERCAPS_SUBPIXEL |
2995 WINED3DPRASTERCAPS_ZTEST |
2996 WINED3DPRASTERCAPS_SCISSORTEST |
2997 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2998 WINED3DPRASTERCAPS_DEPTHBIAS;
3000 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3001 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3002 WINED3DPRASTERCAPS_ZBIAS |
3003 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3005 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3006 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3008 /* FIXME Add:
3009 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3010 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3011 WINED3DPRASTERCAPS_ANTIALIASEDGES
3012 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3013 WINED3DPRASTERCAPS_WBUFFER */
3015 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3016 WINED3DPCMPCAPS_EQUAL |
3017 WINED3DPCMPCAPS_GREATER |
3018 WINED3DPCMPCAPS_GREATEREQUAL |
3019 WINED3DPCMPCAPS_LESS |
3020 WINED3DPCMPCAPS_LESSEQUAL |
3021 WINED3DPCMPCAPS_NEVER |
3022 WINED3DPCMPCAPS_NOTEQUAL;
3024 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3025 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3026 WINED3DPBLENDCAPS_DESTALPHA |
3027 WINED3DPBLENDCAPS_DESTCOLOR |
3028 WINED3DPBLENDCAPS_INVDESTALPHA |
3029 WINED3DPBLENDCAPS_INVDESTCOLOR |
3030 WINED3DPBLENDCAPS_INVSRCALPHA |
3031 WINED3DPBLENDCAPS_INVSRCCOLOR |
3032 WINED3DPBLENDCAPS_ONE |
3033 WINED3DPBLENDCAPS_SRCALPHA |
3034 WINED3DPBLENDCAPS_SRCALPHASAT |
3035 WINED3DPBLENDCAPS_SRCCOLOR |
3036 WINED3DPBLENDCAPS_ZERO;
3038 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3039 WINED3DPBLENDCAPS_DESTCOLOR |
3040 WINED3DPBLENDCAPS_INVDESTALPHA |
3041 WINED3DPBLENDCAPS_INVDESTCOLOR |
3042 WINED3DPBLENDCAPS_INVSRCALPHA |
3043 WINED3DPBLENDCAPS_INVSRCCOLOR |
3044 WINED3DPBLENDCAPS_ONE |
3045 WINED3DPBLENDCAPS_SRCALPHA |
3046 WINED3DPBLENDCAPS_SRCCOLOR |
3047 WINED3DPBLENDCAPS_ZERO;
3048 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3049 * according to the glBlendFunc manpage
3051 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3052 * legacy settings for srcblend only
3055 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3056 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3057 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3061 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3062 WINED3DPCMPCAPS_EQUAL |
3063 WINED3DPCMPCAPS_GREATER |
3064 WINED3DPCMPCAPS_GREATEREQUAL |
3065 WINED3DPCMPCAPS_LESS |
3066 WINED3DPCMPCAPS_LESSEQUAL |
3067 WINED3DPCMPCAPS_NEVER |
3068 WINED3DPCMPCAPS_NOTEQUAL;
3070 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3071 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3072 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3073 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3074 WINED3DPSHADECAPS_COLORFLATRGB |
3075 WINED3DPSHADECAPS_FOGFLAT |
3076 WINED3DPSHADECAPS_FOGGOURAUD |
3077 WINED3DPSHADECAPS_SPECULARFLATRGB;
3079 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3080 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3081 WINED3DPTEXTURECAPS_BORDER |
3082 WINED3DPTEXTURECAPS_MIPMAP |
3083 WINED3DPTEXTURECAPS_PROJECTED |
3084 WINED3DPTEXTURECAPS_PERSPECTIVE;
3086 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3087 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3088 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3091 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3092 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3093 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3094 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3097 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3098 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3099 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3100 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3104 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3105 WINED3DPTFILTERCAPS_MAGFPOINT |
3106 WINED3DPTFILTERCAPS_MINFLINEAR |
3107 WINED3DPTFILTERCAPS_MINFPOINT |
3108 WINED3DPTFILTERCAPS_MIPFLINEAR |
3109 WINED3DPTFILTERCAPS_MIPFPOINT |
3110 WINED3DPTFILTERCAPS_LINEAR |
3111 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3112 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3113 WINED3DPTFILTERCAPS_MIPLINEAR |
3114 WINED3DPTFILTERCAPS_MIPNEAREST |
3115 WINED3DPTFILTERCAPS_NEAREST;
3117 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3118 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3119 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3122 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3123 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3124 WINED3DPTFILTERCAPS_MAGFPOINT |
3125 WINED3DPTFILTERCAPS_MINFLINEAR |
3126 WINED3DPTFILTERCAPS_MINFPOINT |
3127 WINED3DPTFILTERCAPS_MIPFLINEAR |
3128 WINED3DPTFILTERCAPS_MIPFPOINT |
3129 WINED3DPTFILTERCAPS_LINEAR |
3130 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3131 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3132 WINED3DPTFILTERCAPS_MIPLINEAR |
3133 WINED3DPTFILTERCAPS_MIPNEAREST |
3134 WINED3DPTFILTERCAPS_NEAREST;
3136 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3137 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3138 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3140 } else
3141 pCaps->CubeTextureFilterCaps = 0;
3143 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3144 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3145 WINED3DPTFILTERCAPS_MAGFPOINT |
3146 WINED3DPTFILTERCAPS_MINFLINEAR |
3147 WINED3DPTFILTERCAPS_MINFPOINT |
3148 WINED3DPTFILTERCAPS_MIPFLINEAR |
3149 WINED3DPTFILTERCAPS_MIPFPOINT |
3150 WINED3DPTFILTERCAPS_LINEAR |
3151 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3152 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3153 WINED3DPTFILTERCAPS_MIPLINEAR |
3154 WINED3DPTFILTERCAPS_MIPNEAREST |
3155 WINED3DPTFILTERCAPS_NEAREST;
3156 } else
3157 pCaps->VolumeTextureFilterCaps = 0;
3159 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3160 WINED3DPTADDRESSCAPS_CLAMP |
3161 WINED3DPTADDRESSCAPS_WRAP;
3163 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3164 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3166 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3167 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3169 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3170 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3173 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3174 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3175 WINED3DPTADDRESSCAPS_CLAMP |
3176 WINED3DPTADDRESSCAPS_WRAP;
3177 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3178 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3180 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3181 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3183 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3184 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3186 } else
3187 pCaps->VolumeTextureAddressCaps = 0;
3189 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3190 WINED3DLINECAPS_ZTEST;
3191 /* FIXME: Add
3192 WINED3DLINECAPS_BLEND
3193 WINED3DLINECAPS_ALPHACMP
3194 WINED3DLINECAPS_FOG */
3196 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3197 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3199 if(GL_SUPPORT(EXT_TEXTURE3D))
3200 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3201 else
3202 pCaps->MaxVolumeExtent = 0;
3204 pCaps->MaxTextureRepeat = 32768;
3205 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3206 pCaps->MaxVertexW = 1.0;
3208 pCaps->GuardBandLeft = 0;
3209 pCaps->GuardBandTop = 0;
3210 pCaps->GuardBandRight = 0;
3211 pCaps->GuardBandBottom = 0;
3213 pCaps->ExtentsAdjust = 0;
3215 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3216 WINED3DSTENCILCAPS_INCRSAT |
3217 WINED3DSTENCILCAPS_INVERT |
3218 WINED3DSTENCILCAPS_KEEP |
3219 WINED3DSTENCILCAPS_REPLACE |
3220 WINED3DSTENCILCAPS_ZERO;
3221 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3222 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3223 WINED3DSTENCILCAPS_INCR;
3225 if ( This->dxVersion > 8 &&
3226 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3227 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3228 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3231 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3233 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3234 pCaps->MaxActiveLights = GL_LIMITS(lights);
3236 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3237 pCaps->MaxVertexBlendMatrixIndex = 0;
3239 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3240 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3243 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3244 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3245 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3246 WINED3DVTXPCAPS_LOCALVIEWER |
3247 WINED3DVTXPCAPS_VERTEXFOG |
3248 WINED3DVTXPCAPS_TEXGEN;
3249 /* FIXME: Add
3250 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3252 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3253 pCaps->MaxVertexIndex = 0xFFFFF;
3254 pCaps->MaxStreams = MAX_STREAMS;
3255 pCaps->MaxStreamStride = 1024;
3257 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3258 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
3259 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3260 pCaps->MaxNpatchTessellationLevel = 0;
3261 pCaps->MasterAdapterOrdinal = 0;
3262 pCaps->AdapterOrdinalInGroup = 0;
3263 pCaps->NumberOfAdaptersInGroup = 1;
3265 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3267 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3268 WINED3DPTFILTERCAPS_MAGFPOINT |
3269 WINED3DPTFILTERCAPS_MINFLINEAR |
3270 WINED3DPTFILTERCAPS_MAGFLINEAR;
3271 pCaps->VertexTextureFilterCaps = 0;
3273 memset(&shader_caps, 0, sizeof(shader_caps));
3274 shader_backend = select_shader_backend(Adapter, DeviceType);
3275 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3277 memset(&fragment_caps, 0, sizeof(fragment_caps));
3278 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3279 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3281 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3282 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3284 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3285 * Ignore shader model capabilities if disabled in config
3287 if(vs_selected_mode == SHADER_NONE) {
3288 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3289 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3290 pCaps->MaxVertexShaderConst = 0;
3291 } else {
3292 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3293 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3296 if(ps_selected_mode == SHADER_NONE) {
3297 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3298 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3299 pCaps->PixelShader1xMaxValue = 0.0;
3300 } else {
3301 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3302 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3305 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3306 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3307 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3309 pCaps->VS20Caps = shader_caps.VS20Caps;
3310 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3311 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3312 pCaps->PS20Caps = shader_caps.PS20Caps;
3313 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3314 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3316 /* The following caps are shader specific, but they are things we cannot detect, or which
3317 * are the same among all shader models. So to avoid code duplication set the shader version
3318 * specific, but otherwise constant caps here
3320 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3321 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3322 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3323 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3324 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3325 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3326 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3328 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3329 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3330 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3331 pCaps->VS20Caps.Caps = 0;
3332 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3333 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3334 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3336 pCaps->MaxVShaderInstructionsExecuted = 65535;
3337 pCaps->MaxVertexShader30InstructionSlots = 0;
3338 } else { /* VS 1.x */
3339 pCaps->VS20Caps.Caps = 0;
3340 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3341 pCaps->VS20Caps.NumTemps = 0;
3342 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3344 pCaps->MaxVShaderInstructionsExecuted = 0;
3345 pCaps->MaxVertexShader30InstructionSlots = 0;
3348 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3349 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3350 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3352 /* 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 */
3353 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3354 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3355 WINED3DPS20CAPS_PREDICATION |
3356 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3357 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3358 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3359 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3360 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3361 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3363 pCaps->MaxPShaderInstructionsExecuted = 65535;
3364 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3365 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3366 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3367 pCaps->PS20Caps.Caps = 0;
3368 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3369 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3370 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3371 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3373 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3374 pCaps->MaxPixelShader30InstructionSlots = 0;
3375 } else { /* PS 1.x */
3376 pCaps->PS20Caps.Caps = 0;
3377 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3378 pCaps->PS20Caps.NumTemps = 0;
3379 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3380 pCaps->PS20Caps.NumInstructionSlots = 0;
3382 pCaps->MaxPShaderInstructionsExecuted = 0;
3383 pCaps->MaxPixelShader30InstructionSlots = 0;
3386 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3387 /* OpenGL supports all the formats below, perhaps not always
3388 * without conversion, but it supports them.
3389 * Further GLSL doesn't seem to have an official unsigned type so
3390 * don't advertise it yet as I'm not sure how we handle it.
3391 * We might need to add some clamping in the shader engine to
3392 * support it.
3393 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3394 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3395 WINED3DDTCAPS_UBYTE4N |
3396 WINED3DDTCAPS_SHORT2N |
3397 WINED3DDTCAPS_SHORT4N;
3398 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3399 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3400 WINED3DDTCAPS_FLOAT16_4;
3402 } else
3403 pCaps->DeclTypes = 0;
3405 return WINED3D_OK;
3408 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3409 and fields being inserted in the middle, a new structure is used in place */
3410 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3411 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3412 IUnknown *parent) {
3414 IWineD3DDeviceImpl *object = NULL;
3415 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3416 WINED3DDISPLAYMODE mode;
3417 const struct fragment_pipeline *frag_pipeline = NULL;
3418 int i;
3420 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3421 * number and create a device without a 3D adapter for 2D only operation.
3423 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3424 return WINED3DERR_INVALIDCALL;
3427 /* Create a WineD3DDevice object */
3428 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3429 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3430 TRACE("Created WineD3DDevice object @ %p\n", object);
3431 if (NULL == object) {
3432 return WINED3DERR_OUTOFVIDEOMEMORY;
3435 /* Set up initial COM information */
3436 object->lpVtbl = &IWineD3DDevice_Vtbl;
3437 object->ref = 1;
3438 object->wineD3D = iface;
3439 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3440 IWineD3D_AddRef(object->wineD3D);
3441 object->parent = parent;
3442 list_init(&object->resources);
3443 list_init(&object->shaders);
3445 if(This->dxVersion == 7) {
3446 object->surface_alignment = 8;
3447 } else {
3448 object->surface_alignment = 4;
3450 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3452 /* Set the state up as invalid until the device is fully created */
3453 object->state = WINED3DERR_DRIVERINTERNALERROR;
3455 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3456 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3458 /* Save the creation parameters */
3459 object->createParms.AdapterOrdinal = Adapter;
3460 object->createParms.DeviceType = DeviceType;
3461 object->createParms.hFocusWindow = hFocusWindow;
3462 object->createParms.BehaviorFlags = BehaviourFlags;
3464 /* Initialize other useful values */
3465 object->adapterNo = Adapter;
3466 object->devType = DeviceType;
3468 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3469 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3471 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3472 object->frag_pipe = frag_pipeline;
3473 compile_state_table(object->StateTable, object->multistate_funcs,
3474 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3476 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3477 * model can deal with that. It is essentially the same, just with adjusted
3478 * Set*ShaderConstantF implementations
3480 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3481 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3484 /* set the state of the device to valid */
3485 object->state = WINED3D_OK;
3487 /* Get the initial screen setup for ddraw */
3488 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3490 object->ddraw_width = mode.Width;
3491 object->ddraw_height = mode.Height;
3492 object->ddraw_format = mode.Format;
3494 for(i = 0; i < PATCHMAP_SIZE; i++) {
3495 list_init(&object->patches[i]);
3497 return WINED3D_OK;
3499 #undef GLINFO_LOCATION
3501 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3502 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3503 IUnknown_AddRef(This->parent);
3504 *pParent = This->parent;
3505 return WINED3D_OK;
3508 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3509 IUnknown* surfaceParent;
3510 TRACE("(%p) call back\n", pSurface);
3512 /* Now, release the parent, which will take care of cleaning up the surface for us */
3513 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3514 IUnknown_Release(surfaceParent);
3515 return IUnknown_Release(surfaceParent);
3518 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3519 IUnknown* volumeParent;
3520 TRACE("(%p) call back\n", pVolume);
3522 /* Now, release the parent, which will take care of cleaning up the volume for us */
3523 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3524 IUnknown_Release(volumeParent);
3525 return IUnknown_Release(volumeParent);
3528 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3529 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3530 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3531 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3533 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3534 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3535 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3536 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3537 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3538 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3539 * DirectDraw, not OpenGL.
3541 if(gl_info->supported[APPLE_FENCE] &&
3542 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3543 gl_info->supported[APPLE_FLUSH_RENDER] &&
3544 gl_info->supported[APPLE_YCBCR_422]) {
3545 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3546 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3547 return TRUE;
3548 } else {
3549 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3550 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3551 return FALSE;
3555 #define GLINFO_LOCATION (*gl_info)
3556 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3557 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3558 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3559 * all the texture. This function detects this bug by its symptom and disables PBOs
3560 * if the test fails.
3562 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3563 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3564 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3565 * read back is compared to the original. If they are equal PBOs are assumed to work,
3566 * otherwise the PBO extension is disabled.
3568 GLuint texture, pbo;
3569 static const unsigned int pattern[] = {
3570 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3571 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3572 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3573 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3575 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3577 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3578 /* No PBO -> No point in testing them */
3579 return;
3582 while(glGetError());
3583 glGenTextures(1, &texture);
3584 glBindTexture(GL_TEXTURE_2D, texture);
3585 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3586 checkGLcall("Specifying the PBO test texture\n");
3588 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3589 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3590 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3591 checkGLcall("Specifying the PBO test pbo\n");
3593 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3594 checkGLcall("Loading the PBO test texture\n");
3596 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3597 glFinish(); /* just to be sure */
3599 memset(check, 0, sizeof(check));
3600 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3601 checkGLcall("Reading back the PBO test texture\n");
3603 glDeleteTextures(1, &texture);
3604 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3605 checkGLcall("PBO test cleanup\n");
3607 if(memcmp(check, pattern, sizeof(check)) != 0) {
3608 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3609 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3610 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3611 } else {
3612 TRACE_(d3d_caps)("PBO test successful\n");
3615 #undef GLINFO_LOCATION
3617 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3618 * reporting a driver version is moot because we are not the Windows driver, and we have different
3619 * bugs, features, etc.
3621 * If a card is not found in this table, the gl driver version is reported
3623 struct driver_version_information {
3624 WORD vendor; /* reported PCI card vendor ID */
3625 WORD card; /* reported PCI card device ID */
3626 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3627 WORD lopart_hi, lopart_lo; /* driver loword to report */
3630 static const struct driver_version_information driver_version_table[] = {
3631 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3632 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3633 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3634 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3635 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3636 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3637 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3638 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3639 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3640 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3641 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3642 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3643 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3644 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3645 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3646 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3647 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3648 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3649 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3651 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3652 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3653 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3654 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3655 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3656 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3657 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3659 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3662 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3663 unsigned int i;
3664 BOOL apple = implementation_is_apple(gl_info);
3666 if(apple) {
3667 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3668 * used it falls back to software. While the compiler can detect if the shader uses all declared
3669 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3670 * using relative addressing falls back to software.
3672 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3674 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3675 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3676 } else {
3677 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3678 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3679 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3682 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3683 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3684 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3685 * flag for this extension
3687 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3688 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3689 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3690 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3691 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3692 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3693 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3697 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3698 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3699 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3700 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3701 * according to the spec.
3703 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3704 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3706 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3707 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3708 * this workaround is activated on cards that do not need it, it won't break things, just affect
3709 * performance negatively.
3711 if(gl_info->gl_vendor == VENDOR_INTEL ||
3712 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3713 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3714 gl_info->set_texcoord_w = TRUE;
3718 /* Find out if PBOs work as they are supposed to */
3719 test_pbo_functionality(gl_info);
3721 /* Fixup the driver version */
3722 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3723 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3724 gl_info->gl_card == driver_version_table[i].card) {
3725 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3727 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3728 driver_version_table[i].lopart_lo);
3729 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3730 driver_version_table[i].hipart_lo);
3731 break;
3736 void invalid_func(void *data) {
3737 ERR("Invalid vertex attribute function called\n");
3738 DebugBreak();
3741 #define GLINFO_LOCATION (Adapters[0].gl_info)
3743 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3744 * the extension detection and are used in drawStridedSlow
3746 static void position_d3dcolor(void *data) {
3747 DWORD pos = *((DWORD *) data);
3749 FIXME("Add a test for fixed function position from d3dcolor type\n");
3750 glVertex4s(D3DCOLOR_B_R(pos),
3751 D3DCOLOR_B_G(pos),
3752 D3DCOLOR_B_B(pos),
3753 D3DCOLOR_B_A(pos));
3755 static void position_float4(void *data) {
3756 GLfloat *pos = (float *) data;
3758 if (pos[3] < eps && pos[3] > -eps)
3759 glVertex3fv(pos);
3760 else {
3761 float w = 1.0 / pos[3];
3763 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3767 static void diffuse_d3dcolor(void *data) {
3768 DWORD diffuseColor = *((DWORD *) data);
3770 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3771 D3DCOLOR_B_G(diffuseColor),
3772 D3DCOLOR_B_B(diffuseColor),
3773 D3DCOLOR_B_A(diffuseColor));
3776 static void specular_d3dcolor(void *data) {
3777 DWORD specularColor = *((DWORD *) data);
3779 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3780 D3DCOLOR_B_G(specularColor),
3781 D3DCOLOR_B_B(specularColor));
3783 static void warn_no_specular_func(void *data) {
3784 WARN("GL_EXT_secondary_color not supported\n");
3787 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3788 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3789 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3790 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3791 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3792 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3793 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3794 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3795 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3796 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3797 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3798 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3799 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3800 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3801 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3802 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3803 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3804 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3806 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3807 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3808 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3809 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3810 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3811 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3812 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3813 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3814 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3815 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3816 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3817 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3818 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3819 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3820 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3821 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3822 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3824 /* No 4 component entry points here */
3825 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3826 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3827 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3828 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3829 } else {
3830 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3832 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3833 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3834 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3835 } else {
3836 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3838 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3839 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3840 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3841 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3842 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3843 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3844 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3845 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3846 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3847 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3848 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3849 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3851 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3852 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3854 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3855 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3856 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3857 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3858 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3859 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3860 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3861 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3862 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3863 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3864 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3865 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3866 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3867 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3868 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3869 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3870 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3873 #define PUSH1(att) attribs[nAttribs++] = (att);
3874 BOOL InitAdapters(void) {
3875 static HMODULE mod_gl;
3876 BOOL ret;
3877 int ps_selected_mode, vs_selected_mode;
3879 /* No need to hold any lock. The calling library makes sure only one thread calls
3880 * wined3d simultaneously
3882 if(numAdapters > 0) return Adapters[0].opengl;
3884 TRACE("Initializing adapters\n");
3886 if(!mod_gl) {
3887 #ifdef USE_WIN32_OPENGL
3888 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3889 mod_gl = LoadLibraryA("opengl32.dll");
3890 if(!mod_gl) {
3891 ERR("Can't load opengl32.dll!\n");
3892 goto nogl_adapter;
3894 #else
3895 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3896 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3897 mod_gl = GetModuleHandleA("gdi32.dll");
3898 #endif
3901 /* Load WGL core functions from opengl32.dll */
3902 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3903 WGL_FUNCS_GEN;
3904 #undef USE_WGL_FUNC
3906 if(!pwglGetProcAddress) {
3907 ERR("Unable to load wglGetProcAddress!\n");
3908 goto nogl_adapter;
3911 /* Dynamically load all GL core functions */
3912 GL_FUNCS_GEN;
3913 #undef USE_GL_FUNC
3915 /* For now only one default adapter */
3917 int iPixelFormat;
3918 int attribs[10];
3919 int values[10];
3920 int nAttribs = 0;
3921 int res;
3922 int i;
3923 WineD3D_PixelFormat *cfgs;
3924 int attribute;
3925 DISPLAY_DEVICEW DisplayDevice;
3926 HDC hdc;
3928 TRACE("Initializing default adapter\n");
3929 Adapters[0].num = 0;
3930 Adapters[0].monitorPoint.x = -1;
3931 Adapters[0].monitorPoint.y = -1;
3933 if (!WineD3D_CreateFakeGLContext()) {
3934 ERR("Failed to get a gl context for default adapter\n");
3935 WineD3D_ReleaseFakeGLContext();
3936 goto nogl_adapter;
3939 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3940 if(!ret) {
3941 ERR("Failed to initialize gl caps for default adapter\n");
3942 WineD3D_ReleaseFakeGLContext();
3943 goto nogl_adapter;
3945 ret = initPixelFormats(&Adapters[0].gl_info);
3946 if(!ret) {
3947 ERR("Failed to init gl formats\n");
3948 WineD3D_ReleaseFakeGLContext();
3949 goto nogl_adapter;
3952 hdc = pwglGetCurrentDC();
3953 if(!hdc) {
3954 ERR("Failed to get gl HDC\n");
3955 WineD3D_ReleaseFakeGLContext();
3956 goto nogl_adapter;
3959 Adapters[0].driver = "Display";
3960 Adapters[0].description = "Direct3D HAL";
3962 /* Use the VideoRamSize registry setting when set */
3963 if(wined3d_settings.emulated_textureram)
3964 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3965 else
3966 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3967 Adapters[0].UsedTextureRam = 0;
3968 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3970 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3971 DisplayDevice.cb = sizeof(DisplayDevice);
3972 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3973 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3974 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3976 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3977 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3979 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3980 cfgs = Adapters[0].cfgs;
3981 PUSH1(WGL_RED_BITS_ARB)
3982 PUSH1(WGL_GREEN_BITS_ARB)
3983 PUSH1(WGL_BLUE_BITS_ARB)
3984 PUSH1(WGL_ALPHA_BITS_ARB)
3985 PUSH1(WGL_DEPTH_BITS_ARB)
3986 PUSH1(WGL_STENCIL_BITS_ARB)
3987 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
3988 PUSH1(WGL_PIXEL_TYPE_ARB)
3989 PUSH1(WGL_DOUBLE_BUFFER_ARB)
3990 PUSH1(WGL_AUX_BUFFERS_ARB)
3992 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
3993 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
3995 if(!res)
3996 continue;
3998 /* Cache the pixel format */
3999 cfgs->iPixelFormat = iPixelFormat;
4000 cfgs->redSize = values[0];
4001 cfgs->greenSize = values[1];
4002 cfgs->blueSize = values[2];
4003 cfgs->alphaSize = values[3];
4004 cfgs->depthSize = values[4];
4005 cfgs->stencilSize = values[5];
4006 cfgs->windowDrawable = values[6];
4007 cfgs->iPixelType = values[7];
4008 cfgs->doubleBuffer = values[8];
4009 cfgs->auxBuffers = values[9];
4011 cfgs->pbufferDrawable = FALSE;
4012 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4013 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4014 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4015 int value;
4016 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4017 cfgs->pbufferDrawable = value;
4020 cfgs->numSamples = 0;
4021 /* Check multisample support */
4022 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4023 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4024 int value[2];
4025 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4026 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4027 * value[1] = number of multi sample buffers*/
4028 if(value[0])
4029 cfgs->numSamples = value[1];
4033 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);
4034 cfgs++;
4037 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4038 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4039 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4040 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4041 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4042 * driver is allowed to consume more bits EXCEPT for stencil bits.
4044 * Mark an adapter with this broken stencil behavior.
4046 Adapters[0].brokenStencil = TRUE;
4047 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4048 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4049 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4050 Adapters[0].brokenStencil = FALSE;
4051 break;
4055 fixup_extensions(&Adapters[0].gl_info);
4057 WineD3D_ReleaseFakeGLContext();
4059 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4060 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4061 fillGLAttribFuncs(&Adapters[0].gl_info);
4062 init_type_lookup(&Adapters[0].gl_info);
4063 Adapters[0].opengl = TRUE;
4065 numAdapters = 1;
4066 TRACE("%d adapters successfully initialized\n", numAdapters);
4068 return TRUE;
4070 nogl_adapter:
4071 /* Initialize an adapter for ddraw-only memory counting */
4072 memset(Adapters, 0, sizeof(Adapters));
4073 Adapters[0].num = 0;
4074 Adapters[0].opengl = FALSE;
4075 Adapters[0].monitorPoint.x = -1;
4076 Adapters[0].monitorPoint.y = -1;
4078 Adapters[0].driver = "Display";
4079 Adapters[0].description = "WineD3D DirectDraw Emulation";
4080 if(wined3d_settings.emulated_textureram) {
4081 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4082 } else {
4083 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4086 numAdapters = 1;
4087 return FALSE;
4089 #undef PUSH1
4090 #undef GLINFO_LOCATION
4092 /**********************************************************
4093 * IWineD3D VTbl follows
4094 **********************************************************/
4096 const IWineD3DVtbl IWineD3D_Vtbl =
4098 /* IUnknown */
4099 IWineD3DImpl_QueryInterface,
4100 IWineD3DImpl_AddRef,
4101 IWineD3DImpl_Release,
4102 /* IWineD3D */
4103 IWineD3DImpl_GetParent,
4104 IWineD3DImpl_GetAdapterCount,
4105 IWineD3DImpl_RegisterSoftwareDevice,
4106 IWineD3DImpl_GetAdapterMonitor,
4107 IWineD3DImpl_GetAdapterModeCount,
4108 IWineD3DImpl_EnumAdapterModes,
4109 IWineD3DImpl_GetAdapterDisplayMode,
4110 IWineD3DImpl_GetAdapterIdentifier,
4111 IWineD3DImpl_CheckDeviceMultiSampleType,
4112 IWineD3DImpl_CheckDepthStencilMatch,
4113 IWineD3DImpl_CheckDeviceType,
4114 IWineD3DImpl_CheckDeviceFormat,
4115 IWineD3DImpl_CheckDeviceFormatConversion,
4116 IWineD3DImpl_GetDeviceCaps,
4117 IWineD3DImpl_CreateDevice