2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 /* Compile time diagnostics: */
26 #ifndef DEBUG_SINGLE_MODE
27 /* Set to 1 to force only a single display mode to be exposed: */
28 #define DEBUG_SINGLE_MODE 0
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID
= { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
42 /* Extension detection */
44 const char *extension_string
;
45 GL_SupportedExt extension
;
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE
, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE
, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER
, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422
, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS
, 0 },
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL
, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3
, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE
, 0 },
59 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP
, 0 },
62 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS
, 0 },
63 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM
, 0 },
64 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER
, 0 },
65 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL
, 0 },
66 {"GL_ARB_imaging", ARB_IMAGING
, 0 },
67 {"GL_ARB_multisample", ARB_MULTISAMPLE
, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
68 {"GL_ARB_multitexture", ARB_MULTITEXTURE
, 0 },
69 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY
, 0 },
70 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT
, 0 },
71 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS
, 0 },
72 {"GL_ARB_point_sprite", ARB_POINT_SPRITE
, 0 },
73 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP
, 0 },
74 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION
, 0 },
75 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP
, 0 },
76 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD
, 0 },
77 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE
, 0 },
78 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3
, 0 },
79 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT
, 0 },
80 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT
, 0 },
81 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO
, 0 },
82 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE
, 0 },
83 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND
, 0 },
84 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT
, 0 },
85 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM
, 0 },
86 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER
, 0 },
87 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS
, 0 },
90 {"GL_EXT_blend_color", EXT_BLEND_COLOR
, 0 },
91 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX
, 0 },
92 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE
, 0 },
93 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE
, 0 },
94 {"GL_EXT_fog_coord", EXT_FOG_COORD
, 0 },
95 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT
, 0 },
96 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT
, 0 },
97 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE
, 0 },
98 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS
, 0 },
99 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR
, 0 },
100 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE
, 0 },
101 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP
, 0 },
102 {"GL_EXT_texture3D", EXT_TEXTURE3D
, MAKEDWORD_VERSION(1, 2) },
103 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC
, 0 },
104 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD
, 0 },
105 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE
, 0 },
106 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3
, 0 },
107 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB
, 0 },
108 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC
, 0 },
109 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD
, 0 },
110 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS
, 0 },
111 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER
, 0 },
112 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING
, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS
, 0 },
116 {"GL_NV_half_float", NV_HALF_FLOAT
, 0 },
117 {"GL_NV_fence", NV_FENCE
, 0 },
118 {"GL_NV_fog_distance", NV_FOG_DISTANCE
, 0 },
119 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM
, 0 },
120 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2
, 0 },
121 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS
, 0 },
122 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2
, 0 },
123 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION
, 0 },
124 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4
, 0 },
125 {"GL_NV_texture_shader", NV_TEXTURE_SHADER
, 0 },
126 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2
, 0 },
127 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3
, 0 },
128 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY
, 0 },
129 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM
, 0 },
130 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1
, 0 },
131 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2
, 0 },
132 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3
, 0 },
133 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP
, 0 },
134 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT
, 0 },
137 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP
, 0 },
140 /**********************************************************
141 * Utility functions follow
142 **********************************************************/
145 static int numAdapters
= 0;
146 static struct WineD3DAdapter Adapters
[1];
148 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceFormat(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
, WINED3DFORMAT AdapterFormat
, DWORD Usage
, WINED3DRESOURCETYPE RType
, WINED3DFORMAT CheckFormat
);
151 int minLookup
[MAX_LOOKUPS
];
152 int maxLookup
[MAX_LOOKUPS
];
153 DWORD
*stateLookup
[MAX_LOOKUPS
];
155 DWORD minMipLookup
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1];
157 /* drawStridedSlow attributes */
158 glAttribFunc position_funcs
[WINED3DDECLTYPE_UNUSED
];
159 glAttribFunc diffuse_funcs
[WINED3DDECLTYPE_UNUSED
];
160 glAttribFunc specular_funcs
[WINED3DDECLTYPE_UNUSED
];
161 glAttribFunc normal_funcs
[WINED3DDECLTYPE_UNUSED
];
162 glTexAttribFunc texcoord_funcs
[WINED3DDECLTYPE_UNUSED
];
165 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
166 * ie there is no GL Context - Get a default rendering context to enable the
167 * function query some info from GL
170 static int wined3d_fake_gl_context_ref
= 0;
171 static BOOL wined3d_fake_gl_context_foreign
;
172 static BOOL wined3d_fake_gl_context_available
= FALSE
;
173 static HDC wined3d_fake_gl_context_hdc
= NULL
;
174 static HWND wined3d_fake_gl_context_hwnd
= NULL
;
176 static CRITICAL_SECTION wined3d_fake_gl_context_cs
;
177 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug
=
179 0, 0, &wined3d_fake_gl_context_cs
,
180 { &wined3d_fake_gl_context_cs_debug
.ProcessLocksList
,
181 &wined3d_fake_gl_context_cs_debug
.ProcessLocksList
},
182 0, 0, { (DWORD_PTR
)(__FILE__
": wined3d_fake_gl_context_cs") }
184 static CRITICAL_SECTION wined3d_fake_gl_context_cs
= { &wined3d_fake_gl_context_cs_debug
, -1, 0, 0, 0, 0 };
186 static void WineD3D_ReleaseFakeGLContext(void) {
189 EnterCriticalSection(&wined3d_fake_gl_context_cs
);
191 if(!wined3d_fake_gl_context_available
) {
192 TRACE_(d3d_caps
)("context not available\n");
193 LeaveCriticalSection(&wined3d_fake_gl_context_cs
);
197 glCtx
= pwglGetCurrentContext();
199 TRACE_(d3d_caps
)("decrementing ref from %i\n", wined3d_fake_gl_context_ref
);
200 if (0 == (--wined3d_fake_gl_context_ref
) ) {
201 if(!wined3d_fake_gl_context_foreign
&& glCtx
) {
202 TRACE_(d3d_caps
)("destroying fake GL context\n");
203 pwglMakeCurrent(NULL
, NULL
);
204 pwglDeleteContext(glCtx
);
206 if(wined3d_fake_gl_context_hdc
)
207 ReleaseDC(wined3d_fake_gl_context_hwnd
, wined3d_fake_gl_context_hdc
);
208 wined3d_fake_gl_context_hdc
= NULL
; /* Make sure we don't think that it is still around */
209 if(wined3d_fake_gl_context_hwnd
)
210 DestroyWindow(wined3d_fake_gl_context_hwnd
);
211 wined3d_fake_gl_context_hwnd
= NULL
;
212 wined3d_fake_gl_context_available
= FALSE
;
214 assert(wined3d_fake_gl_context_ref
>= 0);
216 LeaveCriticalSection(&wined3d_fake_gl_context_cs
);
219 static BOOL
WineD3D_CreateFakeGLContext(void) {
222 EnterCriticalSection(&wined3d_fake_gl_context_cs
);
224 TRACE("getting context...\n");
225 if(wined3d_fake_gl_context_ref
> 0) goto ret
;
226 assert(0 == wined3d_fake_gl_context_ref
);
228 wined3d_fake_gl_context_foreign
= TRUE
;
230 glCtx
= pwglGetCurrentContext();
232 PIXELFORMATDESCRIPTOR pfd
;
235 wined3d_fake_gl_context_foreign
= FALSE
;
237 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
238 wined3d_fake_gl_context_hwnd
= CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW
, 10, 10, 10, 10, NULL
, NULL
, NULL
, NULL
);
239 if(!wined3d_fake_gl_context_hwnd
) {
240 ERR("HWND creation failed!\n");
243 wined3d_fake_gl_context_hdc
= GetDC(wined3d_fake_gl_context_hwnd
);
244 if(!wined3d_fake_gl_context_hdc
) {
245 ERR("GetDC failed!\n");
249 /* PixelFormat selection */
250 ZeroMemory(&pfd
, sizeof(pfd
));
251 pfd
.nSize
= sizeof(pfd
);
253 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
254 pfd
.iPixelType
= PFD_TYPE_RGBA
;
256 pfd
.iLayerType
= PFD_MAIN_PLANE
;
258 iPixelFormat
= ChoosePixelFormat(wined3d_fake_gl_context_hdc
, &pfd
);
260 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
261 ERR("Can't find a suitable iPixelFormat\n");
264 DescribePixelFormat(wined3d_fake_gl_context_hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
265 SetPixelFormat(wined3d_fake_gl_context_hdc
, iPixelFormat
, &pfd
);
267 /* Create a GL context */
268 glCtx
= pwglCreateContext(wined3d_fake_gl_context_hdc
);
270 WARN_(d3d_caps
)("Error creating default context for capabilities initialization\n");
274 /* Make it the current GL context */
275 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc
, glCtx
)) {
276 WARN_(d3d_caps
)("Error setting default context as current for capabilities initialization\n");
282 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref
);
283 wined3d_fake_gl_context_ref
++;
284 wined3d_fake_gl_context_available
= TRUE
;
285 LeaveCriticalSection(&wined3d_fake_gl_context_cs
);
288 if(wined3d_fake_gl_context_hdc
)
289 ReleaseDC(wined3d_fake_gl_context_hwnd
, wined3d_fake_gl_context_hdc
);
290 wined3d_fake_gl_context_hdc
= NULL
;
291 if(wined3d_fake_gl_context_hwnd
)
292 DestroyWindow(wined3d_fake_gl_context_hwnd
);
293 wined3d_fake_gl_context_hwnd
= NULL
;
294 if(glCtx
) pwglDeleteContext(glCtx
);
295 LeaveCriticalSection(&wined3d_fake_gl_context_cs
);
299 /* Adjust the amount of used texture memory */
300 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl
*D3DDevice
, long glram
){
301 UINT Adapter
= D3DDevice
->adapterNo
;
303 Adapters
[Adapter
].UsedTextureRam
+= glram
;
304 TRACE("Adjusted gl ram by %ld to %d\n", glram
, Adapters
[Adapter
].UsedTextureRam
);
305 return Adapters
[Adapter
].UsedTextureRam
;
308 /**********************************************************
309 * IUnknown parts follows
310 **********************************************************/
312 static HRESULT WINAPI
IWineD3DImpl_QueryInterface(IWineD3D
*iface
,REFIID riid
,LPVOID
*ppobj
)
314 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
316 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
317 if (IsEqualGUID(riid
, &IID_IUnknown
)
318 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
319 || IsEqualGUID(riid
, &IID_IWineD3DDevice
)) {
320 IUnknown_AddRef(iface
);
325 return E_NOINTERFACE
;
328 static ULONG WINAPI
IWineD3DImpl_AddRef(IWineD3D
*iface
) {
329 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
330 ULONG refCount
= InterlockedIncrement(&This
->ref
);
332 TRACE("(%p) : AddRef increasing from %d\n", This
, refCount
- 1);
336 static ULONG WINAPI
IWineD3DImpl_Release(IWineD3D
*iface
) {
337 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
339 TRACE("(%p) : Releasing from %d\n", This
, This
->ref
);
340 ref
= InterlockedDecrement(&This
->ref
);
342 HeapFree(GetProcessHeap(), 0, This
);
348 /* Set the shader type for this device, depending on the given capabilities,
349 * the device type, and the user preferences in wined3d_settings */
351 static void select_shader_mode(
352 WineD3D_GL_Info
*gl_info
,
353 WINED3DDEVTYPE DeviceType
,
357 if (wined3d_settings
.vs_mode
== VS_NONE
) {
358 *vs_selected
= SHADER_NONE
;
359 } else if (gl_info
->supported
[ARB_VERTEX_SHADER
] && wined3d_settings
.glslRequested
) {
360 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
361 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
362 * shaders only on this card. */
363 if(gl_info
->vs_nv_version
&& gl_info
->vs_nv_version
< VS_VERSION_20
)
364 *vs_selected
= SHADER_ARB
;
366 *vs_selected
= SHADER_GLSL
;
367 } else if (gl_info
->supported
[ARB_VERTEX_PROGRAM
]) {
368 *vs_selected
= SHADER_ARB
;
370 *vs_selected
= SHADER_NONE
;
373 if (wined3d_settings
.ps_mode
== PS_NONE
) {
374 *ps_selected
= SHADER_NONE
;
375 } else if (gl_info
->supported
[ARB_FRAGMENT_SHADER
] && wined3d_settings
.glslRequested
) {
376 *ps_selected
= SHADER_GLSL
;
377 } else if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
]) {
378 *ps_selected
= SHADER_ARB
;
380 *ps_selected
= SHADER_NONE
;
384 /** Select the number of report maximum shader constants based on the selected shader modes */
385 static void select_shader_max_constants(
386 int ps_selected_mode
,
387 int vs_selected_mode
,
388 WineD3D_GL_Info
*gl_info
) {
390 switch (vs_selected_mode
) {
392 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
393 gl_info
->max_vshader_constantsF
= gl_info
->vs_glsl_constantsF
- (MAX_CONST_B
/ 4) - MAX_CONST_I
- 1;
396 /* We have to subtract any other PARAMs that we might use in our shader programs.
397 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
398 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
399 gl_info
->max_vshader_constantsF
= gl_info
->vs_arb_constantsF
- 3;
402 gl_info
->max_vshader_constantsF
= 0;
406 switch (ps_selected_mode
) {
408 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
409 * In theory the texbem instruction may need one more shader constant too. But lets assume
410 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
411 * and lets not take away a uniform needlessly from all other shaders.
413 gl_info
->max_pshader_constantsF
= gl_info
->ps_glsl_constantsF
- (MAX_CONST_B
/ 4) - MAX_CONST_I
- 2;
416 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
417 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
419 gl_info
->max_pshader_constantsF
= gl_info
->ps_arb_constantsF
- 2;
422 gl_info
->max_pshader_constantsF
= 0;
427 /**********************************************************
428 * IWineD3D parts follows
429 **********************************************************/
431 #define GLINFO_LOCATION (*gl_info)
432 static inline BOOL
test_arb_vs_offset_limit(WineD3D_GL_Info
*gl_info
) {
435 const char *testcode
=
437 "PARAM C[66] = { program.env[0..65] };\n"
439 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
440 "ARL A0.x, zero.x;\n"
441 "MOV result.position, C[A0.x + 65];\n"
445 GL_EXTCALL(glGenProgramsARB(1, &prog
));
447 ERR("Failed to create an ARB offset limit test program\n");
449 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, prog
));
450 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
451 strlen(testcode
), testcode
));
452 if(glGetError() != 0) {
453 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
454 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
456 } else TRACE("OpenGL implementation allows offsets > 63\n");
458 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, 0));
459 GL_EXTCALL(glDeleteProgramsARB(1, &prog
));
460 checkGLcall("ARB vp offset limit test cleanup\n");
465 static DWORD
ver_for_ext(GL_SupportedExt ext
)
468 for (i
= 0; i
< (sizeof(EXTENSION_MAP
) / sizeof(*EXTENSION_MAP
)); ++i
) {
469 if(EXTENSION_MAP
[i
].extension
== ext
) {
470 return EXTENSION_MAP
[i
].version
;
476 BOOL
IWineD3DImpl_FillGLCaps(WineD3D_GL_Info
*gl_info
) {
477 const char *GL_Extensions
= NULL
;
478 const char *WGL_Extensions
= NULL
;
479 const char *gl_string
= NULL
;
480 const char *gl_string_cursor
= NULL
;
482 GLfloat gl_floatv
[2];
483 int major
= 1, minor
= 0;
484 BOOL return_value
= TRUE
;
487 unsigned int vidmem
=0;
489 TRACE_(d3d_caps
)("(%p)\n", gl_info
);
493 gl_string
= (const char *) glGetString(GL_RENDERER
);
494 if (NULL
== gl_string
)
496 strcpy(gl_info
->gl_renderer
, gl_string
);
498 gl_string
= (const char *) glGetString(GL_VENDOR
);
499 TRACE_(d3d_caps
)("Filling vendor string %s\n", gl_string
);
500 if (gl_string
!= NULL
) {
501 /* Fill in the GL vendor */
502 if (strstr(gl_string
, "NVIDIA")) {
503 gl_info
->gl_vendor
= VENDOR_NVIDIA
;
504 } else if (strstr(gl_string
, "ATI")) {
505 gl_info
->gl_vendor
= VENDOR_ATI
;
506 } else if (strstr(gl_string
, "Intel(R)") ||
507 strstr(gl_info
->gl_renderer
, "Intel(R)") ||
508 strstr(gl_string
, "Intel Inc.")) {
509 gl_info
->gl_vendor
= VENDOR_INTEL
;
510 } else if (strstr(gl_string
, "Mesa")) {
511 gl_info
->gl_vendor
= VENDOR_MESA
;
513 gl_info
->gl_vendor
= VENDOR_WINE
;
516 gl_info
->gl_vendor
= VENDOR_WINE
;
520 TRACE_(d3d_caps
)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string
), gl_info
->gl_vendor
);
522 /* Parse the GL_VERSION field into major and minor information */
523 gl_string
= (const char *) glGetString(GL_VERSION
);
524 if (gl_string
!= NULL
) {
526 /* First, parse the generic opengl version. This is supposed not to be convoluted with
527 * driver specific information
529 gl_string_cursor
= gl_string
;
530 major
= atoi(gl_string_cursor
);
532 ERR("Invalid opengl major version: %d\n", major
);
534 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
537 if (*gl_string_cursor
++ != '.') {
538 ERR_(d3d_caps
)("Invalid opengl version string: %s\n", debugstr_a(gl_string
));
540 minor
= atoi(gl_string_cursor
);
541 TRACE_(d3d_caps
)("Found OpenGL version: %d.%d\n", major
, minor
);
542 gl_info
->gl_version
= MAKEDWORD_VERSION(major
, minor
);
544 /* Now parse the driver specific string which we'll report to the app */
545 switch (gl_info
->gl_vendor
) {
547 gl_string_cursor
= strstr(gl_string
, "NVIDIA");
548 if (!gl_string_cursor
) {
549 ERR_(d3d_caps
)("Invalid nVidia version string: %s\n", debugstr_a(gl_string
));
553 gl_string_cursor
= strstr(gl_string_cursor
, " ");
554 if (!gl_string_cursor
) {
555 ERR_(d3d_caps
)("Invalid nVidia version string: %s\n", debugstr_a(gl_string
));
559 while (*gl_string_cursor
== ' ') {
563 if (!*gl_string_cursor
) {
564 ERR_(d3d_caps
)("Invalid nVidia version string: %s\n", debugstr_a(gl_string
));
568 major
= atoi(gl_string_cursor
);
569 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
573 if (*gl_string_cursor
++ != '.') {
574 ERR_(d3d_caps
)("Invalid nVidia version string: %s\n", debugstr_a(gl_string
));
578 minor
= atoi(gl_string_cursor
);
579 minor
= major
*100+minor
;
586 gl_string_cursor
= strchr(gl_string
, '-');
587 if (gl_string_cursor
) {
591 /* Check if version number is of the form x.y.z */
592 if (*gl_string_cursor
> '9' && *gl_string_cursor
< '0')
594 if (!error
&& *(gl_string_cursor
+2) > '9' && *(gl_string_cursor
+2) < '0')
596 if (!error
&& *(gl_string_cursor
+4) > '9' && *(gl_string_cursor
+4) < '0')
598 if (!error
&& *(gl_string_cursor
+1) != '.' && *(gl_string_cursor
+3) != '.')
601 /* Mark version number as malformed */
603 gl_string_cursor
= 0;
606 if (!gl_string_cursor
)
607 WARN_(d3d_caps
)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string
));
609 major
= *gl_string_cursor
- '0';
610 minor
= (*(gl_string_cursor
+2) - '0') * 256 + (*(gl_string_cursor
+4) - '0');
615 /* Apple and Mesa version strings look differently, but both provide intel drivers */
616 if(strstr(gl_string
, "APPLE")) {
617 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
618 * We only need the first part, and use the APPLE as identification
621 gl_string_cursor
= gl_string
;
622 major
= atoi(gl_string_cursor
);
623 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
627 if (*gl_string_cursor
++ != '.') {
628 ERR_(d3d_caps
)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string
));
632 minor
= atoi(gl_string_cursor
);
637 gl_string_cursor
= strstr(gl_string
, "Mesa");
638 gl_string_cursor
= strstr(gl_string_cursor
, " ");
639 while (*gl_string_cursor
&& ' ' == *gl_string_cursor
) ++gl_string_cursor
;
640 if (*gl_string_cursor
) {
644 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
645 tmp
[cursor
++] = *gl_string_cursor
;
651 if (*gl_string_cursor
!= '.') WARN_(d3d_caps
)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string
));
655 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
656 tmp
[cursor
++] = *gl_string_cursor
;
668 gl_info
->driver_version
= MAKEDWORD_VERSION(major
, minor
);
669 TRACE_(d3d_caps
)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string
), major
, minor
, gl_info
->driver_version
);
670 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
671 gl_info
->driver_version_hipart
= MAKEDWORD_VERSION(6, 14);
673 FIXME("OpenGL driver did not return version information\n");
674 gl_info
->driver_version
= MAKEDWORD_VERSION(0, 0);
675 gl_info
->driver_version_hipart
= MAKEDWORD_VERSION(6, 14);
678 TRACE_(d3d_caps
)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info
->gl_renderer
), gl_info
->gl_card
);
681 * Initialize openGL extension related variables
682 * with Default values
684 memset(&gl_info
->supported
, 0, sizeof(gl_info
->supported
));
685 gl_info
->max_buffers
= 1;
686 gl_info
->max_textures
= 1;
687 gl_info
->max_texture_stages
= 1;
688 gl_info
->max_fragment_samplers
= 1;
689 gl_info
->max_vertex_samplers
= 0;
690 gl_info
->max_combined_samplers
= 0;
691 gl_info
->max_sampler_stages
= 1;
692 gl_info
->ps_arb_version
= PS_VERSION_NOT_SUPPORTED
;
693 gl_info
->ps_arb_max_temps
= 0;
694 gl_info
->ps_arb_max_instructions
= 0;
695 gl_info
->vs_arb_version
= VS_VERSION_NOT_SUPPORTED
;
696 gl_info
->vs_arb_max_temps
= 0;
697 gl_info
->vs_arb_max_instructions
= 0;
698 gl_info
->vs_nv_version
= VS_VERSION_NOT_SUPPORTED
;
699 gl_info
->vs_ati_version
= VS_VERSION_NOT_SUPPORTED
;
700 gl_info
->vs_glsl_constantsF
= 0;
701 gl_info
->ps_glsl_constantsF
= 0;
702 gl_info
->vs_arb_constantsF
= 0;
703 gl_info
->ps_arb_constantsF
= 0;
705 /* Retrieve opengl defaults */
706 glGetIntegerv(GL_MAX_CLIP_PLANES
, &gl_max
);
707 gl_info
->max_clipplanes
= min(WINED3DMAXUSERCLIPPLANES
, gl_max
);
708 TRACE_(d3d_caps
)("ClipPlanes support - num Planes=%d\n", gl_max
);
710 glGetIntegerv(GL_MAX_LIGHTS
, &gl_max
);
711 gl_info
->max_lights
= gl_max
;
712 TRACE_(d3d_caps
)("Lights support - max lights=%d\n", gl_max
);
714 glGetIntegerv(GL_MAX_TEXTURE_SIZE
, &gl_max
);
715 gl_info
->max_texture_size
= gl_max
;
716 TRACE_(d3d_caps
)("Maximum texture size support - max texture size=%d\n", gl_max
);
718 glGetFloatv(GL_POINT_SIZE_RANGE
, gl_floatv
);
719 gl_info
->max_pointsizemin
= gl_floatv
[0];
720 gl_info
->max_pointsize
= gl_floatv
[1];
721 TRACE_(d3d_caps
)("Maximum point size support - max point size=%f\n", gl_floatv
[1]);
723 glGetIntegerv(GL_AUX_BUFFERS
, &gl_max
);
724 gl_info
->max_aux_buffers
= gl_max
;
725 TRACE_(d3d_caps
)("Offscreen rendering support - number of aux buffers=%d\n", gl_max
);
727 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
728 GL_Extensions
= (const char *) glGetString(GL_EXTENSIONS
);
729 TRACE_(d3d_caps
)("GL_Extensions reported:\n");
731 if (NULL
== GL_Extensions
) {
732 ERR(" GL_Extensions returns NULL\n");
734 while (*GL_Extensions
!= 0x00) {
739 while (isspace(*GL_Extensions
)) GL_Extensions
++;
740 Start
= GL_Extensions
;
741 while (!isspace(*GL_Extensions
) && *GL_Extensions
!= 0x00) {
745 len
= GL_Extensions
- Start
;
746 if (len
== 0 || len
>= sizeof(ThisExtn
))
749 memcpy(ThisExtn
, Start
, len
);
750 ThisExtn
[len
] = '\0';
751 TRACE_(d3d_caps
)("- %s\n", ThisExtn
);
753 for (i
= 0; i
< (sizeof(EXTENSION_MAP
) / sizeof(*EXTENSION_MAP
)); ++i
) {
754 if (!strcmp(ThisExtn
, EXTENSION_MAP
[i
].extension_string
)) {
755 TRACE_(d3d_caps
)(" FOUND: %s support\n", EXTENSION_MAP
[i
].extension_string
);
756 gl_info
->supported
[EXTENSION_MAP
[i
].extension
] = TRUE
;
761 /* Now work out what GL support this card really has */
762 #define USE_GL_FUNC(type, pfn, ext, replace) { \
763 DWORD ver = ver_for_ext(ext); \
764 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
765 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
766 else gl_info->pfn = NULL; \
771 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
775 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
776 * loading the functions, otherwise the code above will load the extension entry points instead of the
777 * core functions, which may not work
779 for (i
= 0; i
< (sizeof(EXTENSION_MAP
) / sizeof(*EXTENSION_MAP
)); ++i
) {
780 if (gl_info
->supported
[EXTENSION_MAP
[i
].extension
] == FALSE
&&
781 EXTENSION_MAP
[i
].version
<= gl_info
->gl_version
&& EXTENSION_MAP
[i
].version
) {
782 TRACE_(d3d_caps
)(" GL CORE: %s support\n", EXTENSION_MAP
[i
].extension_string
);
783 gl_info
->supported
[EXTENSION_MAP
[i
].extension
] = TRUE
;
787 if (gl_info
->supported
[APPLE_FENCE
]) {
788 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
789 * The apple extension interacts with some other apple exts. Disable the NV
790 * extension if the apple one is support to prevent confusion in other parts
793 gl_info
->supported
[NV_FENCE
] = FALSE
;
795 if (gl_info
->supported
[APPLE_FLOAT_PIXELS
]) {
796 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
798 * The enums are the same:
799 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
800 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
801 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
802 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
803 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
805 if(!gl_info
->supported
[ARB_TEXTURE_FLOAT
]) {
806 TRACE_(d3d_caps
)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
807 gl_info
->supported
[ARB_TEXTURE_FLOAT
] = TRUE
;
809 if(!gl_info
->supported
[ARB_HALF_FLOAT_PIXEL
]) {
810 TRACE_(d3d_caps
)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
811 gl_info
->supported
[ARB_HALF_FLOAT_PIXEL
] = TRUE
;
814 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
]) {
815 TRACE_(d3d_caps
)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
816 gl_info
->supported
[NV_TEXGEN_REFLECTION
] = TRUE
;
818 if (gl_info
->supported
[NV_TEXTURE_SHADER2
]) {
819 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
820 * Won't occur in any real world situation though
822 gl_info
->supported
[ATI_ENVMAP_BUMPMAP
] = FALSE
;
824 if (gl_info
->supported
[ARB_DRAW_BUFFERS
]) {
825 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB
, &gl_max
);
826 gl_info
->max_buffers
= gl_max
;
827 TRACE_(d3d_caps
)("Max draw buffers: %u\n", gl_max
);
829 if (gl_info
->supported
[ARB_MULTITEXTURE
]) {
830 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB
, &gl_max
);
831 gl_info
->max_textures
= min(MAX_TEXTURES
, gl_max
);
832 TRACE_(d3d_caps
)("Max textures: %d\n", gl_info
->max_textures
);
834 if (gl_info
->supported
[NV_REGISTER_COMBINERS
]) {
836 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV
, &tmp
);
837 gl_info
->max_texture_stages
= min(MAX_TEXTURES
, tmp
);
839 gl_info
->max_texture_stages
= min(MAX_TEXTURES
, gl_max
);
841 TRACE_(d3d_caps
)("Max texture stages: %d\n", gl_info
->max_texture_stages
);
843 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
]) {
845 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB
, &tmp
);
846 gl_info
->max_fragment_samplers
= min(MAX_FRAGMENT_SAMPLERS
, tmp
);
848 gl_info
->max_fragment_samplers
= max(gl_info
->max_fragment_samplers
, gl_max
);
850 TRACE_(d3d_caps
)("Max fragment samplers: %d\n", gl_info
->max_fragment_samplers
);
852 if (gl_info
->supported
[ARB_VERTEX_SHADER
]) {
854 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB
, &tmp
);
855 gl_info
->max_vertex_samplers
= tmp
;
856 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB
, &tmp
);
857 gl_info
->max_combined_samplers
= tmp
;
859 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
860 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
861 * an issue because then the sampler setup only depends on the two shaders. If a pixel
862 * shader is used with fixed function vertex processing we're fine too because fixed function
863 * vertex processing doesn't use any samplers. If fixed function fragment processing is
864 * used we have to make sure that all vertex sampler setups are valid together with all
865 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
866 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
867 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
868 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
869 * a fixed function pipeline anymore.
871 * So this is just a check to check that our assumption holds true. If not, write a warning
872 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
874 if(gl_info
->max_vertex_samplers
&&
875 MAX_TEXTURES
+ gl_info
->max_vertex_samplers
> gl_info
->max_combined_samplers
) {
876 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
877 gl_info
->max_vertex_samplers
, gl_info
->max_combined_samplers
);
878 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
879 if( gl_info
->max_combined_samplers
> MAX_TEXTURES
)
880 gl_info
->max_vertex_samplers
=
881 gl_info
->max_combined_samplers
- MAX_TEXTURES
;
883 gl_info
->max_vertex_samplers
= 0;
886 gl_info
->max_combined_samplers
= gl_info
->max_fragment_samplers
;
888 TRACE_(d3d_caps
)("Max vertex samplers: %u\n", gl_info
->max_vertex_samplers
);
889 TRACE_(d3d_caps
)("Max combined samplers: %u\n", gl_info
->max_combined_samplers
);
891 if (gl_info
->supported
[ARB_VERTEX_BLEND
]) {
892 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB
, &gl_max
);
893 gl_info
->max_blends
= gl_max
;
894 TRACE_(d3d_caps
)("Max blends: %u\n", gl_info
->max_blends
);
896 if (gl_info
->supported
[EXT_TEXTURE3D
]) {
897 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT
, &gl_max
);
898 gl_info
->max_texture3d_size
= gl_max
;
899 TRACE_(d3d_caps
)("Max texture3D size: %d\n", gl_info
->max_texture3d_size
);
901 if (gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
]) {
902 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
, &gl_max
);
903 gl_info
->max_anisotropy
= gl_max
;
904 TRACE_(d3d_caps
)("Max anisotropy: %d\n", gl_info
->max_anisotropy
);
906 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
]) {
907 gl_info
->ps_arb_version
= PS_VERSION_11
;
908 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB
, &gl_max
));
909 gl_info
->ps_arb_constantsF
= gl_max
;
910 TRACE_(d3d_caps
)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info
->ps_arb_constantsF
);
911 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB
, &gl_max
));
912 gl_info
->ps_arb_max_temps
= gl_max
;
913 TRACE_(d3d_caps
)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info
->ps_arb_max_temps
);
914 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB
, &gl_max
));
915 gl_info
->ps_arb_max_instructions
= gl_max
;
916 TRACE_(d3d_caps
)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info
->ps_arb_max_instructions
);
918 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
]) {
919 gl_info
->vs_arb_version
= VS_VERSION_11
;
920 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB
, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB
, &gl_max
));
921 gl_info
->vs_arb_constantsF
= gl_max
;
922 TRACE_(d3d_caps
)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info
->vs_arb_constantsF
);
923 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB
, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB
, &gl_max
));
924 gl_info
->vs_arb_max_temps
= gl_max
;
925 TRACE_(d3d_caps
)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info
->vs_arb_max_temps
);
926 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB
, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB
, &gl_max
));
927 gl_info
->vs_arb_max_instructions
= gl_max
;
928 TRACE_(d3d_caps
)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info
->vs_arb_max_instructions
);
930 gl_info
->arb_vs_offset_limit
= test_arb_vs_offset_limit(gl_info
);
932 if (gl_info
->supported
[ARB_VERTEX_SHADER
]) {
933 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB
, &gl_max
);
934 gl_info
->vs_glsl_constantsF
= gl_max
/ 4;
935 TRACE_(d3d_caps
)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info
->vs_glsl_constantsF
);
937 if (gl_info
->supported
[ARB_FRAGMENT_SHADER
]) {
938 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB
, &gl_max
);
939 gl_info
->ps_glsl_constantsF
= gl_max
/ 4;
940 TRACE_(d3d_caps
)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info
->ps_glsl_constantsF
);
941 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB
, &gl_max
);
942 gl_info
->max_glsl_varyings
= gl_max
;
943 TRACE_(d3d_caps
)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max
, gl_max
/ 4);
945 if (gl_info
->supported
[EXT_VERTEX_SHADER
]) {
946 gl_info
->vs_ati_version
= VS_VERSION_11
;
948 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
]) {
949 gl_info
->vs_nv_version
= VS_VERSION_30
;
950 } else if (gl_info
->supported
[NV_VERTEX_PROGRAM2
]) {
951 gl_info
->vs_nv_version
= VS_VERSION_20
;
952 } else if (gl_info
->supported
[NV_VERTEX_PROGRAM1_1
]) {
953 gl_info
->vs_nv_version
= VS_VERSION_11
;
954 } else if (gl_info
->supported
[NV_VERTEX_PROGRAM
]) {
955 gl_info
->vs_nv_version
= VS_VERSION_10
;
957 if (gl_info
->supported
[NV_FRAGMENT_PROGRAM2
]) {
958 gl_info
->ps_nv_version
= PS_VERSION_30
;
959 } else if (gl_info
->supported
[NV_FRAGMENT_PROGRAM
]) {
960 gl_info
->ps_nv_version
= PS_VERSION_20
;
962 if (gl_info
->supported
[NV_LIGHT_MAX_EXPONENT
]) {
963 glGetFloatv(GL_MAX_SHININESS_NV
, &gl_info
->max_shininess
);
965 gl_info
->max_shininess
= 128.0;
967 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
]) {
968 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
969 * This saves a few redundant glDisable calls
971 gl_info
->supported
[ARB_TEXTURE_RECTANGLE
] = FALSE
;
975 checkGLcall("extension detection\n");
977 /* In some cases the number of texture stages can be larger than the number
978 * of samplers. The GF4 for example can use only 2 samplers (no fragment
979 * shaders), but 8 texture stages (register combiners). */
980 gl_info
->max_sampler_stages
= max(gl_info
->max_fragment_samplers
, gl_info
->max_texture_stages
);
982 /* We can only use ORM_FBO when the hardware supports it. */
983 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& !gl_info
->supported
[EXT_FRAMEBUFFER_OBJECT
]) {
984 WARN_(d3d_caps
)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
985 wined3d_settings
.offscreen_rendering_mode
= ORM_PBUFFER
;
988 /* MRTs are currently only supported when FBOs are used. */
989 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
990 gl_info
->max_buffers
= 1;
993 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
994 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
995 * in case of the latest videocards in the number of pixel/vertex pipelines.
997 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
998 * rendering. Various games use this information to get a rough estimation of the features of the card
999 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1000 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1001 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1004 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1005 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1006 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1007 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1008 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1009 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1010 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1013 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1014 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1015 * similar 3d features.
1017 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1018 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1019 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1020 * won't pass we return a default card. This way is better than maintaining a full card database as even
1021 * without a full database we can return a card with similar features. Second the size of the database
1022 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1023 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1024 * to distinguishes between different models from that family.
1026 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1027 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1028 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1029 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1030 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1031 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1032 * memory behind our backs if really needed.
1033 * Note that the amount of video memory can be overruled using a registry setting.
1035 switch (gl_info
->gl_vendor
) {
1037 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1038 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1040 if(WINE_D3D9_CAPABLE(gl_info
) && (gl_info
->vs_nv_version
== VS_VERSION_30
)) {
1041 /* Geforce8 - highend */
1042 if (strstr(gl_info
->gl_renderer
, "8800")) {
1043 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_8800GTS
;
1044 vidmem
= 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1046 /* Geforce8 - midend mobile */
1047 else if(strstr(gl_info
->gl_renderer
, "8600 M")) {
1048 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_8600MGT
;
1051 /* Geforce8 - midend */
1052 else if(strstr(gl_info
->gl_renderer
, "8600") ||
1053 strstr(gl_info
->gl_renderer
, "8700"))
1055 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_8600GT
;
1058 /* Geforce8 - lowend */
1059 else if(strstr(gl_info
->gl_renderer
, "8300") ||
1060 strstr(gl_info
->gl_renderer
, "8400") ||
1061 strstr(gl_info
->gl_renderer
, "8500"))
1063 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_8300GS
;
1064 vidmem
= 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1066 /* Geforce7 - highend */
1067 else if(strstr(gl_info
->gl_renderer
, "7800") ||
1068 strstr(gl_info
->gl_renderer
, "7900") ||
1069 strstr(gl_info
->gl_renderer
, "7950") ||
1070 strstr(gl_info
->gl_renderer
, "Quadro FX 4") ||
1071 strstr(gl_info
->gl_renderer
, "Quadro FX 5"))
1073 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_7800GT
;
1074 vidmem
= 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1076 /* Geforce7 midend */
1077 else if(strstr(gl_info
->gl_renderer
, "7600") ||
1078 strstr(gl_info
->gl_renderer
, "7700")) {
1079 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_7600
;
1080 vidmem
= 256; /* The 7600 uses 256-512MB */
1081 /* Geforce7 lower medium */
1082 } else if(strstr(gl_info
->gl_renderer
, "7400")) {
1083 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_7400
;
1084 vidmem
= 256; /* The 7400 uses 256-512MB */
1086 /* Geforce7 lowend */
1087 else if(strstr(gl_info
->gl_renderer
, "7300")) {
1088 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_7300
;
1089 vidmem
= 256; /* Mac Pros with this card have 256 MB */
1091 /* Geforce6 highend */
1092 else if(strstr(gl_info
->gl_renderer
, "6800"))
1094 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_6800
;
1095 vidmem
= 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1097 /* Geforce6 - midend */
1098 else if(strstr(gl_info
->gl_renderer
, "6600") ||
1099 strstr(gl_info
->gl_renderer
, "6610") ||
1100 strstr(gl_info
->gl_renderer
, "6700"))
1102 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_6600GT
;
1103 vidmem
= 128; /* A 6600GT has 128-256MB */
1105 /* Geforce6/7 lowend */
1107 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_6200
; /* Geforce 6100/6150/6200/7300/7400/7500 */
1110 } else if(WINE_D3D9_CAPABLE(gl_info
)) {
1111 /* GeforceFX - highend */
1112 if (strstr(gl_info
->gl_renderer
, "5800") ||
1113 strstr(gl_info
->gl_renderer
, "5900") ||
1114 strstr(gl_info
->gl_renderer
, "5950") ||
1115 strstr(gl_info
->gl_renderer
, "Quadro FX"))
1117 gl_info
->gl_card
= CARD_NVIDIA_GEFORCEFX_5800
;
1118 vidmem
= 256; /* 5800-5900 cards use 256MB */
1120 /* GeforceFX - midend */
1121 else if(strstr(gl_info
->gl_renderer
, "5600") ||
1122 strstr(gl_info
->gl_renderer
, "5650") ||
1123 strstr(gl_info
->gl_renderer
, "5700") ||
1124 strstr(gl_info
->gl_renderer
, "5750"))
1126 gl_info
->gl_card
= CARD_NVIDIA_GEFORCEFX_5600
;
1127 vidmem
= 128; /* A 5600 uses 128-256MB */
1129 /* GeforceFX - lowend */
1131 gl_info
->gl_card
= CARD_NVIDIA_GEFORCEFX_5200
; /* GeforceFX 5100/5200/5250/5300/5500 */
1132 vidmem
= 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1134 } else if(WINE_D3D8_CAPABLE(gl_info
)) {
1135 if (strstr(gl_info
->gl_renderer
, "GeForce4 Ti") || strstr(gl_info
->gl_renderer
, "Quadro4")) {
1136 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE4_TI4200
; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1137 vidmem
= 64; /* Geforce4 Ti cards have 64-128MB */
1140 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE3
; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1141 vidmem
= 64; /* Geforce3 cards have 64-128MB */
1143 } else if(WINE_D3D7_CAPABLE(gl_info
)) {
1144 if (strstr(gl_info
->gl_renderer
, "GeForce4 MX")) {
1145 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE4_MX
; /* MX420/MX440/MX460/MX4000 */
1146 vidmem
= 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1148 else if(strstr(gl_info
->gl_renderer
, "GeForce2 MX") || strstr(gl_info
->gl_renderer
, "Quadro2 MXR")) {
1149 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE2_MX
; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1150 vidmem
= 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1152 else if(strstr(gl_info
->gl_renderer
, "GeForce2") || strstr(gl_info
->gl_renderer
, "Quadro2")) {
1153 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE2
; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1154 vidmem
= 32; /* Geforce2 GPUs have 32-64MB of video memory */
1157 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE
; /* Geforce 256/DDR, Quadro */
1158 vidmem
= 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1161 if (strstr(gl_info
->gl_renderer
, "TNT2")) {
1162 gl_info
->gl_card
= CARD_NVIDIA_RIVA_TNT2
; /* Riva TNT2 standard/M64/Pro/Ultra */
1163 vidmem
= 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1166 gl_info
->gl_card
= CARD_NVIDIA_RIVA_TNT
; /* Riva TNT, Vanta */
1167 vidmem
= 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1172 if(WINE_D3D9_CAPABLE(gl_info
)) {
1173 /* Radeon R6xx HD2900 - highend */
1174 if (strstr(gl_info
->gl_renderer
, "HD 2900")) {
1175 gl_info
->gl_card
= CARD_ATI_RADEON_HD2900
;
1176 vidmem
= 512; /* HD2900 uses 512-1024MB */
1178 /* Radeon R6xx HD2600- midend */
1179 else if (strstr(gl_info
->gl_renderer
, "HD 2600")) {
1180 gl_info
->gl_card
= CARD_ATI_RADEON_HD2600
;
1181 vidmem
= 256; /* HD2600 uses 256-512MB */
1183 /* Radeon R6xx HD2300/HD2400 - lowend */
1184 else if (strstr(gl_info
->gl_renderer
, "HD 2300") ||
1185 strstr(gl_info
->gl_renderer
, "HD 2400"))
1187 gl_info
->gl_card
= CARD_ATI_RADEON_HD2300
;
1188 vidmem
= 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1191 else if (strstr(gl_info
->gl_renderer
, "X1600") ||
1192 strstr(gl_info
->gl_renderer
, "X1650") ||
1193 strstr(gl_info
->gl_renderer
, "X1800") ||
1194 strstr(gl_info
->gl_renderer
, "X1900") ||
1195 strstr(gl_info
->gl_renderer
, "X1950"))
1197 gl_info
->gl_card
= CARD_ATI_RADEON_X1600
;
1198 vidmem
= 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1200 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1201 else if(strstr(gl_info
->gl_renderer
, "X700") ||
1202 strstr(gl_info
->gl_renderer
, "X800") ||
1203 strstr(gl_info
->gl_renderer
, "X850") ||
1204 strstr(gl_info
->gl_renderer
, "X1300") ||
1205 strstr(gl_info
->gl_renderer
, "X1400") ||
1206 strstr(gl_info
->gl_renderer
, "X1450") ||
1207 strstr(gl_info
->gl_renderer
, "X1550"))
1209 gl_info
->gl_card
= CARD_ATI_RADEON_X700
;
1210 vidmem
= 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1214 gl_info
->gl_card
= CARD_ATI_RADEON_9500
; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1215 vidmem
= 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1217 } else if(WINE_D3D8_CAPABLE(gl_info
)) {
1218 gl_info
->gl_card
= CARD_ATI_RADEON_8500
; /* Radeon 8500/9000/9100/9200/9300 */
1219 vidmem
= 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1220 } else if(WINE_D3D7_CAPABLE(gl_info
)) {
1221 gl_info
->gl_card
= CARD_ATI_RADEON_7200
; /* Radeon 7000/7100/7200/7500 */
1222 vidmem
= 32; /* There are models with up to 64MB */
1224 gl_info
->gl_card
= CARD_ATI_RAGE_128PRO
;
1225 vidmem
= 16; /* There are 16-32MB models */
1229 if (strstr(gl_info
->gl_renderer
, "GMA 950")) {
1230 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1231 gl_info
->gl_card
= CARD_INTEL_I945GM
;
1233 } else if (strstr(gl_info
->gl_renderer
, "915GM")) {
1234 gl_info
->gl_card
= CARD_INTEL_I915GM
;
1235 } else if (strstr(gl_info
->gl_renderer
, "915G")) {
1236 gl_info
->gl_card
= CARD_INTEL_I915G
;
1237 } else if (strstr(gl_info
->gl_renderer
, "865G")) {
1238 gl_info
->gl_card
= CARD_INTEL_I865G
;
1239 } else if (strstr(gl_info
->gl_renderer
, "855G")) {
1240 gl_info
->gl_card
= CARD_INTEL_I855G
;
1241 } else if (strstr(gl_info
->gl_renderer
, "830G")) {
1242 gl_info
->gl_card
= CARD_INTEL_I830G
;
1244 gl_info
->gl_card
= CARD_INTEL_I915G
;
1250 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1251 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1252 * them a good generic choice.
1254 gl_info
->gl_vendor
= VENDOR_NVIDIA
;
1255 if(WINE_D3D9_CAPABLE(gl_info
))
1256 gl_info
->gl_card
= CARD_NVIDIA_GEFORCEFX_5600
;
1257 else if(WINE_D3D8_CAPABLE(gl_info
))
1258 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE3
;
1259 else if(WINE_D3D7_CAPABLE(gl_info
))
1260 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE
;
1261 else if(WINE_D3D6_CAPABLE(gl_info
))
1262 gl_info
->gl_card
= CARD_NVIDIA_RIVA_TNT
;
1264 gl_info
->gl_card
= CARD_NVIDIA_RIVA_128
;
1266 TRACE_(d3d_caps
)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info
->gl_vendor
, gl_info
->gl_card
);
1268 /* If we have an estimate use it, else default to 64MB; */
1270 gl_info
->vidmem
= vidmem
*1024*1024; /* convert from MBs to bytes */
1272 gl_info
->vidmem
= WINE_DEFAULT_VIDMEM
;
1274 /* Load all the lookup tables
1275 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1276 minLookup
[WINELOOKUP_WARPPARAM
] = WINED3DTADDRESS_WRAP
;
1277 maxLookup
[WINELOOKUP_WARPPARAM
] = WINED3DTADDRESS_MIRRORONCE
;
1279 minLookup
[WINELOOKUP_MAGFILTER
] = WINED3DTEXF_NONE
;
1280 maxLookup
[WINELOOKUP_MAGFILTER
] = WINED3DTEXF_ANISOTROPIC
;
1283 for (i
= 0; i
< MAX_LOOKUPS
; i
++) {
1284 stateLookup
[i
] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup
[i
]) * (1 + maxLookup
[i
] - minLookup
[i
]) );
1287 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_WRAP
- minLookup
[WINELOOKUP_WARPPARAM
]] = GL_REPEAT
;
1288 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_CLAMP
- minLookup
[WINELOOKUP_WARPPARAM
]] = GL_CLAMP_TO_EDGE
;
1289 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_BORDER
- minLookup
[WINELOOKUP_WARPPARAM
]] =
1290 gl_info
->supported
[ARB_TEXTURE_BORDER_CLAMP
] ? GL_CLAMP_TO_BORDER_ARB
: GL_REPEAT
;
1291 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_BORDER
- minLookup
[WINELOOKUP_WARPPARAM
]] =
1292 gl_info
->supported
[ARB_TEXTURE_BORDER_CLAMP
] ? GL_CLAMP_TO_BORDER_ARB
: GL_REPEAT
;
1293 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_MIRROR
- minLookup
[WINELOOKUP_WARPPARAM
]] =
1294 gl_info
->supported
[ARB_TEXTURE_MIRRORED_REPEAT
] ? GL_MIRRORED_REPEAT_ARB
: GL_REPEAT
;
1295 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_MIRRORONCE
- minLookup
[WINELOOKUP_WARPPARAM
]] =
1296 gl_info
->supported
[ATI_TEXTURE_MIRROR_ONCE
] ? GL_MIRROR_CLAMP_TO_EDGE_ATI
: GL_REPEAT
;
1298 stateLookup
[WINELOOKUP_MAGFILTER
][WINED3DTEXF_NONE
- minLookup
[WINELOOKUP_MAGFILTER
]] = GL_NEAREST
;
1299 stateLookup
[WINELOOKUP_MAGFILTER
][WINED3DTEXF_POINT
- minLookup
[WINELOOKUP_MAGFILTER
]] = GL_NEAREST
;
1300 stateLookup
[WINELOOKUP_MAGFILTER
][WINED3DTEXF_LINEAR
- minLookup
[WINELOOKUP_MAGFILTER
]] = GL_LINEAR
;
1301 stateLookup
[WINELOOKUP_MAGFILTER
][WINED3DTEXF_ANISOTROPIC
- minLookup
[WINELOOKUP_MAGFILTER
]] =
1302 gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
] ? GL_LINEAR
: GL_NEAREST
;
1305 minMipLookup
[WINED3DTEXF_NONE
][WINED3DTEXF_NONE
] = GL_LINEAR
;
1306 minMipLookup
[WINED3DTEXF_NONE
][WINED3DTEXF_POINT
] = GL_LINEAR
;
1307 minMipLookup
[WINED3DTEXF_NONE
][WINED3DTEXF_LINEAR
] = GL_LINEAR
;
1308 minMipLookup
[WINED3DTEXF_POINT
][WINED3DTEXF_NONE
] = GL_NEAREST
;
1309 minMipLookup
[WINED3DTEXF_POINT
][WINED3DTEXF_POINT
] = GL_NEAREST_MIPMAP_NEAREST
;
1310 minMipLookup
[WINED3DTEXF_POINT
][WINED3DTEXF_LINEAR
] = GL_NEAREST_MIPMAP_LINEAR
;
1311 minMipLookup
[WINED3DTEXF_LINEAR
][WINED3DTEXF_NONE
] = GL_LINEAR
;
1312 minMipLookup
[WINED3DTEXF_LINEAR
][WINED3DTEXF_POINT
] = GL_LINEAR_MIPMAP_NEAREST
;
1313 minMipLookup
[WINED3DTEXF_LINEAR
][WINED3DTEXF_LINEAR
] = GL_LINEAR_MIPMAP_LINEAR
;
1314 minMipLookup
[WINED3DTEXF_ANISOTROPIC
][WINED3DTEXF_NONE
] = gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
] ?
1315 GL_LINEAR_MIPMAP_LINEAR
: GL_LINEAR
;
1316 minMipLookup
[WINED3DTEXF_ANISOTROPIC
][WINED3DTEXF_POINT
] = gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
] ? GL_LINEAR_MIPMAP_NEAREST
: GL_LINEAR
;
1317 minMipLookup
[WINED3DTEXF_ANISOTROPIC
][WINED3DTEXF_LINEAR
] = gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
] ? GL_LINEAR_MIPMAP_LINEAR
: GL_LINEAR
;
1319 /* TODO: config lookups */
1321 /* Make sure there's an active HDC else the WGL extensions will fail */
1322 hdc
= pwglGetCurrentDC();
1324 WGL_Extensions
= GL_EXTCALL(wglGetExtensionsStringARB(hdc
));
1325 TRACE_(d3d_caps
)("WGL_Extensions reported:\n");
1327 if (NULL
== WGL_Extensions
) {
1328 ERR(" WGL_Extensions returns NULL\n");
1330 while (*WGL_Extensions
!= 0x00) {
1335 while (isspace(*WGL_Extensions
)) WGL_Extensions
++;
1336 Start
= WGL_Extensions
;
1337 while (!isspace(*WGL_Extensions
) && *WGL_Extensions
!= 0x00) {
1341 len
= WGL_Extensions
- Start
;
1342 if (len
== 0 || len
>= sizeof(ThisExtn
))
1345 memcpy(ThisExtn
, Start
, len
);
1346 ThisExtn
[len
] = '\0';
1347 TRACE_(d3d_caps
)("- %s\n", ThisExtn
);
1349 if (!strcmp(ThisExtn
, "WGL_ARB_pbuffer")) {
1350 gl_info
->supported
[WGL_ARB_PBUFFER
] = TRUE
;
1351 TRACE_(d3d_caps
)("FOUND: WGL_ARB_pbuffer support\n");
1358 return return_value
;
1360 #undef GLINFO_LOCATION
1362 /**********************************************************
1363 * IWineD3D implementation follows
1364 **********************************************************/
1366 static UINT WINAPI
IWineD3DImpl_GetAdapterCount (IWineD3D
*iface
) {
1367 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1369 TRACE_(d3d_caps
)("(%p): Reporting %d adapters\n", This
, numAdapters
);
1373 static HRESULT WINAPI
IWineD3DImpl_RegisterSoftwareDevice(IWineD3D
*iface
, void* pInitializeFunction
) {
1374 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1375 FIXME("(%p)->(%p): stub\n", This
, pInitializeFunction
);
1379 static HMONITOR WINAPI
IWineD3DImpl_GetAdapterMonitor(IWineD3D
*iface
, UINT Adapter
) {
1380 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1382 if (Adapter
>= IWineD3DImpl_GetAdapterCount(iface
)) {
1386 TRACE_(d3d_caps
)("(%p)->(%d)\n", This
, Adapter
);
1387 return MonitorFromPoint(Adapters
[Adapter
].monitorPoint
, MONITOR_DEFAULTTOPRIMARY
);
1390 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1391 of the same bpp but different resolutions */
1393 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1394 static UINT WINAPI
IWineD3DImpl_GetAdapterModeCount(IWineD3D
*iface
, UINT Adapter
, WINED3DFORMAT Format
) {
1395 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1396 TRACE_(d3d_caps
)("(%p}->(Adapter: %d, Format: %s)\n", This
, Adapter
, debug_d3dformat(Format
));
1398 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1402 /* TODO: Store modes per adapter and read it from the adapter structure */
1403 if (Adapter
== 0) { /* Display */
1407 if (!DEBUG_SINGLE_MODE
) {
1410 ZeroMemory(&DevModeW
, sizeof(DevModeW
));
1411 DevModeW
.dmSize
= sizeof(DevModeW
);
1412 while (EnumDisplaySettingsExW(NULL
, j
, &DevModeW
, 0)) {
1416 case WINED3DFMT_UNKNOWN
:
1417 /* This is for D3D8, do not enumerate P8 here */
1418 if (DevModeW
.dmBitsPerPel
== 32 ||
1419 DevModeW
.dmBitsPerPel
== 16) i
++;
1421 case WINED3DFMT_X8R8G8B8
:
1422 if (DevModeW
.dmBitsPerPel
== 32) i
++;
1424 case WINED3DFMT_R5G6B5
:
1425 if (DevModeW
.dmBitsPerPel
== 16) i
++;
1428 if (DevModeW
.dmBitsPerPel
== 8) i
++;
1431 /* Skip other modes as they do not match the requested format */
1440 TRACE_(d3d_caps
)("(%p}->(Adapter: %d) => %d (out of %d)\n", This
, Adapter
, i
, j
);
1443 FIXME_(d3d_caps
)("Adapter not primary display\n");
1448 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1449 static HRESULT WINAPI
IWineD3DImpl_EnumAdapterModes(IWineD3D
*iface
, UINT Adapter
, WINED3DFORMAT Format
, UINT Mode
, WINED3DDISPLAYMODE
* pMode
) {
1450 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1451 TRACE_(d3d_caps
)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This
, Adapter
, Mode
, pMode
, debug_d3dformat(Format
));
1453 /* Validate the parameters as much as possible */
1454 if (NULL
== pMode
||
1455 Adapter
>= IWineD3DImpl_GetAdapterCount(iface
) ||
1456 Mode
>= IWineD3DImpl_GetAdapterModeCount(iface
, Adapter
, Format
)) {
1457 return WINED3DERR_INVALIDCALL
;
1460 /* TODO: Store modes per adapter and read it from the adapter structure */
1461 if (Adapter
== 0 && !DEBUG_SINGLE_MODE
) { /* Display */
1467 ZeroMemory(&DevModeW
, sizeof(DevModeW
));
1468 DevModeW
.dmSize
= sizeof(DevModeW
);
1470 /* If we are filtering to a specific format (D3D9), then need to skip
1471 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1472 just count through the ones with valid bit depths */
1473 while ((i
<=Mode
) && EnumDisplaySettingsExW(NULL
, j
++, &DevModeW
, 0)) {
1476 case WINED3DFMT_UNKNOWN
:
1477 /* This is D3D8. Do not enumerate P8 here */
1478 if (DevModeW
.dmBitsPerPel
== 32 ||
1479 DevModeW
.dmBitsPerPel
== 16) i
++;
1481 case WINED3DFMT_X8R8G8B8
:
1482 if (DevModeW
.dmBitsPerPel
== 32) i
++;
1484 case WINED3DFMT_R5G6B5
:
1485 if (DevModeW
.dmBitsPerPel
== 16) i
++;
1488 if (DevModeW
.dmBitsPerPel
== 8) i
++;
1491 /* Modes that don't match what we support can get an early-out */
1492 TRACE_(d3d_caps
)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format
));
1493 return WINED3DERR_INVALIDCALL
;
1498 TRACE_(d3d_caps
)("No modes found for format (%x - %s)\n", Format
, debug_d3dformat(Format
));
1499 return WINED3DERR_INVALIDCALL
;
1503 /* Now get the display mode via the calculated index */
1504 if (EnumDisplaySettingsExW(NULL
, ModeIdx
, &DevModeW
, 0)) {
1505 pMode
->Width
= DevModeW
.dmPelsWidth
;
1506 pMode
->Height
= DevModeW
.dmPelsHeight
;
1507 pMode
->RefreshRate
= WINED3DADAPTER_DEFAULT
;
1508 if (DevModeW
.dmFields
& DM_DISPLAYFREQUENCY
)
1509 pMode
->RefreshRate
= DevModeW
.dmDisplayFrequency
;
1511 if (Format
== WINED3DFMT_UNKNOWN
) {
1512 pMode
->Format
= pixelformat_for_depth(DevModeW
.dmBitsPerPel
);
1514 pMode
->Format
= Format
;
1517 TRACE_(d3d_caps
)("Requested mode out of range %d\n", Mode
);
1518 return WINED3DERR_INVALIDCALL
;
1521 TRACE_(d3d_caps
)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode
->Width
, pMode
->Height
,
1522 pMode
->RefreshRate
, pMode
->Format
, debug_d3dformat(pMode
->Format
),
1523 DevModeW
.dmBitsPerPel
);
1525 } else if (DEBUG_SINGLE_MODE
) {
1526 /* Return one setting of the format requested */
1527 if (Mode
> 0) return WINED3DERR_INVALIDCALL
;
1529 pMode
->Height
= 600;
1530 pMode
->RefreshRate
= 60;
1531 pMode
->Format
= (Format
== WINED3DFMT_UNKNOWN
) ? WINED3DFMT_X8R8G8B8
: Format
;
1533 FIXME_(d3d_caps
)("Adapter not primary display\n");
1539 static HRESULT WINAPI
IWineD3DImpl_GetAdapterDisplayMode(IWineD3D
*iface
, UINT Adapter
, WINED3DDISPLAYMODE
* pMode
) {
1540 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1541 TRACE_(d3d_caps
)("(%p}->(Adapter: %d, pMode: %p)\n", This
, Adapter
, pMode
);
1543 if (NULL
== pMode
||
1544 Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1545 return WINED3DERR_INVALIDCALL
;
1548 if (Adapter
== 0) { /* Display */
1552 ZeroMemory(&DevModeW
, sizeof(DevModeW
));
1553 DevModeW
.dmSize
= sizeof(DevModeW
);
1555 EnumDisplaySettingsExW(NULL
, ENUM_CURRENT_SETTINGS
, &DevModeW
, 0);
1556 pMode
->Width
= DevModeW
.dmPelsWidth
;
1557 pMode
->Height
= DevModeW
.dmPelsHeight
;
1558 bpp
= DevModeW
.dmBitsPerPel
;
1559 pMode
->RefreshRate
= WINED3DADAPTER_DEFAULT
;
1560 if (DevModeW
.dmFields
&DM_DISPLAYFREQUENCY
)
1562 pMode
->RefreshRate
= DevModeW
.dmDisplayFrequency
;
1565 pMode
->Format
= pixelformat_for_depth(bpp
);
1567 FIXME_(d3d_caps
)("Adapter not primary display\n");
1570 TRACE_(d3d_caps
)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode
->Width
,
1571 pMode
->Height
, pMode
->RefreshRate
, debug_d3dformat(pMode
->Format
));
1575 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1576 and fields being inserted in the middle, a new structure is used in place */
1577 static HRESULT WINAPI
IWineD3DImpl_GetAdapterIdentifier(IWineD3D
*iface
, UINT Adapter
, DWORD Flags
,
1578 WINED3DADAPTER_IDENTIFIER
* pIdentifier
) {
1579 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1581 TRACE_(d3d_caps
)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This
, Adapter
, Flags
, pIdentifier
);
1583 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1584 return WINED3DERR_INVALIDCALL
;
1587 /* Return the information requested */
1588 TRACE_(d3d_caps
)("device/Vendor Name and Version detection using FillGLCaps\n");
1589 strcpy(pIdentifier
->Driver
, Adapters
[Adapter
].driver
);
1590 strcpy(pIdentifier
->Description
, Adapters
[Adapter
].description
);
1592 /* Note dx8 doesn't supply a DeviceName */
1593 if (NULL
!= pIdentifier
->DeviceName
) strcpy(pIdentifier
->DeviceName
, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1594 pIdentifier
->DriverVersion
->u
.HighPart
= Adapters
[Adapter
].gl_info
.driver_version_hipart
;
1595 pIdentifier
->DriverVersion
->u
.LowPart
= Adapters
[Adapter
].gl_info
.driver_version
;
1596 *(pIdentifier
->VendorId
) = Adapters
[Adapter
].gl_info
.gl_vendor
;
1597 *(pIdentifier
->DeviceId
) = Adapters
[Adapter
].gl_info
.gl_card
;
1598 *(pIdentifier
->SubSysId
) = 0;
1599 *(pIdentifier
->Revision
) = 0;
1600 *pIdentifier
->DeviceIdentifier
= IID_D3DDEVICE_D3DUID
;
1602 if (Flags
& WINED3DENUM_NO_WHQL_LEVEL
) {
1603 *(pIdentifier
->WHQLLevel
) = 0;
1605 *(pIdentifier
->WHQLLevel
) = 1;
1611 static BOOL
IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat
*cfg
, WINED3DFORMAT Format
) {
1612 short redSize
, greenSize
, blueSize
, alphaSize
, colorBits
;
1617 if(!getColorBits(Format
, &redSize
, &greenSize
, &blueSize
, &alphaSize
, &colorBits
)) {
1618 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format
));
1622 if(cfg
->redSize
< redSize
)
1625 if(cfg
->greenSize
< greenSize
)
1628 if(cfg
->blueSize
< blueSize
)
1631 if(cfg
->alphaSize
< alphaSize
)
1637 static BOOL
IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat
*cfg
, WINED3DFORMAT Format
) {
1638 short depthSize
, stencilSize
;
1643 if(!getDepthStencilBits(Format
, &depthSize
, &stencilSize
)) {
1644 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format
));
1648 if(cfg
->depthSize
!= depthSize
)
1651 if(cfg
->stencilSize
!= stencilSize
)
1657 static HRESULT WINAPI
IWineD3DImpl_CheckDepthStencilMatch(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
1658 WINED3DFORMAT AdapterFormat
,
1659 WINED3DFORMAT RenderTargetFormat
,
1660 WINED3DFORMAT DepthStencilFormat
) {
1661 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1663 WineD3D_PixelFormat
*cfgs
;
1666 WARN_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1668 DeviceType
, debug_d3ddevicetype(DeviceType
),
1669 AdapterFormat
, debug_d3dformat(AdapterFormat
),
1670 RenderTargetFormat
, debug_d3dformat(RenderTargetFormat
),
1671 DepthStencilFormat
, debug_d3dformat(DepthStencilFormat
));
1673 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1674 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This
, Adapter
, IWineD3D_GetAdapterCount(iface
));
1675 return WINED3DERR_INVALIDCALL
;
1678 cfgs
= Adapters
[Adapter
].cfgs
;
1679 nCfgs
= Adapters
[Adapter
].nCfgs
;
1680 for (it
= 0; it
< nCfgs
; ++it
) {
1681 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs
[it
], RenderTargetFormat
)) {
1682 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs
[it
], DepthStencilFormat
)) {
1683 TRACE_(d3d_caps
)("(%p) : Formats matched\n", This
);
1688 WARN_(d3d_caps
)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat
), debug_d3dformat(DepthStencilFormat
));
1690 return WINED3DERR_NOTAVAILABLE
;
1693 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
1694 WINED3DFORMAT SurfaceFormat
,
1695 BOOL Windowed
, WINED3DMULTISAMPLE_TYPE MultiSampleType
, DWORD
* pQualityLevels
) {
1697 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1698 TRACE_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1701 DeviceType
, debug_d3ddevicetype(DeviceType
),
1702 SurfaceFormat
, debug_d3dformat(SurfaceFormat
),
1707 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1708 return WINED3DERR_INVALIDCALL
;
1711 /* TODO: Store in Adapter structure */
1712 if (pQualityLevels
!= NULL
) {
1713 static int s_single_shot
= 0;
1714 if (!s_single_shot
) {
1715 FIXME("Quality levels unsupported at present\n");
1718 *pQualityLevels
= 1; /* Guess at a value! */
1721 if (WINED3DMULTISAMPLE_NONE
== MultiSampleType
) return WINED3D_OK
;
1722 return WINED3DERR_NOTAVAILABLE
;
1725 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceType(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
1726 WINED3DFORMAT DisplayFormat
, WINED3DFORMAT BackBufferFormat
, BOOL Windowed
) {
1728 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1729 HRESULT hr
= WINED3DERR_NOTAVAILABLE
;
1732 TRACE_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1735 DeviceType
, debug_d3ddevicetype(DeviceType
),
1736 DisplayFormat
, debug_d3dformat(DisplayFormat
),
1737 BackBufferFormat
, debug_d3dformat(BackBufferFormat
),
1740 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1741 WARN_(d3d_caps
)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1742 return WINED3DERR_INVALIDCALL
;
1745 /* The task of this function is to check whether a certain display / backbuffer format
1746 * combination is available on the given adapter. In fullscreen mode microsoft specified
1747 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1748 * and display format should match exactly.
1749 * In windowed mode format conversion can occur and this depends on the driver. When format
1750 * conversion is done, this function should nevertheless fail and applications need to use
1751 * CheckDeviceFormatConversion.
1752 * At the moment we assume that fullscreen and windowed have the same capabilities */
1754 /* There are only 4 display formats */
1755 if(!((DisplayFormat
== WINED3DFMT_R5G6B5
) ||
1756 (DisplayFormat
== WINED3DFMT_X1R5G5B5
) ||
1757 (DisplayFormat
== WINED3DFMT_X8R8G8B8
) ||
1758 (DisplayFormat
== WINED3DFMT_A2R10G10B10
)))
1760 TRACE_(d3d_caps
)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat
));
1761 return WINED3DERR_NOTAVAILABLE
;
1764 /* If the requested DisplayFormat is not available, don't continue */
1765 nmodes
= IWineD3DImpl_GetAdapterModeCount(iface
, Adapter
, DisplayFormat
);
1767 TRACE_(d3d_caps
)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat
));
1768 return WINED3DERR_NOTAVAILABLE
;
1771 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1772 if(!Windowed
&& BackBufferFormat
== WINED3DFMT_UNKNOWN
) {
1773 TRACE_(d3d_caps
)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1774 return WINED3DERR_NOTAVAILABLE
;
1777 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1778 if( (DisplayFormat
== WINED3DFMT_R5G6B5
) && (BackBufferFormat
!= WINED3DFMT_R5G6B5
) ) {
1779 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
1780 return WINED3DERR_NOTAVAILABLE
;
1783 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1784 if( (DisplayFormat
== WINED3DFMT_X1R5G5B5
) && !((BackBufferFormat
== WINED3DFMT_X1R5G5B5
) || (BackBufferFormat
== WINED3DFMT_A1R5G5B5
)) ) {
1785 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
1786 return WINED3DERR_NOTAVAILABLE
;
1789 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1790 if( (DisplayFormat
== WINED3DFMT_X8R8G8B8
) && !((BackBufferFormat
== WINED3DFMT_X8R8G8B8
) || (BackBufferFormat
== WINED3DFMT_A8R8G8B8
)) ) {
1791 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
1792 return WINED3DERR_NOTAVAILABLE
;
1795 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1796 if( (DisplayFormat
== WINED3DFMT_A2R10G10B10
) && ((BackBufferFormat
!= WINED3DFMT_A2R10G10B10
) || Windowed
)) {
1797 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
1798 return WINED3DERR_NOTAVAILABLE
;
1801 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1802 hr
= IWineD3DImpl_CheckDeviceFormat(iface
, Adapter
, DeviceType
, DisplayFormat
, WINED3DUSAGE_RENDERTARGET
, WINED3DRTYPE_SURFACE
, BackBufferFormat
);
1804 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
1810 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1811 /* Check if we support bumpmapping for a format */
1812 static BOOL
CheckBumpMapCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
1814 if(GL_SUPPORT(NV_REGISTER_COMBINERS
) && GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
1815 switch (CheckFormat
) {
1816 case WINED3DFMT_V8U8
:
1817 TRACE_(d3d_caps
)("[OK]\n");
1819 /* TODO: Other bump map formats */
1821 TRACE_(d3d_caps
)("[FAILED]\n");
1825 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP
)) {
1826 switch (CheckFormat
) {
1827 case WINED3DFMT_V8U8
:
1828 TRACE_(d3d_caps
)("[OK]\n");
1831 TRACE_(d3d_caps
)("[FAILED]\n");
1835 TRACE_(d3d_caps
)("[FAILED]\n");
1839 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1840 static BOOL
CheckDepthStencilCapability(UINT Adapter
, WINED3DFORMAT DisplayFormat
,
1841 WINED3DFORMAT DepthStencilFormat
)
1844 WineD3D_PixelFormat
*cfgs
= Adapters
[Adapter
].cfgs
;
1846 /* Only allow depth/stencil formats */
1847 switch (DepthStencilFormat
) {
1848 case WINED3DFMT_D16_LOCKABLE
:
1849 case WINED3DFMT_D16
:
1850 case WINED3DFMT_D15S1
:
1851 case WINED3DFMT_D24X8
:
1852 case WINED3DFMT_D24X4S4
:
1853 case WINED3DFMT_D24S8
:
1854 case WINED3DFMT_D24FS8
:
1855 case WINED3DFMT_D32
:
1856 case WINED3DFMT_D32F_LOCKABLE
:
1863 /* Walk through all WGL pixel formats to find a match */
1864 cfgs
= Adapters
[Adapter
].cfgs
;
1865 for (it
= 0; it
< Adapters
[Adapter
].nCfgs
; ++it
) {
1866 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs
[it
], DisplayFormat
)) {
1867 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs
[it
], DepthStencilFormat
)) {
1876 static BOOL
CheckFilterCapability(WINED3DFORMAT CheckFormat
)
1878 switch (CheckFormat
) {
1879 /* Filtering not supported */
1880 case WINED3DFMT_R32F
:
1881 case WINED3DFMT_A32B32G32R32F
:
1882 TRACE_(d3d_caps
)("[FAILED]\n");
1891 /* Check the render target capabilities of a format */
1892 static BOOL
CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat
, WINED3DFORMAT CheckFormat
)
1896 /* Filter out non-RT formats */
1899 /* Don't offer 8bit, windows doesn't either although we could emulate it */
1900 case WINED3DFMT_A8P8
:
1903 /* No DXTC render targets */
1904 case WINED3DFMT_DXT1
:
1905 case WINED3DFMT_DXT2
:
1906 case WINED3DFMT_DXT3
:
1907 case WINED3DFMT_DXT4
:
1908 case WINED3DFMT_DXT5
:
1914 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
1915 WineD3D_PixelFormat
*cfgs
= Adapters
[Adapter
].cfgs
;
1917 short AdapterRed
, AdapterGreen
, AdapterBlue
, AdapterAlpha
, AdapterTotalSize
;
1918 short CheckRed
, CheckGreen
, CheckBlue
, CheckAlpha
, CheckTotalSize
;
1920 getColorBits(AdapterFormat
, &AdapterRed
, &AdapterGreen
, &AdapterBlue
, &AdapterAlpha
, &AdapterTotalSize
);
1921 getColorBits(CheckFormat
, &CheckRed
, &CheckGreen
, &CheckBlue
, &CheckAlpha
, &CheckTotalSize
);
1923 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
1924 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
1925 if(!((AdapterRed
== CheckRed
) && (AdapterGreen
== CheckGreen
) && (AdapterBlue
== CheckBlue
))) {
1926 TRACE_(d3d_caps
)("[FAILED]\n");
1930 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
1931 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
1932 for (it
= 0; it
< Adapters
[Adapter
].nCfgs
; ++it
) {
1933 if (cfgs
[it
].windowDrawable
&& IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs
[it
], CheckFormat
)) {
1934 TRACE_(d3d_caps
)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs
[it
].iPixelFormat
, debug_d3dformat(CheckFormat
));
1938 } else if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
1939 /* We can propably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
1940 WineD3D_PixelFormat
*cfgs
= Adapters
[Adapter
].cfgs
;
1943 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
1944 for (it
= 0; it
< Adapters
[Adapter
].nCfgs
; ++it
) {
1945 if (cfgs
[it
].pbufferDrawable
&& IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs
[it
], CheckFormat
)) {
1946 TRACE_(d3d_caps
)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs
[it
].iPixelFormat
, debug_d3dformat(CheckFormat
));
1950 } else if(wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
){
1951 /* For now return TRUE for FBOs until we have some proper checks.
1952 * Note that this function will only be called when the format is around for texturing. */
1958 static BOOL
CheckSrgbReadCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
1960 /* Check for supported sRGB formats (Texture loading and framebuffer) */
1961 if(!GL_SUPPORT(EXT_TEXTURE_SRGB
)) {
1962 TRACE_(d3d_caps
)("[FAILED] GL_EXT_texture_sRGB not supported\n");
1966 switch (CheckFormat
) {
1967 case WINED3DFMT_A8R8G8B8
:
1968 case WINED3DFMT_X8R8G8B8
:
1969 case WINED3DFMT_A4R4G4B4
:
1971 case WINED3DFMT_A8L8
:
1972 case WINED3DFMT_DXT1
:
1973 case WINED3DFMT_DXT2
:
1974 case WINED3DFMT_DXT3
:
1975 case WINED3DFMT_DXT4
:
1976 case WINED3DFMT_DXT5
:
1977 TRACE_(d3d_caps
)("[OK]\n");
1981 TRACE_(d3d_caps
)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat
));
1987 /* Check if a texture format is supported on the given adapter */
1988 static BOOL
CheckTextureCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
1990 switch (CheckFormat
) {
1993 * supported: RGB(A) formats
1995 case WINED3DFMT_R8G8B8
: /* Enable for dx7, blacklisted for 8 and 9 above */
1996 case WINED3DFMT_A8R8G8B8
:
1997 case WINED3DFMT_X8R8G8B8
:
1998 case WINED3DFMT_R5G6B5
:
1999 case WINED3DFMT_X1R5G5B5
:
2000 case WINED3DFMT_A1R5G5B5
:
2001 case WINED3DFMT_A4R4G4B4
:
2002 case WINED3DFMT_R3G3B2
:
2004 case WINED3DFMT_X4R4G4B4
:
2005 case WINED3DFMT_A8B8G8R8
:
2006 case WINED3DFMT_X8B8G8R8
:
2007 case WINED3DFMT_A2R10G10B10
:
2008 case WINED3DFMT_A2B10G10R10
:
2009 case WINED3DFMT_G16R16
:
2010 TRACE_(d3d_caps
)("[OK]\n");
2014 * supported: Palettized
2017 TRACE_(d3d_caps
)("[OK]\n");
2019 /* No Windows driver offers A8P8, so don't offer it either */
2020 case WINED3DFMT_A8P8
:
2024 * Supported: (Alpha)-Luminance
2027 case WINED3DFMT_A8L8
:
2028 case WINED3DFMT_A4L4
:
2029 case WINED3DFMT_L16
:
2030 TRACE_(d3d_caps
)("[OK]\n");
2033 /* Depth/stencil is handled using checkDepthStencilCapability, return FALSE here */
2034 case WINED3DFMT_D16_LOCKABLE
:
2035 case WINED3DFMT_D16
:
2036 case WINED3DFMT_D15S1
:
2037 case WINED3DFMT_D24X8
:
2038 case WINED3DFMT_D24X4S4
:
2039 case WINED3DFMT_D24S8
:
2040 case WINED3DFMT_D24FS8
:
2041 case WINED3DFMT_D32
:
2042 case WINED3DFMT_D32F_LOCKABLE
:
2046 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2047 * GL_NV_texture_shader), but advertized to make apps happy.
2048 * Enable some because games often fail when they are not available
2049 * and are still playable even without bump mapping
2051 case WINED3DFMT_V8U8
:
2052 if(GL_SUPPORT(NV_TEXTURE_SHADER
) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP
)) {
2055 TRACE_(d3d_caps
)("[FAILED] - No converted formats on volumes\n");
2058 case WINED3DFMT_X8L8V8U8
:
2059 case WINED3DFMT_L6V5U5
:
2060 WARN_(d3d_caps
)("[FAILED]\n");
2063 case WINED3DFMT_Q8W8V8U8
:
2064 case WINED3DFMT_V16U16
:
2065 if(GL_SUPPORT(NV_TEXTURE_SHADER
)) {
2066 WARN_(d3d_caps
)("[Not supported, but pretended to do]\n");
2069 TRACE_(d3d_caps
)("[FAILED] - No converted formats on volumes\n");
2072 /* Those are not advertized by the nvidia windows driver, and not
2073 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2074 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2075 * ARGB format if needed
2077 case WINED3DFMT_W11V11U10
:
2078 case WINED3DFMT_A2W10V10U10
:
2079 WARN_(d3d_caps
)("[FAILED]\n");
2082 case WINED3DFMT_DXT1
:
2083 case WINED3DFMT_DXT2
:
2084 case WINED3DFMT_DXT3
:
2085 case WINED3DFMT_DXT4
:
2086 case WINED3DFMT_DXT5
:
2087 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC
)) {
2088 TRACE_(d3d_caps
)("[OK]\n");
2091 TRACE_(d3d_caps
)("[FAILED]\n");
2096 * Odd formats - not supported
2098 case WINED3DFMT_VERTEXDATA
:
2099 case WINED3DFMT_INDEX16
:
2100 case WINED3DFMT_INDEX32
:
2101 case WINED3DFMT_Q16W16V16U16
:
2102 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2106 * WINED3DFMT_CxV8U8: Not supported right now
2108 case WINED3DFMT_CxV8U8
:
2109 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2112 /* YUV formats, not supported for now */
2113 case WINED3DFMT_UYVY
:
2114 case WINED3DFMT_YUY2
:
2115 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2119 case WINED3DFMT_A16B16G16R16
:
2120 case WINED3DFMT_A8R3G3B2
:
2121 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2124 /* Floating point formats */
2125 case WINED3DFMT_R16F
:
2126 case WINED3DFMT_A16B16G16R16F
:
2127 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL
)) {
2128 TRACE_(d3d_caps
)("[OK]\n");
2131 TRACE_(d3d_caps
)("[FAILED]\n");
2134 case WINED3DFMT_R32F
:
2135 case WINED3DFMT_A32B32G32R32F
:
2136 if (GL_SUPPORT(ARB_TEXTURE_FLOAT
)) {
2137 TRACE_(d3d_caps
)("[OK]\n");
2140 TRACE_(d3d_caps
)("[FAILED]\n");
2143 case WINED3DFMT_G16R16F
:
2144 case WINED3DFMT_G32R32F
:
2145 TRACE_(d3d_caps
)("[FAILED]\n");
2148 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2149 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2150 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2151 * We can do instancing with all shader versions, but we need vertex shaders.
2153 * Additionally applications have to set the D3DRS_POINTSIZE render state to
2154 MAKEFOURCC('I','N','S','T') once
2155 * to enable instancing. WineD3D doesn't need that and just ignores it.
2157 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2159 case WINEMAKEFOURCC('I','N','S','T'):
2160 TRACE("ATI Instancing check hack\n");
2161 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
) || GL_SUPPORT(ARB_VERTEX_SHADER
)) {
2162 TRACE_(d3d_caps
)("[OK]\n");
2165 TRACE_(d3d_caps
)("[FAILED]\n");
2168 /* Some weird FOURCC formats */
2169 case WINED3DFMT_R8G8_B8G8
:
2170 case WINED3DFMT_G8R8_G8B8
:
2171 case WINED3DFMT_MULTI2_ARGB8
:
2172 TRACE_(d3d_caps
)("[FAILED]\n");
2175 case WINED3DFMT_UNKNOWN
:
2179 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat
));
2185 static BOOL
CheckVertexTextureCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
2187 if (!GL_LIMITS(vertex_samplers
)) {
2188 TRACE_(d3d_caps
)("[FAILED]\n");
2192 switch (CheckFormat
) {
2193 case WINED3DFMT_A32B32G32R32F
:
2194 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT
)) {
2195 TRACE_(d3d_caps
)("[FAILED]\n");
2198 TRACE_(d3d_caps
)("[OK]\n");
2202 TRACE_(d3d_caps
)("[FAILED]\n");
2208 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceFormat(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
2209 WINED3DFORMAT AdapterFormat
, DWORD Usage
, WINED3DRESOURCETYPE RType
, WINED3DFORMAT CheckFormat
) {
2210 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
2211 DWORD UsageCaps
= 0;
2213 TRACE_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2216 DeviceType
, debug_d3ddevicetype(DeviceType
),
2217 AdapterFormat
, debug_d3dformat(AdapterFormat
),
2218 Usage
, debug_d3dusage(Usage
), debug_d3dusagequery(Usage
),
2219 RType
, debug_d3dresourcetype(RType
),
2220 CheckFormat
, debug_d3dformat(CheckFormat
));
2222 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
2223 return WINED3DERR_INVALIDCALL
;
2226 if(RType
== WINED3DRTYPE_CUBETEXTURE
) {
2227 /* Cubetexture allows:
2228 * - D3DUSAGE_AUTOGENMIPMAP
2229 * - D3DUSAGE_DEPTHSTENCIL
2230 * - D3DUSAGE_DYNAMIC
2231 * - D3DUSAGE_NONSECURE (d3d9ex)
2232 * - D3DUSAGE_RENDERTARGET
2233 * - D3DUSAGE_SOFTWAREPROCESSING
2235 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
2236 /* Check if the texture format is around */
2237 if(CheckTextureCapability(Adapter
, CheckFormat
)) {
2238 if(Usage
& WINED3DUSAGE_AUTOGENMIPMAP
) {
2239 /* Check for automatic mipmap generation support */
2240 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP
)) {
2241 UsageCaps
|= WINED3DUSAGE_AUTOGENMIPMAP
;
2243 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUOTGEN instead of D3D_OK */
2244 TRACE_(d3d_caps
)("[FAILED] - No autogenmipmap support, but continuing\n");
2248 /* Always report dynamic locking */
2249 if(Usage
& WINED3DUSAGE_DYNAMIC
)
2250 UsageCaps
|= WINED3DUSAGE_DYNAMIC
;
2252 if(Usage
& WINED3DUSAGE_RENDERTARGET
) {
2253 if(CheckRenderTargetCapability(AdapterFormat
, CheckFormat
)) {
2254 UsageCaps
|= WINED3DUSAGE_RENDERTARGET
;
2256 TRACE_(d3d_caps
)("[FAILED] - No rendertarget support\n");
2257 return WINED3DERR_NOTAVAILABLE
;
2261 /* Always report software processing */
2262 if(Usage
& WINED3DUSAGE_SOFTWAREPROCESSING
)
2263 UsageCaps
|= WINED3DUSAGE_SOFTWAREPROCESSING
;
2265 /* Check QUERY_FILTER support */
2266 if(Usage
& WINED3DUSAGE_QUERY_FILTER
) {
2267 if(CheckFilterCapability(CheckFormat
)) {
2268 UsageCaps
|= WINED3DUSAGE_QUERY_FILTER
;
2270 TRACE_(d3d_caps
)("[FAILED] - No query filter support\n");
2271 return WINED3DERR_NOTAVAILABLE
;
2275 /* Check QUERY_SRGBREAD support */
2276 if(Usage
& WINED3DUSAGE_QUERY_SRGBREAD
) {
2277 if(CheckSrgbReadCapability(Adapter
, CheckFormat
)) {
2278 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBREAD
;
2280 TRACE_(d3d_caps
)("[FAILED] - No query srgbread support\n");
2281 return WINED3DERR_NOTAVAILABLE
;
2285 /* Check QUERY_VERTEXTEXTURE support */
2286 if(Usage
& WINED3DUSAGE_QUERY_VERTEXTEXTURE
) {
2287 if(CheckVertexTextureCapability(Adapter
, CheckFormat
)) {
2288 UsageCaps
|= WINED3DUSAGE_QUERY_VERTEXTEXTURE
;
2290 TRACE_(d3d_caps
)("[FAILED] - No query vertextexture support\n");
2291 return WINED3DERR_NOTAVAILABLE
;
2296 } else if(RType
== WINED3DRTYPE_SURFACE
) {
2298 * - D3DUSAGE_DEPTHSTENCIL
2299 * - D3DUSAGE_NONSECURE (d3d9ex)
2300 * - D3DUSAGE_RENDERTARGET
2303 if(Usage
& WINED3DUSAGE_DEPTHSTENCIL
) {
2304 if(CheckDepthStencilCapability(Adapter
, AdapterFormat
, CheckFormat
)) {
2305 UsageCaps
|= WINED3DUSAGE_DEPTHSTENCIL
;
2307 TRACE_(d3d_caps
)("[FAILED] - No depthstencil support\n");
2308 return WINED3DERR_NOTAVAILABLE
;
2312 if(Usage
& WINED3DUSAGE_RENDERTARGET
) {
2313 if(CheckRenderTargetCapability(AdapterFormat
, CheckFormat
)) {
2314 UsageCaps
|= WINED3DUSAGE_RENDERTARGET
;
2316 TRACE_(d3d_caps
)("[FAILED] - No rendertarget support\n");
2317 return WINED3DERR_NOTAVAILABLE
;
2320 } else if(RType
== WINED3DRTYPE_TEXTURE
) {
2322 * - D3DUSAGE_AUTOGENMIPMAP
2323 * - D3DUSAGE_DEPTHSTENCIL
2325 * - D3DUSAGE_DYNAMIC
2326 * - D3DUSAGE_NONSECURE (d3d9ex)
2327 * - D3DUSAGE_RENDERTARGET
2328 * - D3DUSAGE_SOFTWAREPROCESSING
2329 * - D3DUSAGE_TEXTAPI (d3d9ex)
2332 /* Check if the texture format is around */
2333 if(CheckTextureCapability(Adapter
, CheckFormat
)) {
2334 if(Usage
& WINED3DUSAGE_AUTOGENMIPMAP
) {
2335 /* Check for automatic mipmap generation support */
2336 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP
)) {
2337 UsageCaps
|= WINED3DUSAGE_AUTOGENMIPMAP
;
2339 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUOTGEN instead of D3D_OK */
2340 TRACE_(d3d_caps
)("[FAILED] - No autogenmipmap support, but continuing\n");
2344 /* Always report dynamic locking */
2345 if(Usage
& WINED3DUSAGE_DYNAMIC
)
2346 UsageCaps
|= WINED3DUSAGE_DYNAMIC
;
2348 if(Usage
& WINED3DUSAGE_RENDERTARGET
) {
2349 if(CheckRenderTargetCapability(AdapterFormat
, CheckFormat
)) {
2350 UsageCaps
|= WINED3DUSAGE_RENDERTARGET
;
2352 TRACE_(d3d_caps
)("[FAILED] - No rendertarget support\n");
2353 return WINED3DERR_NOTAVAILABLE
;
2357 /* Always report software processing */
2358 if(Usage
& WINED3DUSAGE_SOFTWAREPROCESSING
)
2359 UsageCaps
|= WINED3DUSAGE_SOFTWAREPROCESSING
;
2361 /* Check QUERY_FILTER support */
2362 if(Usage
& WINED3DUSAGE_QUERY_FILTER
) {
2363 if(CheckFilterCapability(CheckFormat
)) {
2364 UsageCaps
|= WINED3DUSAGE_QUERY_FILTER
;
2366 TRACE_(d3d_caps
)("[FAILED] - No query filter support\n");
2367 return WINED3DERR_NOTAVAILABLE
;
2371 /* Check QUERY_LEGACYBUMPMAP support */
2372 if(Usage
& WINED3DUSAGE_QUERY_LEGACYBUMPMAP
) {
2373 if(CheckBumpMapCapability(Adapter
, CheckFormat
)) {
2374 UsageCaps
|= WINED3DUSAGE_QUERY_LEGACYBUMPMAP
;
2376 TRACE_(d3d_caps
)("[FAILED] - No legacy bumpmap support\n");
2377 return WINED3DERR_NOTAVAILABLE
;
2381 /* Check QUERY_SRGBREAD support */
2382 if(Usage
& WINED3DUSAGE_QUERY_SRGBREAD
) {
2383 if(CheckSrgbReadCapability(Adapter
, CheckFormat
)) {
2384 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBREAD
;
2386 TRACE_(d3d_caps
)("[FAILED] - No query srgbread support\n");
2387 return WINED3DERR_NOTAVAILABLE
;
2391 /* Check QUERY_VERTEXTEXTURE support */
2392 if(Usage
& WINED3DUSAGE_QUERY_VERTEXTEXTURE
) {
2393 if(CheckVertexTextureCapability(Adapter
, CheckFormat
)) {
2394 UsageCaps
|= WINED3DUSAGE_QUERY_VERTEXTEXTURE
;
2396 TRACE_(d3d_caps
)("[FAILED] - No query vertextexture support\n");
2397 return WINED3DERR_NOTAVAILABLE
;
2400 } else if(CheckDepthStencilCapability(Adapter
, AdapterFormat
, CheckFormat
)) {
2401 if(Usage
& WINED3DUSAGE_DEPTHSTENCIL
)
2402 UsageCaps
|= WINED3DUSAGE_DEPTHSTENCIL
;
2404 } else if(RType
== WINED3DRTYPE_VOLUMETEXTURE
) {
2405 /* Volumetexture allows:
2406 * - D3DUSAGE_DYNAMIC
2407 * - D3DUSAGE_NONSECURE (d3d9ex)
2408 * - D3DUSAGE_SOFTWAREPROCESSING
2411 /* Check volume texture and volume usage caps */
2412 if(GL_SUPPORT(EXT_TEXTURE3D
)) {
2413 if(CheckTextureCapability(Adapter
, CheckFormat
) == FALSE
) {
2414 TRACE_(d3d_caps
)("[FAILED] - Format not supported\n");
2415 return WINED3DERR_NOTAVAILABLE
;
2418 /* Always report dynamic locking */
2419 if(Usage
& WINED3DUSAGE_DYNAMIC
)
2420 UsageCaps
|= WINED3DUSAGE_DYNAMIC
;
2422 /* Always report software processing */
2423 if(Usage
& WINED3DUSAGE_SOFTWAREPROCESSING
)
2424 UsageCaps
|= WINED3DUSAGE_SOFTWAREPROCESSING
;
2426 /* Check QUERY_FILTER support */
2427 if(Usage
& WINED3DUSAGE_QUERY_FILTER
) {
2428 if(CheckFilterCapability(CheckFormat
)) {
2429 UsageCaps
|= WINED3DUSAGE_QUERY_FILTER
;
2431 TRACE_(d3d_caps
)("[FAILED] - No query filter support\n");
2432 return WINED3DERR_NOTAVAILABLE
;
2436 /* Check QUERY_SRGBREAD support */
2437 if(Usage
& WINED3DUSAGE_QUERY_SRGBREAD
) {
2438 if(CheckSrgbReadCapability(Adapter
, CheckFormat
)) {
2439 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBREAD
;
2441 TRACE_(d3d_caps
)("[FAILED] - No query srgbread support\n");
2442 return WINED3DERR_NOTAVAILABLE
;
2446 /* Check QUERY_VERTEXTEXTURE support */
2447 if(Usage
& WINED3DUSAGE_QUERY_VERTEXTEXTURE
) {
2448 if(CheckVertexTextureCapability(Adapter
, CheckFormat
)) {
2449 UsageCaps
|= WINED3DUSAGE_QUERY_VERTEXTEXTURE
;
2451 TRACE_(d3d_caps
)("[FAILED] - No query vertextexture support\n");
2452 return WINED3DERR_NOTAVAILABLE
;
2457 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2458 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2459 * app needing one of those formats, don't advertize them to avoid leading apps into
2460 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2463 switch(CheckFormat
) {
2465 case WINED3DFMT_A4L4
:
2466 case WINED3DFMT_R32F
:
2467 case WINED3DFMT_R16F
:
2468 case WINED3DFMT_X8L8V8U8
:
2469 case WINED3DFMT_L6V5U5
:
2470 case WINED3DFMT_G16R16
:
2471 TRACE_(d3d_caps
)("[FAILED] - No converted formats on volumes\n");
2472 return WINED3DERR_NOTAVAILABLE
;
2474 case WINED3DFMT_Q8W8V8U8
:
2475 case WINED3DFMT_V16U16
:
2476 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
2477 TRACE_(d3d_caps
)("[FAILED] - No converted formats on volumes\n");
2478 return WINED3DERR_NOTAVAILABLE
;
2482 case WINED3DFMT_V8U8
:
2483 if(!GL_SUPPORT(NV_TEXTURE_SHADER
) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP
)) {
2484 TRACE_(d3d_caps
)("[FAILED] - No converted formats on volumes\n");
2485 return WINED3DERR_NOTAVAILABLE
;
2489 case WINED3DFMT_DXT1
:
2490 case WINED3DFMT_DXT2
:
2491 case WINED3DFMT_DXT3
:
2492 case WINED3DFMT_DXT4
:
2493 case WINED3DFMT_DXT5
:
2494 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2495 * compressed texture results in an error. While the D3D refrast does
2496 * support s3tc volumes, at least the nvidia windows driver does not, so
2497 * we're free not to support this format.
2499 TRACE_(d3d_caps
)("[FAILED] - DXTn does not support 3D textures\n");
2500 return WINED3DERR_NOTAVAILABLE
;
2503 /* Do nothing, continue with checking the format below */
2508 /* This format is nothing special and it is supported perfectly.
2509 * However, ati and nvidia driver on windows do not mark this format as
2510 * supported (tested with the dxCapsViewer) and pretending to
2511 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2512 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2513 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2515 if(This
->dxVersion
> 7 && CheckFormat
== WINED3DFMT_R8G8B8
) {
2516 TRACE_(d3d_caps
)("[FAILED]\n");
2517 return WINED3DERR_NOTAVAILABLE
;
2520 switch (CheckFormat
) {
2523 * supported: RGB(A) formats
2525 case WINED3DFMT_R8G8B8
: /* Enable for dx7, blacklisted for 8 and 9 above */
2526 case WINED3DFMT_A8R8G8B8
:
2527 case WINED3DFMT_X8R8G8B8
:
2528 case WINED3DFMT_R5G6B5
:
2529 case WINED3DFMT_X1R5G5B5
:
2530 case WINED3DFMT_A1R5G5B5
:
2531 case WINED3DFMT_A4R4G4B4
:
2532 case WINED3DFMT_R3G3B2
:
2534 case WINED3DFMT_X4R4G4B4
:
2535 case WINED3DFMT_A8B8G8R8
:
2536 case WINED3DFMT_X8B8G8R8
:
2537 case WINED3DFMT_A2R10G10B10
:
2538 case WINED3DFMT_A2B10G10R10
:
2539 case WINED3DFMT_G16R16
:
2540 TRACE_(d3d_caps
)("[OK]\n");
2544 * supported: Palettized
2547 TRACE_(d3d_caps
)("[OK]\n");
2551 * Supported: (Alpha)-Luminance
2554 case WINED3DFMT_A8L8
:
2555 case WINED3DFMT_A4L4
:
2556 TRACE_(d3d_caps
)("[OK]\n");
2560 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2561 * GL_NV_texture_shader), but advertized to make apps happy.
2562 * Enable some because games often fail when they are not available
2563 * and are still playable even without bump mapping
2565 case WINED3DFMT_V8U8
:
2566 case WINED3DFMT_V16U16
:
2567 case WINED3DFMT_L6V5U5
:
2568 case WINED3DFMT_X8L8V8U8
:
2569 case WINED3DFMT_Q8W8V8U8
:
2570 WARN_(d3d_caps
)("[Not supported, but pretended to do]\n");
2573 /* Those are not advertized by the nvidia windows driver, and not
2574 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2575 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2576 * ARGB format if needed
2578 case WINED3DFMT_W11V11U10
:
2579 case WINED3DFMT_A2W10V10U10
:
2580 WARN_(d3d_caps
)("[FAILED]\n");
2581 return WINED3DERR_NOTAVAILABLE
;
2583 case WINED3DFMT_DXT1
:
2584 case WINED3DFMT_DXT2
:
2585 case WINED3DFMT_DXT3
:
2586 case WINED3DFMT_DXT4
:
2587 case WINED3DFMT_DXT5
:
2588 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC
)) {
2589 TRACE_(d3d_caps
)("[OK]\n");
2592 TRACE_(d3d_caps
)("[FAILED]\n");
2593 return WINED3DERR_NOTAVAILABLE
;
2598 * Odd formats - not supported
2600 case WINED3DFMT_VERTEXDATA
:
2601 case WINED3DFMT_INDEX16
:
2602 case WINED3DFMT_INDEX32
:
2603 case WINED3DFMT_Q16W16V16U16
:
2604 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2605 return WINED3DERR_NOTAVAILABLE
;
2608 * WINED3DFMT_CxV8U8: Not supported right now
2610 case WINED3DFMT_CxV8U8
:
2611 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2612 return WINED3DERR_NOTAVAILABLE
;
2615 case WINED3DFMT_A16B16G16R16
:
2616 case WINED3DFMT_A8R3G3B2
:
2617 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2618 return WINED3DERR_NOTAVAILABLE
;
2620 /* Floating point formats */
2621 case WINED3DFMT_R16F
:
2622 case WINED3DFMT_A16B16G16R16F
:
2623 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL
)) {
2624 TRACE_(d3d_caps
)("[OK]\n");
2627 TRACE_(d3d_caps
)("[FAILED]\n");
2628 return WINED3DERR_NOTAVAILABLE
;
2630 case WINED3DFMT_R32F
:
2631 case WINED3DFMT_A32B32G32R32F
:
2632 if (GL_SUPPORT(ARB_TEXTURE_FLOAT
)) {
2633 TRACE_(d3d_caps
)("[OK]\n");
2636 TRACE_(d3d_caps
)("[FAILED]\n");
2637 return WINED3DERR_NOTAVAILABLE
;
2640 case WINED3DFMT_G16R16F
:
2641 case WINED3DFMT_G32R32F
:
2642 TRACE_(d3d_caps
)("[FAILED]\n");
2643 return WINED3DERR_NOTAVAILABLE
;
2645 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2646 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2647 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2648 * We can do instancing with all shader versions, but we need vertex shaders.
2650 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2651 * to enable instancing. WineD3D doesn't need that and just ignores it.
2653 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2655 case WINEMAKEFOURCC('I','N','S','T'):
2656 TRACE("ATI Instancing check hack\n");
2657 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
) || GL_SUPPORT(ARB_VERTEX_SHADER
)) {
2658 TRACE_(d3d_caps
)("[OK]\n");
2661 TRACE_(d3d_caps
)("[FAILED]\n");
2662 return WINED3DERR_NOTAVAILABLE
;
2669 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2670 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2671 * usage flags match. */
2672 if(UsageCaps
== Usage
) {
2674 } else if((UsageCaps
== (Usage
& ~WINED3DUSAGE_AUTOGENMIPMAP
)) && (Usage
& WINED3DUSAGE_AUTOGENMIPMAP
)){
2675 return WINED3DOK_NOAUTOGEN
;
2677 TRACE_(d3d_caps
)("[FAILED] - Usage=%#08x requested but only %#08x is available\n", Usage
, UsageCaps
);
2678 return WINED3DERR_NOTAVAILABLE
;
2682 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
2683 WINED3DFORMAT SourceFormat
, WINED3DFORMAT TargetFormat
) {
2684 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
2686 FIXME_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2689 DeviceType
, debug_d3ddevicetype(DeviceType
),
2690 SourceFormat
, debug_d3dformat(SourceFormat
),
2691 TargetFormat
, debug_d3dformat(TargetFormat
));
2695 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2696 subset of a D3DCAPS9 structure. However, it has to come via a void *
2697 as the d3d8 interface cannot import the d3d9 header */
2698 static HRESULT WINAPI
IWineD3DImpl_GetDeviceCaps(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
, WINED3DCAPS
* pCaps
) {
2700 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
2701 int vs_selected_mode
;
2702 int ps_selected_mode
;
2704 TRACE_(d3d_caps
)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This
, Adapter
, DeviceType
, pCaps
);
2706 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
2707 return WINED3DERR_INVALIDCALL
;
2710 select_shader_mode(&Adapters
[Adapter
].gl_info
, DeviceType
, &ps_selected_mode
, &vs_selected_mode
);
2712 /* This function should *not* be modifying GL caps
2713 * TODO: move the functionality where it belongs */
2714 select_shader_max_constants(ps_selected_mode
, vs_selected_mode
, &Adapters
[Adapter
].gl_info
);
2716 /* ------------------------------------------------
2717 The following fields apply to both d3d8 and d3d9
2718 ------------------------------------------------ */
2719 *pCaps
->DeviceType
= (DeviceType
== WINED3DDEVTYPE_HAL
) ? WINED3DDEVTYPE_HAL
: WINED3DDEVTYPE_REF
; /* Not quite true, but use h/w supported by opengl I suppose */
2720 *pCaps
->AdapterOrdinal
= Adapter
;
2723 *pCaps
->Caps2
= WINED3DCAPS2_CANRENDERWINDOWED
|
2724 WINED3DCAPS2_FULLSCREENGAMMA
|
2725 WINED3DCAPS2_DYNAMICTEXTURES
;
2726 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP
)) {
2727 *pCaps
->Caps2
|= WINED3DCAPS2_CANAUTOGENMIPMAP
;
2729 *pCaps
->Caps3
= WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD
;
2730 *pCaps
->PresentationIntervals
= WINED3DPRESENT_INTERVAL_IMMEDIATE
|
2731 WINED3DPRESENT_INTERVAL_ONE
;
2733 *pCaps
->CursorCaps
= WINED3DCURSORCAPS_COLOR
|
2734 WINED3DCURSORCAPS_LOWRES
;
2736 *pCaps
->DevCaps
= WINED3DDEVCAPS_FLOATTLVERTEX
|
2737 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY
|
2738 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY
|
2739 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY
|
2740 WINED3DDEVCAPS_DRAWPRIMTLVERTEX
|
2741 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT
|
2742 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY
|
2743 WINED3DDEVCAPS_PUREDEVICE
|
2744 WINED3DDEVCAPS_HWRASTERIZATION
|
2745 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY
|
2746 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY
|
2747 WINED3DDEVCAPS_CANRENDERAFTERFLIP
|
2748 WINED3DDEVCAPS_DRAWPRIMITIVES2
|
2749 WINED3DDEVCAPS_DRAWPRIMITIVES2EX
|
2750 WINED3DDEVCAPS_RTPATCHES
;
2752 *pCaps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_CULLNONE
|
2753 WINED3DPMISCCAPS_CULLCCW
|
2754 WINED3DPMISCCAPS_CULLCW
|
2755 WINED3DPMISCCAPS_COLORWRITEENABLE
|
2756 WINED3DPMISCCAPS_CLIPTLVERTS
|
2757 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS
|
2758 WINED3DPMISCCAPS_MASKZ
|
2759 WINED3DPMISCCAPS_BLENDOP
;
2761 WINED3DPMISCCAPS_NULLREFERENCE
2762 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2763 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2764 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2765 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
2766 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2768 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE
) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE
))
2769 *pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_SEPARATEALPHABLEND
;
2771 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
2773 if (GL_SUPPORT(NV_REGISTER_COMBINERS
))
2774 *pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
2775 if (GL_SUPPORT(NV_REGISTER_COMBINERS2
))
2776 *pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_PERSTAGECONSTANT
;
2779 *pCaps
->RasterCaps
= WINED3DPRASTERCAPS_DITHER
|
2780 WINED3DPRASTERCAPS_PAT
|
2781 WINED3DPRASTERCAPS_WFOG
|
2782 WINED3DPRASTERCAPS_ZFOG
|
2783 WINED3DPRASTERCAPS_FOGVERTEX
|
2784 WINED3DPRASTERCAPS_FOGTABLE
|
2785 WINED3DPRASTERCAPS_STIPPLE
|
2786 WINED3DPRASTERCAPS_SUBPIXEL
|
2787 WINED3DPRASTERCAPS_ZTEST
|
2788 WINED3DPRASTERCAPS_SCISSORTEST
|
2789 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS
|
2790 WINED3DPRASTERCAPS_DEPTHBIAS
;
2792 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
)) {
2793 *pCaps
->RasterCaps
|= WINED3DPRASTERCAPS_ANISOTROPY
|
2794 WINED3DPRASTERCAPS_ZBIAS
|
2795 WINED3DPRASTERCAPS_MIPMAPLODBIAS
;
2797 if(GL_SUPPORT(NV_FOG_DISTANCE
)) {
2798 *pCaps
->RasterCaps
|= WINED3DPRASTERCAPS_FOGRANGE
;
2801 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2802 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2803 WINED3DPRASTERCAPS_ANTIALIASEDGES
2804 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2805 WINED3DPRASTERCAPS_WBUFFER */
2807 *pCaps
->ZCmpCaps
= WINED3DPCMPCAPS_ALWAYS
|
2808 WINED3DPCMPCAPS_EQUAL
|
2809 WINED3DPCMPCAPS_GREATER
|
2810 WINED3DPCMPCAPS_GREATEREQUAL
|
2811 WINED3DPCMPCAPS_LESS
|
2812 WINED3DPCMPCAPS_LESSEQUAL
|
2813 WINED3DPCMPCAPS_NEVER
|
2814 WINED3DPCMPCAPS_NOTEQUAL
;
2816 *pCaps
->SrcBlendCaps
= WINED3DPBLENDCAPS_BOTHINVSRCALPHA
|
2817 WINED3DPBLENDCAPS_BOTHSRCALPHA
|
2818 WINED3DPBLENDCAPS_DESTALPHA
|
2819 WINED3DPBLENDCAPS_DESTCOLOR
|
2820 WINED3DPBLENDCAPS_INVDESTALPHA
|
2821 WINED3DPBLENDCAPS_INVDESTCOLOR
|
2822 WINED3DPBLENDCAPS_INVSRCALPHA
|
2823 WINED3DPBLENDCAPS_INVSRCCOLOR
|
2824 WINED3DPBLENDCAPS_ONE
|
2825 WINED3DPBLENDCAPS_SRCALPHA
|
2826 WINED3DPBLENDCAPS_SRCALPHASAT
|
2827 WINED3DPBLENDCAPS_SRCCOLOR
|
2828 WINED3DPBLENDCAPS_ZERO
;
2830 *pCaps
->DestBlendCaps
= WINED3DPBLENDCAPS_DESTALPHA
|
2831 WINED3DPBLENDCAPS_DESTCOLOR
|
2832 WINED3DPBLENDCAPS_INVDESTALPHA
|
2833 WINED3DPBLENDCAPS_INVDESTCOLOR
|
2834 WINED3DPBLENDCAPS_INVSRCALPHA
|
2835 WINED3DPBLENDCAPS_INVSRCCOLOR
|
2836 WINED3DPBLENDCAPS_ONE
|
2837 WINED3DPBLENDCAPS_SRCALPHA
|
2838 WINED3DPBLENDCAPS_SRCCOLOR
|
2839 WINED3DPBLENDCAPS_ZERO
;
2840 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
2841 * according to the glBlendFunc manpage
2843 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
2844 * legacy settings for srcblend only
2847 if( GL_SUPPORT(EXT_BLEND_COLOR
)) {
2848 *pCaps
->SrcBlendCaps
|= WINED3DPBLENDCAPS_BLENDFACTOR
;
2849 *pCaps
->DestBlendCaps
|= WINED3DPBLENDCAPS_BLENDFACTOR
;
2853 *pCaps
->AlphaCmpCaps
= WINED3DPCMPCAPS_ALWAYS
|
2854 WINED3DPCMPCAPS_EQUAL
|
2855 WINED3DPCMPCAPS_GREATER
|
2856 WINED3DPCMPCAPS_GREATEREQUAL
|
2857 WINED3DPCMPCAPS_LESS
|
2858 WINED3DPCMPCAPS_LESSEQUAL
|
2859 WINED3DPCMPCAPS_NEVER
|
2860 WINED3DPCMPCAPS_NOTEQUAL
;
2862 *pCaps
->ShadeCaps
= WINED3DPSHADECAPS_SPECULARGOURAUDRGB
|
2863 WINED3DPSHADECAPS_COLORGOURAUDRGB
|
2864 WINED3DPSHADECAPS_ALPHAFLATBLEND
|
2865 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND
|
2866 WINED3DPSHADECAPS_COLORFLATRGB
|
2867 WINED3DPSHADECAPS_FOGFLAT
|
2868 WINED3DPSHADECAPS_FOGGOURAUD
|
2869 WINED3DPSHADECAPS_SPECULARFLATRGB
;
2871 *pCaps
->TextureCaps
= WINED3DPTEXTURECAPS_ALPHA
|
2872 WINED3DPTEXTURECAPS_ALPHAPALETTE
|
2873 WINED3DPTEXTURECAPS_BORDER
|
2874 WINED3DPTEXTURECAPS_MIPMAP
|
2875 WINED3DPTEXTURECAPS_PROJECTED
|
2876 WINED3DPTEXTURECAPS_PERSPECTIVE
;
2878 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO
)) {
2879 *pCaps
->TextureCaps
|= WINED3DPTEXTURECAPS_POW2
|
2880 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL
;
2883 if( GL_SUPPORT(EXT_TEXTURE3D
)) {
2884 *pCaps
->TextureCaps
|= WINED3DPTEXTURECAPS_VOLUMEMAP
|
2885 WINED3DPTEXTURECAPS_MIPVOLUMEMAP
|
2886 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2
;
2889 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
2890 *pCaps
->TextureCaps
|= WINED3DPTEXTURECAPS_CUBEMAP
|
2891 WINED3DPTEXTURECAPS_MIPCUBEMAP
|
2892 WINED3DPTEXTURECAPS_CUBEMAP_POW2
;
2896 *pCaps
->TextureFilterCaps
= WINED3DPTFILTERCAPS_MAGFLINEAR
|
2897 WINED3DPTFILTERCAPS_MAGFPOINT
|
2898 WINED3DPTFILTERCAPS_MINFLINEAR
|
2899 WINED3DPTFILTERCAPS_MINFPOINT
|
2900 WINED3DPTFILTERCAPS_MIPFLINEAR
|
2901 WINED3DPTFILTERCAPS_MIPFPOINT
|
2902 WINED3DPTFILTERCAPS_LINEAR
|
2903 WINED3DPTFILTERCAPS_LINEARMIPLINEAR
|
2904 WINED3DPTFILTERCAPS_LINEARMIPNEAREST
|
2905 WINED3DPTFILTERCAPS_MIPLINEAR
|
2906 WINED3DPTFILTERCAPS_MIPNEAREST
|
2907 WINED3DPTFILTERCAPS_NEAREST
;
2909 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
)) {
2910 *pCaps
->TextureFilterCaps
|= WINED3DPTFILTERCAPS_MAGFANISOTROPIC
|
2911 WINED3DPTFILTERCAPS_MINFANISOTROPIC
;
2914 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
2915 *pCaps
->CubeTextureFilterCaps
= WINED3DPTFILTERCAPS_MAGFLINEAR
|
2916 WINED3DPTFILTERCAPS_MAGFPOINT
|
2917 WINED3DPTFILTERCAPS_MINFLINEAR
|
2918 WINED3DPTFILTERCAPS_MINFPOINT
|
2919 WINED3DPTFILTERCAPS_MIPFLINEAR
|
2920 WINED3DPTFILTERCAPS_MIPFPOINT
|
2921 WINED3DPTFILTERCAPS_LINEAR
|
2922 WINED3DPTFILTERCAPS_LINEARMIPLINEAR
|
2923 WINED3DPTFILTERCAPS_LINEARMIPNEAREST
|
2924 WINED3DPTFILTERCAPS_MIPLINEAR
|
2925 WINED3DPTFILTERCAPS_MIPNEAREST
|
2926 WINED3DPTFILTERCAPS_NEAREST
;
2928 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
)) {
2929 *pCaps
->CubeTextureFilterCaps
|= WINED3DPTFILTERCAPS_MAGFANISOTROPIC
|
2930 WINED3DPTFILTERCAPS_MINFANISOTROPIC
;
2933 *pCaps
->CubeTextureFilterCaps
= 0;
2935 if (GL_SUPPORT(EXT_TEXTURE3D
)) {
2936 *pCaps
->VolumeTextureFilterCaps
= WINED3DPTFILTERCAPS_MAGFLINEAR
|
2937 WINED3DPTFILTERCAPS_MAGFPOINT
|
2938 WINED3DPTFILTERCAPS_MINFLINEAR
|
2939 WINED3DPTFILTERCAPS_MINFPOINT
|
2940 WINED3DPTFILTERCAPS_MIPFLINEAR
|
2941 WINED3DPTFILTERCAPS_MIPFPOINT
|
2942 WINED3DPTFILTERCAPS_LINEAR
|
2943 WINED3DPTFILTERCAPS_LINEARMIPLINEAR
|
2944 WINED3DPTFILTERCAPS_LINEARMIPNEAREST
|
2945 WINED3DPTFILTERCAPS_MIPLINEAR
|
2946 WINED3DPTFILTERCAPS_MIPNEAREST
|
2947 WINED3DPTFILTERCAPS_NEAREST
;
2949 *pCaps
->VolumeTextureFilterCaps
= 0;
2951 *pCaps
->TextureAddressCaps
= WINED3DPTADDRESSCAPS_INDEPENDENTUV
|
2952 WINED3DPTADDRESSCAPS_CLAMP
|
2953 WINED3DPTADDRESSCAPS_WRAP
;
2955 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP
)) {
2956 *pCaps
->TextureAddressCaps
|= WINED3DPTADDRESSCAPS_BORDER
;
2958 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT
)) {
2959 *pCaps
->TextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRROR
;
2961 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE
)) {
2962 *pCaps
->TextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRRORONCE
;
2965 if (GL_SUPPORT(EXT_TEXTURE3D
)) {
2966 *pCaps
->VolumeTextureAddressCaps
= WINED3DPTADDRESSCAPS_INDEPENDENTUV
|
2967 WINED3DPTADDRESSCAPS_CLAMP
|
2968 WINED3DPTADDRESSCAPS_WRAP
;
2969 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP
)) {
2970 *pCaps
->VolumeTextureAddressCaps
|= WINED3DPTADDRESSCAPS_BORDER
;
2972 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT
)) {
2973 *pCaps
->VolumeTextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRROR
;
2975 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE
)) {
2976 *pCaps
->VolumeTextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRRORONCE
;
2979 *pCaps
->VolumeTextureAddressCaps
= 0;
2981 *pCaps
->LineCaps
= WINED3DLINECAPS_TEXTURE
|
2982 WINED3DLINECAPS_ZTEST
;
2984 WINED3DLINECAPS_BLEND
2985 WINED3DLINECAPS_ALPHACMP
2986 WINED3DLINECAPS_FOG */
2988 *pCaps
->MaxTextureWidth
= GL_LIMITS(texture_size
);
2989 *pCaps
->MaxTextureHeight
= GL_LIMITS(texture_size
);
2991 if(GL_SUPPORT(EXT_TEXTURE3D
))
2992 *pCaps
->MaxVolumeExtent
= GL_LIMITS(texture3d_size
);
2994 *pCaps
->MaxVolumeExtent
= 0;
2996 *pCaps
->MaxTextureRepeat
= 32768;
2997 *pCaps
->MaxTextureAspectRatio
= GL_LIMITS(texture_size
);
2998 *pCaps
->MaxVertexW
= 1.0;
3000 *pCaps
->GuardBandLeft
= 0;
3001 *pCaps
->GuardBandTop
= 0;
3002 *pCaps
->GuardBandRight
= 0;
3003 *pCaps
->GuardBandBottom
= 0;
3005 *pCaps
->ExtentsAdjust
= 0;
3007 *pCaps
->StencilCaps
= WINED3DSTENCILCAPS_DECRSAT
|
3008 WINED3DSTENCILCAPS_INCRSAT
|
3009 WINED3DSTENCILCAPS_INVERT
|
3010 WINED3DSTENCILCAPS_KEEP
|
3011 WINED3DSTENCILCAPS_REPLACE
|
3012 WINED3DSTENCILCAPS_ZERO
;
3013 if (GL_SUPPORT(EXT_STENCIL_WRAP
)) {
3014 *pCaps
->StencilCaps
|= WINED3DSTENCILCAPS_DECR
|
3015 WINED3DSTENCILCAPS_INCR
;
3017 if ( This
->dxVersion
> 8 &&
3018 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE
) ||
3019 GL_SUPPORT(ATI_SEPARATE_STENCIL
) ) ) {
3020 *pCaps
->StencilCaps
|= WINED3DSTENCILCAPS_TWOSIDED
;
3023 *pCaps
->FVFCaps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
3025 *pCaps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
|
3026 WINED3DTEXOPCAPS_ADDSIGNED
|
3027 WINED3DTEXOPCAPS_ADDSIGNED2X
|
3028 WINED3DTEXOPCAPS_MODULATE
|
3029 WINED3DTEXOPCAPS_MODULATE2X
|
3030 WINED3DTEXOPCAPS_MODULATE4X
|
3031 WINED3DTEXOPCAPS_SELECTARG1
|
3032 WINED3DTEXOPCAPS_SELECTARG2
|
3033 WINED3DTEXOPCAPS_DISABLE
;
3035 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE
) ||
3036 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE
) ||
3037 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4
)) {
3038 *pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
3039 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
3040 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
3041 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
3042 WINED3DTEXOPCAPS_LERP
|
3043 WINED3DTEXOPCAPS_SUBTRACT
;
3045 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3
) ||
3046 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4
)) {
3047 *pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
|
3048 WINED3DTEXOPCAPS_MULTIPLYADD
|
3049 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
3050 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
3051 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
3053 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3
))
3054 *pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
3056 if (GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
3057 *pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
3058 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
;
3061 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP
)) {
3062 *pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BUMPENVMAP
;
3063 } else if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
3064 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
3065 * not support 3D textures. This asks for trouble if an app uses both bump mapping
3066 * and 3D textures. It also allows us to keep the code simpler by having texture
3067 * shaders constantly enabled.
3069 *pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BUMPENVMAP
;
3070 /* TODO: Luminance bump map? */
3074 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
3075 WINED3DTEXOPCAPS_PREMODULATE */
3078 *pCaps
->MaxTextureBlendStages
= GL_LIMITS(texture_stages
);
3079 *pCaps
->MaxSimultaneousTextures
= GL_LIMITS(textures
);
3080 *pCaps
->MaxUserClipPlanes
= GL_LIMITS(clipplanes
);
3081 *pCaps
->MaxActiveLights
= GL_LIMITS(lights
);
3083 *pCaps
->MaxVertexBlendMatrices
= GL_LIMITS(blends
);
3084 *pCaps
->MaxVertexBlendMatrixIndex
= 0;
3086 *pCaps
->MaxAnisotropy
= GL_LIMITS(anisotropy
);
3087 *pCaps
->MaxPointSize
= GL_LIMITS(pointsize
);
3090 *pCaps
->VertexProcessingCaps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
|
3091 WINED3DVTXPCAPS_MATERIALSOURCE7
|
3092 WINED3DVTXPCAPS_POSITIONALLIGHTS
|
3093 WINED3DVTXPCAPS_LOCALVIEWER
|
3094 WINED3DVTXPCAPS_VERTEXFOG
|
3095 WINED3DVTXPCAPS_TEXGEN
;
3097 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3099 *pCaps
->MaxPrimitiveCount
= 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3100 *pCaps
->MaxVertexIndex
= 0xFFFFF;
3101 *pCaps
->MaxStreams
= MAX_STREAMS
;
3102 *pCaps
->MaxStreamStride
= 1024;
3104 if (vs_selected_mode
== SHADER_GLSL
) {
3105 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3106 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3107 * vs_nv_version which is based on NV_vertex_program.
3108 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3109 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3110 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3111 * of native instructions, so use that here. For more info see the pixel shader versioning code below. */
3112 if((GLINFO_LOCATION
.vs_nv_version
== VS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3113 *pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
3115 *pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
3116 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (*pCaps
->VertexShaderVersion
>> 8) & 0xff, *pCaps
->VertexShaderVersion
& 0xff);
3117 } else if (vs_selected_mode
== SHADER_ARB
) {
3118 *pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
3119 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
3121 *pCaps
->VertexShaderVersion
= 0;
3122 TRACE_(d3d_caps
)("Vertex shader functionality not available\n");
3125 *pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
3127 if (ps_selected_mode
== SHADER_GLSL
) {
3128 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3129 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3130 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3131 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3132 * in max native instructions. Intel and others also offer the info in this extension but they
3133 * don't support GLSL (at least on Windows).
3135 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3136 * of instructions is 512 or less we have to do with ps2.0 hardware.
3137 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
3139 if((GLINFO_LOCATION
.ps_nv_version
== PS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3140 *pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
3142 *pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
3143 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3144 * Direct3D minimum requirement.
3146 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3147 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3149 * The problem is that the refrast clamps temporary results in the shader to
3150 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3151 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3152 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3153 * offer a way to query this.
3155 *pCaps
->PixelShader1xMaxValue
= 8.0;
3156 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (*pCaps
->PixelShaderVersion
>> 8) & 0xff, *pCaps
->PixelShaderVersion
& 0xff);
3157 } else if (ps_selected_mode
== SHADER_ARB
) {
3158 *pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
3159 *pCaps
->PixelShader1xMaxValue
= 8.0;
3160 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
3162 *pCaps
->PixelShaderVersion
= 0;
3163 *pCaps
->PixelShader1xMaxValue
= 0.0;
3164 TRACE_(d3d_caps
)("Pixel shader functionality not available\n");
3167 /* ------------------------------------------------
3168 The following fields apply to d3d9 only
3169 ------------------------------------------------ */
3170 if (This
->dxVersion
> 8) {
3171 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3172 *pCaps
->DevCaps2
= WINED3DDEVCAPS2_STREAMOFFSET
;
3173 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3174 *pCaps
->MaxNpatchTessellationLevel
= 0;
3175 *pCaps
->MasterAdapterOrdinal
= 0;
3176 *pCaps
->AdapterOrdinalInGroup
= 0;
3177 *pCaps
->NumberOfAdaptersInGroup
= 1;
3179 if(*pCaps
->VertexShaderVersion
>= WINED3DVS_VERSION(2,0)) {
3180 /* OpenGL supports all the formats below, perhaps not always
3181 * without conversion, but it supports them.
3182 * Further GLSL doesn't seem to have an official unsigned type so
3183 * don't advertise it yet as I'm not sure how we handle it.
3184 * We might need to add some clamping in the shader engine to
3186 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3187 *pCaps
->DeclTypes
= WINED3DDTCAPS_UBYTE4
|
3188 WINED3DDTCAPS_UBYTE4N
|
3189 WINED3DDTCAPS_SHORT2N
|
3190 WINED3DDTCAPS_SHORT4N
;
3191 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
3192 *pCaps
->DeclTypes
|=
3193 WINED3DDTCAPS_FLOAT16_2
|
3194 WINED3DDTCAPS_FLOAT16_4
;
3197 *pCaps
->DeclTypes
= 0;
3199 *pCaps
->NumSimultaneousRTs
= GL_LIMITS(buffers
);
3202 *pCaps
->StretchRectFilterCaps
= WINED3DPTFILTERCAPS_MINFPOINT
|
3203 WINED3DPTFILTERCAPS_MAGFPOINT
|
3204 WINED3DPTFILTERCAPS_MINFLINEAR
|
3205 WINED3DPTFILTERCAPS_MAGFLINEAR
;
3206 *pCaps
->VertexTextureFilterCaps
= 0;
3208 if(*pCaps
->VertexShaderVersion
== WINED3DVS_VERSION(3,0)) {
3209 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3210 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3211 *pCaps
->VS20Caps
.Caps
= WINED3DVS20CAPS_PREDICATION
;
3212 *pCaps
->VS20Caps
.DynamicFlowControlDepth
= WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH
; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3213 *pCaps
->VS20Caps
.NumTemps
= max(32, GLINFO_LOCATION
.vs_arb_max_temps
);
3214 *pCaps
->VS20Caps
.StaticFlowControlDepth
= WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH
; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3216 *pCaps
->MaxVShaderInstructionsExecuted
= 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3217 *pCaps
->MaxVertexShader30InstructionSlots
= max(512, GLINFO_LOCATION
.vs_arb_max_instructions
);
3218 } else if(*pCaps
->VertexShaderVersion
== WINED3DVS_VERSION(2,0)) {
3219 *pCaps
->VS20Caps
.Caps
= 0;
3220 *pCaps
->VS20Caps
.DynamicFlowControlDepth
= WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH
;
3221 *pCaps
->VS20Caps
.NumTemps
= max(12, GLINFO_LOCATION
.vs_arb_max_temps
);
3222 *pCaps
->VS20Caps
.StaticFlowControlDepth
= 1;
3224 *pCaps
->MaxVShaderInstructionsExecuted
= 65535;
3225 *pCaps
->MaxVertexShader30InstructionSlots
= 0;
3226 } else { /* VS 1.x */
3227 *pCaps
->VS20Caps
.Caps
= 0;
3228 *pCaps
->VS20Caps
.DynamicFlowControlDepth
= 0;
3229 *pCaps
->VS20Caps
.NumTemps
= 0;
3230 *pCaps
->VS20Caps
.StaticFlowControlDepth
= 0;
3232 *pCaps
->MaxVShaderInstructionsExecuted
= 0;
3233 *pCaps
->MaxVertexShader30InstructionSlots
= 0;
3236 if(*pCaps
->PixelShaderVersion
== WINED3DPS_VERSION(3,0)) {
3237 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3238 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3240 /* 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 */
3241 *pCaps
->PS20Caps
.Caps
= WINED3DPS20CAPS_ARBITRARYSWIZZLE
|
3242 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS
|
3243 WINED3DPS20CAPS_PREDICATION
|
3244 WINED3DPS20CAPS_NODEPENDENTREADLIMIT
|
3245 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT
;
3246 *pCaps
->PS20Caps
.DynamicFlowControlDepth
= WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH
; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3247 *pCaps
->PS20Caps
.NumTemps
= max(32, GLINFO_LOCATION
.ps_arb_max_temps
);
3248 *pCaps
->PS20Caps
.StaticFlowControlDepth
= WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH
; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3249 *pCaps
->PS20Caps
.NumInstructionSlots
= WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS
; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3251 *pCaps
->MaxPShaderInstructionsExecuted
= 65535;
3252 *pCaps
->MaxPixelShader30InstructionSlots
= max(WINED3DMIN30SHADERINSTRUCTIONS
, GLINFO_LOCATION
.ps_arb_max_instructions
);
3253 } else if(*pCaps
->PixelShaderVersion
== WINED3DPS_VERSION(2,0)) {
3254 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3255 *pCaps
->PS20Caps
.Caps
= 0;
3256 *pCaps
->PS20Caps
.DynamicFlowControlDepth
= 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3257 *pCaps
->PS20Caps
.NumTemps
= max(12, GLINFO_LOCATION
.ps_arb_max_temps
);
3258 *pCaps
->PS20Caps
.StaticFlowControlDepth
= WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH
; /* Minimum: 1 */
3259 *pCaps
->PS20Caps
.NumInstructionSlots
= WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS
; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3261 *pCaps
->MaxPShaderInstructionsExecuted
= 512; /* Minimum value, a GeforceFX uses 1024 */
3262 *pCaps
->MaxPixelShader30InstructionSlots
= 0;
3263 } else { /* PS 1.x */
3264 *pCaps
->PS20Caps
.Caps
= 0;
3265 *pCaps
->PS20Caps
.DynamicFlowControlDepth
= 0;
3266 *pCaps
->PS20Caps
.NumTemps
= 0;
3267 *pCaps
->PS20Caps
.StaticFlowControlDepth
= 0;
3268 *pCaps
->PS20Caps
.NumInstructionSlots
= 0;
3270 *pCaps
->MaxPShaderInstructionsExecuted
= 0;
3271 *pCaps
->MaxPixelShader30InstructionSlots
= 0;
3278 static unsigned int glsl_program_key_hash(void *key
) {
3279 glsl_program_key_t
*k
= (glsl_program_key_t
*)key
;
3281 unsigned int hash
= k
->vshader
| k
->pshader
<< 16;
3282 hash
+= ~(hash
<< 15);
3283 hash
^= (hash
>> 10);
3284 hash
+= (hash
<< 3);
3285 hash
^= (hash
>> 6);
3286 hash
+= ~(hash
<< 11);
3287 hash
^= (hash
>> 16);
3292 static BOOL
glsl_program_key_compare(void *keya
, void *keyb
) {
3293 glsl_program_key_t
*ka
= (glsl_program_key_t
*)keya
;
3294 glsl_program_key_t
*kb
= (glsl_program_key_t
*)keyb
;
3296 return ka
->vshader
== kb
->vshader
&& ka
->pshader
== kb
->pshader
;
3299 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3300 and fields being inserted in the middle, a new structure is used in place */
3301 static HRESULT WINAPI
IWineD3DImpl_CreateDevice(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
, HWND hFocusWindow
,
3302 DWORD BehaviourFlags
, IWineD3DDevice
** ppReturnedDeviceInterface
,
3305 IWineD3DDeviceImpl
*object
= NULL
;
3306 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
3307 WINED3DDISPLAYMODE mode
;
3310 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3311 * number and create a device without a 3D adapter for 2D only operation.
3313 if (IWineD3D_GetAdapterCount(iface
) && Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
3314 return WINED3DERR_INVALIDCALL
;
3317 /* Create a WineD3DDevice object */
3318 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(IWineD3DDeviceImpl
));
3319 *ppReturnedDeviceInterface
= (IWineD3DDevice
*)object
;
3320 TRACE("Created WineD3DDevice object @ %p\n", object
);
3321 if (NULL
== object
) {
3322 return WINED3DERR_OUTOFVIDEOMEMORY
;
3325 /* Set up initial COM information */
3326 object
->lpVtbl
= &IWineD3DDevice_Vtbl
;
3328 object
->wineD3D
= iface
;
3329 object
->adapter
= numAdapters
? &Adapters
[Adapter
] : NULL
;
3330 IWineD3D_AddRef(object
->wineD3D
);
3331 object
->parent
= parent
;
3332 list_init(&object
->resources
);
3333 list_init(&object
->shaders
);
3335 if(This
->dxVersion
== 7) {
3336 object
->surface_alignment
= 8;
3338 object
->surface_alignment
= 4;
3340 object
->posFixup
[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3342 /* Set the state up as invalid until the device is fully created */
3343 object
->state
= WINED3DERR_DRIVERINTERNALERROR
;
3345 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This
, Adapter
, DeviceType
,
3346 hFocusWindow
, BehaviourFlags
, ppReturnedDeviceInterface
);
3348 /* Save the creation parameters */
3349 object
->createParms
.AdapterOrdinal
= Adapter
;
3350 object
->createParms
.DeviceType
= DeviceType
;
3351 object
->createParms
.hFocusWindow
= hFocusWindow
;
3352 object
->createParms
.BehaviorFlags
= BehaviourFlags
;
3354 /* Initialize other useful values */
3355 object
->adapterNo
= Adapter
;
3356 object
->devType
= DeviceType
;
3358 select_shader_mode(&GLINFO_LOCATION
, DeviceType
, &object
->ps_selected_mode
, &object
->vs_selected_mode
);
3359 if (object
->ps_selected_mode
== SHADER_GLSL
|| object
->vs_selected_mode
== SHADER_GLSL
) {
3360 object
->shader_backend
= &glsl_shader_backend
;
3361 object
->glsl_program_lookup
= hash_table_create(&glsl_program_key_hash
, &glsl_program_key_compare
);
3362 } else if (object
->ps_selected_mode
== SHADER_ARB
|| object
->vs_selected_mode
== SHADER_ARB
) {
3363 object
->shader_backend
= &arb_program_shader_backend
;
3365 object
->shader_backend
= &none_shader_backend
;
3367 if(FAILED(object
->shader_backend
->shader_alloc_private((IWineD3DDevice
*) object
))) {
3368 IWineD3D_Release(object
->wineD3D
);
3369 HeapFree(GetProcessHeap(), 0, object
);
3370 *ppReturnedDeviceInterface
= NULL
;
3371 return E_OUTOFMEMORY
;
3374 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3375 * model can deal with that. It is essentially the same, just with adjusted
3376 * Set*ShaderConstantF implementations
3378 if(object
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) object
)) {
3379 object
->lpVtbl
= &IWineD3DDevice_DirtyConst_Vtbl
;
3382 /* set the state of the device to valid */
3383 object
->state
= WINED3D_OK
;
3385 /* Get the initial screen setup for ddraw */
3386 IWineD3DImpl_GetAdapterDisplayMode(iface
, Adapter
, &mode
);
3388 object
->ddraw_width
= mode
.Width
;
3389 object
->ddraw_height
= mode
.Height
;
3390 object
->ddraw_format
= mode
.Format
;
3392 for(i
= 0; i
< PATCHMAP_SIZE
; i
++) {
3393 list_init(&object
->patches
[i
]);
3397 #undef GLINFO_LOCATION
3399 static HRESULT WINAPI
IWineD3DImpl_GetParent(IWineD3D
*iface
, IUnknown
**pParent
) {
3400 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
3401 IUnknown_AddRef(This
->parent
);
3402 *pParent
= This
->parent
;
3406 ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
) {
3407 IUnknown
* surfaceParent
;
3408 TRACE("(%p) call back\n", pSurface
);
3410 /* Now, release the parent, which will take care of cleaning up the surface for us */
3411 IWineD3DSurface_GetParent(pSurface
, &surfaceParent
);
3412 IUnknown_Release(surfaceParent
);
3413 return IUnknown_Release(surfaceParent
);
3416 ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pVolume
) {
3417 IUnknown
* volumeParent
;
3418 TRACE("(%p) call back\n", pVolume
);
3420 /* Now, release the parent, which will take care of cleaning up the volume for us */
3421 IWineD3DVolume_GetParent(pVolume
, &volumeParent
);
3422 IUnknown_Release(volumeParent
);
3423 return IUnknown_Release(volumeParent
);
3426 static BOOL
implementation_is_apple(WineD3D_GL_Info
*gl_info
) {
3427 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3428 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3429 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3431 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3432 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3433 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3434 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3435 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3436 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3437 * DirectDraw, not OpenGL.
3439 if(gl_info
->supported
[APPLE_FENCE
] &&
3440 gl_info
->supported
[APPLE_CLIENT_STORAGE
] &&
3441 gl_info
->supported
[APPLE_FLUSH_RENDER
] &&
3442 gl_info
->supported
[APPLE_YCBCR_422
]) {
3443 TRACE_(d3d_caps
)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3444 TRACE_(d3d_caps
)("Activating MacOS fixups\n");
3447 TRACE_(d3d_caps
)("Apple extensions are not supported\n");
3448 TRACE_(d3d_caps
)("Not activating MacOS fixups\n");
3453 #define GLINFO_LOCATION (*gl_info)
3454 static void test_pbo_functionality(WineD3D_GL_Info
*gl_info
) {
3455 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3456 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3457 * all the texture. This function detects this bug by its symptom and disables PBOs
3458 * if the test fails.
3460 * The test uplaods a 4x4 texture via the PBO in the "native" format GL_BGRA,
3461 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3462 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3463 * read back is compared to the original. If they are equal PBOs are assumed to work,
3464 * otherwise the PBO extension is disabled.
3466 GLuint texture
, pbo
;
3467 static const unsigned int pattern
[] = {
3468 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3469 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3470 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3471 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3473 unsigned int check
[sizeof(pattern
) / sizeof(pattern
[0])];
3475 if(!gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
]) {
3476 /* No PBO -> No point in testing them */
3480 while(glGetError());
3481 glGenTextures(1, &texture
);
3482 glBindTexture(GL_TEXTURE_2D
, texture
);
3483 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA
, 4, 4, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0);
3484 checkGLcall("Specifying the PBO test texture\n");
3486 GL_EXTCALL(glGenBuffersARB(1, &pbo
));
3487 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, pbo
));
3488 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, sizeof(pattern
), pattern
, GL_STREAM_DRAW_ARB
));
3489 checkGLcall("Specifying the PBO test pbo\n");
3491 glTexSubImage2D(GL_TEXTURE_2D
, 0, 0, 0, 4, 4, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, NULL
);
3492 checkGLcall("Loading the PBO test texture\n");
3494 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
3495 glFinish(); /* just to be sure */
3497 memset(check
, 0, sizeof(check
));
3498 glGetTexImage(GL_TEXTURE_2D
, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, check
);
3499 checkGLcall("Reading back the PBO test texture\n");
3501 glDeleteTextures(1, &texture
);
3502 GL_EXTCALL(glDeleteBuffersARB(1, &pbo
));
3503 checkGLcall("PBO test cleanup\n");
3505 if(memcmp(check
, pattern
, sizeof(check
)) != 0) {
3506 WARN_(d3d_caps
)("PBO test failed, read back data doesn't match original\n");
3507 WARN_(d3d_caps
)("Disabling PBOs. This may result in slower performance\n");
3508 gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
] = FALSE
;
3510 TRACE_(d3d_caps
)("PBO test successful\n");
3513 #undef GLINFO_LOCATION
3515 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3516 * reporting a driver version is moot because we are not the Windows driver, and we have different
3517 * bugs, features, etc.
3519 * If a card is not found in this table, the gl driver version is reported
3521 struct driver_version_information
{
3522 WORD vendor
; /* reported PCI card vendor ID */
3523 WORD card
; /* reported PCI card device ID */
3524 WORD hipart_hi
, hipart_lo
; /* driver hiword to report */
3525 WORD lopart_hi
, lopart_lo
; /* driver loword to report */
3528 static const struct driver_version_information driver_version_table
[] = {
3529 /* Nvidia drivers. Geforce FX and newer cards are supported by the current driver */
3530 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCEFX_5200
, 7, 15, 10, 16921 },
3531 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCEFX_5600
, 7, 15, 10, 16921 },
3532 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCEFX_5800
, 7, 15, 10, 16921 },
3533 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_6200
, 7, 15, 10, 16921 },
3534 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_6600GT
, 7, 15, 10, 16921 },
3535 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_6800
, 7, 15, 10, 16921 },
3536 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_7400
, 7, 15, 10, 16921 },
3537 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_7300
, 7, 15, 10, 16921 },
3538 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_7600
, 7, 15, 10, 16921 },
3539 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_7800GT
, 7, 15, 10, 16921 },
3540 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_8300GS
, 7, 15, 10, 16921 },
3541 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_8600GT
, 7, 15, 10, 16921 },
3542 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_8600MGT
, 7, 15, 10, 16921 },
3543 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_8800GTS
, 7, 15, 10, 16921 },
3545 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3546 {VENDOR_ATI
, CARD_ATI_RADEON_9500
, 6, 14, 10, 6764 },
3547 {VENDOR_ATI
, CARD_ATI_RADEON_X700
, 6, 14, 10, 6764 },
3548 {VENDOR_ATI
, CARD_ATI_RADEON_X1600
, 6, 14, 10, 6764 },
3549 {VENDOR_ATI
, CARD_ATI_RADEON_HD2300
, 6, 14, 10, 6764 },
3550 {VENDOR_ATI
, CARD_ATI_RADEON_HD2600
, 6, 14, 10, 6764 },
3551 {VENDOR_ATI
, CARD_ATI_RADEON_HD2900
, 6, 14, 10, 6764 },
3553 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3556 static void fixup_extensions(WineD3D_GL_Info
*gl_info
) {
3558 BOOL apple
= implementation_is_apple(gl_info
);
3561 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3562 * used it falls back to software. While the compiler can detect if the shader uses all declared
3563 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3564 * using relative addressing falls back to software.
3566 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3568 if(gl_info
->vs_glsl_constantsF
<= gl_info
->vs_arb_constantsF
) {
3569 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3571 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3572 gl_info
->vs_glsl_constantsF
, gl_info
->vs_arb_constantsF
);
3573 gl_info
->vs_glsl_constantsF
= gl_info
->vs_arb_constantsF
;
3576 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3577 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3578 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3579 * flag for this extension
3581 if(gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] && gl_info
->gl_vendor
== VENDOR_ATI
) {
3582 if(gl_info
->gl_card
== CARD_ATI_RADEON_X700
|| gl_info
->gl_card
== CARD_ATI_RADEON_X1600
||
3583 gl_info
->gl_card
== CARD_ATI_RADEON_9500
|| gl_info
->gl_card
== CARD_ATI_RADEON_8500
||
3584 gl_info
->gl_card
== CARD_ATI_RADEON_7200
|| gl_info
->gl_card
== CARD_ATI_RAGE_128PRO
) {
3585 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3586 gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] = FALSE
;
3587 gl_info
->supported
[ARB_TEXTURE_RECTANGLE
] = TRUE
;
3591 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3592 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3593 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3594 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3595 * according to the spec.
3597 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3598 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3600 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3601 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3602 * this workaround is activated on cards that do not need it, it won't break things, just affect
3603 * performance negatively.
3605 if(gl_info
->gl_vendor
== VENDOR_INTEL
||
3606 (gl_info
->gl_vendor
== VENDOR_ATI
&& gl_info
->gl_card
!= CARD_ATI_RADEON_X1600
)) {
3607 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3608 gl_info
->set_texcoord_w
= TRUE
;
3612 /* Find out if PBOs work as they are supposed to */
3613 test_pbo_functionality(gl_info
);
3615 /* Fixup the driver version */
3616 for(i
= 0; i
< (sizeof(driver_version_table
) / sizeof(driver_version_table
[0])); i
++) {
3617 if(gl_info
->gl_vendor
== driver_version_table
[i
].vendor
&&
3618 gl_info
->gl_card
== driver_version_table
[i
].card
) {
3619 TRACE_(d3d_caps
)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info
->gl_vendor
, gl_info
->gl_card
);
3621 gl_info
->driver_version
= MAKEDWORD_VERSION(driver_version_table
[i
].lopart_hi
,
3622 driver_version_table
[i
].lopart_lo
);
3623 gl_info
->driver_version_hipart
= MAKEDWORD_VERSION(driver_version_table
[i
].hipart_hi
,
3624 driver_version_table
[i
].hipart_lo
);
3630 void invalid_func(void *data
) {
3631 ERR("Invalid vertex attribute function called\n");
3635 #define GLINFO_LOCATION (Adapters[0].gl_info)
3637 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3638 * the extension detection and are used in drawStridedSlow
3640 static void position_d3dcolor(void *data
) {
3641 DWORD pos
= *((DWORD
*) data
);
3643 FIXME("Add a test for fixed function position from d3dcolor type\n");
3644 glVertex4s(D3DCOLOR_B_R(pos
),
3649 static void position_float4(void *data
) {
3650 GLfloat
*pos
= (float *) data
;
3652 if (pos
[3] < eps
&& pos
[3] > -eps
)
3655 float w
= 1.0 / pos
[3];
3657 glVertex4f(pos
[0] * w
, pos
[1] * w
, pos
[2] * w
, w
);
3661 static void diffuse_d3dcolor(void *data
) {
3662 DWORD diffuseColor
= *((DWORD
*) data
);
3664 glColor4ub(D3DCOLOR_B_R(diffuseColor
),
3665 D3DCOLOR_B_G(diffuseColor
),
3666 D3DCOLOR_B_B(diffuseColor
),
3667 D3DCOLOR_B_A(diffuseColor
));
3670 static void specular_d3dcolor(void *data
) {
3671 DWORD specularColor
= *((DWORD
*) data
);
3673 GL_EXTCALL(glSecondaryColor3ubEXT
)(D3DCOLOR_B_R(specularColor
),
3674 D3DCOLOR_B_G(specularColor
),
3675 D3DCOLOR_B_B(specularColor
));
3677 static void warn_no_specular_func(void *data
) {
3678 WARN("GL_EXT_secondary_color not supported\n");
3681 void fillGLAttribFuncs(WineD3D_GL_Info
*gl_info
) {
3682 position_funcs
[WINED3DDECLTYPE_FLOAT1
] = (void *) invalid_func
;
3683 position_funcs
[WINED3DDECLTYPE_FLOAT2
] = (void *) invalid_func
;
3684 position_funcs
[WINED3DDECLTYPE_FLOAT3
] = (void *) glVertex3fv
;
3685 position_funcs
[WINED3DDECLTYPE_FLOAT4
] = (void *) position_float4
;
3686 position_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = (void *) position_d3dcolor
;
3687 position_funcs
[WINED3DDECLTYPE_UBYTE4
] = (void *) invalid_func
;
3688 position_funcs
[WINED3DDECLTYPE_SHORT2
] = (void *) invalid_func
;
3689 position_funcs
[WINED3DDECLTYPE_SHORT4
] = (void *) glVertex2sv
;
3690 position_funcs
[WINED3DDECLTYPE_UBYTE4N
] = (void *) invalid_func
;
3691 position_funcs
[WINED3DDECLTYPE_SHORT2N
] = (void *) invalid_func
;
3692 position_funcs
[WINED3DDECLTYPE_SHORT4N
] = (void *) invalid_func
;
3693 position_funcs
[WINED3DDECLTYPE_USHORT2N
] = (void *) invalid_func
;
3694 position_funcs
[WINED3DDECLTYPE_USHORT4N
] = (void *) invalid_func
;
3695 position_funcs
[WINED3DDECLTYPE_UDEC3
] = (void *) invalid_func
;
3696 position_funcs
[WINED3DDECLTYPE_DEC3N
] = (void *) invalid_func
;
3697 position_funcs
[WINED3DDECLTYPE_FLOAT16_2
] = (void *) invalid_func
;
3698 position_funcs
[WINED3DDECLTYPE_FLOAT16_4
] = (void *) invalid_func
;
3700 diffuse_funcs
[WINED3DDECLTYPE_FLOAT1
] = (void *) invalid_func
;
3701 diffuse_funcs
[WINED3DDECLTYPE_FLOAT2
] = (void *) invalid_func
;
3702 diffuse_funcs
[WINED3DDECLTYPE_FLOAT3
] = (void *) glColor3fv
;
3703 diffuse_funcs
[WINED3DDECLTYPE_FLOAT4
] = (void *) glColor4fv
;
3704 diffuse_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = (void *) diffuse_d3dcolor
;
3705 diffuse_funcs
[WINED3DDECLTYPE_UBYTE4
] = (void *) invalid_func
;
3706 diffuse_funcs
[WINED3DDECLTYPE_SHORT2
] = (void *) invalid_func
;
3707 diffuse_funcs
[WINED3DDECLTYPE_SHORT4
] = (void *) invalid_func
;
3708 diffuse_funcs
[WINED3DDECLTYPE_UBYTE4N
] = (void *) glColor4ubv
;
3709 diffuse_funcs
[WINED3DDECLTYPE_SHORT2N
] = (void *) invalid_func
;
3710 diffuse_funcs
[WINED3DDECLTYPE_SHORT4N
] = (void *) glColor4sv
;
3711 diffuse_funcs
[WINED3DDECLTYPE_USHORT2N
] = (void *) invalid_func
;
3712 diffuse_funcs
[WINED3DDECLTYPE_USHORT4N
] = (void *) glColor4usv
;
3713 diffuse_funcs
[WINED3DDECLTYPE_UDEC3
] = (void *) invalid_func
;
3714 diffuse_funcs
[WINED3DDECLTYPE_DEC3N
] = (void *) invalid_func
;
3715 diffuse_funcs
[WINED3DDECLTYPE_FLOAT16_2
] = (void *) invalid_func
;
3716 diffuse_funcs
[WINED3DDECLTYPE_FLOAT16_4
] = (void *) invalid_func
;
3718 /* No 4 component entry points here */
3719 specular_funcs
[WINED3DDECLTYPE_FLOAT1
] = (void *) invalid_func
;
3720 specular_funcs
[WINED3DDECLTYPE_FLOAT2
] = (void *) invalid_func
;
3721 if(GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
3722 specular_funcs
[WINED3DDECLTYPE_FLOAT3
] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT
);
3724 specular_funcs
[WINED3DDECLTYPE_FLOAT3
] = (void *) warn_no_specular_func
;
3726 specular_funcs
[WINED3DDECLTYPE_FLOAT4
] = (void *) invalid_func
;
3727 if(GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
3728 specular_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = (void *) specular_d3dcolor
;
3730 specular_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = (void *) warn_no_specular_func
;
3732 specular_funcs
[WINED3DDECLTYPE_UBYTE4
] = (void *) invalid_func
;
3733 specular_funcs
[WINED3DDECLTYPE_SHORT2
] = (void *) invalid_func
;
3734 specular_funcs
[WINED3DDECLTYPE_SHORT4
] = (void *) invalid_func
;
3735 specular_funcs
[WINED3DDECLTYPE_UBYTE4N
] = (void *) invalid_func
;
3736 specular_funcs
[WINED3DDECLTYPE_SHORT2N
] = (void *) invalid_func
;
3737 specular_funcs
[WINED3DDECLTYPE_SHORT4N
] = (void *) invalid_func
;
3738 specular_funcs
[WINED3DDECLTYPE_USHORT2N
] = (void *) invalid_func
;
3739 specular_funcs
[WINED3DDECLTYPE_USHORT4N
] = (void *) invalid_func
;
3740 specular_funcs
[WINED3DDECLTYPE_UDEC3
] = (void *) invalid_func
;
3741 specular_funcs
[WINED3DDECLTYPE_DEC3N
] = (void *) invalid_func
;
3742 specular_funcs
[WINED3DDECLTYPE_FLOAT16_2
] = (void *) invalid_func
;
3743 specular_funcs
[WINED3DDECLTYPE_FLOAT16_4
] = (void *) invalid_func
;
3745 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3746 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3748 normal_funcs
[WINED3DDECLTYPE_FLOAT1
] = (void *) invalid_func
;
3749 normal_funcs
[WINED3DDECLTYPE_FLOAT2
] = (void *) invalid_func
;
3750 normal_funcs
[WINED3DDECLTYPE_FLOAT3
] = (void *) glNormal3fv
;
3751 normal_funcs
[WINED3DDECLTYPE_FLOAT4
] = (void *) glNormal3fv
; /* Just ignore the 4th value */
3752 normal_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = (void *) invalid_func
;
3753 normal_funcs
[WINED3DDECLTYPE_UBYTE4
] = (void *) invalid_func
;
3754 normal_funcs
[WINED3DDECLTYPE_SHORT2
] = (void *) invalid_func
;
3755 normal_funcs
[WINED3DDECLTYPE_SHORT4
] = (void *) invalid_func
;
3756 normal_funcs
[WINED3DDECLTYPE_UBYTE4N
] = (void *) invalid_func
;
3757 normal_funcs
[WINED3DDECLTYPE_SHORT2N
] = (void *) invalid_func
;
3758 normal_funcs
[WINED3DDECLTYPE_SHORT4N
] = (void *) invalid_func
;
3759 normal_funcs
[WINED3DDECLTYPE_USHORT2N
] = (void *) invalid_func
;
3760 normal_funcs
[WINED3DDECLTYPE_USHORT4N
] = (void *) invalid_func
;
3761 normal_funcs
[WINED3DDECLTYPE_UDEC3
] = (void *) invalid_func
;
3762 normal_funcs
[WINED3DDECLTYPE_DEC3N
] = (void *) invalid_func
;
3763 normal_funcs
[WINED3DDECLTYPE_FLOAT16_2
] = (void *) invalid_func
;
3764 normal_funcs
[WINED3DDECLTYPE_FLOAT16_4
] = (void *) invalid_func
;
3767 #define PUSH1(att) attribs[nAttribs++] = (att);
3768 BOOL
InitAdapters(void) {
3769 static HMODULE mod_gl
;
3771 int ps_selected_mode
, vs_selected_mode
;
3773 /* No need to hold any lock. The calling library makes sure only one thread calls
3774 * wined3d simultaneously
3776 if(numAdapters
> 0) return TRUE
;
3778 TRACE("Initializing adapters\n");
3781 #ifdef USE_WIN32_OPENGL
3782 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3783 mod_gl
= LoadLibraryA("opengl32.dll");
3785 ERR("Can't load opengl32.dll!\n");
3789 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3790 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3791 mod_gl
= GetModuleHandleA("gdi32.dll");
3795 /* Load WGL core functions from opengl32.dll */
3796 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3800 if(!pwglGetProcAddress
) {
3801 ERR("Unable to load wglGetProcAddress!\n");
3805 /* Dynamically load all GL core functions */
3809 /* For now only one default adapter */
3816 WineD3D_PixelFormat
*cfgs
;
3818 DISPLAY_DEVICEW DisplayDevice
;
3821 TRACE("Initializing default adapter\n");
3822 Adapters
[0].num
= 0;
3823 Adapters
[0].monitorPoint
.x
= -1;
3824 Adapters
[0].monitorPoint
.y
= -1;
3826 if (!WineD3D_CreateFakeGLContext()) {
3827 ERR("Failed to get a gl context for default adapter\n");
3828 HeapFree(GetProcessHeap(), 0, Adapters
);
3829 WineD3D_ReleaseFakeGLContext();
3833 ret
= IWineD3DImpl_FillGLCaps(&Adapters
[0].gl_info
);
3835 ERR("Failed to initialize gl caps for default adapter\n");
3836 HeapFree(GetProcessHeap(), 0, Adapters
);
3837 WineD3D_ReleaseFakeGLContext();
3840 ret
= initPixelFormats(&Adapters
[0].gl_info
);
3842 ERR("Failed to init gl formats\n");
3843 HeapFree(GetProcessHeap(), 0, Adapters
);
3844 WineD3D_ReleaseFakeGLContext();
3848 hdc
= pwglGetCurrentDC();
3850 ERR("Failed to get gl HDC\n");
3851 HeapFree(GetProcessHeap(), 0, Adapters
);
3852 WineD3D_ReleaseFakeGLContext();
3856 Adapters
[0].driver
= "Display";
3857 Adapters
[0].description
= "Direct3D HAL";
3859 /* Use the VideoRamSize registry setting when set */
3860 if(wined3d_settings
.emulated_textureram
)
3861 Adapters
[0].TextureRam
= wined3d_settings
.emulated_textureram
;
3863 Adapters
[0].TextureRam
= Adapters
[0].gl_info
.vidmem
;
3864 Adapters
[0].UsedTextureRam
= 0;
3865 TRACE("Emulating %dMB of texture ram\n", Adapters
[0].TextureRam
/(1024*1024));
3867 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3868 DisplayDevice
.cb
= sizeof(DisplayDevice
);
3869 EnumDisplayDevicesW(NULL
, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice
, 0);
3870 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice
.DeviceName
));
3871 strcpyW(Adapters
[0].DeviceName
, DisplayDevice
.DeviceName
);
3873 attribute
= WGL_NUMBER_PIXEL_FORMATS_ARB
;
3874 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc
, 0, 0, 1, &attribute
, &Adapters
[0].nCfgs
));
3876 Adapters
[0].cfgs
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, Adapters
[0].nCfgs
*sizeof(WineD3D_PixelFormat
));
3877 cfgs
= Adapters
[0].cfgs
;
3878 PUSH1(WGL_RED_BITS_ARB
)
3879 PUSH1(WGL_GREEN_BITS_ARB
)
3880 PUSH1(WGL_BLUE_BITS_ARB
)
3881 PUSH1(WGL_ALPHA_BITS_ARB
)
3882 PUSH1(WGL_DEPTH_BITS_ARB
)
3883 PUSH1(WGL_STENCIL_BITS_ARB
)
3884 PUSH1(WGL_DRAW_TO_WINDOW_ARB
)
3886 for(iPixelFormat
=1; iPixelFormat
<=Adapters
[0].nCfgs
; iPixelFormat
++) {
3887 res
= GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc
, iPixelFormat
, 0, nAttribs
, attribs
, values
));
3892 /* Cache the pixel format */
3893 cfgs
->iPixelFormat
= iPixelFormat
;
3894 cfgs
->redSize
= values
[0];
3895 cfgs
->greenSize
= values
[1];
3896 cfgs
->blueSize
= values
[2];
3897 cfgs
->alphaSize
= values
[3];
3898 cfgs
->depthSize
= values
[4];
3899 cfgs
->stencilSize
= values
[5];
3900 cfgs
->windowDrawable
= values
[6];
3902 cfgs
->pbufferDrawable
= FALSE
;
3903 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown
3905 if(GL_SUPPORT(WGL_ARB_PBUFFER
)) {
3906 int attrib
= WGL_DRAW_TO_PBUFFER_ARB
;
3908 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc
, iPixelFormat
, 0, 1, &attrib
, &value
)))
3909 cfgs
->pbufferDrawable
= value
;
3912 TRACE("iPixelFormat=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs
->iPixelFormat
, cfgs
->redSize
, cfgs
->greenSize
, cfgs
->blueSize
, cfgs
->alphaSize
, cfgs
->depthSize
, cfgs
->stencilSize
, cfgs
->windowDrawable
, cfgs
->pbufferDrawable
);
3916 fixup_extensions(&Adapters
[0].gl_info
);
3918 WineD3D_ReleaseFakeGLContext();
3920 select_shader_mode(&Adapters
[0].gl_info
, WINED3DDEVTYPE_HAL
, &ps_selected_mode
, &vs_selected_mode
);
3921 select_shader_max_constants(ps_selected_mode
, vs_selected_mode
, &Adapters
[0].gl_info
);
3922 fillGLAttribFuncs(&Adapters
[0].gl_info
);
3923 init_type_lookup(&Adapters
[0].gl_info
);
3926 TRACE("%d adapters successfully initialized\n", numAdapters
);
3931 #undef GLINFO_LOCATION
3933 /**********************************************************
3934 * IWineD3D VTbl follows
3935 **********************************************************/
3937 const IWineD3DVtbl IWineD3D_Vtbl
=
3940 IWineD3DImpl_QueryInterface
,
3941 IWineD3DImpl_AddRef
,
3942 IWineD3DImpl_Release
,
3944 IWineD3DImpl_GetParent
,
3945 IWineD3DImpl_GetAdapterCount
,
3946 IWineD3DImpl_RegisterSoftwareDevice
,
3947 IWineD3DImpl_GetAdapterMonitor
,
3948 IWineD3DImpl_GetAdapterModeCount
,
3949 IWineD3DImpl_EnumAdapterModes
,
3950 IWineD3DImpl_GetAdapterDisplayMode
,
3951 IWineD3DImpl_GetAdapterIdentifier
,
3952 IWineD3DImpl_CheckDeviceMultiSampleType
,
3953 IWineD3DImpl_CheckDepthStencilMatch
,
3954 IWineD3DImpl_CheckDeviceType
,
3955 IWineD3DImpl_CheckDeviceFormat
,
3956 IWineD3DImpl_CheckDeviceFormatConversion
,
3957 IWineD3DImpl_GetDeviceCaps
,
3958 IWineD3DImpl_CreateDevice