2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 /* The d3d device ID */
41 static const GUID IID_D3DDEVICE_D3DUID
= { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
43 /* Extension detection */
45 const char *extension_string
;
46 GL_SupportedExt extension
;
50 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE
, 0 },
51 {"GL_APPLE_fence", APPLE_FENCE
, 0 },
52 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER
, 0 },
53 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422
, 0 },
54 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS
, 0 },
57 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL
, 0 },
58 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3
, 0 },
59 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE
, 0 },
60 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP
, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER
, 0 },
64 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS
, 0 },
65 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM
, 0 },
66 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER
, 0 },
67 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL
, 0 },
68 {"GL_ARB_imaging", ARB_IMAGING
, 0 },
69 {"GL_ARB_multisample", ARB_MULTISAMPLE
, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
70 {"GL_ARB_multitexture", ARB_MULTITEXTURE
, 0 },
71 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY
, 0 },
72 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT
, 0 },
73 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS
, 0 },
74 {"GL_ARB_point_sprite", ARB_POINT_SPRITE
, 0 },
75 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP
, 0 },
76 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION
, 0 },
77 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP
, 0 },
78 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD
, 0 },
79 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE
, 0 },
80 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3
, 0 },
81 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT
, 0 },
82 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT
, 0 },
83 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO
, 0 },
84 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE
, 0 },
85 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND
, 0 },
86 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT
, 0 },
87 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM
, 0 },
88 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER
, 0 },
89 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS
, 0 },
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR
, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX
, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE
, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE
, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD
, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT
, 0 },
98 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT
, 0 },
99 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE
, 0 },
100 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS
, 0 },
101 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR
, 0 },
102 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE
, 0 },
103 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP
, 0 },
104 {"GL_EXT_texture3D", EXT_TEXTURE3D
, MAKEDWORD_VERSION(1, 2) },
105 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC
, 0 },
106 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD
, 0 },
107 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE
, 0 },
108 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3
, 0 },
109 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB
, 0 },
110 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC
, 0 },
111 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD
, 0 },
112 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS
, 0 },
113 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER
, 0 },
114 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING
, 0 },
115 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS
, 0 },
118 {"GL_NV_half_float", NV_HALF_FLOAT
, 0 },
119 {"GL_NV_fence", NV_FENCE
, 0 },
120 {"GL_NV_fog_distance", NV_FOG_DISTANCE
, 0 },
121 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM
, 0 },
122 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2
, 0 },
123 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS
, 0 },
124 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2
, 0 },
125 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION
, 0 },
126 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4
, 0 },
127 {"GL_NV_texture_shader", NV_TEXTURE_SHADER
, 0 },
128 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2
, 0 },
129 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3
, 0 },
130 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY
, 0 },
131 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM
, 0 },
132 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1
, 0 },
133 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2
, 0 },
134 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3
, 0 },
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP
, 0 },
136 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT
, 0 },
139 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP
, 0 },
142 /**********************************************************
143 * Utility functions follow
144 **********************************************************/
147 static int numAdapters
= 0;
148 static struct WineD3DAdapter Adapters
[1];
150 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceFormat(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
, WINED3DFORMAT AdapterFormat
, DWORD Usage
, WINED3DRESOURCETYPE RType
, WINED3DFORMAT CheckFormat
);
153 int minLookup
[MAX_LOOKUPS
];
154 int maxLookup
[MAX_LOOKUPS
];
155 DWORD
*stateLookup
[MAX_LOOKUPS
];
157 DWORD minMipLookup
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1];
158 DWORD minMipLookup_noFilter
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1] = {
159 {GL_NEAREST
, GL_NEAREST
, GL_NEAREST
},
160 {GL_NEAREST
, GL_NEAREST
, GL_NEAREST
},
161 {GL_NEAREST
, GL_NEAREST
, GL_NEAREST
},
162 {GL_NEAREST
, GL_NEAREST
, GL_NEAREST
},
165 DWORD magLookup
[WINED3DTEXF_ANISOTROPIC
+ 1];
166 DWORD magLookup_noFilter
[WINED3DTEXF_ANISOTROPIC
+ 1] = {
167 GL_NEAREST
, GL_NEAREST
, GL_NEAREST
, GL_NEAREST
170 /* drawStridedSlow attributes */
171 glAttribFunc position_funcs
[WINED3DDECLTYPE_UNUSED
];
172 glAttribFunc diffuse_funcs
[WINED3DDECLTYPE_UNUSED
];
173 glAttribFunc specular_funcs
[WINED3DDECLTYPE_UNUSED
];
174 glAttribFunc normal_funcs
[WINED3DDECLTYPE_UNUSED
];
175 glTexAttribFunc texcoord_funcs
[WINED3DDECLTYPE_UNUSED
];
178 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
179 * i.e., there is no GL Context - Get a default rendering context to enable the
180 * function query some info from GL.
183 static int wined3d_fake_gl_context_ref
= 0;
184 static BOOL wined3d_fake_gl_context_foreign
;
185 static BOOL wined3d_fake_gl_context_available
= FALSE
;
186 static HDC wined3d_fake_gl_context_hdc
= NULL
;
187 static HWND wined3d_fake_gl_context_hwnd
= NULL
;
189 static CRITICAL_SECTION wined3d_fake_gl_context_cs
;
190 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug
=
192 0, 0, &wined3d_fake_gl_context_cs
,
193 { &wined3d_fake_gl_context_cs_debug
.ProcessLocksList
,
194 &wined3d_fake_gl_context_cs_debug
.ProcessLocksList
},
195 0, 0, { (DWORD_PTR
)(__FILE__
": wined3d_fake_gl_context_cs") }
197 static CRITICAL_SECTION wined3d_fake_gl_context_cs
= { &wined3d_fake_gl_context_cs_debug
, -1, 0, 0, 0, 0 };
199 static void WineD3D_ReleaseFakeGLContext(void) {
202 EnterCriticalSection(&wined3d_fake_gl_context_cs
);
204 if(!wined3d_fake_gl_context_available
) {
205 TRACE_(d3d_caps
)("context not available\n");
206 LeaveCriticalSection(&wined3d_fake_gl_context_cs
);
210 glCtx
= pwglGetCurrentContext();
212 TRACE_(d3d_caps
)("decrementing ref from %i\n", wined3d_fake_gl_context_ref
);
213 if (0 == (--wined3d_fake_gl_context_ref
) ) {
214 if(!wined3d_fake_gl_context_foreign
&& glCtx
) {
215 TRACE_(d3d_caps
)("destroying fake GL context\n");
216 pwglMakeCurrent(NULL
, NULL
);
217 pwglDeleteContext(glCtx
);
219 if(wined3d_fake_gl_context_hdc
)
220 ReleaseDC(wined3d_fake_gl_context_hwnd
, wined3d_fake_gl_context_hdc
);
221 wined3d_fake_gl_context_hdc
= NULL
; /* Make sure we don't think that it is still around */
222 if(wined3d_fake_gl_context_hwnd
)
223 DestroyWindow(wined3d_fake_gl_context_hwnd
);
224 wined3d_fake_gl_context_hwnd
= NULL
;
225 wined3d_fake_gl_context_available
= FALSE
;
227 assert(wined3d_fake_gl_context_ref
>= 0);
229 LeaveCriticalSection(&wined3d_fake_gl_context_cs
);
232 static BOOL
WineD3D_CreateFakeGLContext(void) {
235 EnterCriticalSection(&wined3d_fake_gl_context_cs
);
237 TRACE("getting context...\n");
238 if(wined3d_fake_gl_context_ref
> 0) goto ret
;
239 assert(0 == wined3d_fake_gl_context_ref
);
241 wined3d_fake_gl_context_foreign
= TRUE
;
243 glCtx
= pwglGetCurrentContext();
245 PIXELFORMATDESCRIPTOR pfd
;
248 wined3d_fake_gl_context_foreign
= FALSE
;
250 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
251 wined3d_fake_gl_context_hwnd
= CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW
, 10, 10, 10, 10, NULL
, NULL
, NULL
, NULL
);
252 if(!wined3d_fake_gl_context_hwnd
) {
253 ERR("HWND creation failed!\n");
256 wined3d_fake_gl_context_hdc
= GetDC(wined3d_fake_gl_context_hwnd
);
257 if(!wined3d_fake_gl_context_hdc
) {
258 ERR("GetDC failed!\n");
262 /* PixelFormat selection */
263 ZeroMemory(&pfd
, sizeof(pfd
));
264 pfd
.nSize
= sizeof(pfd
);
266 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
267 pfd
.iPixelType
= PFD_TYPE_RGBA
;
269 pfd
.iLayerType
= PFD_MAIN_PLANE
;
271 iPixelFormat
= ChoosePixelFormat(wined3d_fake_gl_context_hdc
, &pfd
);
273 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
274 ERR("Can't find a suitable iPixelFormat\n");
277 DescribePixelFormat(wined3d_fake_gl_context_hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
278 SetPixelFormat(wined3d_fake_gl_context_hdc
, iPixelFormat
, &pfd
);
280 /* Create a GL context */
281 glCtx
= pwglCreateContext(wined3d_fake_gl_context_hdc
);
283 WARN_(d3d_caps
)("Error creating default context for capabilities initialization\n");
287 /* Make it the current GL context */
288 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc
, glCtx
)) {
289 WARN_(d3d_caps
)("Error setting default context as current for capabilities initialization\n");
295 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref
);
296 wined3d_fake_gl_context_ref
++;
297 wined3d_fake_gl_context_available
= TRUE
;
298 LeaveCriticalSection(&wined3d_fake_gl_context_cs
);
301 if(wined3d_fake_gl_context_hdc
)
302 ReleaseDC(wined3d_fake_gl_context_hwnd
, wined3d_fake_gl_context_hdc
);
303 wined3d_fake_gl_context_hdc
= NULL
;
304 if(wined3d_fake_gl_context_hwnd
)
305 DestroyWindow(wined3d_fake_gl_context_hwnd
);
306 wined3d_fake_gl_context_hwnd
= NULL
;
307 if(glCtx
) pwglDeleteContext(glCtx
);
308 LeaveCriticalSection(&wined3d_fake_gl_context_cs
);
312 /* Adjust the amount of used texture memory */
313 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl
*D3DDevice
, long glram
){
314 UINT Adapter
= D3DDevice
->adapterNo
;
316 Adapters
[Adapter
].UsedTextureRam
+= glram
;
317 TRACE("Adjusted gl ram by %ld to %d\n", glram
, Adapters
[Adapter
].UsedTextureRam
);
318 return Adapters
[Adapter
].UsedTextureRam
;
321 /**********************************************************
322 * IUnknown parts follows
323 **********************************************************/
325 static HRESULT WINAPI
IWineD3DImpl_QueryInterface(IWineD3D
*iface
,REFIID riid
,LPVOID
*ppobj
)
327 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
329 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
330 if (IsEqualGUID(riid
, &IID_IUnknown
)
331 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
332 || IsEqualGUID(riid
, &IID_IWineD3DDevice
)) {
333 IUnknown_AddRef(iface
);
338 return E_NOINTERFACE
;
341 static ULONG WINAPI
IWineD3DImpl_AddRef(IWineD3D
*iface
) {
342 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
343 ULONG refCount
= InterlockedIncrement(&This
->ref
);
345 TRACE("(%p) : AddRef increasing from %d\n", This
, refCount
- 1);
349 static ULONG WINAPI
IWineD3DImpl_Release(IWineD3D
*iface
) {
350 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
352 TRACE("(%p) : Releasing from %d\n", This
, This
->ref
);
353 ref
= InterlockedDecrement(&This
->ref
);
355 HeapFree(GetProcessHeap(), 0, This
);
361 /* Set the shader type for this device, depending on the given capabilities,
362 * the device type, and the user preferences in wined3d_settings */
364 void select_shader_mode(
365 WineD3D_GL_Info
*gl_info
,
366 WINED3DDEVTYPE DeviceType
,
370 if (wined3d_settings
.vs_mode
== VS_NONE
) {
371 *vs_selected
= SHADER_NONE
;
372 } else if (gl_info
->supported
[ARB_VERTEX_SHADER
] && wined3d_settings
.glslRequested
) {
373 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
374 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
375 * shaders only on this card. */
376 if(gl_info
->vs_nv_version
&& gl_info
->vs_nv_version
< VS_VERSION_20
)
377 *vs_selected
= SHADER_ARB
;
379 *vs_selected
= SHADER_GLSL
;
380 } else if (gl_info
->supported
[ARB_VERTEX_PROGRAM
]) {
381 *vs_selected
= SHADER_ARB
;
383 *vs_selected
= SHADER_NONE
;
386 if (wined3d_settings
.ps_mode
== PS_NONE
) {
387 *ps_selected
= SHADER_NONE
;
388 } else if (gl_info
->supported
[ARB_FRAGMENT_SHADER
] && wined3d_settings
.glslRequested
) {
389 *ps_selected
= SHADER_GLSL
;
390 } else if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
]) {
391 *ps_selected
= SHADER_ARB
;
392 } else if (gl_info
->supported
[ATI_FRAGMENT_SHADER
]) {
393 *ps_selected
= SHADER_ATI
;
395 *ps_selected
= SHADER_NONE
;
399 /** Select the number of report maximum shader constants based on the selected shader modes */
400 static void select_shader_max_constants(
401 int ps_selected_mode
,
402 int vs_selected_mode
,
403 WineD3D_GL_Info
*gl_info
) {
405 switch (vs_selected_mode
) {
407 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
408 gl_info
->max_vshader_constantsF
= gl_info
->vs_glsl_constantsF
- (MAX_CONST_B
/ 4) - MAX_CONST_I
- 1;
411 /* We have to subtract any other PARAMs that we might use in our shader programs.
412 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
413 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
414 gl_info
->max_vshader_constantsF
= gl_info
->vs_arb_constantsF
- 3;
417 gl_info
->max_vshader_constantsF
= 0;
421 switch (ps_selected_mode
) {
423 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
424 * In theory the texbem instruction may need one more shader constant too. But lets assume
425 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
426 * and lets not take away a uniform needlessly from all other shaders.
428 gl_info
->max_pshader_constantsF
= gl_info
->ps_glsl_constantsF
- (MAX_CONST_B
/ 4) - MAX_CONST_I
- 2;
431 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
432 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
434 gl_info
->max_pshader_constantsF
= gl_info
->ps_arb_constantsF
- 2;
437 gl_info
->max_pshader_constantsF
= 0;
442 /**********************************************************
443 * IWineD3D parts follows
444 **********************************************************/
446 #define GLINFO_LOCATION (*gl_info)
447 static inline BOOL
test_arb_vs_offset_limit(WineD3D_GL_Info
*gl_info
) {
450 const char *testcode
=
452 "PARAM C[66] = { program.env[0..65] };\n"
454 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
455 "ARL A0.x, zero.x;\n"
456 "MOV result.position, C[A0.x + 65];\n"
460 GL_EXTCALL(glGenProgramsARB(1, &prog
));
462 ERR("Failed to create an ARB offset limit test program\n");
464 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, prog
));
465 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
466 strlen(testcode
), testcode
));
467 if(glGetError() != 0) {
468 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
469 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
471 } else TRACE("OpenGL implementation allows offsets > 63\n");
473 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, 0));
474 GL_EXTCALL(glDeleteProgramsARB(1, &prog
));
475 checkGLcall("ARB vp offset limit test cleanup\n");
480 static DWORD
ver_for_ext(GL_SupportedExt ext
)
483 for (i
= 0; i
< (sizeof(EXTENSION_MAP
) / sizeof(*EXTENSION_MAP
)); ++i
) {
484 if(EXTENSION_MAP
[i
].extension
== ext
) {
485 return EXTENSION_MAP
[i
].version
;
491 BOOL
IWineD3DImpl_FillGLCaps(WineD3D_GL_Info
*gl_info
) {
492 const char *GL_Extensions
= NULL
;
493 const char *WGL_Extensions
= NULL
;
494 const char *gl_string
= NULL
;
495 const char *gl_string_cursor
= NULL
;
497 GLfloat gl_floatv
[2];
498 int major
= 1, minor
= 0;
499 BOOL return_value
= TRUE
;
502 unsigned int vidmem
=0;
504 TRACE_(d3d_caps
)("(%p)\n", gl_info
);
508 gl_string
= (const char *) glGetString(GL_RENDERER
);
509 if (NULL
== gl_string
)
511 strcpy(gl_info
->gl_renderer
, gl_string
);
513 gl_string
= (const char *) glGetString(GL_VENDOR
);
514 TRACE_(d3d_caps
)("Filling vendor string %s\n", gl_string
);
515 if (gl_string
!= NULL
) {
516 /* Fill in the GL vendor */
517 if (strstr(gl_string
, "NVIDIA")) {
518 gl_info
->gl_vendor
= VENDOR_NVIDIA
;
519 } else if (strstr(gl_string
, "ATI")) {
520 gl_info
->gl_vendor
= VENDOR_ATI
;
521 } else if (strstr(gl_string
, "Intel(R)") ||
522 strstr(gl_info
->gl_renderer
, "Intel(R)") ||
523 strstr(gl_string
, "Intel Inc.")) {
524 gl_info
->gl_vendor
= VENDOR_INTEL
;
525 } else if (strstr(gl_string
, "Mesa")) {
526 gl_info
->gl_vendor
= VENDOR_MESA
;
528 gl_info
->gl_vendor
= VENDOR_WINE
;
531 gl_info
->gl_vendor
= VENDOR_WINE
;
535 TRACE_(d3d_caps
)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string
), gl_info
->gl_vendor
);
537 /* Parse the GL_VERSION field into major and minor information */
538 gl_string
= (const char *) glGetString(GL_VERSION
);
539 if (gl_string
!= NULL
) {
541 /* First, parse the generic opengl version. This is supposed not to be convoluted with
542 * driver specific information
544 gl_string_cursor
= gl_string
;
545 major
= atoi(gl_string_cursor
);
547 ERR("Invalid opengl major version: %d\n", major
);
549 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
552 if (*gl_string_cursor
++ != '.') {
553 ERR_(d3d_caps
)("Invalid opengl version string: %s\n", debugstr_a(gl_string
));
555 minor
= atoi(gl_string_cursor
);
556 TRACE_(d3d_caps
)("Found OpenGL version: %d.%d\n", major
, minor
);
557 gl_info
->gl_version
= MAKEDWORD_VERSION(major
, minor
);
559 /* Now parse the driver specific string which we'll report to the app */
560 switch (gl_info
->gl_vendor
) {
562 gl_string_cursor
= strstr(gl_string
, "NVIDIA");
563 if (!gl_string_cursor
) {
564 ERR_(d3d_caps
)("Invalid nVidia version string: %s\n", debugstr_a(gl_string
));
568 gl_string_cursor
= strstr(gl_string_cursor
, " ");
569 if (!gl_string_cursor
) {
570 ERR_(d3d_caps
)("Invalid nVidia version string: %s\n", debugstr_a(gl_string
));
574 while (*gl_string_cursor
== ' ') {
578 if (!*gl_string_cursor
) {
579 ERR_(d3d_caps
)("Invalid nVidia version string: %s\n", debugstr_a(gl_string
));
583 major
= atoi(gl_string_cursor
);
584 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
588 if (*gl_string_cursor
++ != '.') {
589 ERR_(d3d_caps
)("Invalid nVidia version string: %s\n", debugstr_a(gl_string
));
593 minor
= atoi(gl_string_cursor
);
594 minor
= major
*100+minor
;
601 gl_string_cursor
= strchr(gl_string
, '-');
602 if (gl_string_cursor
) {
606 /* Check if version number is of the form x.y.z */
607 if (*gl_string_cursor
> '9' && *gl_string_cursor
< '0')
609 if (!error
&& *(gl_string_cursor
+2) > '9' && *(gl_string_cursor
+2) < '0')
611 if (!error
&& *(gl_string_cursor
+4) > '9' && *(gl_string_cursor
+4) < '0')
613 if (!error
&& *(gl_string_cursor
+1) != '.' && *(gl_string_cursor
+3) != '.')
616 /* Mark version number as malformed */
618 gl_string_cursor
= 0;
621 if (!gl_string_cursor
)
622 WARN_(d3d_caps
)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string
));
624 major
= *gl_string_cursor
- '0';
625 minor
= (*(gl_string_cursor
+2) - '0') * 256 + (*(gl_string_cursor
+4) - '0');
630 /* Apple and Mesa version strings look differently, but both provide intel drivers */
631 if(strstr(gl_string
, "APPLE")) {
632 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
633 * We only need the first part, and use the APPLE as identification
636 gl_string_cursor
= gl_string
;
637 major
= atoi(gl_string_cursor
);
638 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
642 if (*gl_string_cursor
++ != '.') {
643 ERR_(d3d_caps
)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string
));
647 minor
= atoi(gl_string_cursor
);
652 gl_string_cursor
= strstr(gl_string
, "Mesa");
653 gl_string_cursor
= strstr(gl_string_cursor
, " ");
654 while (*gl_string_cursor
&& ' ' == *gl_string_cursor
) ++gl_string_cursor
;
655 if (*gl_string_cursor
) {
659 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
660 tmp
[cursor
++] = *gl_string_cursor
;
666 if (*gl_string_cursor
!= '.') WARN_(d3d_caps
)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string
));
670 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
671 tmp
[cursor
++] = *gl_string_cursor
;
683 gl_info
->driver_version
= MAKEDWORD_VERSION(major
, minor
);
684 TRACE_(d3d_caps
)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string
), major
, minor
, gl_info
->driver_version
);
685 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
686 gl_info
->driver_version_hipart
= MAKEDWORD_VERSION(6, 14);
688 FIXME("OpenGL driver did not return version information\n");
689 gl_info
->driver_version
= MAKEDWORD_VERSION(0, 0);
690 gl_info
->driver_version_hipart
= MAKEDWORD_VERSION(6, 14);
693 TRACE_(d3d_caps
)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info
->gl_renderer
), gl_info
->gl_card
);
696 * Initialize openGL extension related variables
697 * with Default values
699 memset(&gl_info
->supported
, 0, sizeof(gl_info
->supported
));
700 gl_info
->max_buffers
= 1;
701 gl_info
->max_textures
= 1;
702 gl_info
->max_texture_stages
= 1;
703 gl_info
->max_fragment_samplers
= 1;
704 gl_info
->max_vertex_samplers
= 0;
705 gl_info
->max_combined_samplers
= 0;
706 gl_info
->max_sampler_stages
= 1;
707 gl_info
->ps_arb_version
= PS_VERSION_NOT_SUPPORTED
;
708 gl_info
->ps_arb_max_temps
= 0;
709 gl_info
->ps_arb_max_instructions
= 0;
710 gl_info
->vs_arb_version
= VS_VERSION_NOT_SUPPORTED
;
711 gl_info
->vs_arb_max_temps
= 0;
712 gl_info
->vs_arb_max_instructions
= 0;
713 gl_info
->vs_nv_version
= VS_VERSION_NOT_SUPPORTED
;
714 gl_info
->vs_ati_version
= VS_VERSION_NOT_SUPPORTED
;
715 gl_info
->vs_glsl_constantsF
= 0;
716 gl_info
->ps_glsl_constantsF
= 0;
717 gl_info
->vs_arb_constantsF
= 0;
718 gl_info
->ps_arb_constantsF
= 0;
720 /* Retrieve opengl defaults */
721 glGetIntegerv(GL_MAX_CLIP_PLANES
, &gl_max
);
722 gl_info
->max_clipplanes
= min(WINED3DMAXUSERCLIPPLANES
, gl_max
);
723 TRACE_(d3d_caps
)("ClipPlanes support - num Planes=%d\n", gl_max
);
725 glGetIntegerv(GL_MAX_LIGHTS
, &gl_max
);
726 gl_info
->max_lights
= gl_max
;
727 TRACE_(d3d_caps
)("Lights support - max lights=%d\n", gl_max
);
729 glGetIntegerv(GL_MAX_TEXTURE_SIZE
, &gl_max
);
730 gl_info
->max_texture_size
= gl_max
;
731 TRACE_(d3d_caps
)("Maximum texture size support - max texture size=%d\n", gl_max
);
733 glGetFloatv(GL_POINT_SIZE_RANGE
, gl_floatv
);
734 gl_info
->max_pointsizemin
= gl_floatv
[0];
735 gl_info
->max_pointsize
= gl_floatv
[1];
736 TRACE_(d3d_caps
)("Maximum point size support - max point size=%f\n", gl_floatv
[1]);
738 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
739 GL_Extensions
= (const char *) glGetString(GL_EXTENSIONS
);
740 TRACE_(d3d_caps
)("GL_Extensions reported:\n");
742 if (NULL
== GL_Extensions
) {
743 ERR(" GL_Extensions returns NULL\n");
745 while (*GL_Extensions
!= 0x00) {
750 while (isspace(*GL_Extensions
)) GL_Extensions
++;
751 Start
= GL_Extensions
;
752 while (!isspace(*GL_Extensions
) && *GL_Extensions
!= 0x00) {
756 len
= GL_Extensions
- Start
;
757 if (len
== 0 || len
>= sizeof(ThisExtn
))
760 memcpy(ThisExtn
, Start
, len
);
761 ThisExtn
[len
] = '\0';
762 TRACE_(d3d_caps
)("- %s\n", ThisExtn
);
764 for (i
= 0; i
< (sizeof(EXTENSION_MAP
) / sizeof(*EXTENSION_MAP
)); ++i
) {
765 if (!strcmp(ThisExtn
, EXTENSION_MAP
[i
].extension_string
)) {
766 TRACE_(d3d_caps
)(" FOUND: %s support\n", EXTENSION_MAP
[i
].extension_string
);
767 gl_info
->supported
[EXTENSION_MAP
[i
].extension
] = TRUE
;
772 /* Now work out what GL support this card really has */
773 #define USE_GL_FUNC(type, pfn, ext, replace) { \
774 DWORD ver = ver_for_ext(ext); \
775 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
776 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
777 else gl_info->pfn = NULL; \
782 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
786 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
787 * loading the functions, otherwise the code above will load the extension entry points instead of the
788 * core functions, which may not work
790 for (i
= 0; i
< (sizeof(EXTENSION_MAP
) / sizeof(*EXTENSION_MAP
)); ++i
) {
791 if (gl_info
->supported
[EXTENSION_MAP
[i
].extension
] == FALSE
&&
792 EXTENSION_MAP
[i
].version
<= gl_info
->gl_version
&& EXTENSION_MAP
[i
].version
) {
793 TRACE_(d3d_caps
)(" GL CORE: %s support\n", EXTENSION_MAP
[i
].extension_string
);
794 gl_info
->supported
[EXTENSION_MAP
[i
].extension
] = TRUE
;
798 if (gl_info
->supported
[APPLE_FENCE
]) {
799 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
800 * The apple extension interacts with some other apple exts. Disable the NV
801 * extension if the apple one is support to prevent confusion in other parts
804 gl_info
->supported
[NV_FENCE
] = FALSE
;
806 if (gl_info
->supported
[APPLE_FLOAT_PIXELS
]) {
807 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
809 * The enums are the same:
810 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
811 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
812 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
813 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
814 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
816 if(!gl_info
->supported
[ARB_TEXTURE_FLOAT
]) {
817 TRACE_(d3d_caps
)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
818 gl_info
->supported
[ARB_TEXTURE_FLOAT
] = TRUE
;
820 if(!gl_info
->supported
[ARB_HALF_FLOAT_PIXEL
]) {
821 TRACE_(d3d_caps
)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
822 gl_info
->supported
[ARB_HALF_FLOAT_PIXEL
] = TRUE
;
825 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
]) {
826 TRACE_(d3d_caps
)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
827 gl_info
->supported
[NV_TEXGEN_REFLECTION
] = TRUE
;
829 if (gl_info
->supported
[NV_TEXTURE_SHADER2
]) {
830 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
831 * Won't occur in any real world situation though
833 gl_info
->supported
[ATI_ENVMAP_BUMPMAP
] = FALSE
;
834 if(gl_info
->supported
[NV_REGISTER_COMBINERS
]) {
835 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
836 * are supported. The nv extensions provide the same functionality as the
837 * ATI one, and a bit more(signed pixelformats)
839 gl_info
->supported
[ATI_FRAGMENT_SHADER
] = FALSE
;
842 if (gl_info
->supported
[ARB_DRAW_BUFFERS
]) {
843 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB
, &gl_max
);
844 gl_info
->max_buffers
= gl_max
;
845 TRACE_(d3d_caps
)("Max draw buffers: %u\n", gl_max
);
847 if (gl_info
->supported
[ARB_MULTITEXTURE
]) {
848 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB
, &gl_max
);
849 gl_info
->max_textures
= min(MAX_TEXTURES
, gl_max
);
850 TRACE_(d3d_caps
)("Max textures: %d\n", gl_info
->max_textures
);
852 if (gl_info
->supported
[NV_REGISTER_COMBINERS
]) {
854 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV
, &tmp
);
855 gl_info
->max_texture_stages
= min(MAX_TEXTURES
, tmp
);
857 gl_info
->max_texture_stages
= min(MAX_TEXTURES
, gl_max
);
859 TRACE_(d3d_caps
)("Max texture stages: %d\n", gl_info
->max_texture_stages
);
861 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
]) {
863 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB
, &tmp
);
864 gl_info
->max_fragment_samplers
= min(MAX_FRAGMENT_SAMPLERS
, tmp
);
866 gl_info
->max_fragment_samplers
= max(gl_info
->max_fragment_samplers
, gl_max
);
868 TRACE_(d3d_caps
)("Max fragment samplers: %d\n", gl_info
->max_fragment_samplers
);
870 if (gl_info
->supported
[ARB_VERTEX_SHADER
]) {
872 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB
, &tmp
);
873 gl_info
->max_vertex_samplers
= tmp
;
874 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB
, &tmp
);
875 gl_info
->max_combined_samplers
= tmp
;
877 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
878 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
879 * an issue because then the sampler setup only depends on the two shaders. If a pixel
880 * shader is used with fixed function vertex processing we're fine too because fixed function
881 * vertex processing doesn't use any samplers. If fixed function fragment processing is
882 * used we have to make sure that all vertex sampler setups are valid together with all
883 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
884 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
885 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
886 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
887 * a fixed function pipeline anymore.
889 * So this is just a check to check that our assumption holds true. If not, write a warning
890 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
892 if(gl_info
->max_vertex_samplers
&&
893 MAX_TEXTURES
+ gl_info
->max_vertex_samplers
> gl_info
->max_combined_samplers
) {
894 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
895 gl_info
->max_vertex_samplers
, gl_info
->max_combined_samplers
);
896 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
897 if( gl_info
->max_combined_samplers
> MAX_TEXTURES
)
898 gl_info
->max_vertex_samplers
=
899 gl_info
->max_combined_samplers
- MAX_TEXTURES
;
901 gl_info
->max_vertex_samplers
= 0;
904 gl_info
->max_combined_samplers
= gl_info
->max_fragment_samplers
;
906 TRACE_(d3d_caps
)("Max vertex samplers: %u\n", gl_info
->max_vertex_samplers
);
907 TRACE_(d3d_caps
)("Max combined samplers: %u\n", gl_info
->max_combined_samplers
);
909 if (gl_info
->supported
[ARB_VERTEX_BLEND
]) {
910 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB
, &gl_max
);
911 gl_info
->max_blends
= gl_max
;
912 TRACE_(d3d_caps
)("Max blends: %u\n", gl_info
->max_blends
);
914 if (gl_info
->supported
[EXT_TEXTURE3D
]) {
915 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT
, &gl_max
);
916 gl_info
->max_texture3d_size
= gl_max
;
917 TRACE_(d3d_caps
)("Max texture3D size: %d\n", gl_info
->max_texture3d_size
);
919 if (gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
]) {
920 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
, &gl_max
);
921 gl_info
->max_anisotropy
= gl_max
;
922 TRACE_(d3d_caps
)("Max anisotropy: %d\n", gl_info
->max_anisotropy
);
924 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
]) {
925 gl_info
->ps_arb_version
= PS_VERSION_11
;
926 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB
, &gl_max
));
927 gl_info
->ps_arb_constantsF
= gl_max
;
928 TRACE_(d3d_caps
)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info
->ps_arb_constantsF
);
929 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB
, &gl_max
));
930 gl_info
->ps_arb_max_temps
= gl_max
;
931 TRACE_(d3d_caps
)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info
->ps_arb_max_temps
);
932 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB
, &gl_max
));
933 gl_info
->ps_arb_max_instructions
= gl_max
;
934 TRACE_(d3d_caps
)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info
->ps_arb_max_instructions
);
936 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
]) {
937 gl_info
->vs_arb_version
= VS_VERSION_11
;
938 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB
, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB
, &gl_max
));
939 gl_info
->vs_arb_constantsF
= gl_max
;
940 TRACE_(d3d_caps
)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info
->vs_arb_constantsF
);
941 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB
, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB
, &gl_max
));
942 gl_info
->vs_arb_max_temps
= gl_max
;
943 TRACE_(d3d_caps
)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info
->vs_arb_max_temps
);
944 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB
, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB
, &gl_max
));
945 gl_info
->vs_arb_max_instructions
= gl_max
;
946 TRACE_(d3d_caps
)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info
->vs_arb_max_instructions
);
948 gl_info
->arb_vs_offset_limit
= test_arb_vs_offset_limit(gl_info
);
950 if (gl_info
->supported
[ARB_VERTEX_SHADER
]) {
951 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB
, &gl_max
);
952 gl_info
->vs_glsl_constantsF
= gl_max
/ 4;
953 TRACE_(d3d_caps
)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info
->vs_glsl_constantsF
);
955 if (gl_info
->supported
[ARB_FRAGMENT_SHADER
]) {
956 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB
, &gl_max
);
957 gl_info
->ps_glsl_constantsF
= gl_max
/ 4;
958 TRACE_(d3d_caps
)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info
->ps_glsl_constantsF
);
959 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB
, &gl_max
);
960 gl_info
->max_glsl_varyings
= gl_max
;
961 TRACE_(d3d_caps
)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max
, gl_max
/ 4);
963 if (gl_info
->supported
[EXT_VERTEX_SHADER
]) {
964 gl_info
->vs_ati_version
= VS_VERSION_11
;
966 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
]) {
967 gl_info
->vs_nv_version
= VS_VERSION_30
;
968 } else if (gl_info
->supported
[NV_VERTEX_PROGRAM2
]) {
969 gl_info
->vs_nv_version
= VS_VERSION_20
;
970 } else if (gl_info
->supported
[NV_VERTEX_PROGRAM1_1
]) {
971 gl_info
->vs_nv_version
= VS_VERSION_11
;
972 } else if (gl_info
->supported
[NV_VERTEX_PROGRAM
]) {
973 gl_info
->vs_nv_version
= VS_VERSION_10
;
975 if (gl_info
->supported
[NV_FRAGMENT_PROGRAM2
]) {
976 gl_info
->ps_nv_version
= PS_VERSION_30
;
977 } else if (gl_info
->supported
[NV_FRAGMENT_PROGRAM
]) {
978 gl_info
->ps_nv_version
= PS_VERSION_20
;
980 if (gl_info
->supported
[NV_LIGHT_MAX_EXPONENT
]) {
981 glGetFloatv(GL_MAX_SHININESS_NV
, &gl_info
->max_shininess
);
983 gl_info
->max_shininess
= 128.0;
985 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
]) {
986 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
987 * This saves a few redundant glDisable calls
989 gl_info
->supported
[ARB_TEXTURE_RECTANGLE
] = FALSE
;
991 if(gl_info
->supported
[ATI_FRAGMENT_SHADER
]) {
992 /* Disable NV_register_combiners and fragment shader if this is supported.
993 * generally the NV extensions are preferred over the ATI ones, and this
994 * extension is disabled if register_combiners and texture_shader2 are both
995 * supported. So we reach this place only if we have incomplete NV dxlevel 8
996 * fragment processing support
998 gl_info
->supported
[NV_REGISTER_COMBINERS
] = FALSE
;
999 gl_info
->supported
[NV_REGISTER_COMBINERS2
] = FALSE
;
1000 gl_info
->supported
[NV_TEXTURE_SHADER
] = FALSE
;
1001 gl_info
->supported
[NV_TEXTURE_SHADER2
] = FALSE
;
1002 gl_info
->supported
[NV_TEXTURE_SHADER3
] = FALSE
;
1006 checkGLcall("extension detection\n");
1008 /* In some cases the number of texture stages can be larger than the number
1009 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1010 * shaders), but 8 texture stages (register combiners). */
1011 gl_info
->max_sampler_stages
= max(gl_info
->max_fragment_samplers
, gl_info
->max_texture_stages
);
1013 /* We can only use ORM_FBO when the hardware supports it. */
1014 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& !gl_info
->supported
[EXT_FRAMEBUFFER_OBJECT
]) {
1015 WARN_(d3d_caps
)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1016 wined3d_settings
.offscreen_rendering_mode
= ORM_PBUFFER
;
1019 /* MRTs are currently only supported when FBOs are used. */
1020 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1021 gl_info
->max_buffers
= 1;
1024 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1025 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1026 * in case of the latest videocards in the number of pixel/vertex pipelines.
1028 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1029 * rendering. Various games use this information to get a rough estimation of the features of the card
1030 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1031 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1032 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1035 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1036 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1037 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1038 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1039 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1040 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1041 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1044 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1045 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1046 * similar 3d features.
1048 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1049 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1050 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1051 * won't pass we return a default card. This way is better than maintaining a full card database as even
1052 * without a full database we can return a card with similar features. Second the size of the database
1053 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1054 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1055 * to distinguishes between different models from that family.
1057 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1058 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1059 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1060 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1061 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1062 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1063 * memory behind our backs if really needed.
1064 * Note that the amount of video memory can be overruled using a registry setting.
1066 switch (gl_info
->gl_vendor
) {
1068 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1069 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1071 if(WINE_D3D9_CAPABLE(gl_info
) && (gl_info
->vs_nv_version
== VS_VERSION_30
)) {
1072 /* Geforce8 - highend */
1073 if (strstr(gl_info
->gl_renderer
, "8800")) {
1074 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_8800GTS
;
1075 vidmem
= 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1077 /* Geforce8 - midend mobile */
1078 else if(strstr(gl_info
->gl_renderer
, "8600 M")) {
1079 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_8600MGT
;
1082 /* Geforce8 - midend */
1083 else if(strstr(gl_info
->gl_renderer
, "8600") ||
1084 strstr(gl_info
->gl_renderer
, "8700"))
1086 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_8600GT
;
1089 /* Geforce8 - lowend */
1090 else if(strstr(gl_info
->gl_renderer
, "8300") ||
1091 strstr(gl_info
->gl_renderer
, "8400") ||
1092 strstr(gl_info
->gl_renderer
, "8500"))
1094 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_8300GS
;
1095 vidmem
= 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1097 /* Geforce7 - highend */
1098 else if(strstr(gl_info
->gl_renderer
, "7800") ||
1099 strstr(gl_info
->gl_renderer
, "7900") ||
1100 strstr(gl_info
->gl_renderer
, "7950") ||
1101 strstr(gl_info
->gl_renderer
, "Quadro FX 4") ||
1102 strstr(gl_info
->gl_renderer
, "Quadro FX 5"))
1104 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_7800GT
;
1105 vidmem
= 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1107 /* Geforce7 midend */
1108 else if(strstr(gl_info
->gl_renderer
, "7600") ||
1109 strstr(gl_info
->gl_renderer
, "7700")) {
1110 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_7600
;
1111 vidmem
= 256; /* The 7600 uses 256-512MB */
1112 /* Geforce7 lower medium */
1113 } else if(strstr(gl_info
->gl_renderer
, "7400")) {
1114 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_7400
;
1115 vidmem
= 256; /* The 7400 uses 256-512MB */
1117 /* Geforce7 lowend */
1118 else if(strstr(gl_info
->gl_renderer
, "7300")) {
1119 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_7300
;
1120 vidmem
= 256; /* Mac Pros with this card have 256 MB */
1122 /* Geforce6 highend */
1123 else if(strstr(gl_info
->gl_renderer
, "6800"))
1125 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_6800
;
1126 vidmem
= 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1128 /* Geforce6 - midend */
1129 else if(strstr(gl_info
->gl_renderer
, "6600") ||
1130 strstr(gl_info
->gl_renderer
, "6610") ||
1131 strstr(gl_info
->gl_renderer
, "6700"))
1133 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_6600GT
;
1134 vidmem
= 128; /* A 6600GT has 128-256MB */
1136 /* Geforce6/7 lowend */
1138 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_6200
; /* Geforce 6100/6150/6200/7300/7400/7500 */
1141 } else if(WINE_D3D9_CAPABLE(gl_info
)) {
1142 /* GeforceFX - highend */
1143 if (strstr(gl_info
->gl_renderer
, "5800") ||
1144 strstr(gl_info
->gl_renderer
, "5900") ||
1145 strstr(gl_info
->gl_renderer
, "5950") ||
1146 strstr(gl_info
->gl_renderer
, "Quadro FX"))
1148 gl_info
->gl_card
= CARD_NVIDIA_GEFORCEFX_5800
;
1149 vidmem
= 256; /* 5800-5900 cards use 256MB */
1151 /* GeforceFX - midend */
1152 else if(strstr(gl_info
->gl_renderer
, "5600") ||
1153 strstr(gl_info
->gl_renderer
, "5650") ||
1154 strstr(gl_info
->gl_renderer
, "5700") ||
1155 strstr(gl_info
->gl_renderer
, "5750"))
1157 gl_info
->gl_card
= CARD_NVIDIA_GEFORCEFX_5600
;
1158 vidmem
= 128; /* A 5600 uses 128-256MB */
1160 /* GeforceFX - lowend */
1162 gl_info
->gl_card
= CARD_NVIDIA_GEFORCEFX_5200
; /* GeforceFX 5100/5200/5250/5300/5500 */
1163 vidmem
= 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1165 } else if(WINE_D3D8_CAPABLE(gl_info
)) {
1166 if (strstr(gl_info
->gl_renderer
, "GeForce4 Ti") || strstr(gl_info
->gl_renderer
, "Quadro4")) {
1167 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE4_TI4200
; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1168 vidmem
= 64; /* Geforce4 Ti cards have 64-128MB */
1171 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE3
; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1172 vidmem
= 64; /* Geforce3 cards have 64-128MB */
1174 } else if(WINE_D3D7_CAPABLE(gl_info
)) {
1175 if (strstr(gl_info
->gl_renderer
, "GeForce4 MX")) {
1176 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE4_MX
; /* MX420/MX440/MX460/MX4000 */
1177 vidmem
= 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1179 else if(strstr(gl_info
->gl_renderer
, "GeForce2 MX") || strstr(gl_info
->gl_renderer
, "Quadro2 MXR")) {
1180 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE2_MX
; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1181 vidmem
= 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1183 else if(strstr(gl_info
->gl_renderer
, "GeForce2") || strstr(gl_info
->gl_renderer
, "Quadro2")) {
1184 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE2
; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1185 vidmem
= 32; /* Geforce2 GPUs have 32-64MB of video memory */
1188 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE
; /* Geforce 256/DDR, Quadro */
1189 vidmem
= 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1192 if (strstr(gl_info
->gl_renderer
, "TNT2")) {
1193 gl_info
->gl_card
= CARD_NVIDIA_RIVA_TNT2
; /* Riva TNT2 standard/M64/Pro/Ultra */
1194 vidmem
= 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1197 gl_info
->gl_card
= CARD_NVIDIA_RIVA_TNT
; /* Riva TNT, Vanta */
1198 vidmem
= 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1203 if(WINE_D3D9_CAPABLE(gl_info
)) {
1204 /* Radeon R6xx HD2900 - highend */
1205 if (strstr(gl_info
->gl_renderer
, "HD 2900")) {
1206 gl_info
->gl_card
= CARD_ATI_RADEON_HD2900
;
1207 vidmem
= 512; /* HD2900 uses 512-1024MB */
1209 /* Radeon R6xx HD2600- midend */
1210 else if (strstr(gl_info
->gl_renderer
, "HD 2600")) {
1211 gl_info
->gl_card
= CARD_ATI_RADEON_HD2600
;
1212 vidmem
= 256; /* HD2600 uses 256-512MB */
1214 /* Radeon R6xx HD2300/HD2400 - lowend */
1215 else if (strstr(gl_info
->gl_renderer
, "HD 2300") ||
1216 strstr(gl_info
->gl_renderer
, "HD 2400"))
1218 gl_info
->gl_card
= CARD_ATI_RADEON_HD2300
;
1219 vidmem
= 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1222 else if (strstr(gl_info
->gl_renderer
, "X1600") ||
1223 strstr(gl_info
->gl_renderer
, "X1650") ||
1224 strstr(gl_info
->gl_renderer
, "X1800") ||
1225 strstr(gl_info
->gl_renderer
, "X1900") ||
1226 strstr(gl_info
->gl_renderer
, "X1950"))
1228 gl_info
->gl_card
= CARD_ATI_RADEON_X1600
;
1229 vidmem
= 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1231 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1232 else if(strstr(gl_info
->gl_renderer
, "X700") ||
1233 strstr(gl_info
->gl_renderer
, "X800") ||
1234 strstr(gl_info
->gl_renderer
, "X850") ||
1235 strstr(gl_info
->gl_renderer
, "X1300") ||
1236 strstr(gl_info
->gl_renderer
, "X1400") ||
1237 strstr(gl_info
->gl_renderer
, "X1450") ||
1238 strstr(gl_info
->gl_renderer
, "X1550"))
1240 gl_info
->gl_card
= CARD_ATI_RADEON_X700
;
1241 vidmem
= 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1245 gl_info
->gl_card
= CARD_ATI_RADEON_9500
; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1246 vidmem
= 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1248 } else if(WINE_D3D8_CAPABLE(gl_info
)) {
1249 gl_info
->gl_card
= CARD_ATI_RADEON_8500
; /* Radeon 8500/9000/9100/9200/9300 */
1250 vidmem
= 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1251 } else if(WINE_D3D7_CAPABLE(gl_info
)) {
1252 gl_info
->gl_card
= CARD_ATI_RADEON_7200
; /* Radeon 7000/7100/7200/7500 */
1253 vidmem
= 32; /* There are models with up to 64MB */
1255 gl_info
->gl_card
= CARD_ATI_RAGE_128PRO
;
1256 vidmem
= 16; /* There are 16-32MB models */
1260 if (strstr(gl_info
->gl_renderer
, "GMA 950")) {
1261 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1262 gl_info
->gl_card
= CARD_INTEL_I945GM
;
1264 } else if (strstr(gl_info
->gl_renderer
, "915GM")) {
1265 gl_info
->gl_card
= CARD_INTEL_I915GM
;
1266 } else if (strstr(gl_info
->gl_renderer
, "915G")) {
1267 gl_info
->gl_card
= CARD_INTEL_I915G
;
1268 } else if (strstr(gl_info
->gl_renderer
, "865G")) {
1269 gl_info
->gl_card
= CARD_INTEL_I865G
;
1270 } else if (strstr(gl_info
->gl_renderer
, "855G")) {
1271 gl_info
->gl_card
= CARD_INTEL_I855G
;
1272 } else if (strstr(gl_info
->gl_renderer
, "830G")) {
1273 gl_info
->gl_card
= CARD_INTEL_I830G
;
1275 gl_info
->gl_card
= CARD_INTEL_I915G
;
1281 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1282 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1283 * them a good generic choice.
1285 gl_info
->gl_vendor
= VENDOR_NVIDIA
;
1286 if(WINE_D3D9_CAPABLE(gl_info
))
1287 gl_info
->gl_card
= CARD_NVIDIA_GEFORCEFX_5600
;
1288 else if(WINE_D3D8_CAPABLE(gl_info
))
1289 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE3
;
1290 else if(WINE_D3D7_CAPABLE(gl_info
))
1291 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE
;
1292 else if(WINE_D3D6_CAPABLE(gl_info
))
1293 gl_info
->gl_card
= CARD_NVIDIA_RIVA_TNT
;
1295 gl_info
->gl_card
= CARD_NVIDIA_RIVA_128
;
1297 TRACE_(d3d_caps
)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info
->gl_vendor
, gl_info
->gl_card
);
1299 /* If we have an estimate use it, else default to 64MB; */
1301 gl_info
->vidmem
= vidmem
*1024*1024; /* convert from MBs to bytes */
1303 gl_info
->vidmem
= WINE_DEFAULT_VIDMEM
;
1305 /* Load all the lookup tables
1306 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1307 minLookup
[WINELOOKUP_WARPPARAM
] = WINED3DTADDRESS_WRAP
;
1308 maxLookup
[WINELOOKUP_WARPPARAM
] = WINED3DTADDRESS_MIRRORONCE
;
1310 for (i
= 0; i
< MAX_LOOKUPS
; i
++) {
1311 stateLookup
[i
] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup
[i
]) * (1 + maxLookup
[i
] - minLookup
[i
]) );
1314 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_WRAP
- minLookup
[WINELOOKUP_WARPPARAM
]] = GL_REPEAT
;
1315 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_CLAMP
- minLookup
[WINELOOKUP_WARPPARAM
]] = GL_CLAMP_TO_EDGE
;
1316 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_BORDER
- minLookup
[WINELOOKUP_WARPPARAM
]] =
1317 gl_info
->supported
[ARB_TEXTURE_BORDER_CLAMP
] ? GL_CLAMP_TO_BORDER_ARB
: GL_REPEAT
;
1318 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_BORDER
- minLookup
[WINELOOKUP_WARPPARAM
]] =
1319 gl_info
->supported
[ARB_TEXTURE_BORDER_CLAMP
] ? GL_CLAMP_TO_BORDER_ARB
: GL_REPEAT
;
1320 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_MIRROR
- minLookup
[WINELOOKUP_WARPPARAM
]] =
1321 gl_info
->supported
[ARB_TEXTURE_MIRRORED_REPEAT
] ? GL_MIRRORED_REPEAT_ARB
: GL_REPEAT
;
1322 stateLookup
[WINELOOKUP_WARPPARAM
][WINED3DTADDRESS_MIRRORONCE
- minLookup
[WINELOOKUP_WARPPARAM
]] =
1323 gl_info
->supported
[ATI_TEXTURE_MIRROR_ONCE
] ? GL_MIRROR_CLAMP_TO_EDGE_ATI
: GL_REPEAT
;
1325 magLookup
[WINED3DTEXF_NONE
- WINED3DTEXF_NONE
] = GL_NEAREST
;
1326 magLookup
[WINED3DTEXF_POINT
- WINED3DTEXF_NONE
] = GL_NEAREST
;
1327 magLookup
[WINED3DTEXF_LINEAR
- WINED3DTEXF_NONE
] = GL_LINEAR
;
1328 magLookup
[WINED3DTEXF_ANISOTROPIC
- WINED3DTEXF_NONE
] =
1329 gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
] ? GL_LINEAR
: GL_NEAREST
;
1332 minMipLookup
[WINED3DTEXF_NONE
][WINED3DTEXF_NONE
] = GL_LINEAR
;
1333 minMipLookup
[WINED3DTEXF_NONE
][WINED3DTEXF_POINT
] = GL_LINEAR
;
1334 minMipLookup
[WINED3DTEXF_NONE
][WINED3DTEXF_LINEAR
] = GL_LINEAR
;
1335 minMipLookup
[WINED3DTEXF_POINT
][WINED3DTEXF_NONE
] = GL_NEAREST
;
1336 minMipLookup
[WINED3DTEXF_POINT
][WINED3DTEXF_POINT
] = GL_NEAREST_MIPMAP_NEAREST
;
1337 minMipLookup
[WINED3DTEXF_POINT
][WINED3DTEXF_LINEAR
] = GL_NEAREST_MIPMAP_LINEAR
;
1338 minMipLookup
[WINED3DTEXF_LINEAR
][WINED3DTEXF_NONE
] = GL_LINEAR
;
1339 minMipLookup
[WINED3DTEXF_LINEAR
][WINED3DTEXF_POINT
] = GL_LINEAR_MIPMAP_NEAREST
;
1340 minMipLookup
[WINED3DTEXF_LINEAR
][WINED3DTEXF_LINEAR
] = GL_LINEAR_MIPMAP_LINEAR
;
1341 minMipLookup
[WINED3DTEXF_ANISOTROPIC
][WINED3DTEXF_NONE
] = gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
] ?
1342 GL_LINEAR_MIPMAP_LINEAR
: GL_LINEAR
;
1343 minMipLookup
[WINED3DTEXF_ANISOTROPIC
][WINED3DTEXF_POINT
] = gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
] ? GL_LINEAR_MIPMAP_NEAREST
: GL_LINEAR
;
1344 minMipLookup
[WINED3DTEXF_ANISOTROPIC
][WINED3DTEXF_LINEAR
] = gl_info
->supported
[EXT_TEXTURE_FILTER_ANISOTROPIC
] ? GL_LINEAR_MIPMAP_LINEAR
: GL_LINEAR
;
1346 /* TODO: config lookups */
1348 /* Make sure there's an active HDC else the WGL extensions will fail */
1349 hdc
= pwglGetCurrentDC();
1351 WGL_Extensions
= GL_EXTCALL(wglGetExtensionsStringARB(hdc
));
1352 TRACE_(d3d_caps
)("WGL_Extensions reported:\n");
1354 if (NULL
== WGL_Extensions
) {
1355 ERR(" WGL_Extensions returns NULL\n");
1357 while (*WGL_Extensions
!= 0x00) {
1362 while (isspace(*WGL_Extensions
)) WGL_Extensions
++;
1363 Start
= WGL_Extensions
;
1364 while (!isspace(*WGL_Extensions
) && *WGL_Extensions
!= 0x00) {
1368 len
= WGL_Extensions
- Start
;
1369 if (len
== 0 || len
>= sizeof(ThisExtn
))
1372 memcpy(ThisExtn
, Start
, len
);
1373 ThisExtn
[len
] = '\0';
1374 TRACE_(d3d_caps
)("- %s\n", ThisExtn
);
1376 if (!strcmp(ThisExtn
, "WGL_ARB_pbuffer")) {
1377 gl_info
->supported
[WGL_ARB_PBUFFER
] = TRUE
;
1378 TRACE_(d3d_caps
)("FOUND: WGL_ARB_pbuffer support\n");
1380 if (!strcmp(ThisExtn
, "WGL_WINE_pixel_format_passthrough")) {
1381 gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
] = TRUE
;
1382 TRACE_(d3d_caps
)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1389 return return_value
;
1391 #undef GLINFO_LOCATION
1393 /**********************************************************
1394 * IWineD3D implementation follows
1395 **********************************************************/
1397 static UINT WINAPI
IWineD3DImpl_GetAdapterCount (IWineD3D
*iface
) {
1398 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1400 TRACE_(d3d_caps
)("(%p): Reporting %d adapters\n", This
, numAdapters
);
1404 static HRESULT WINAPI
IWineD3DImpl_RegisterSoftwareDevice(IWineD3D
*iface
, void* pInitializeFunction
) {
1405 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1406 FIXME("(%p)->(%p): stub\n", This
, pInitializeFunction
);
1410 static HMONITOR WINAPI
IWineD3DImpl_GetAdapterMonitor(IWineD3D
*iface
, UINT Adapter
) {
1411 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1413 if (Adapter
>= IWineD3DImpl_GetAdapterCount(iface
)) {
1417 TRACE_(d3d_caps
)("(%p)->(%d)\n", This
, Adapter
);
1418 return MonitorFromPoint(Adapters
[Adapter
].monitorPoint
, MONITOR_DEFAULTTOPRIMARY
);
1421 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1422 of the same bpp but different resolutions */
1424 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1425 static UINT WINAPI
IWineD3DImpl_GetAdapterModeCount(IWineD3D
*iface
, UINT Adapter
, WINED3DFORMAT Format
) {
1426 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1427 TRACE_(d3d_caps
)("(%p}->(Adapter: %d, Format: %s)\n", This
, Adapter
, debug_d3dformat(Format
));
1429 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1433 /* TODO: Store modes per adapter and read it from the adapter structure */
1434 if (Adapter
== 0) { /* Display */
1438 if (!DEBUG_SINGLE_MODE
) {
1441 ZeroMemory(&DevModeW
, sizeof(DevModeW
));
1442 DevModeW
.dmSize
= sizeof(DevModeW
);
1443 while (EnumDisplaySettingsExW(NULL
, j
, &DevModeW
, 0)) {
1447 case WINED3DFMT_UNKNOWN
:
1448 /* This is for D3D8, do not enumerate P8 here */
1449 if (DevModeW
.dmBitsPerPel
== 32 ||
1450 DevModeW
.dmBitsPerPel
== 16) i
++;
1452 case WINED3DFMT_X8R8G8B8
:
1453 if (DevModeW
.dmBitsPerPel
== 32) i
++;
1455 case WINED3DFMT_R5G6B5
:
1456 if (DevModeW
.dmBitsPerPel
== 16) i
++;
1459 if (DevModeW
.dmBitsPerPel
== 8) i
++;
1462 /* Skip other modes as they do not match the requested format */
1471 TRACE_(d3d_caps
)("(%p}->(Adapter: %d) => %d (out of %d)\n", This
, Adapter
, i
, j
);
1474 FIXME_(d3d_caps
)("Adapter not primary display\n");
1479 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1480 static HRESULT WINAPI
IWineD3DImpl_EnumAdapterModes(IWineD3D
*iface
, UINT Adapter
, WINED3DFORMAT Format
, UINT Mode
, WINED3DDISPLAYMODE
* pMode
) {
1481 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1482 TRACE_(d3d_caps
)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This
, Adapter
, Mode
, pMode
, debug_d3dformat(Format
));
1484 /* Validate the parameters as much as possible */
1485 if (NULL
== pMode
||
1486 Adapter
>= IWineD3DImpl_GetAdapterCount(iface
) ||
1487 Mode
>= IWineD3DImpl_GetAdapterModeCount(iface
, Adapter
, Format
)) {
1488 return WINED3DERR_INVALIDCALL
;
1491 /* TODO: Store modes per adapter and read it from the adapter structure */
1492 if (Adapter
== 0 && !DEBUG_SINGLE_MODE
) { /* Display */
1498 ZeroMemory(&DevModeW
, sizeof(DevModeW
));
1499 DevModeW
.dmSize
= sizeof(DevModeW
);
1501 /* If we are filtering to a specific format (D3D9), then need to skip
1502 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1503 just count through the ones with valid bit depths */
1504 while ((i
<=Mode
) && EnumDisplaySettingsExW(NULL
, j
++, &DevModeW
, 0)) {
1507 case WINED3DFMT_UNKNOWN
:
1508 /* This is D3D8. Do not enumerate P8 here */
1509 if (DevModeW
.dmBitsPerPel
== 32 ||
1510 DevModeW
.dmBitsPerPel
== 16) i
++;
1512 case WINED3DFMT_X8R8G8B8
:
1513 if (DevModeW
.dmBitsPerPel
== 32) i
++;
1515 case WINED3DFMT_R5G6B5
:
1516 if (DevModeW
.dmBitsPerPel
== 16) i
++;
1519 if (DevModeW
.dmBitsPerPel
== 8) i
++;
1522 /* Modes that don't match what we support can get an early-out */
1523 TRACE_(d3d_caps
)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format
));
1524 return WINED3DERR_INVALIDCALL
;
1529 TRACE_(d3d_caps
)("No modes found for format (%x - %s)\n", Format
, debug_d3dformat(Format
));
1530 return WINED3DERR_INVALIDCALL
;
1534 /* Now get the display mode via the calculated index */
1535 if (EnumDisplaySettingsExW(NULL
, ModeIdx
, &DevModeW
, 0)) {
1536 pMode
->Width
= DevModeW
.dmPelsWidth
;
1537 pMode
->Height
= DevModeW
.dmPelsHeight
;
1538 pMode
->RefreshRate
= WINED3DADAPTER_DEFAULT
;
1539 if (DevModeW
.dmFields
& DM_DISPLAYFREQUENCY
)
1540 pMode
->RefreshRate
= DevModeW
.dmDisplayFrequency
;
1542 if (Format
== WINED3DFMT_UNKNOWN
) {
1543 pMode
->Format
= pixelformat_for_depth(DevModeW
.dmBitsPerPel
);
1545 pMode
->Format
= Format
;
1548 TRACE_(d3d_caps
)("Requested mode out of range %d\n", Mode
);
1549 return WINED3DERR_INVALIDCALL
;
1552 TRACE_(d3d_caps
)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode
->Width
, pMode
->Height
,
1553 pMode
->RefreshRate
, pMode
->Format
, debug_d3dformat(pMode
->Format
),
1554 DevModeW
.dmBitsPerPel
);
1556 } else if (DEBUG_SINGLE_MODE
) {
1557 /* Return one setting of the format requested */
1558 if (Mode
> 0) return WINED3DERR_INVALIDCALL
;
1560 pMode
->Height
= 600;
1561 pMode
->RefreshRate
= 60;
1562 pMode
->Format
= (Format
== WINED3DFMT_UNKNOWN
) ? WINED3DFMT_X8R8G8B8
: Format
;
1564 FIXME_(d3d_caps
)("Adapter not primary display\n");
1570 static HRESULT WINAPI
IWineD3DImpl_GetAdapterDisplayMode(IWineD3D
*iface
, UINT Adapter
, WINED3DDISPLAYMODE
* pMode
) {
1571 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1572 TRACE_(d3d_caps
)("(%p}->(Adapter: %d, pMode: %p)\n", This
, Adapter
, pMode
);
1574 if (NULL
== pMode
||
1575 Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1576 return WINED3DERR_INVALIDCALL
;
1579 if (Adapter
== 0) { /* Display */
1583 ZeroMemory(&DevModeW
, sizeof(DevModeW
));
1584 DevModeW
.dmSize
= sizeof(DevModeW
);
1586 EnumDisplaySettingsExW(NULL
, ENUM_CURRENT_SETTINGS
, &DevModeW
, 0);
1587 pMode
->Width
= DevModeW
.dmPelsWidth
;
1588 pMode
->Height
= DevModeW
.dmPelsHeight
;
1589 bpp
= DevModeW
.dmBitsPerPel
;
1590 pMode
->RefreshRate
= WINED3DADAPTER_DEFAULT
;
1591 if (DevModeW
.dmFields
&DM_DISPLAYFREQUENCY
)
1593 pMode
->RefreshRate
= DevModeW
.dmDisplayFrequency
;
1596 pMode
->Format
= pixelformat_for_depth(bpp
);
1598 FIXME_(d3d_caps
)("Adapter not primary display\n");
1601 TRACE_(d3d_caps
)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode
->Width
,
1602 pMode
->Height
, pMode
->RefreshRate
, debug_d3dformat(pMode
->Format
));
1606 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1607 and fields being inserted in the middle, a new structure is used in place */
1608 static HRESULT WINAPI
IWineD3DImpl_GetAdapterIdentifier(IWineD3D
*iface
, UINT Adapter
, DWORD Flags
,
1609 WINED3DADAPTER_IDENTIFIER
* pIdentifier
) {
1610 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1612 TRACE_(d3d_caps
)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This
, Adapter
, Flags
, pIdentifier
);
1614 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1615 return WINED3DERR_INVALIDCALL
;
1618 /* Return the information requested */
1619 TRACE_(d3d_caps
)("device/Vendor Name and Version detection using FillGLCaps\n");
1620 strcpy(pIdentifier
->Driver
, Adapters
[Adapter
].driver
);
1621 strcpy(pIdentifier
->Description
, Adapters
[Adapter
].description
);
1623 /* Note dx8 doesn't supply a DeviceName */
1624 if (NULL
!= pIdentifier
->DeviceName
) strcpy(pIdentifier
->DeviceName
, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1625 pIdentifier
->DriverVersion
->u
.HighPart
= Adapters
[Adapter
].gl_info
.driver_version_hipart
;
1626 pIdentifier
->DriverVersion
->u
.LowPart
= Adapters
[Adapter
].gl_info
.driver_version
;
1627 *(pIdentifier
->VendorId
) = Adapters
[Adapter
].gl_info
.gl_vendor
;
1628 *(pIdentifier
->DeviceId
) = Adapters
[Adapter
].gl_info
.gl_card
;
1629 *(pIdentifier
->SubSysId
) = 0;
1630 *(pIdentifier
->Revision
) = 0;
1631 *pIdentifier
->DeviceIdentifier
= IID_D3DDEVICE_D3DUID
;
1633 if (Flags
& WINED3DENUM_NO_WHQL_LEVEL
) {
1634 *(pIdentifier
->WHQLLevel
) = 0;
1636 *(pIdentifier
->WHQLLevel
) = 1;
1642 static BOOL
IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat
*cfg
, WINED3DFORMAT Format
) {
1643 short redSize
, greenSize
, blueSize
, alphaSize
, colorBits
;
1648 if(cfg
->iPixelType
== WGL_TYPE_RGBA_ARB
) { /* Integer RGBA formats */
1649 if(!getColorBits(Format
, &redSize
, &greenSize
, &blueSize
, &alphaSize
, &colorBits
)) {
1650 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format
));
1654 if(cfg
->redSize
< redSize
)
1657 if(cfg
->greenSize
< greenSize
)
1660 if(cfg
->blueSize
< blueSize
)
1663 if(cfg
->alphaSize
< alphaSize
)
1667 } else if(cfg
->iPixelType
== WGL_TYPE_RGBA_FLOAT_ARB
) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1668 if(Format
== WINED3DFMT_R16F
)
1669 return (cfg
->redSize
== 16 && cfg
->greenSize
== 0 && cfg
->blueSize
== 0 && cfg
->alphaSize
== 0);
1670 if(Format
== WINED3DFMT_G16R16F
)
1671 return (cfg
->redSize
== 16 && cfg
->greenSize
== 16 && cfg
->blueSize
== 0 && cfg
->alphaSize
== 0);
1672 if(Format
== WINED3DFMT_A16B16G16R16F
)
1673 return (cfg
->redSize
== 16 && cfg
->greenSize
== 16 && cfg
->blueSize
== 16 && cfg
->alphaSize
== 16);
1674 if(Format
== WINED3DFMT_R32F
)
1675 return (cfg
->redSize
== 32 && cfg
->greenSize
== 0 && cfg
->blueSize
== 0 && cfg
->alphaSize
== 0);
1676 if(Format
== WINED3DFMT_G32R32F
)
1677 return (cfg
->redSize
== 32 && cfg
->greenSize
== 32 && cfg
->blueSize
== 0 && cfg
->alphaSize
== 0);
1678 if(Format
== WINED3DFMT_A32B32G32R32F
)
1679 return (cfg
->redSize
== 32 && cfg
->greenSize
== 32 && cfg
->blueSize
== 32 && cfg
->alphaSize
== 32);
1681 /* Probably a color index mode */
1688 static BOOL
IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat
*cfg
, WINED3DFORMAT Format
) {
1689 short depthSize
, stencilSize
;
1690 BOOL lockable
= FALSE
;
1695 if(!getDepthStencilBits(Format
, &depthSize
, &stencilSize
)) {
1696 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format
));
1700 if((Format
== WINED3DFMT_D16_LOCKABLE
) || (Format
== WINED3DFMT_D32F_LOCKABLE
))
1703 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1704 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1705 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1706 if(!(cfg
->depthSize
== depthSize
|| (!lockable
&& cfg
->depthSize
> depthSize
)))
1709 if(cfg
->stencilSize
!= stencilSize
)
1715 static HRESULT WINAPI
IWineD3DImpl_CheckDepthStencilMatch(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
1716 WINED3DFORMAT AdapterFormat
,
1717 WINED3DFORMAT RenderTargetFormat
,
1718 WINED3DFORMAT DepthStencilFormat
) {
1719 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1721 WineD3D_PixelFormat
*cfgs
;
1724 WARN_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1726 DeviceType
, debug_d3ddevicetype(DeviceType
),
1727 AdapterFormat
, debug_d3dformat(AdapterFormat
),
1728 RenderTargetFormat
, debug_d3dformat(RenderTargetFormat
),
1729 DepthStencilFormat
, debug_d3dformat(DepthStencilFormat
));
1731 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1732 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This
, Adapter
, IWineD3D_GetAdapterCount(iface
));
1733 return WINED3DERR_INVALIDCALL
;
1736 cfgs
= Adapters
[Adapter
].cfgs
;
1737 nCfgs
= Adapters
[Adapter
].nCfgs
;
1738 for (it
= 0; it
< nCfgs
; ++it
) {
1739 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs
[it
], RenderTargetFormat
)) {
1740 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs
[it
], DepthStencilFormat
)) {
1741 TRACE_(d3d_caps
)("(%p) : Formats matched\n", This
);
1746 WARN_(d3d_caps
)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat
), debug_d3dformat(DepthStencilFormat
));
1748 return WINED3DERR_NOTAVAILABLE
;
1751 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
1752 WINED3DFORMAT SurfaceFormat
,
1753 BOOL Windowed
, WINED3DMULTISAMPLE_TYPE MultiSampleType
, DWORD
* pQualityLevels
) {
1755 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1756 const GlPixelFormatDesc
*glDesc
;
1757 const StaticPixelFormatDesc
*desc
;
1759 TRACE_(d3d_caps
)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1762 DeviceType
, debug_d3ddevicetype(DeviceType
),
1763 SurfaceFormat
, debug_d3dformat(SurfaceFormat
),
1768 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1769 return WINED3DERR_INVALIDCALL
;
1772 /* TODO: handle Windowed, add more quality levels */
1774 if (WINED3DMULTISAMPLE_NONE
== MultiSampleType
) return WINED3D_OK
;
1776 desc
= getFormatDescEntry(SurfaceFormat
, &Adapters
[Adapter
].gl_info
, &glDesc
);
1777 if(!desc
|| !glDesc
) {
1778 return WINED3DERR_INVALIDCALL
;
1781 if(glDesc
->Flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
)) {
1783 WineD3D_PixelFormat
*cfgs
;
1785 cfgs
= Adapters
[Adapter
].cfgs
;
1786 nCfgs
= Adapters
[Adapter
].nCfgs
;
1787 for(i
=0; i
<nCfgs
; i
++) {
1788 if(cfgs
[i
].numSamples
!= MultiSampleType
)
1791 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs
[i
], SurfaceFormat
))
1794 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs
[i
].iPixelFormat
, MultiSampleType
, debug_d3dformat(SurfaceFormat
));
1797 *pQualityLevels
= 1; /* Guess at a value! */
1801 else if(glDesc
->Flags
& WINED3DFMT_FLAG_RENDERTARGET
) {
1802 short redSize
, greenSize
, blueSize
, alphaSize
, colorBits
;
1804 WineD3D_PixelFormat
*cfgs
;
1806 if(!getColorBits(SurfaceFormat
, &redSize
, &greenSize
, &blueSize
, &alphaSize
, &colorBits
)) {
1807 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat
);
1808 return WINED3DERR_NOTAVAILABLE
;
1811 cfgs
= Adapters
[Adapter
].cfgs
;
1812 nCfgs
= Adapters
[Adapter
].nCfgs
;
1813 for(i
=0; i
<nCfgs
; i
++) {
1814 if(cfgs
[i
].numSamples
!= MultiSampleType
)
1816 if(cfgs
[i
].redSize
!= redSize
)
1818 if(cfgs
[i
].greenSize
!= greenSize
)
1820 if(cfgs
[i
].blueSize
!= blueSize
)
1822 if(cfgs
[i
].alphaSize
!= alphaSize
)
1825 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs
[i
].iPixelFormat
, MultiSampleType
, debug_d3dformat(SurfaceFormat
));
1828 *pQualityLevels
= 1; /* Guess at a value! */
1832 return WINED3DERR_NOTAVAILABLE
;
1835 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceType(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
1836 WINED3DFORMAT DisplayFormat
, WINED3DFORMAT BackBufferFormat
, BOOL Windowed
) {
1838 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1839 HRESULT hr
= WINED3DERR_NOTAVAILABLE
;
1842 TRACE_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1845 DeviceType
, debug_d3ddevicetype(DeviceType
),
1846 DisplayFormat
, debug_d3dformat(DisplayFormat
),
1847 BackBufferFormat
, debug_d3dformat(BackBufferFormat
),
1850 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1851 WARN_(d3d_caps
)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1852 return WINED3DERR_INVALIDCALL
;
1855 /* The task of this function is to check whether a certain display / backbuffer format
1856 * combination is available on the given adapter. In fullscreen mode microsoft specified
1857 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1858 * and display format should match exactly.
1859 * In windowed mode format conversion can occur and this depends on the driver. When format
1860 * conversion is done, this function should nevertheless fail and applications need to use
1861 * CheckDeviceFormatConversion.
1862 * At the moment we assume that fullscreen and windowed have the same capabilities */
1864 /* There are only 4 display formats */
1865 if(!((DisplayFormat
== WINED3DFMT_R5G6B5
) ||
1866 (DisplayFormat
== WINED3DFMT_X1R5G5B5
) ||
1867 (DisplayFormat
== WINED3DFMT_X8R8G8B8
) ||
1868 (DisplayFormat
== WINED3DFMT_A2R10G10B10
)))
1870 TRACE_(d3d_caps
)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat
));
1871 return WINED3DERR_NOTAVAILABLE
;
1874 /* If the requested DisplayFormat is not available, don't continue */
1875 nmodes
= IWineD3DImpl_GetAdapterModeCount(iface
, Adapter
, DisplayFormat
);
1877 TRACE_(d3d_caps
)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat
));
1878 return WINED3DERR_NOTAVAILABLE
;
1881 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1882 if(!Windowed
&& BackBufferFormat
== WINED3DFMT_UNKNOWN
) {
1883 TRACE_(d3d_caps
)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1884 return WINED3DERR_NOTAVAILABLE
;
1887 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1888 if( (DisplayFormat
== WINED3DFMT_R5G6B5
) && (BackBufferFormat
!= WINED3DFMT_R5G6B5
) ) {
1889 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
1890 return WINED3DERR_NOTAVAILABLE
;
1893 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1894 if( (DisplayFormat
== WINED3DFMT_X1R5G5B5
) && !((BackBufferFormat
== WINED3DFMT_X1R5G5B5
) || (BackBufferFormat
== WINED3DFMT_A1R5G5B5
)) ) {
1895 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
1896 return WINED3DERR_NOTAVAILABLE
;
1899 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1900 if( (DisplayFormat
== WINED3DFMT_X8R8G8B8
) && !((BackBufferFormat
== WINED3DFMT_X8R8G8B8
) || (BackBufferFormat
== WINED3DFMT_A8R8G8B8
)) ) {
1901 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
1902 return WINED3DERR_NOTAVAILABLE
;
1905 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1906 if( (DisplayFormat
== WINED3DFMT_A2R10G10B10
) && ((BackBufferFormat
!= WINED3DFMT_A2R10G10B10
) || Windowed
)) {
1907 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
1908 return WINED3DERR_NOTAVAILABLE
;
1911 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1912 hr
= IWineD3DImpl_CheckDeviceFormat(iface
, Adapter
, DeviceType
, DisplayFormat
, WINED3DUSAGE_RENDERTARGET
, WINED3DRTYPE_SURFACE
, BackBufferFormat
);
1914 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
1920 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1921 /* Check if we support bumpmapping for a format */
1922 static BOOL
CheckBumpMapCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
1924 if(GL_SUPPORT(NV_REGISTER_COMBINERS
) && GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
1925 switch (CheckFormat
) {
1926 case WINED3DFMT_V8U8
:
1927 TRACE_(d3d_caps
)("[OK]\n");
1929 /* TODO: Other bump map formats */
1931 TRACE_(d3d_caps
)("[FAILED]\n");
1935 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) || GL_SUPPORT(ATI_FRAGMENT_SHADER
)) {
1936 switch (CheckFormat
) {
1937 case WINED3DFMT_V8U8
:
1938 TRACE_(d3d_caps
)("[OK]\n");
1941 TRACE_(d3d_caps
)("[FAILED]\n");
1945 TRACE_(d3d_caps
)("[FAILED]\n");
1949 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1950 static BOOL
CheckDepthStencilCapability(UINT Adapter
, WINED3DFORMAT DisplayFormat
, WINED3DFORMAT DepthStencilFormat
)
1953 WineD3D_PixelFormat
*cfgs
= Adapters
[Adapter
].cfgs
;
1954 const GlPixelFormatDesc
*glDesc
;
1955 const StaticPixelFormatDesc
*desc
= getFormatDescEntry(DepthStencilFormat
, &GLINFO_LOCATION
, &glDesc
);
1957 /* Fail if we weren't able to get a description of the format */
1958 if(!desc
|| !glDesc
)
1961 /* Only allow depth/stencil formats */
1962 if(!(glDesc
->Flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
)))
1965 /* Walk through all WGL pixel formats to find a match */
1966 cfgs
= Adapters
[Adapter
].cfgs
;
1967 for (it
= 0; it
< Adapters
[Adapter
].nCfgs
; ++it
) {
1968 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs
[it
], DisplayFormat
)) {
1969 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs
[it
], DepthStencilFormat
)) {
1978 static BOOL
CheckFilterCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
1980 const GlPixelFormatDesc
*glDesc
;
1981 const StaticPixelFormatDesc
*desc
= getFormatDescEntry(CheckFormat
, &GLINFO_LOCATION
, &glDesc
);
1983 /* Fail if we weren't able to get a description of the format */
1984 if(!desc
|| !glDesc
)
1987 /* The flags entry of a format contains the filtering capability */
1988 if(glDesc
->Flags
& WINED3DFMT_FLAG_FILTERING
)
1994 /* Check the render target capabilities of a format */
1995 static BOOL
CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat
, WINED3DFORMAT CheckFormat
)
1998 const GlPixelFormatDesc
*glDesc
;
1999 const StaticPixelFormatDesc
*desc
= getFormatDescEntry(CheckFormat
, &GLINFO_LOCATION
, &glDesc
);
2001 /* Fail if we weren't able to get a description of the format */
2002 if(!desc
|| !glDesc
)
2005 /* Filter out non-RT formats */
2006 if(!(glDesc
->Flags
& WINED3DFMT_FLAG_RENDERTARGET
))
2009 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
2010 WineD3D_PixelFormat
*cfgs
= Adapters
[Adapter
].cfgs
;
2012 short AdapterRed
, AdapterGreen
, AdapterBlue
, AdapterAlpha
, AdapterTotalSize
;
2013 short CheckRed
, CheckGreen
, CheckBlue
, CheckAlpha
, CheckTotalSize
;
2015 getColorBits(AdapterFormat
, &AdapterRed
, &AdapterGreen
, &AdapterBlue
, &AdapterAlpha
, &AdapterTotalSize
);
2016 getColorBits(CheckFormat
, &CheckRed
, &CheckGreen
, &CheckBlue
, &CheckAlpha
, &CheckTotalSize
);
2018 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2019 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2020 if(!((AdapterRed
== CheckRed
) && (AdapterGreen
== CheckGreen
) && (AdapterBlue
== CheckBlue
))) {
2021 TRACE_(d3d_caps
)("[FAILED]\n");
2025 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2026 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2027 for (it
= 0; it
< Adapters
[Adapter
].nCfgs
; ++it
) {
2028 if (cfgs
[it
].windowDrawable
&& IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs
[it
], CheckFormat
)) {
2029 TRACE_(d3d_caps
)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs
[it
].iPixelFormat
, debug_d3dformat(CheckFormat
));
2033 } else if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
2034 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2035 WineD3D_PixelFormat
*cfgs
= Adapters
[Adapter
].cfgs
;
2038 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2039 for (it
= 0; it
< Adapters
[Adapter
].nCfgs
; ++it
) {
2040 if (cfgs
[it
].pbufferDrawable
&& IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs
[it
], CheckFormat
)) {
2041 TRACE_(d3d_caps
)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs
[it
].iPixelFormat
, debug_d3dformat(CheckFormat
));
2045 } else if(wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
){
2046 /* For now return TRUE for FBOs until we have some proper checks.
2047 * Note that this function will only be called when the format is around for texturing. */
2053 static BOOL
CheckSrgbReadCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
2055 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2056 if(!GL_SUPPORT(EXT_TEXTURE_SRGB
)) {
2057 TRACE_(d3d_caps
)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2061 switch (CheckFormat
) {
2062 case WINED3DFMT_A8R8G8B8
:
2063 case WINED3DFMT_X8R8G8B8
:
2064 case WINED3DFMT_A4R4G4B4
:
2066 case WINED3DFMT_A8L8
:
2067 case WINED3DFMT_DXT1
:
2068 case WINED3DFMT_DXT2
:
2069 case WINED3DFMT_DXT3
:
2070 case WINED3DFMT_DXT4
:
2071 case WINED3DFMT_DXT5
:
2072 TRACE_(d3d_caps
)("[OK]\n");
2076 TRACE_(d3d_caps
)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat
));
2082 static BOOL
CheckSrgbWriteCapability(UINT Adapter
, WINED3DDEVTYPE DeviceType
, WINED3DFORMAT CheckFormat
)
2084 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2085 * doing the color fixup in shaders.
2086 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2087 if((CheckFormat
== WINED3DFMT_X8R8G8B8
) || (CheckFormat
== WINED3DFMT_A8R8G8B8
)) {
2088 int vs_selected_mode
;
2089 int ps_selected_mode
;
2090 select_shader_mode(&GLINFO_LOCATION
, DeviceType
, &ps_selected_mode
, &vs_selected_mode
);
2092 if((ps_selected_mode
== SHADER_ARB
) || (ps_selected_mode
== SHADER_GLSL
)) {
2093 TRACE_(d3d_caps
)("[OK]\n");
2098 TRACE_(d3d_caps
)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat
));
2102 /* Check if a format support blending in combination with pixel shaders */
2103 static BOOL
CheckPostPixelShaderBlendingCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
2105 const GlPixelFormatDesc
*glDesc
;
2106 const StaticPixelFormatDesc
*desc
= getFormatDescEntry(CheckFormat
, &GLINFO_LOCATION
, &glDesc
);
2108 /* Fail if we weren't able to get a description of the format */
2109 if(!desc
|| !glDesc
)
2112 /* The flags entry of a format contains the post pixel shader blending capability */
2113 if(glDesc
->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)
2119 static BOOL
CheckWrapAndMipCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
) {
2120 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2121 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2122 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2123 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2124 * capability anyway.
2126 * For now lets report this on all formats, but in the future we may want to
2127 * restrict it to some should games need that
2132 /* Check if a texture format is supported on the given adapter */
2133 static BOOL
CheckTextureCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
2135 switch (CheckFormat
) {
2138 * supported: RGB(A) formats
2140 case WINED3DFMT_R8G8B8
: /* Enable for dx7, blacklisted for 8 and 9 above */
2141 case WINED3DFMT_A8R8G8B8
:
2142 case WINED3DFMT_X8R8G8B8
:
2143 case WINED3DFMT_R5G6B5
:
2144 case WINED3DFMT_X1R5G5B5
:
2145 case WINED3DFMT_A1R5G5B5
:
2146 case WINED3DFMT_A4R4G4B4
:
2147 case WINED3DFMT_R3G3B2
:
2149 case WINED3DFMT_X4R4G4B4
:
2150 case WINED3DFMT_A8B8G8R8
:
2151 case WINED3DFMT_X8B8G8R8
:
2152 case WINED3DFMT_A2R10G10B10
:
2153 case WINED3DFMT_A2B10G10R10
:
2154 case WINED3DFMT_G16R16
:
2155 TRACE_(d3d_caps
)("[OK]\n");
2159 * supported: Palettized
2162 TRACE_(d3d_caps
)("[OK]\n");
2164 /* No Windows driver offers A8P8, so don't offer it either */
2165 case WINED3DFMT_A8P8
:
2169 * Supported: (Alpha)-Luminance
2172 case WINED3DFMT_A8L8
:
2173 case WINED3DFMT_A4L4
:
2174 case WINED3DFMT_L16
:
2175 TRACE_(d3d_caps
)("[OK]\n");
2178 /* Depth/stencil is handled using checkDepthStencilCapability, return FALSE here */
2179 case WINED3DFMT_D16_LOCKABLE
:
2180 case WINED3DFMT_D16
:
2181 case WINED3DFMT_D15S1
:
2182 case WINED3DFMT_D24X8
:
2183 case WINED3DFMT_D24X4S4
:
2184 case WINED3DFMT_D24S8
:
2185 case WINED3DFMT_D24FS8
:
2186 case WINED3DFMT_D32
:
2187 case WINED3DFMT_D32F_LOCKABLE
:
2191 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2192 * GL_NV_texture_shader), but advertized to make apps happy.
2193 * Enable some because games often fail when they are not available
2194 * and are still playable even without bump mapping
2196 case WINED3DFMT_V8U8
:
2197 if(GL_SUPPORT(NV_TEXTURE_SHADER
) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) ||
2198 GL_SUPPORT(ATI_FRAGMENT_SHADER
)) {
2201 if(GL_SUPPORT(ARB_FRAGMENT_SHADER
) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2202 /* Shader emulated */
2205 TRACE_(d3d_caps
)("[FAILED] - No converted formats on volumes\n");
2208 case WINED3DFMT_X8L8V8U8
:
2209 case WINED3DFMT_L6V5U5
:
2210 if(GL_SUPPORT(ARB_FRAGMENT_SHADER
) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2211 /* Shader emulated */
2214 WARN_(d3d_caps
)("[FAILED]\n");
2217 case WINED3DFMT_Q8W8V8U8
:
2218 case WINED3DFMT_V16U16
:
2219 if(GL_SUPPORT(NV_TEXTURE_SHADER
)) {
2220 WARN_(d3d_caps
)("[Not supported, but pretended to do]\n");
2223 if(GL_SUPPORT(ARB_FRAGMENT_SHADER
) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2224 /* Shader emulated */
2227 TRACE_(d3d_caps
)("[FAILED] - No converted formats on volumes\n");
2230 /* Those are not advertized by the nvidia windows driver, and not
2231 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2232 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2233 * ARGB format if needed
2235 case WINED3DFMT_W11V11U10
:
2236 case WINED3DFMT_A2W10V10U10
:
2237 WARN_(d3d_caps
)("[FAILED]\n");
2240 case WINED3DFMT_DXT1
:
2241 case WINED3DFMT_DXT2
:
2242 case WINED3DFMT_DXT3
:
2243 case WINED3DFMT_DXT4
:
2244 case WINED3DFMT_DXT5
:
2245 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC
)) {
2246 TRACE_(d3d_caps
)("[OK]\n");
2249 TRACE_(d3d_caps
)("[FAILED]\n");
2254 * Odd formats - not supported
2256 case WINED3DFMT_VERTEXDATA
:
2257 case WINED3DFMT_INDEX16
:
2258 case WINED3DFMT_INDEX32
:
2259 case WINED3DFMT_Q16W16V16U16
:
2260 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2264 * WINED3DFMT_CxV8U8: Not supported right now
2266 case WINED3DFMT_CxV8U8
:
2267 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2270 /* YUV formats, not supported for now */
2271 case WINED3DFMT_UYVY
:
2272 case WINED3DFMT_YUY2
:
2273 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2277 case WINED3DFMT_A16B16G16R16
:
2278 case WINED3DFMT_A8R3G3B2
:
2279 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2282 /* Floating point formats */
2283 case WINED3DFMT_R16F
:
2284 case WINED3DFMT_A16B16G16R16F
:
2285 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL
)) {
2286 TRACE_(d3d_caps
)("[OK]\n");
2289 TRACE_(d3d_caps
)("[FAILED]\n");
2292 case WINED3DFMT_R32F
:
2293 case WINED3DFMT_A32B32G32R32F
:
2294 if (GL_SUPPORT(ARB_TEXTURE_FLOAT
)) {
2295 TRACE_(d3d_caps
)("[OK]\n");
2298 TRACE_(d3d_caps
)("[FAILED]\n");
2301 case WINED3DFMT_G16R16F
:
2302 case WINED3DFMT_G32R32F
:
2303 TRACE_(d3d_caps
)("[FAILED]\n");
2306 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2307 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2308 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2309 * We can do instancing with all shader versions, but we need vertex shaders.
2311 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2312 * to enable instancing. WineD3D doesn't need that and just ignores it.
2314 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2316 case WINEMAKEFOURCC('I','N','S','T'):
2317 TRACE("ATI Instancing check hack\n");
2318 if(GL_SUPPORT(ARB_VERTEX_PROGRAM
) || GL_SUPPORT(ARB_VERTEX_SHADER
)) {
2319 TRACE_(d3d_caps
)("[OK]\n");
2322 TRACE_(d3d_caps
)("[FAILED]\n");
2325 /* Some weird FOURCC formats */
2326 case WINED3DFMT_R8G8_B8G8
:
2327 case WINED3DFMT_G8R8_G8B8
:
2328 case WINED3DFMT_MULTI2_ARGB8
:
2329 TRACE_(d3d_caps
)("[FAILED]\n");
2332 case WINED3DFMT_UNKNOWN
:
2336 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat
));
2342 static BOOL
CheckVertexTextureCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
2344 if (!GL_LIMITS(vertex_samplers
)) {
2345 TRACE_(d3d_caps
)("[FAILED]\n");
2349 switch (CheckFormat
) {
2350 case WINED3DFMT_A32B32G32R32F
:
2351 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT
)) {
2352 TRACE_(d3d_caps
)("[FAILED]\n");
2355 TRACE_(d3d_caps
)("[OK]\n");
2359 TRACE_(d3d_caps
)("[FAILED]\n");
2365 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceFormat(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
2366 WINED3DFORMAT AdapterFormat
, DWORD Usage
, WINED3DRESOURCETYPE RType
, WINED3DFORMAT CheckFormat
) {
2367 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
2368 DWORD UsageCaps
= 0;
2370 TRACE_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2373 DeviceType
, debug_d3ddevicetype(DeviceType
),
2374 AdapterFormat
, debug_d3dformat(AdapterFormat
),
2375 Usage
, debug_d3dusage(Usage
), debug_d3dusagequery(Usage
),
2376 RType
, debug_d3dresourcetype(RType
),
2377 CheckFormat
, debug_d3dformat(CheckFormat
));
2379 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
2380 return WINED3DERR_INVALIDCALL
;
2383 if(RType
== WINED3DRTYPE_CUBETEXTURE
) {
2384 /* Cubetexture allows:
2385 * - D3DUSAGE_AUTOGENMIPMAP
2386 * - D3DUSAGE_DEPTHSTENCIL
2387 * - D3DUSAGE_DYNAMIC
2388 * - D3DUSAGE_NONSECURE (d3d9ex)
2389 * - D3DUSAGE_RENDERTARGET
2390 * - D3DUSAGE_SOFTWAREPROCESSING
2391 * - D3DUSAGE_QUERY_WRAPANDMIP
2393 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
2394 /* Check if the texture format is around */
2395 if(CheckTextureCapability(Adapter
, CheckFormat
)) {
2396 if(Usage
& WINED3DUSAGE_AUTOGENMIPMAP
) {
2397 /* Check for automatic mipmap generation support */
2398 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP
)) {
2399 UsageCaps
|= WINED3DUSAGE_AUTOGENMIPMAP
;
2401 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2402 TRACE_(d3d_caps
)("[FAILED] - No autogenmipmap support, but continuing\n");
2406 /* Always report dynamic locking */
2407 if(Usage
& WINED3DUSAGE_DYNAMIC
)
2408 UsageCaps
|= WINED3DUSAGE_DYNAMIC
;
2410 if(Usage
& WINED3DUSAGE_RENDERTARGET
) {
2411 if(CheckRenderTargetCapability(AdapterFormat
, CheckFormat
)) {
2412 UsageCaps
|= WINED3DUSAGE_RENDERTARGET
;
2414 TRACE_(d3d_caps
)("[FAILED] - No rendertarget support\n");
2415 return WINED3DERR_NOTAVAILABLE
;
2419 /* Always report software processing */
2420 if(Usage
& WINED3DUSAGE_SOFTWAREPROCESSING
)
2421 UsageCaps
|= WINED3DUSAGE_SOFTWAREPROCESSING
;
2423 /* Check QUERY_FILTER support */
2424 if(Usage
& WINED3DUSAGE_QUERY_FILTER
) {
2425 if(CheckFilterCapability(Adapter
, CheckFormat
)) {
2426 UsageCaps
|= WINED3DUSAGE_QUERY_FILTER
;
2428 TRACE_(d3d_caps
)("[FAILED] - No query filter support\n");
2429 return WINED3DERR_NOTAVAILABLE
;
2433 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2434 if(Usage
& WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
) {
2435 if(CheckPostPixelShaderBlendingCapability(Adapter
, CheckFormat
)) {
2436 UsageCaps
|= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
;
2438 TRACE_(d3d_caps
)("[FAILED] - No query post pixelshader blending support\n");
2439 return WINED3DERR_NOTAVAILABLE
;
2443 /* Check QUERY_SRGBREAD support */
2444 if(Usage
& WINED3DUSAGE_QUERY_SRGBREAD
) {
2445 if(CheckSrgbReadCapability(Adapter
, CheckFormat
)) {
2446 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBREAD
;
2448 TRACE_(d3d_caps
)("[FAILED] - No query srgbread support\n");
2449 return WINED3DERR_NOTAVAILABLE
;
2453 /* Check QUERY_SRGBWRITE support */
2454 if(Usage
& WINED3DUSAGE_QUERY_SRGBWRITE
) {
2455 if(CheckSrgbWriteCapability(Adapter
, DeviceType
, CheckFormat
)) {
2456 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBWRITE
;
2458 TRACE_(d3d_caps
)("[FAILED] - No query srgbwrite support\n");
2459 return WINED3DERR_NOTAVAILABLE
;
2463 /* Check QUERY_VERTEXTEXTURE support */
2464 if(Usage
& WINED3DUSAGE_QUERY_VERTEXTEXTURE
) {
2465 if(CheckVertexTextureCapability(Adapter
, CheckFormat
)) {
2466 UsageCaps
|= WINED3DUSAGE_QUERY_VERTEXTEXTURE
;
2468 TRACE_(d3d_caps
)("[FAILED] - No query vertextexture support\n");
2469 return WINED3DERR_NOTAVAILABLE
;
2473 /* Check QUERY_WRAPANDMIP support */
2474 if(Usage
& WINED3DUSAGE_QUERY_WRAPANDMIP
) {
2475 if(CheckWrapAndMipCapability(Adapter
, CheckFormat
)) {
2476 UsageCaps
|= WINED3DUSAGE_QUERY_WRAPANDMIP
;
2478 TRACE_(d3d_caps
)("[FAILED] - No wrapping and mipmapping support\n");
2479 return WINED3DERR_NOTAVAILABLE
;
2483 TRACE_(d3d_caps
)("[FAILED] - Cube texture format not supported\n");
2484 return WINED3DERR_NOTAVAILABLE
;
2487 TRACE_(d3d_caps
)("[FAILED] - No cube texture support\n");
2488 return WINED3DERR_NOTAVAILABLE
;
2490 } else if(RType
== WINED3DRTYPE_SURFACE
) {
2492 * - D3DUSAGE_DEPTHSTENCIL
2493 * - D3DUSAGE_NONSECURE (d3d9ex)
2494 * - D3DUSAGE_RENDERTARGET
2497 if(Usage
& WINED3DUSAGE_DEPTHSTENCIL
) {
2498 if(CheckDepthStencilCapability(Adapter
, AdapterFormat
, CheckFormat
)) {
2499 UsageCaps
|= WINED3DUSAGE_DEPTHSTENCIL
;
2501 TRACE_(d3d_caps
)("[FAILED] - No depthstencil support\n");
2502 return WINED3DERR_NOTAVAILABLE
;
2506 if(Usage
& WINED3DUSAGE_RENDERTARGET
) {
2507 if(CheckRenderTargetCapability(AdapterFormat
, CheckFormat
)) {
2508 UsageCaps
|= WINED3DUSAGE_RENDERTARGET
;
2510 TRACE_(d3d_caps
)("[FAILED] - No rendertarget support\n");
2511 return WINED3DERR_NOTAVAILABLE
;
2515 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2516 if(Usage
& WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
) {
2517 if(CheckPostPixelShaderBlendingCapability(Adapter
, CheckFormat
)) {
2518 UsageCaps
|= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
;
2520 TRACE_(d3d_caps
)("[FAILED] - No query post pixelshader blending support\n");
2521 return WINED3DERR_NOTAVAILABLE
;
2524 } else if(RType
== WINED3DRTYPE_TEXTURE
) {
2526 * - D3DUSAGE_AUTOGENMIPMAP
2527 * - D3DUSAGE_DEPTHSTENCIL
2529 * - D3DUSAGE_DYNAMIC
2530 * - D3DUSAGE_NONSECURE (d3d9ex)
2531 * - D3DUSAGE_RENDERTARGET
2532 * - D3DUSAGE_SOFTWAREPROCESSING
2533 * - D3DUSAGE_TEXTAPI (d3d9ex)
2534 * - D3DUSAGE_QUERY_WRAPANDMIP
2537 /* Check if the texture format is around */
2538 if(CheckTextureCapability(Adapter
, CheckFormat
)) {
2539 if(Usage
& WINED3DUSAGE_AUTOGENMIPMAP
) {
2540 /* Check for automatic mipmap generation support */
2541 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP
)) {
2542 UsageCaps
|= WINED3DUSAGE_AUTOGENMIPMAP
;
2544 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2545 TRACE_(d3d_caps
)("[FAILED] - No autogenmipmap support, but continuing\n");
2549 /* Always report dynamic locking */
2550 if(Usage
& WINED3DUSAGE_DYNAMIC
)
2551 UsageCaps
|= WINED3DUSAGE_DYNAMIC
;
2553 if(Usage
& WINED3DUSAGE_RENDERTARGET
) {
2554 if(CheckRenderTargetCapability(AdapterFormat
, CheckFormat
)) {
2555 UsageCaps
|= WINED3DUSAGE_RENDERTARGET
;
2557 TRACE_(d3d_caps
)("[FAILED] - No rendertarget support\n");
2558 return WINED3DERR_NOTAVAILABLE
;
2562 /* Always report software processing */
2563 if(Usage
& WINED3DUSAGE_SOFTWAREPROCESSING
)
2564 UsageCaps
|= WINED3DUSAGE_SOFTWAREPROCESSING
;
2566 /* Check QUERY_FILTER support */
2567 if(Usage
& WINED3DUSAGE_QUERY_FILTER
) {
2568 if(CheckFilterCapability(Adapter
, CheckFormat
)) {
2569 UsageCaps
|= WINED3DUSAGE_QUERY_FILTER
;
2571 TRACE_(d3d_caps
)("[FAILED] - No query filter support\n");
2572 return WINED3DERR_NOTAVAILABLE
;
2576 /* Check QUERY_LEGACYBUMPMAP support */
2577 if(Usage
& WINED3DUSAGE_QUERY_LEGACYBUMPMAP
) {
2578 if(CheckBumpMapCapability(Adapter
, CheckFormat
)) {
2579 UsageCaps
|= WINED3DUSAGE_QUERY_LEGACYBUMPMAP
;
2581 TRACE_(d3d_caps
)("[FAILED] - No legacy bumpmap support\n");
2582 return WINED3DERR_NOTAVAILABLE
;
2586 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2587 if(Usage
& WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
) {
2588 if(CheckPostPixelShaderBlendingCapability(Adapter
, CheckFormat
)) {
2589 UsageCaps
|= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
;
2591 TRACE_(d3d_caps
)("[FAILED] - No query post pixelshader blending support\n");
2592 return WINED3DERR_NOTAVAILABLE
;
2596 /* Check QUERY_SRGBREAD support */
2597 if(Usage
& WINED3DUSAGE_QUERY_SRGBREAD
) {
2598 if(CheckSrgbReadCapability(Adapter
, CheckFormat
)) {
2599 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBREAD
;
2601 TRACE_(d3d_caps
)("[FAILED] - No query srgbread support\n");
2602 return WINED3DERR_NOTAVAILABLE
;
2606 /* Check QUERY_SRGBWRITE support */
2607 if(Usage
& WINED3DUSAGE_QUERY_SRGBWRITE
) {
2608 if(CheckSrgbWriteCapability(Adapter
, DeviceType
, CheckFormat
)) {
2609 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBWRITE
;
2611 TRACE_(d3d_caps
)("[FAILED] - No query srgbwrite support\n");
2612 return WINED3DERR_NOTAVAILABLE
;
2616 /* Check QUERY_VERTEXTEXTURE support */
2617 if(Usage
& WINED3DUSAGE_QUERY_VERTEXTEXTURE
) {
2618 if(CheckVertexTextureCapability(Adapter
, CheckFormat
)) {
2619 UsageCaps
|= WINED3DUSAGE_QUERY_VERTEXTEXTURE
;
2621 TRACE_(d3d_caps
)("[FAILED] - No query vertextexture support\n");
2622 return WINED3DERR_NOTAVAILABLE
;
2626 /* Check QUERY_WRAPANDMIP support */
2627 if(Usage
& WINED3DUSAGE_QUERY_WRAPANDMIP
) {
2628 if(CheckWrapAndMipCapability(Adapter
, CheckFormat
)) {
2629 UsageCaps
|= WINED3DUSAGE_QUERY_WRAPANDMIP
;
2631 TRACE_(d3d_caps
)("[FAILED] - No wrapping and mipmapping support\n");
2632 return WINED3DERR_NOTAVAILABLE
;
2635 } else if(CheckDepthStencilCapability(Adapter
, AdapterFormat
, CheckFormat
)) {
2636 if(Usage
& WINED3DUSAGE_DEPTHSTENCIL
)
2637 UsageCaps
|= WINED3DUSAGE_DEPTHSTENCIL
;
2639 TRACE_(d3d_caps
)("[FAILED] - Texture format not supported\n");
2640 return WINED3DERR_NOTAVAILABLE
;
2642 } else if((RType
== WINED3DRTYPE_VOLUME
) || (RType
== WINED3DRTYPE_VOLUMETEXTURE
)) {
2643 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2644 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2646 * Volumetexture allows:
2647 * - D3DUSAGE_DYNAMIC
2648 * - D3DUSAGE_NONSECURE (d3d9ex)
2649 * - D3DUSAGE_SOFTWAREPROCESSING
2650 * - D3DUSAGE_QUERY_WRAPANDMIP
2653 /* Check volume texture and volume usage caps */
2654 if(GL_SUPPORT(EXT_TEXTURE3D
)) {
2655 if(CheckTextureCapability(Adapter
, CheckFormat
) == FALSE
) {
2656 TRACE_(d3d_caps
)("[FAILED] - Format not supported\n");
2657 return WINED3DERR_NOTAVAILABLE
;
2660 /* Always report dynamic locking */
2661 if(Usage
& WINED3DUSAGE_DYNAMIC
)
2662 UsageCaps
|= WINED3DUSAGE_DYNAMIC
;
2664 /* Always report software processing */
2665 if(Usage
& WINED3DUSAGE_SOFTWAREPROCESSING
)
2666 UsageCaps
|= WINED3DUSAGE_SOFTWAREPROCESSING
;
2668 /* Check QUERY_FILTER support */
2669 if(Usage
& WINED3DUSAGE_QUERY_FILTER
) {
2670 if(CheckFilterCapability(Adapter
, CheckFormat
)) {
2671 UsageCaps
|= WINED3DUSAGE_QUERY_FILTER
;
2673 TRACE_(d3d_caps
)("[FAILED] - No query filter support\n");
2674 return WINED3DERR_NOTAVAILABLE
;
2678 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2679 if(Usage
& WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
) {
2680 if(CheckPostPixelShaderBlendingCapability(Adapter
, CheckFormat
)) {
2681 UsageCaps
|= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
;
2683 TRACE_(d3d_caps
)("[FAILED] - No query post pixelshader blending support\n");
2684 return WINED3DERR_NOTAVAILABLE
;
2688 /* Check QUERY_SRGBREAD support */
2689 if(Usage
& WINED3DUSAGE_QUERY_SRGBREAD
) {
2690 if(CheckSrgbReadCapability(Adapter
, CheckFormat
)) {
2691 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBREAD
;
2693 TRACE_(d3d_caps
)("[FAILED] - No query srgbread support\n");
2694 return WINED3DERR_NOTAVAILABLE
;
2698 /* Check QUERY_SRGBWRITE support */
2699 if(Usage
& WINED3DUSAGE_QUERY_SRGBWRITE
) {
2700 if(CheckSrgbWriteCapability(Adapter
, DeviceType
, CheckFormat
)) {
2701 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBWRITE
;
2703 TRACE_(d3d_caps
)("[FAILED] - No query srgbwrite support\n");
2704 return WINED3DERR_NOTAVAILABLE
;
2708 /* Check QUERY_VERTEXTEXTURE support */
2709 if(Usage
& WINED3DUSAGE_QUERY_VERTEXTEXTURE
) {
2710 if(CheckVertexTextureCapability(Adapter
, CheckFormat
)) {
2711 UsageCaps
|= WINED3DUSAGE_QUERY_VERTEXTEXTURE
;
2713 TRACE_(d3d_caps
)("[FAILED] - No query vertextexture support\n");
2714 return WINED3DERR_NOTAVAILABLE
;
2718 /* Check QUERY_WRAPANDMIP support */
2719 if(Usage
& WINED3DUSAGE_QUERY_WRAPANDMIP
) {
2720 if(CheckWrapAndMipCapability(Adapter
, CheckFormat
)) {
2721 UsageCaps
|= WINED3DUSAGE_QUERY_WRAPANDMIP
;
2723 TRACE_(d3d_caps
)("[FAILED] - No wrapping and mipmapping support\n");
2724 return WINED3DERR_NOTAVAILABLE
;
2728 TRACE_(d3d_caps
)("[FAILED] - No volume texture support\n");
2729 return WINED3DERR_NOTAVAILABLE
;
2732 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2733 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2734 * app needing one of those formats, don't advertize them to avoid leading apps into
2735 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2738 switch(CheckFormat
) {
2740 case WINED3DFMT_A4L4
:
2741 case WINED3DFMT_R32F
:
2742 case WINED3DFMT_R16F
:
2743 case WINED3DFMT_X8L8V8U8
:
2744 case WINED3DFMT_L6V5U5
:
2745 case WINED3DFMT_G16R16
:
2746 TRACE_(d3d_caps
)("[FAILED] - No converted formats on volumes\n");
2747 return WINED3DERR_NOTAVAILABLE
;
2749 case WINED3DFMT_Q8W8V8U8
:
2750 case WINED3DFMT_V16U16
:
2751 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
2752 TRACE_(d3d_caps
)("[FAILED] - No converted formats on volumes\n");
2753 return WINED3DERR_NOTAVAILABLE
;
2757 case WINED3DFMT_V8U8
:
2758 if(!GL_SUPPORT(NV_TEXTURE_SHADER
) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP
)) {
2759 TRACE_(d3d_caps
)("[FAILED] - No converted formats on volumes\n");
2760 return WINED3DERR_NOTAVAILABLE
;
2764 case WINED3DFMT_DXT1
:
2765 case WINED3DFMT_DXT2
:
2766 case WINED3DFMT_DXT3
:
2767 case WINED3DFMT_DXT4
:
2768 case WINED3DFMT_DXT5
:
2769 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2770 * compressed texture results in an error. While the D3D refrast does
2771 * support s3tc volumes, at least the nvidia windows driver does not, so
2772 * we're free not to support this format.
2774 TRACE_(d3d_caps
)("[FAILED] - DXTn does not support 3D textures\n");
2775 return WINED3DERR_NOTAVAILABLE
;
2778 /* Do nothing, continue with checking the format below */
2781 } else if((RType
== WINED3DRTYPE_INDEXBUFFER
) || (RType
== WINED3DRTYPE_VERTEXBUFFER
)){
2782 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2783 TRACE_(d3d_caps
)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2784 return WINED3DERR_NOTAVAILABLE
;
2787 /* This format is nothing special and it is supported perfectly.
2788 * However, ati and nvidia driver on windows do not mark this format as
2789 * supported (tested with the dxCapsViewer) and pretending to
2790 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2791 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2792 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2794 if(This
->dxVersion
> 7 && CheckFormat
== WINED3DFMT_R8G8B8
) {
2795 TRACE_(d3d_caps
)("[FAILED]\n");
2796 return WINED3DERR_NOTAVAILABLE
;
2799 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2800 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2801 * usage flags match. */
2802 if(UsageCaps
== Usage
) {
2804 } else if((UsageCaps
== (Usage
& ~WINED3DUSAGE_AUTOGENMIPMAP
)) && (Usage
& WINED3DUSAGE_AUTOGENMIPMAP
)){
2805 return WINED3DOK_NOAUTOGEN
;
2807 TRACE_(d3d_caps
)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage
, debug_d3dformat(CheckFormat
), RType
, UsageCaps
);
2808 return WINED3DERR_NOTAVAILABLE
;
2812 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
2813 WINED3DFORMAT SourceFormat
, WINED3DFORMAT TargetFormat
) {
2814 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
2816 FIXME_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2819 DeviceType
, debug_d3ddevicetype(DeviceType
),
2820 SourceFormat
, debug_d3dformat(SourceFormat
),
2821 TargetFormat
, debug_d3dformat(TargetFormat
));
2825 static const shader_backend_t
*select_shader_backend(UINT Adapter
, WINED3DDEVTYPE DeviceType
) {
2826 const shader_backend_t
*ret
;
2827 int vs_selected_mode
;
2828 int ps_selected_mode
;
2830 select_shader_mode(&GLINFO_LOCATION
, DeviceType
, &ps_selected_mode
, &vs_selected_mode
);
2831 if (vs_selected_mode
== SHADER_GLSL
|| ps_selected_mode
== SHADER_GLSL
) {
2832 ret
= &glsl_shader_backend
;
2833 } else if (vs_selected_mode
== SHADER_ARB
&& ps_selected_mode
!= SHADER_NONE
&&
2834 !GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
2835 ret
= &atifs_shader_backend
;
2836 } else if (vs_selected_mode
== SHADER_ARB
|| ps_selected_mode
== SHADER_ARB
) {
2837 ret
= &arb_program_shader_backend
;
2839 ret
= &none_shader_backend
;
2844 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2845 subset of a D3DCAPS9 structure. However, it has to come via a void *
2846 as the d3d8 interface cannot import the d3d9 header */
2847 static HRESULT WINAPI
IWineD3DImpl_GetDeviceCaps(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
, WINED3DCAPS
* pCaps
) {
2849 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
2850 int vs_selected_mode
;
2851 int ps_selected_mode
;
2852 struct shader_caps shader_caps
;
2853 const shader_backend_t
*shader_backend
;
2855 TRACE_(d3d_caps
)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This
, Adapter
, DeviceType
, pCaps
);
2857 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
2858 return WINED3DERR_INVALIDCALL
;
2861 select_shader_mode(&Adapters
[Adapter
].gl_info
, DeviceType
, &ps_selected_mode
, &vs_selected_mode
);
2863 /* This function should *not* be modifying GL caps
2864 * TODO: move the functionality where it belongs */
2865 select_shader_max_constants(ps_selected_mode
, vs_selected_mode
, &Adapters
[Adapter
].gl_info
);
2867 /* ------------------------------------------------
2868 The following fields apply to both d3d8 and d3d9
2869 ------------------------------------------------ */
2870 pCaps
->DeviceType
= (DeviceType
== WINED3DDEVTYPE_HAL
) ? WINED3DDEVTYPE_HAL
: WINED3DDEVTYPE_REF
; /* Not quite true, but use h/w supported by opengl I suppose */
2871 pCaps
->AdapterOrdinal
= Adapter
;
2874 pCaps
->Caps2
= WINED3DCAPS2_CANRENDERWINDOWED
|
2875 WINED3DCAPS2_FULLSCREENGAMMA
|
2876 WINED3DCAPS2_DYNAMICTEXTURES
;
2877 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP
)) {
2878 pCaps
->Caps2
|= WINED3DCAPS2_CANAUTOGENMIPMAP
;
2880 pCaps
->Caps3
= WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD
;
2881 pCaps
->PresentationIntervals
= WINED3DPRESENT_INTERVAL_IMMEDIATE
|
2882 WINED3DPRESENT_INTERVAL_ONE
;
2884 pCaps
->CursorCaps
= WINED3DCURSORCAPS_COLOR
|
2885 WINED3DCURSORCAPS_LOWRES
;
2887 pCaps
->DevCaps
= WINED3DDEVCAPS_FLOATTLVERTEX
|
2888 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY
|
2889 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY
|
2890 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY
|
2891 WINED3DDEVCAPS_DRAWPRIMTLVERTEX
|
2892 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT
|
2893 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY
|
2894 WINED3DDEVCAPS_PUREDEVICE
|
2895 WINED3DDEVCAPS_HWRASTERIZATION
|
2896 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY
|
2897 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY
|
2898 WINED3DDEVCAPS_CANRENDERAFTERFLIP
|
2899 WINED3DDEVCAPS_DRAWPRIMITIVES2
|
2900 WINED3DDEVCAPS_DRAWPRIMITIVES2EX
|
2901 WINED3DDEVCAPS_RTPATCHES
;
2903 pCaps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_CULLNONE
|
2904 WINED3DPMISCCAPS_CULLCCW
|
2905 WINED3DPMISCCAPS_CULLCW
|
2906 WINED3DPMISCCAPS_COLORWRITEENABLE
|
2907 WINED3DPMISCCAPS_CLIPTLVERTS
|
2908 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS
|
2909 WINED3DPMISCCAPS_MASKZ
|
2910 WINED3DPMISCCAPS_BLENDOP
;
2912 WINED3DPMISCCAPS_NULLREFERENCE
2913 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2914 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2915 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2916 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
2917 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2919 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE
) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE
))
2920 pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_SEPARATEALPHABLEND
;
2922 pCaps
->RasterCaps
= WINED3DPRASTERCAPS_DITHER
|
2923 WINED3DPRASTERCAPS_PAT
|
2924 WINED3DPRASTERCAPS_WFOG
|
2925 WINED3DPRASTERCAPS_ZFOG
|
2926 WINED3DPRASTERCAPS_FOGVERTEX
|
2927 WINED3DPRASTERCAPS_FOGTABLE
|
2928 WINED3DPRASTERCAPS_STIPPLE
|
2929 WINED3DPRASTERCAPS_SUBPIXEL
|
2930 WINED3DPRASTERCAPS_ZTEST
|
2931 WINED3DPRASTERCAPS_SCISSORTEST
|
2932 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS
|
2933 WINED3DPRASTERCAPS_DEPTHBIAS
;
2935 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
)) {
2936 pCaps
->RasterCaps
|= WINED3DPRASTERCAPS_ANISOTROPY
|
2937 WINED3DPRASTERCAPS_ZBIAS
|
2938 WINED3DPRASTERCAPS_MIPMAPLODBIAS
;
2940 if(GL_SUPPORT(NV_FOG_DISTANCE
)) {
2941 pCaps
->RasterCaps
|= WINED3DPRASTERCAPS_FOGRANGE
;
2944 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2945 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2946 WINED3DPRASTERCAPS_ANTIALIASEDGES
2947 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2948 WINED3DPRASTERCAPS_WBUFFER */
2950 pCaps
->ZCmpCaps
= WINED3DPCMPCAPS_ALWAYS
|
2951 WINED3DPCMPCAPS_EQUAL
|
2952 WINED3DPCMPCAPS_GREATER
|
2953 WINED3DPCMPCAPS_GREATEREQUAL
|
2954 WINED3DPCMPCAPS_LESS
|
2955 WINED3DPCMPCAPS_LESSEQUAL
|
2956 WINED3DPCMPCAPS_NEVER
|
2957 WINED3DPCMPCAPS_NOTEQUAL
;
2959 pCaps
->SrcBlendCaps
= WINED3DPBLENDCAPS_BOTHINVSRCALPHA
|
2960 WINED3DPBLENDCAPS_BOTHSRCALPHA
|
2961 WINED3DPBLENDCAPS_DESTALPHA
|
2962 WINED3DPBLENDCAPS_DESTCOLOR
|
2963 WINED3DPBLENDCAPS_INVDESTALPHA
|
2964 WINED3DPBLENDCAPS_INVDESTCOLOR
|
2965 WINED3DPBLENDCAPS_INVSRCALPHA
|
2966 WINED3DPBLENDCAPS_INVSRCCOLOR
|
2967 WINED3DPBLENDCAPS_ONE
|
2968 WINED3DPBLENDCAPS_SRCALPHA
|
2969 WINED3DPBLENDCAPS_SRCALPHASAT
|
2970 WINED3DPBLENDCAPS_SRCCOLOR
|
2971 WINED3DPBLENDCAPS_ZERO
;
2973 pCaps
->DestBlendCaps
= WINED3DPBLENDCAPS_DESTALPHA
|
2974 WINED3DPBLENDCAPS_DESTCOLOR
|
2975 WINED3DPBLENDCAPS_INVDESTALPHA
|
2976 WINED3DPBLENDCAPS_INVDESTCOLOR
|
2977 WINED3DPBLENDCAPS_INVSRCALPHA
|
2978 WINED3DPBLENDCAPS_INVSRCCOLOR
|
2979 WINED3DPBLENDCAPS_ONE
|
2980 WINED3DPBLENDCAPS_SRCALPHA
|
2981 WINED3DPBLENDCAPS_SRCCOLOR
|
2982 WINED3DPBLENDCAPS_ZERO
;
2983 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
2984 * according to the glBlendFunc manpage
2986 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
2987 * legacy settings for srcblend only
2990 if( GL_SUPPORT(EXT_BLEND_COLOR
)) {
2991 pCaps
->SrcBlendCaps
|= WINED3DPBLENDCAPS_BLENDFACTOR
;
2992 pCaps
->DestBlendCaps
|= WINED3DPBLENDCAPS_BLENDFACTOR
;
2996 pCaps
->AlphaCmpCaps
= WINED3DPCMPCAPS_ALWAYS
|
2997 WINED3DPCMPCAPS_EQUAL
|
2998 WINED3DPCMPCAPS_GREATER
|
2999 WINED3DPCMPCAPS_GREATEREQUAL
|
3000 WINED3DPCMPCAPS_LESS
|
3001 WINED3DPCMPCAPS_LESSEQUAL
|
3002 WINED3DPCMPCAPS_NEVER
|
3003 WINED3DPCMPCAPS_NOTEQUAL
;
3005 pCaps
->ShadeCaps
= WINED3DPSHADECAPS_SPECULARGOURAUDRGB
|
3006 WINED3DPSHADECAPS_COLORGOURAUDRGB
|
3007 WINED3DPSHADECAPS_ALPHAFLATBLEND
|
3008 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND
|
3009 WINED3DPSHADECAPS_COLORFLATRGB
|
3010 WINED3DPSHADECAPS_FOGFLAT
|
3011 WINED3DPSHADECAPS_FOGGOURAUD
|
3012 WINED3DPSHADECAPS_SPECULARFLATRGB
;
3014 pCaps
->TextureCaps
= WINED3DPTEXTURECAPS_ALPHA
|
3015 WINED3DPTEXTURECAPS_ALPHAPALETTE
|
3016 WINED3DPTEXTURECAPS_BORDER
|
3017 WINED3DPTEXTURECAPS_MIPMAP
|
3018 WINED3DPTEXTURECAPS_PROJECTED
|
3019 WINED3DPTEXTURECAPS_PERSPECTIVE
;
3021 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO
)) {
3022 pCaps
->TextureCaps
|= WINED3DPTEXTURECAPS_POW2
|
3023 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL
;
3026 if( GL_SUPPORT(EXT_TEXTURE3D
)) {
3027 pCaps
->TextureCaps
|= WINED3DPTEXTURECAPS_VOLUMEMAP
|
3028 WINED3DPTEXTURECAPS_MIPVOLUMEMAP
|
3029 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2
;
3032 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
3033 pCaps
->TextureCaps
|= WINED3DPTEXTURECAPS_CUBEMAP
|
3034 WINED3DPTEXTURECAPS_MIPCUBEMAP
|
3035 WINED3DPTEXTURECAPS_CUBEMAP_POW2
;
3039 pCaps
->TextureFilterCaps
= WINED3DPTFILTERCAPS_MAGFLINEAR
|
3040 WINED3DPTFILTERCAPS_MAGFPOINT
|
3041 WINED3DPTFILTERCAPS_MINFLINEAR
|
3042 WINED3DPTFILTERCAPS_MINFPOINT
|
3043 WINED3DPTFILTERCAPS_MIPFLINEAR
|
3044 WINED3DPTFILTERCAPS_MIPFPOINT
|
3045 WINED3DPTFILTERCAPS_LINEAR
|
3046 WINED3DPTFILTERCAPS_LINEARMIPLINEAR
|
3047 WINED3DPTFILTERCAPS_LINEARMIPNEAREST
|
3048 WINED3DPTFILTERCAPS_MIPLINEAR
|
3049 WINED3DPTFILTERCAPS_MIPNEAREST
|
3050 WINED3DPTFILTERCAPS_NEAREST
;
3052 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
)) {
3053 pCaps
->TextureFilterCaps
|= WINED3DPTFILTERCAPS_MAGFANISOTROPIC
|
3054 WINED3DPTFILTERCAPS_MINFANISOTROPIC
;
3057 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
3058 pCaps
->CubeTextureFilterCaps
= WINED3DPTFILTERCAPS_MAGFLINEAR
|
3059 WINED3DPTFILTERCAPS_MAGFPOINT
|
3060 WINED3DPTFILTERCAPS_MINFLINEAR
|
3061 WINED3DPTFILTERCAPS_MINFPOINT
|
3062 WINED3DPTFILTERCAPS_MIPFLINEAR
|
3063 WINED3DPTFILTERCAPS_MIPFPOINT
|
3064 WINED3DPTFILTERCAPS_LINEAR
|
3065 WINED3DPTFILTERCAPS_LINEARMIPLINEAR
|
3066 WINED3DPTFILTERCAPS_LINEARMIPNEAREST
|
3067 WINED3DPTFILTERCAPS_MIPLINEAR
|
3068 WINED3DPTFILTERCAPS_MIPNEAREST
|
3069 WINED3DPTFILTERCAPS_NEAREST
;
3071 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
)) {
3072 pCaps
->CubeTextureFilterCaps
|= WINED3DPTFILTERCAPS_MAGFANISOTROPIC
|
3073 WINED3DPTFILTERCAPS_MINFANISOTROPIC
;
3076 pCaps
->CubeTextureFilterCaps
= 0;
3078 if (GL_SUPPORT(EXT_TEXTURE3D
)) {
3079 pCaps
->VolumeTextureFilterCaps
= WINED3DPTFILTERCAPS_MAGFLINEAR
|
3080 WINED3DPTFILTERCAPS_MAGFPOINT
|
3081 WINED3DPTFILTERCAPS_MINFLINEAR
|
3082 WINED3DPTFILTERCAPS_MINFPOINT
|
3083 WINED3DPTFILTERCAPS_MIPFLINEAR
|
3084 WINED3DPTFILTERCAPS_MIPFPOINT
|
3085 WINED3DPTFILTERCAPS_LINEAR
|
3086 WINED3DPTFILTERCAPS_LINEARMIPLINEAR
|
3087 WINED3DPTFILTERCAPS_LINEARMIPNEAREST
|
3088 WINED3DPTFILTERCAPS_MIPLINEAR
|
3089 WINED3DPTFILTERCAPS_MIPNEAREST
|
3090 WINED3DPTFILTERCAPS_NEAREST
;
3092 pCaps
->VolumeTextureFilterCaps
= 0;
3094 pCaps
->TextureAddressCaps
= WINED3DPTADDRESSCAPS_INDEPENDENTUV
|
3095 WINED3DPTADDRESSCAPS_CLAMP
|
3096 WINED3DPTADDRESSCAPS_WRAP
;
3098 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP
)) {
3099 pCaps
->TextureAddressCaps
|= WINED3DPTADDRESSCAPS_BORDER
;
3101 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT
)) {
3102 pCaps
->TextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRROR
;
3104 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE
)) {
3105 pCaps
->TextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRRORONCE
;
3108 if (GL_SUPPORT(EXT_TEXTURE3D
)) {
3109 pCaps
->VolumeTextureAddressCaps
= WINED3DPTADDRESSCAPS_INDEPENDENTUV
|
3110 WINED3DPTADDRESSCAPS_CLAMP
|
3111 WINED3DPTADDRESSCAPS_WRAP
;
3112 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP
)) {
3113 pCaps
->VolumeTextureAddressCaps
|= WINED3DPTADDRESSCAPS_BORDER
;
3115 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT
)) {
3116 pCaps
->VolumeTextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRROR
;
3118 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE
)) {
3119 pCaps
->VolumeTextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRRORONCE
;
3122 pCaps
->VolumeTextureAddressCaps
= 0;
3124 pCaps
->LineCaps
= WINED3DLINECAPS_TEXTURE
|
3125 WINED3DLINECAPS_ZTEST
;
3127 WINED3DLINECAPS_BLEND
3128 WINED3DLINECAPS_ALPHACMP
3129 WINED3DLINECAPS_FOG */
3131 pCaps
->MaxTextureWidth
= GL_LIMITS(texture_size
);
3132 pCaps
->MaxTextureHeight
= GL_LIMITS(texture_size
);
3134 if(GL_SUPPORT(EXT_TEXTURE3D
))
3135 pCaps
->MaxVolumeExtent
= GL_LIMITS(texture3d_size
);
3137 pCaps
->MaxVolumeExtent
= 0;
3139 pCaps
->MaxTextureRepeat
= 32768;
3140 pCaps
->MaxTextureAspectRatio
= GL_LIMITS(texture_size
);
3141 pCaps
->MaxVertexW
= 1.0;
3143 pCaps
->GuardBandLeft
= 0;
3144 pCaps
->GuardBandTop
= 0;
3145 pCaps
->GuardBandRight
= 0;
3146 pCaps
->GuardBandBottom
= 0;
3148 pCaps
->ExtentsAdjust
= 0;
3150 pCaps
->StencilCaps
= WINED3DSTENCILCAPS_DECRSAT
|
3151 WINED3DSTENCILCAPS_INCRSAT
|
3152 WINED3DSTENCILCAPS_INVERT
|
3153 WINED3DSTENCILCAPS_KEEP
|
3154 WINED3DSTENCILCAPS_REPLACE
|
3155 WINED3DSTENCILCAPS_ZERO
;
3156 if (GL_SUPPORT(EXT_STENCIL_WRAP
)) {
3157 pCaps
->StencilCaps
|= WINED3DSTENCILCAPS_DECR
|
3158 WINED3DSTENCILCAPS_INCR
;
3160 if ( This
->dxVersion
> 8 &&
3161 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE
) ||
3162 GL_SUPPORT(ATI_SEPARATE_STENCIL
) ) ) {
3163 pCaps
->StencilCaps
|= WINED3DSTENCILCAPS_TWOSIDED
;
3166 pCaps
->FVFCaps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
3168 pCaps
->MaxUserClipPlanes
= GL_LIMITS(clipplanes
);
3169 pCaps
->MaxActiveLights
= GL_LIMITS(lights
);
3171 pCaps
->MaxVertexBlendMatrices
= GL_LIMITS(blends
);
3172 pCaps
->MaxVertexBlendMatrixIndex
= 0;
3174 pCaps
->MaxAnisotropy
= GL_LIMITS(anisotropy
);
3175 pCaps
->MaxPointSize
= GL_LIMITS(pointsize
);
3178 pCaps
->VertexProcessingCaps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
|
3179 WINED3DVTXPCAPS_MATERIALSOURCE7
|
3180 WINED3DVTXPCAPS_POSITIONALLIGHTS
|
3181 WINED3DVTXPCAPS_LOCALVIEWER
|
3182 WINED3DVTXPCAPS_VERTEXFOG
|
3183 WINED3DVTXPCAPS_TEXGEN
;
3185 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3187 pCaps
->MaxPrimitiveCount
= 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3188 pCaps
->MaxVertexIndex
= 0xFFFFF;
3189 pCaps
->MaxStreams
= MAX_STREAMS
;
3190 pCaps
->MaxStreamStride
= 1024;
3192 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3193 pCaps
->DevCaps2
= WINED3DDEVCAPS2_STREAMOFFSET
;
3194 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3195 pCaps
->MaxNpatchTessellationLevel
= 0;
3196 pCaps
->MasterAdapterOrdinal
= 0;
3197 pCaps
->AdapterOrdinalInGroup
= 0;
3198 pCaps
->NumberOfAdaptersInGroup
= 1;
3200 pCaps
->NumSimultaneousRTs
= GL_LIMITS(buffers
);
3202 pCaps
->StretchRectFilterCaps
= WINED3DPTFILTERCAPS_MINFPOINT
|
3203 WINED3DPTFILTERCAPS_MAGFPOINT
|
3204 WINED3DPTFILTERCAPS_MINFLINEAR
|
3205 WINED3DPTFILTERCAPS_MAGFLINEAR
;
3206 pCaps
->VertexTextureFilterCaps
= 0;
3208 memset(&shader_caps
, 0, sizeof(shader_caps
));
3209 shader_backend
= select_shader_backend(Adapter
, DeviceType
);
3210 shader_backend
->shader_get_caps(DeviceType
, &GLINFO_LOCATION
, &shader_caps
);
3212 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3213 pCaps
->PrimitiveMiscCaps
|= shader_caps
.PrimitiveMiscCaps
;
3215 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3216 * Ignore shader model capabilities if disabled in config
3218 if(vs_selected_mode
== SHADER_NONE
) {
3219 TRACE_(d3d_caps
)("Vertex shader disabled in config, reporting version 0.0\n");
3220 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(0,0);
3221 pCaps
->MaxVertexShaderConst
= 0;
3223 pCaps
->VertexShaderVersion
= shader_caps
.VertexShaderVersion
;
3224 pCaps
->MaxVertexShaderConst
= shader_caps
.MaxVertexShaderConst
;
3227 if(ps_selected_mode
== SHADER_NONE
) {
3228 TRACE_(d3d_caps
)("Pixel shader disabled in config, reporting version 0.0\n");
3229 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(0,0);
3230 pCaps
->PixelShader1xMaxValue
= 0.0;
3232 pCaps
->PixelShaderVersion
= shader_caps
.PixelShaderVersion
;
3233 pCaps
->PixelShader1xMaxValue
= shader_caps
.PixelShader1xMaxValue
;
3236 pCaps
->TextureOpCaps
= shader_caps
.TextureOpCaps
;
3237 pCaps
->MaxTextureBlendStages
= shader_caps
.MaxTextureBlendStages
;
3238 pCaps
->MaxSimultaneousTextures
= shader_caps
.MaxSimultaneousTextures
;
3239 pCaps
->VS20Caps
= shader_caps
.VS20Caps
;
3240 pCaps
->MaxVShaderInstructionsExecuted
= shader_caps
.MaxVShaderInstructionsExecuted
;
3241 pCaps
->MaxVertexShader30InstructionSlots
= shader_caps
.MaxVertexShader30InstructionSlots
;
3242 pCaps
->PS20Caps
= shader_caps
.PS20Caps
;
3243 pCaps
->MaxPShaderInstructionsExecuted
= shader_caps
.MaxPShaderInstructionsExecuted
;
3244 pCaps
->MaxPixelShader30InstructionSlots
= shader_caps
.MaxPixelShader30InstructionSlots
;
3246 /* The following caps are shader specific, but they are things we cannot detect, or which
3247 * are the same among all shader models. So to avoid code duplication set the shader version
3248 * specific, but otherwise constant caps here
3250 if(pCaps
->VertexShaderVersion
== WINED3DVS_VERSION(3,0)) {
3251 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3252 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3253 pCaps
->VS20Caps
.Caps
= WINED3DVS20CAPS_PREDICATION
;
3254 pCaps
->VS20Caps
.DynamicFlowControlDepth
= WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH
; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3255 pCaps
->VS20Caps
.NumTemps
= max(32, GLINFO_LOCATION
.vs_arb_max_temps
);
3256 pCaps
->VS20Caps
.StaticFlowControlDepth
= WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH
; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3258 pCaps
->MaxVShaderInstructionsExecuted
= 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3259 pCaps
->MaxVertexShader30InstructionSlots
= max(512, GLINFO_LOCATION
.vs_arb_max_instructions
);
3260 } else if(pCaps
->VertexShaderVersion
== WINED3DVS_VERSION(2,0)) {
3261 pCaps
->VS20Caps
.Caps
= 0;
3262 pCaps
->VS20Caps
.DynamicFlowControlDepth
= WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH
;
3263 pCaps
->VS20Caps
.NumTemps
= max(12, GLINFO_LOCATION
.vs_arb_max_temps
);
3264 pCaps
->VS20Caps
.StaticFlowControlDepth
= 1;
3266 pCaps
->MaxVShaderInstructionsExecuted
= 65535;
3267 pCaps
->MaxVertexShader30InstructionSlots
= 0;
3268 } else { /* VS 1.x */
3269 pCaps
->VS20Caps
.Caps
= 0;
3270 pCaps
->VS20Caps
.DynamicFlowControlDepth
= 0;
3271 pCaps
->VS20Caps
.NumTemps
= 0;
3272 pCaps
->VS20Caps
.StaticFlowControlDepth
= 0;
3274 pCaps
->MaxVShaderInstructionsExecuted
= 0;
3275 pCaps
->MaxVertexShader30InstructionSlots
= 0;
3278 if(pCaps
->PixelShaderVersion
== WINED3DPS_VERSION(3,0)) {
3279 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3280 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3282 /* 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 */
3283 pCaps
->PS20Caps
.Caps
= WINED3DPS20CAPS_ARBITRARYSWIZZLE
|
3284 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS
|
3285 WINED3DPS20CAPS_PREDICATION
|
3286 WINED3DPS20CAPS_NODEPENDENTREADLIMIT
|
3287 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT
;
3288 pCaps
->PS20Caps
.DynamicFlowControlDepth
= WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH
; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3289 pCaps
->PS20Caps
.NumTemps
= max(32, GLINFO_LOCATION
.ps_arb_max_temps
);
3290 pCaps
->PS20Caps
.StaticFlowControlDepth
= WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH
; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3291 pCaps
->PS20Caps
.NumInstructionSlots
= WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS
; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3293 pCaps
->MaxPShaderInstructionsExecuted
= 65535;
3294 pCaps
->MaxPixelShader30InstructionSlots
= max(WINED3DMIN30SHADERINSTRUCTIONS
, GLINFO_LOCATION
.ps_arb_max_instructions
);
3295 } else if(pCaps
->PixelShaderVersion
== WINED3DPS_VERSION(2,0)) {
3296 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3297 pCaps
->PS20Caps
.Caps
= 0;
3298 pCaps
->PS20Caps
.DynamicFlowControlDepth
= 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3299 pCaps
->PS20Caps
.NumTemps
= max(12, GLINFO_LOCATION
.ps_arb_max_temps
);
3300 pCaps
->PS20Caps
.StaticFlowControlDepth
= WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH
; /* Minimum: 1 */
3301 pCaps
->PS20Caps
.NumInstructionSlots
= WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS
; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3303 pCaps
->MaxPShaderInstructionsExecuted
= 512; /* Minimum value, a GeforceFX uses 1024 */
3304 pCaps
->MaxPixelShader30InstructionSlots
= 0;
3305 } else { /* PS 1.x */
3306 pCaps
->PS20Caps
.Caps
= 0;
3307 pCaps
->PS20Caps
.DynamicFlowControlDepth
= 0;
3308 pCaps
->PS20Caps
.NumTemps
= 0;
3309 pCaps
->PS20Caps
.StaticFlowControlDepth
= 0;
3310 pCaps
->PS20Caps
.NumInstructionSlots
= 0;
3312 pCaps
->MaxPShaderInstructionsExecuted
= 0;
3313 pCaps
->MaxPixelShader30InstructionSlots
= 0;
3316 if(pCaps
->VertexShaderVersion
>= WINED3DVS_VERSION(2,0)) {
3317 /* OpenGL supports all the formats below, perhaps not always
3318 * without conversion, but it supports them.
3319 * Further GLSL doesn't seem to have an official unsigned type so
3320 * don't advertise it yet as I'm not sure how we handle it.
3321 * We might need to add some clamping in the shader engine to
3323 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3324 pCaps
->DeclTypes
= WINED3DDTCAPS_UBYTE4
|
3325 WINED3DDTCAPS_UBYTE4N
|
3326 WINED3DDTCAPS_SHORT2N
|
3327 WINED3DDTCAPS_SHORT4N
;
3328 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
3329 pCaps
->DeclTypes
|= WINED3DDTCAPS_FLOAT16_2
|
3330 WINED3DDTCAPS_FLOAT16_4
;
3333 pCaps
->DeclTypes
= 0;
3338 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3339 and fields being inserted in the middle, a new structure is used in place */
3340 static HRESULT WINAPI
IWineD3DImpl_CreateDevice(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
, HWND hFocusWindow
,
3341 DWORD BehaviourFlags
, IWineD3DDevice
** ppReturnedDeviceInterface
,
3344 IWineD3DDeviceImpl
*object
= NULL
;
3345 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
3346 WINED3DDISPLAYMODE mode
;
3349 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3350 * number and create a device without a 3D adapter for 2D only operation.
3352 if (IWineD3D_GetAdapterCount(iface
) && Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
3353 return WINED3DERR_INVALIDCALL
;
3356 /* Create a WineD3DDevice object */
3357 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(IWineD3DDeviceImpl
));
3358 *ppReturnedDeviceInterface
= (IWineD3DDevice
*)object
;
3359 TRACE("Created WineD3DDevice object @ %p\n", object
);
3360 if (NULL
== object
) {
3361 return WINED3DERR_OUTOFVIDEOMEMORY
;
3364 /* Set up initial COM information */
3365 object
->lpVtbl
= &IWineD3DDevice_Vtbl
;
3367 object
->wineD3D
= iface
;
3368 object
->adapter
= numAdapters
? &Adapters
[Adapter
] : NULL
;
3369 IWineD3D_AddRef(object
->wineD3D
);
3370 object
->parent
= parent
;
3371 list_init(&object
->resources
);
3372 list_init(&object
->shaders
);
3374 if(This
->dxVersion
== 7) {
3375 object
->surface_alignment
= 8;
3377 object
->surface_alignment
= 4;
3379 object
->posFixup
[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3381 /* Set the state up as invalid until the device is fully created */
3382 object
->state
= WINED3DERR_DRIVERINTERNALERROR
;
3384 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This
, Adapter
, DeviceType
,
3385 hFocusWindow
, BehaviourFlags
, ppReturnedDeviceInterface
);
3387 /* Save the creation parameters */
3388 object
->createParms
.AdapterOrdinal
= Adapter
;
3389 object
->createParms
.DeviceType
= DeviceType
;
3390 object
->createParms
.hFocusWindow
= hFocusWindow
;
3391 object
->createParms
.BehaviorFlags
= BehaviourFlags
;
3393 /* Initialize other useful values */
3394 object
->adapterNo
= Adapter
;
3395 object
->devType
= DeviceType
;
3397 select_shader_mode(&GLINFO_LOCATION
, DeviceType
, &object
->ps_selected_mode
, &object
->vs_selected_mode
);
3398 object
->shader_backend
= select_shader_backend(Adapter
, DeviceType
);
3400 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3401 * model can deal with that. It is essentially the same, just with adjusted
3402 * Set*ShaderConstantF implementations
3404 if(object
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) object
)) {
3405 object
->lpVtbl
= &IWineD3DDevice_DirtyConst_Vtbl
;
3408 /* set the state of the device to valid */
3409 object
->state
= WINED3D_OK
;
3411 /* Get the initial screen setup for ddraw */
3412 IWineD3DImpl_GetAdapterDisplayMode(iface
, Adapter
, &mode
);
3414 object
->ddraw_width
= mode
.Width
;
3415 object
->ddraw_height
= mode
.Height
;
3416 object
->ddraw_format
= mode
.Format
;
3418 for(i
= 0; i
< PATCHMAP_SIZE
; i
++) {
3419 list_init(&object
->patches
[i
]);
3423 #undef GLINFO_LOCATION
3425 static HRESULT WINAPI
IWineD3DImpl_GetParent(IWineD3D
*iface
, IUnknown
**pParent
) {
3426 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
3427 IUnknown_AddRef(This
->parent
);
3428 *pParent
= This
->parent
;
3432 ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
) {
3433 IUnknown
* surfaceParent
;
3434 TRACE("(%p) call back\n", pSurface
);
3436 /* Now, release the parent, which will take care of cleaning up the surface for us */
3437 IWineD3DSurface_GetParent(pSurface
, &surfaceParent
);
3438 IUnknown_Release(surfaceParent
);
3439 return IUnknown_Release(surfaceParent
);
3442 ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pVolume
) {
3443 IUnknown
* volumeParent
;
3444 TRACE("(%p) call back\n", pVolume
);
3446 /* Now, release the parent, which will take care of cleaning up the volume for us */
3447 IWineD3DVolume_GetParent(pVolume
, &volumeParent
);
3448 IUnknown_Release(volumeParent
);
3449 return IUnknown_Release(volumeParent
);
3452 static BOOL
implementation_is_apple(WineD3D_GL_Info
*gl_info
) {
3453 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3454 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3455 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3457 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3458 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3459 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3460 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3461 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3462 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3463 * DirectDraw, not OpenGL.
3465 if(gl_info
->supported
[APPLE_FENCE
] &&
3466 gl_info
->supported
[APPLE_CLIENT_STORAGE
] &&
3467 gl_info
->supported
[APPLE_FLUSH_RENDER
] &&
3468 gl_info
->supported
[APPLE_YCBCR_422
]) {
3469 TRACE_(d3d_caps
)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3470 TRACE_(d3d_caps
)("Activating MacOS fixups\n");
3473 TRACE_(d3d_caps
)("Apple extensions are not supported\n");
3474 TRACE_(d3d_caps
)("Not activating MacOS fixups\n");
3479 #define GLINFO_LOCATION (*gl_info)
3480 static void test_pbo_functionality(WineD3D_GL_Info
*gl_info
) {
3481 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3482 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3483 * all the texture. This function detects this bug by its symptom and disables PBOs
3484 * if the test fails.
3486 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3487 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3488 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3489 * read back is compared to the original. If they are equal PBOs are assumed to work,
3490 * otherwise the PBO extension is disabled.
3492 GLuint texture
, pbo
;
3493 static const unsigned int pattern
[] = {
3494 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3495 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3496 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3497 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3499 unsigned int check
[sizeof(pattern
) / sizeof(pattern
[0])];
3501 if(!gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
]) {
3502 /* No PBO -> No point in testing them */
3506 while(glGetError());
3507 glGenTextures(1, &texture
);
3508 glBindTexture(GL_TEXTURE_2D
, texture
);
3509 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA
, 4, 4, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, 0);
3510 checkGLcall("Specifying the PBO test texture\n");
3512 GL_EXTCALL(glGenBuffersARB(1, &pbo
));
3513 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, pbo
));
3514 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, sizeof(pattern
), pattern
, GL_STREAM_DRAW_ARB
));
3515 checkGLcall("Specifying the PBO test pbo\n");
3517 glTexSubImage2D(GL_TEXTURE_2D
, 0, 0, 0, 4, 4, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, NULL
);
3518 checkGLcall("Loading the PBO test texture\n");
3520 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
3521 glFinish(); /* just to be sure */
3523 memset(check
, 0, sizeof(check
));
3524 glGetTexImage(GL_TEXTURE_2D
, 0, GL_BGRA
, GL_UNSIGNED_INT_8_8_8_8_REV
, check
);
3525 checkGLcall("Reading back the PBO test texture\n");
3527 glDeleteTextures(1, &texture
);
3528 GL_EXTCALL(glDeleteBuffersARB(1, &pbo
));
3529 checkGLcall("PBO test cleanup\n");
3531 if(memcmp(check
, pattern
, sizeof(check
)) != 0) {
3532 WARN_(d3d_caps
)("PBO test failed, read back data doesn't match original\n");
3533 WARN_(d3d_caps
)("Disabling PBOs. This may result in slower performance\n");
3534 gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
] = FALSE
;
3536 TRACE_(d3d_caps
)("PBO test successful\n");
3539 #undef GLINFO_LOCATION
3541 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3542 * reporting a driver version is moot because we are not the Windows driver, and we have different
3543 * bugs, features, etc.
3545 * If a card is not found in this table, the gl driver version is reported
3547 struct driver_version_information
{
3548 WORD vendor
; /* reported PCI card vendor ID */
3549 WORD card
; /* reported PCI card device ID */
3550 WORD hipart_hi
, hipart_lo
; /* driver hiword to report */
3551 WORD lopart_hi
, lopart_lo
; /* driver loword to report */
3554 static const struct driver_version_information driver_version_table
[] = {
3555 /* Nvidia drivers. Geforce FX and newer cards are supported by the current driver */
3556 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCEFX_5200
, 7, 15, 10, 16921 },
3557 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCEFX_5600
, 7, 15, 10, 16921 },
3558 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCEFX_5800
, 7, 15, 10, 16921 },
3559 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_6200
, 7, 15, 10, 16921 },
3560 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_6600GT
, 7, 15, 10, 16921 },
3561 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_6800
, 7, 15, 10, 16921 },
3562 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_7400
, 7, 15, 10, 16921 },
3563 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_7300
, 7, 15, 10, 16921 },
3564 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_7600
, 7, 15, 10, 16921 },
3565 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_7800GT
, 7, 15, 10, 16921 },
3566 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_8300GS
, 7, 15, 10, 16921 },
3567 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_8600GT
, 7, 15, 10, 16921 },
3568 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_8600MGT
, 7, 15, 10, 16921 },
3569 {VENDOR_NVIDIA
, CARD_NVIDIA_GEFORCE_8800GTS
, 7, 15, 10, 16921 },
3571 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3572 {VENDOR_ATI
, CARD_ATI_RADEON_9500
, 6, 14, 10, 6764 },
3573 {VENDOR_ATI
, CARD_ATI_RADEON_X700
, 6, 14, 10, 6764 },
3574 {VENDOR_ATI
, CARD_ATI_RADEON_X1600
, 6, 14, 10, 6764 },
3575 {VENDOR_ATI
, CARD_ATI_RADEON_HD2300
, 6, 14, 10, 6764 },
3576 {VENDOR_ATI
, CARD_ATI_RADEON_HD2600
, 6, 14, 10, 6764 },
3577 {VENDOR_ATI
, CARD_ATI_RADEON_HD2900
, 6, 14, 10, 6764 },
3579 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3582 static void fixup_extensions(WineD3D_GL_Info
*gl_info
) {
3584 BOOL apple
= implementation_is_apple(gl_info
);
3587 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3588 * used it falls back to software. While the compiler can detect if the shader uses all declared
3589 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3590 * using relative addressing falls back to software.
3592 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3594 if(gl_info
->vs_glsl_constantsF
<= gl_info
->vs_arb_constantsF
) {
3595 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3597 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3598 gl_info
->vs_glsl_constantsF
, gl_info
->vs_arb_constantsF
);
3599 gl_info
->vs_glsl_constantsF
= gl_info
->vs_arb_constantsF
;
3602 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3603 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3604 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3605 * flag for this extension
3607 if(gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] && gl_info
->gl_vendor
== VENDOR_ATI
) {
3608 if(gl_info
->gl_card
== CARD_ATI_RADEON_X700
|| gl_info
->gl_card
== CARD_ATI_RADEON_X1600
||
3609 gl_info
->gl_card
== CARD_ATI_RADEON_9500
|| gl_info
->gl_card
== CARD_ATI_RADEON_8500
||
3610 gl_info
->gl_card
== CARD_ATI_RADEON_7200
|| gl_info
->gl_card
== CARD_ATI_RAGE_128PRO
) {
3611 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3612 gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] = FALSE
;
3613 gl_info
->supported
[ARB_TEXTURE_RECTANGLE
] = TRUE
;
3617 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3618 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3619 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3620 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3621 * according to the spec.
3623 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3624 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3626 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3627 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3628 * this workaround is activated on cards that do not need it, it won't break things, just affect
3629 * performance negatively.
3631 if(gl_info
->gl_vendor
== VENDOR_INTEL
||
3632 (gl_info
->gl_vendor
== VENDOR_ATI
&& gl_info
->gl_card
!= CARD_ATI_RADEON_X1600
)) {
3633 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3634 gl_info
->set_texcoord_w
= TRUE
;
3638 /* Find out if PBOs work as they are supposed to */
3639 test_pbo_functionality(gl_info
);
3641 /* Fixup the driver version */
3642 for(i
= 0; i
< (sizeof(driver_version_table
) / sizeof(driver_version_table
[0])); i
++) {
3643 if(gl_info
->gl_vendor
== driver_version_table
[i
].vendor
&&
3644 gl_info
->gl_card
== driver_version_table
[i
].card
) {
3645 TRACE_(d3d_caps
)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info
->gl_vendor
, gl_info
->gl_card
);
3647 gl_info
->driver_version
= MAKEDWORD_VERSION(driver_version_table
[i
].lopart_hi
,
3648 driver_version_table
[i
].lopart_lo
);
3649 gl_info
->driver_version_hipart
= MAKEDWORD_VERSION(driver_version_table
[i
].hipart_hi
,
3650 driver_version_table
[i
].hipart_lo
);
3656 void invalid_func(void *data
) {
3657 ERR("Invalid vertex attribute function called\n");
3661 #define GLINFO_LOCATION (Adapters[0].gl_info)
3663 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3664 * the extension detection and are used in drawStridedSlow
3666 static void position_d3dcolor(void *data
) {
3667 DWORD pos
= *((DWORD
*) data
);
3669 FIXME("Add a test for fixed function position from d3dcolor type\n");
3670 glVertex4s(D3DCOLOR_B_R(pos
),
3675 static void position_float4(void *data
) {
3676 GLfloat
*pos
= (float *) data
;
3678 if (pos
[3] < eps
&& pos
[3] > -eps
)
3681 float w
= 1.0 / pos
[3];
3683 glVertex4f(pos
[0] * w
, pos
[1] * w
, pos
[2] * w
, w
);
3687 static void diffuse_d3dcolor(void *data
) {
3688 DWORD diffuseColor
= *((DWORD
*) data
);
3690 glColor4ub(D3DCOLOR_B_R(diffuseColor
),
3691 D3DCOLOR_B_G(diffuseColor
),
3692 D3DCOLOR_B_B(diffuseColor
),
3693 D3DCOLOR_B_A(diffuseColor
));
3696 static void specular_d3dcolor(void *data
) {
3697 DWORD specularColor
= *((DWORD
*) data
);
3699 GL_EXTCALL(glSecondaryColor3ubEXT
)(D3DCOLOR_B_R(specularColor
),
3700 D3DCOLOR_B_G(specularColor
),
3701 D3DCOLOR_B_B(specularColor
));
3703 static void warn_no_specular_func(void *data
) {
3704 WARN("GL_EXT_secondary_color not supported\n");
3707 void fillGLAttribFuncs(WineD3D_GL_Info
*gl_info
) {
3708 position_funcs
[WINED3DDECLTYPE_FLOAT1
] = (void *) invalid_func
;
3709 position_funcs
[WINED3DDECLTYPE_FLOAT2
] = (void *) invalid_func
;
3710 position_funcs
[WINED3DDECLTYPE_FLOAT3
] = (void *) glVertex3fv
;
3711 position_funcs
[WINED3DDECLTYPE_FLOAT4
] = (void *) position_float4
;
3712 position_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = (void *) position_d3dcolor
;
3713 position_funcs
[WINED3DDECLTYPE_UBYTE4
] = (void *) invalid_func
;
3714 position_funcs
[WINED3DDECLTYPE_SHORT2
] = (void *) invalid_func
;
3715 position_funcs
[WINED3DDECLTYPE_SHORT4
] = (void *) glVertex2sv
;
3716 position_funcs
[WINED3DDECLTYPE_UBYTE4N
] = (void *) invalid_func
;
3717 position_funcs
[WINED3DDECLTYPE_SHORT2N
] = (void *) invalid_func
;
3718 position_funcs
[WINED3DDECLTYPE_SHORT4N
] = (void *) invalid_func
;
3719 position_funcs
[WINED3DDECLTYPE_USHORT2N
] = (void *) invalid_func
;
3720 position_funcs
[WINED3DDECLTYPE_USHORT4N
] = (void *) invalid_func
;
3721 position_funcs
[WINED3DDECLTYPE_UDEC3
] = (void *) invalid_func
;
3722 position_funcs
[WINED3DDECLTYPE_DEC3N
] = (void *) invalid_func
;
3723 position_funcs
[WINED3DDECLTYPE_FLOAT16_2
] = (void *) invalid_func
;
3724 position_funcs
[WINED3DDECLTYPE_FLOAT16_4
] = (void *) invalid_func
;
3726 diffuse_funcs
[WINED3DDECLTYPE_FLOAT1
] = (void *) invalid_func
;
3727 diffuse_funcs
[WINED3DDECLTYPE_FLOAT2
] = (void *) invalid_func
;
3728 diffuse_funcs
[WINED3DDECLTYPE_FLOAT3
] = (void *) glColor3fv
;
3729 diffuse_funcs
[WINED3DDECLTYPE_FLOAT4
] = (void *) glColor4fv
;
3730 diffuse_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = (void *) diffuse_d3dcolor
;
3731 diffuse_funcs
[WINED3DDECLTYPE_UBYTE4
] = (void *) invalid_func
;
3732 diffuse_funcs
[WINED3DDECLTYPE_SHORT2
] = (void *) invalid_func
;
3733 diffuse_funcs
[WINED3DDECLTYPE_SHORT4
] = (void *) invalid_func
;
3734 diffuse_funcs
[WINED3DDECLTYPE_UBYTE4N
] = (void *) glColor4ubv
;
3735 diffuse_funcs
[WINED3DDECLTYPE_SHORT2N
] = (void *) invalid_func
;
3736 diffuse_funcs
[WINED3DDECLTYPE_SHORT4N
] = (void *) glColor4sv
;
3737 diffuse_funcs
[WINED3DDECLTYPE_USHORT2N
] = (void *) invalid_func
;
3738 diffuse_funcs
[WINED3DDECLTYPE_USHORT4N
] = (void *) glColor4usv
;
3739 diffuse_funcs
[WINED3DDECLTYPE_UDEC3
] = (void *) invalid_func
;
3740 diffuse_funcs
[WINED3DDECLTYPE_DEC3N
] = (void *) invalid_func
;
3741 diffuse_funcs
[WINED3DDECLTYPE_FLOAT16_2
] = (void *) invalid_func
;
3742 diffuse_funcs
[WINED3DDECLTYPE_FLOAT16_4
] = (void *) invalid_func
;
3744 /* No 4 component entry points here */
3745 specular_funcs
[WINED3DDECLTYPE_FLOAT1
] = (void *) invalid_func
;
3746 specular_funcs
[WINED3DDECLTYPE_FLOAT2
] = (void *) invalid_func
;
3747 if(GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
3748 specular_funcs
[WINED3DDECLTYPE_FLOAT3
] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT
);
3750 specular_funcs
[WINED3DDECLTYPE_FLOAT3
] = (void *) warn_no_specular_func
;
3752 specular_funcs
[WINED3DDECLTYPE_FLOAT4
] = (void *) invalid_func
;
3753 if(GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
3754 specular_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = (void *) specular_d3dcolor
;
3756 specular_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = (void *) warn_no_specular_func
;
3758 specular_funcs
[WINED3DDECLTYPE_UBYTE4
] = (void *) invalid_func
;
3759 specular_funcs
[WINED3DDECLTYPE_SHORT2
] = (void *) invalid_func
;
3760 specular_funcs
[WINED3DDECLTYPE_SHORT4
] = (void *) invalid_func
;
3761 specular_funcs
[WINED3DDECLTYPE_UBYTE4N
] = (void *) invalid_func
;
3762 specular_funcs
[WINED3DDECLTYPE_SHORT2N
] = (void *) invalid_func
;
3763 specular_funcs
[WINED3DDECLTYPE_SHORT4N
] = (void *) invalid_func
;
3764 specular_funcs
[WINED3DDECLTYPE_USHORT2N
] = (void *) invalid_func
;
3765 specular_funcs
[WINED3DDECLTYPE_USHORT4N
] = (void *) invalid_func
;
3766 specular_funcs
[WINED3DDECLTYPE_UDEC3
] = (void *) invalid_func
;
3767 specular_funcs
[WINED3DDECLTYPE_DEC3N
] = (void *) invalid_func
;
3768 specular_funcs
[WINED3DDECLTYPE_FLOAT16_2
] = (void *) invalid_func
;
3769 specular_funcs
[WINED3DDECLTYPE_FLOAT16_4
] = (void *) invalid_func
;
3771 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3772 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3774 normal_funcs
[WINED3DDECLTYPE_FLOAT1
] = (void *) invalid_func
;
3775 normal_funcs
[WINED3DDECLTYPE_FLOAT2
] = (void *) invalid_func
;
3776 normal_funcs
[WINED3DDECLTYPE_FLOAT3
] = (void *) glNormal3fv
;
3777 normal_funcs
[WINED3DDECLTYPE_FLOAT4
] = (void *) glNormal3fv
; /* Just ignore the 4th value */
3778 normal_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = (void *) invalid_func
;
3779 normal_funcs
[WINED3DDECLTYPE_UBYTE4
] = (void *) invalid_func
;
3780 normal_funcs
[WINED3DDECLTYPE_SHORT2
] = (void *) invalid_func
;
3781 normal_funcs
[WINED3DDECLTYPE_SHORT4
] = (void *) invalid_func
;
3782 normal_funcs
[WINED3DDECLTYPE_UBYTE4N
] = (void *) invalid_func
;
3783 normal_funcs
[WINED3DDECLTYPE_SHORT2N
] = (void *) invalid_func
;
3784 normal_funcs
[WINED3DDECLTYPE_SHORT4N
] = (void *) invalid_func
;
3785 normal_funcs
[WINED3DDECLTYPE_USHORT2N
] = (void *) invalid_func
;
3786 normal_funcs
[WINED3DDECLTYPE_USHORT4N
] = (void *) invalid_func
;
3787 normal_funcs
[WINED3DDECLTYPE_UDEC3
] = (void *) invalid_func
;
3788 normal_funcs
[WINED3DDECLTYPE_DEC3N
] = (void *) invalid_func
;
3789 normal_funcs
[WINED3DDECLTYPE_FLOAT16_2
] = (void *) invalid_func
;
3790 normal_funcs
[WINED3DDECLTYPE_FLOAT16_4
] = (void *) invalid_func
;
3793 #define PUSH1(att) attribs[nAttribs++] = (att);
3794 BOOL
InitAdapters(void) {
3795 static HMODULE mod_gl
;
3797 int ps_selected_mode
, vs_selected_mode
;
3799 /* No need to hold any lock. The calling library makes sure only one thread calls
3800 * wined3d simultaneously
3802 if(numAdapters
> 0) return Adapters
[0].opengl
;
3804 TRACE("Initializing adapters\n");
3807 #ifdef USE_WIN32_OPENGL
3808 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3809 mod_gl
= LoadLibraryA("opengl32.dll");
3811 ERR("Can't load opengl32.dll!\n");
3815 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3816 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3817 mod_gl
= GetModuleHandleA("gdi32.dll");
3821 /* Load WGL core functions from opengl32.dll */
3822 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3826 if(!pwglGetProcAddress
) {
3827 ERR("Unable to load wglGetProcAddress!\n");
3831 /* Dynamically load all GL core functions */
3835 /* For now only one default adapter */
3842 WineD3D_PixelFormat
*cfgs
;
3844 DISPLAY_DEVICEW DisplayDevice
;
3847 TRACE("Initializing default adapter\n");
3848 Adapters
[0].num
= 0;
3849 Adapters
[0].monitorPoint
.x
= -1;
3850 Adapters
[0].monitorPoint
.y
= -1;
3852 if (!WineD3D_CreateFakeGLContext()) {
3853 ERR("Failed to get a gl context for default adapter\n");
3854 WineD3D_ReleaseFakeGLContext();
3858 ret
= IWineD3DImpl_FillGLCaps(&Adapters
[0].gl_info
);
3860 ERR("Failed to initialize gl caps for default adapter\n");
3861 WineD3D_ReleaseFakeGLContext();
3864 ret
= initPixelFormats(&Adapters
[0].gl_info
);
3866 ERR("Failed to init gl formats\n");
3867 WineD3D_ReleaseFakeGLContext();
3871 hdc
= pwglGetCurrentDC();
3873 ERR("Failed to get gl HDC\n");
3874 WineD3D_ReleaseFakeGLContext();
3878 Adapters
[0].driver
= "Display";
3879 Adapters
[0].description
= "Direct3D HAL";
3881 /* Use the VideoRamSize registry setting when set */
3882 if(wined3d_settings
.emulated_textureram
)
3883 Adapters
[0].TextureRam
= wined3d_settings
.emulated_textureram
;
3885 Adapters
[0].TextureRam
= Adapters
[0].gl_info
.vidmem
;
3886 Adapters
[0].UsedTextureRam
= 0;
3887 TRACE("Emulating %dMB of texture ram\n", Adapters
[0].TextureRam
/(1024*1024));
3889 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3890 DisplayDevice
.cb
= sizeof(DisplayDevice
);
3891 EnumDisplayDevicesW(NULL
, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice
, 0);
3892 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice
.DeviceName
));
3893 strcpyW(Adapters
[0].DeviceName
, DisplayDevice
.DeviceName
);
3895 attribute
= WGL_NUMBER_PIXEL_FORMATS_ARB
;
3896 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc
, 0, 0, 1, &attribute
, &Adapters
[0].nCfgs
));
3898 Adapters
[0].cfgs
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, Adapters
[0].nCfgs
*sizeof(WineD3D_PixelFormat
));
3899 cfgs
= Adapters
[0].cfgs
;
3900 PUSH1(WGL_RED_BITS_ARB
)
3901 PUSH1(WGL_GREEN_BITS_ARB
)
3902 PUSH1(WGL_BLUE_BITS_ARB
)
3903 PUSH1(WGL_ALPHA_BITS_ARB
)
3904 PUSH1(WGL_DEPTH_BITS_ARB
)
3905 PUSH1(WGL_STENCIL_BITS_ARB
)
3906 PUSH1(WGL_DRAW_TO_WINDOW_ARB
)
3907 PUSH1(WGL_PIXEL_TYPE_ARB
)
3908 PUSH1(WGL_DOUBLE_BUFFER_ARB
)
3909 PUSH1(WGL_AUX_BUFFERS_ARB
)
3911 for(iPixelFormat
=1; iPixelFormat
<=Adapters
[0].nCfgs
; iPixelFormat
++) {
3912 res
= GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc
, iPixelFormat
, 0, nAttribs
, attribs
, values
));
3917 /* Cache the pixel format */
3918 cfgs
->iPixelFormat
= iPixelFormat
;
3919 cfgs
->redSize
= values
[0];
3920 cfgs
->greenSize
= values
[1];
3921 cfgs
->blueSize
= values
[2];
3922 cfgs
->alphaSize
= values
[3];
3923 cfgs
->depthSize
= values
[4];
3924 cfgs
->stencilSize
= values
[5];
3925 cfgs
->windowDrawable
= values
[6];
3926 cfgs
->iPixelType
= values
[7];
3927 cfgs
->doubleBuffer
= values
[8];
3928 cfgs
->auxBuffers
= values
[9];
3930 cfgs
->pbufferDrawable
= FALSE
;
3931 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
3932 if(GL_SUPPORT(WGL_ARB_PBUFFER
)) {
3933 int attrib
= WGL_DRAW_TO_PBUFFER_ARB
;
3935 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc
, iPixelFormat
, 0, 1, &attrib
, &value
)))
3936 cfgs
->pbufferDrawable
= value
;
3939 cfgs
->numSamples
= 0;
3940 /* Check multisample support */
3941 if(GL_SUPPORT(ARB_MULTISAMPLE
)) {
3942 int attrib
[2] = {WGL_SAMPLE_BUFFERS_ARB
, WGL_SAMPLES_ARB
};
3944 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc
, iPixelFormat
, 0, 2, attrib
, value
))) {
3945 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
3946 * value[1] = number of multi sample buffers*/
3948 cfgs
->numSamples
= value
[1];
3952 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs
->iPixelFormat
, cfgs
->iPixelType
, cfgs
->doubleBuffer
, cfgs
->redSize
, cfgs
->greenSize
, cfgs
->blueSize
, cfgs
->alphaSize
, cfgs
->depthSize
, cfgs
->stencilSize
, cfgs
->windowDrawable
, cfgs
->pbufferDrawable
);
3956 fixup_extensions(&Adapters
[0].gl_info
);
3958 WineD3D_ReleaseFakeGLContext();
3960 select_shader_mode(&Adapters
[0].gl_info
, WINED3DDEVTYPE_HAL
, &ps_selected_mode
, &vs_selected_mode
);
3961 select_shader_max_constants(ps_selected_mode
, vs_selected_mode
, &Adapters
[0].gl_info
);
3962 fillGLAttribFuncs(&Adapters
[0].gl_info
);
3963 init_type_lookup(&Adapters
[0].gl_info
);
3964 Adapters
[0].opengl
= TRUE
;
3967 TRACE("%d adapters successfully initialized\n", numAdapters
);
3972 /* Initialize an adapter for ddraw-only memory counting */
3973 memset(Adapters
, 0, sizeof(Adapters
));
3974 Adapters
[0].num
= 0;
3975 Adapters
[0].opengl
= FALSE
;
3976 Adapters
[0].monitorPoint
.x
= -1;
3977 Adapters
[0].monitorPoint
.y
= -1;
3979 Adapters
[0].driver
= "Display";
3980 Adapters
[0].description
= "WineD3D DirectDraw Emulation";
3981 if(wined3d_settings
.emulated_textureram
) {
3982 Adapters
[0].TextureRam
= wined3d_settings
.emulated_textureram
;
3984 Adapters
[0].TextureRam
= 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
3991 #undef GLINFO_LOCATION
3993 /**********************************************************
3994 * IWineD3D VTbl follows
3995 **********************************************************/
3997 const IWineD3DVtbl IWineD3D_Vtbl
=
4000 IWineD3DImpl_QueryInterface
,
4001 IWineD3DImpl_AddRef
,
4002 IWineD3DImpl_Release
,
4004 IWineD3DImpl_GetParent
,
4005 IWineD3DImpl_GetAdapterCount
,
4006 IWineD3DImpl_RegisterSoftwareDevice
,
4007 IWineD3DImpl_GetAdapterMonitor
,
4008 IWineD3DImpl_GetAdapterModeCount
,
4009 IWineD3DImpl_EnumAdapterModes
,
4010 IWineD3DImpl_GetAdapterDisplayMode
,
4011 IWineD3DImpl_GetAdapterIdentifier
,
4012 IWineD3DImpl_CheckDeviceMultiSampleType
,
4013 IWineD3DImpl_CheckDepthStencilMatch
,
4014 IWineD3DImpl_CheckDeviceType
,
4015 IWineD3DImpl_CheckDeviceFormat
,
4016 IWineD3DImpl_CheckDeviceFormatConversion
,
4017 IWineD3DImpl_GetDeviceCaps
,
4018 IWineD3DImpl_CreateDevice