wine.inf: We should not override existing associations.
[wine/hacks.git] / dlls / wined3d / directx.c
blob04cd41dd8a5ee31b7ccb08566cd42ae2e0b945df
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 /* Compile time diagnostics: */
26 /* Uncomment this to force only a single display mode to be exposed: */
27 /*#define DEBUG_SINGLE_MODE*/
30 #include "config.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
35 #define GLINFO_LOCATION This->gl_info
37 /**********************************************************
38 * Utility functions follow
39 **********************************************************/
41 /* x11drv GDI escapes */
42 #define X11DRV_ESCAPE 6789
43 enum x11drv_escape_codes
45 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
46 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
47 X11DRV_GET_FONT, /* get current X font for a DC */
50 /* retrieve the X display to use on a given DC */
51 inline static Display *get_display( HDC hdc )
53 Display *display;
54 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
56 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
57 sizeof(display), (LPSTR)&display )) display = NULL;
58 return display;
61 /* lookup tables */
62 int minLookup[MAX_LOOKUPS];
63 int maxLookup[MAX_LOOKUPS];
64 DWORD *stateLookup[MAX_LOOKUPS];
66 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
70 /**
71 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
72 * ie there is no GL Context - Get a default rendering context to enable the
73 * function query some info from GL
75 static WineD3D_Context* WineD3D_CreateFakeGLContext(void) {
76 static WineD3D_Context ctx = { NULL, NULL, NULL, 0, 0 };
77 WineD3D_Context* ret = NULL;
79 if (glXGetCurrentContext() == NULL) {
80 BOOL gotContext = FALSE;
81 BOOL created = FALSE;
82 XVisualInfo template;
83 HDC device_context;
84 Visual* visual;
85 BOOL failed = FALSE;
86 int num;
87 XWindowAttributes win_attr;
89 TRACE_(d3d_caps)("Creating Fake GL Context\n");
91 ctx.drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window");
93 /* Get the display */
94 device_context = GetDC(0);
95 ctx.display = get_display(device_context);
96 ReleaseDC(0, device_context);
98 /* Get the X visual */
99 ENTER_GL();
100 if (XGetWindowAttributes(ctx.display, ctx.drawable, &win_attr)) {
101 visual = win_attr.visual;
102 } else {
103 visual = DefaultVisual(ctx.display, DefaultScreen(ctx.display));
105 template.visualid = XVisualIDFromVisual(visual);
106 ctx.visInfo = XGetVisualInfo(ctx.display, VisualIDMask, &template, &num);
107 if (ctx.visInfo == NULL) {
108 LEAVE_GL();
109 WARN_(d3d_caps)("Error creating visual info for capabilities initialization\n");
110 failed = TRUE;
113 /* Create a GL context */
114 if (!failed) {
115 ctx.glCtx = glXCreateContext(ctx.display, ctx.visInfo, NULL, GL_TRUE);
117 if (ctx.glCtx == NULL) {
118 LEAVE_GL();
119 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
120 failed = TRUE;
124 /* Make it the current GL context */
125 if (!failed && glXMakeCurrent(ctx.display, ctx.drawable, ctx.glCtx) == False) {
126 glXDestroyContext(ctx.display, ctx.glCtx);
127 LEAVE_GL();
128 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
129 failed = TRUE;
132 /* It worked! Wow... */
133 if (!failed) {
134 gotContext = TRUE;
135 created = TRUE;
136 ret = &ctx;
137 } else {
138 ret = NULL;
141 } else {
142 if (ctx.ref > 0) ret = &ctx;
145 if (NULL != ret) InterlockedIncrement(&ret->ref);
146 return ret;
149 static void WineD3D_ReleaseFakeGLContext(WineD3D_Context* ctx) {
150 /* If we created a dummy context, throw it away */
151 if (NULL != ctx) {
152 if (0 == InterlockedDecrement(&ctx->ref)) {
153 glXMakeCurrent(ctx->display, None, NULL);
154 glXDestroyContext(ctx->display, ctx->glCtx);
155 ctx->display = NULL;
156 ctx->glCtx = NULL;
157 LEAVE_GL();
162 /**********************************************************
163 * IUnknown parts follows
164 **********************************************************/
166 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
168 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
170 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
171 if (IsEqualGUID(riid, &IID_IUnknown)
172 || IsEqualGUID(riid, &IID_IWineD3DBase)
173 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
174 IUnknown_AddRef(iface);
175 *ppobj = This;
176 return S_OK;
178 *ppobj = NULL;
179 return E_NOINTERFACE;
182 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
183 IWineD3DImpl *This = (IWineD3DImpl *)iface;
184 ULONG refCount = InterlockedIncrement(&This->ref);
186 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
187 return refCount;
190 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
191 IWineD3DImpl *This = (IWineD3DImpl *)iface;
192 ULONG ref;
193 TRACE("(%p) : Releasing from %ld\n", This, This->ref);
194 ref = InterlockedDecrement(&This->ref);
195 if (ref == 0) {
196 HeapFree(GetProcessHeap(), 0, This);
199 return ref;
202 /* Set the shader type for this device, depending on the given capabilities,
203 * the device type, and the user preferences in wined3d_settings */
205 static void select_shader_mode(
206 WineD3D_GL_Info *gl_info,
207 WINED3DDEVTYPE DeviceType,
208 int* ps_selected,
209 int* vs_selected) {
211 /* Give priority to user disable/emulation request.
212 * Then respect REF device for software.
213 * Then check capabilities for hardware, and fallback to software */
215 if (wined3d_settings.vs_mode == VS_NONE) {
216 *vs_selected = SHADER_NONE;
217 } else if (DeviceType == WINED3DDEVTYPE_REF || wined3d_settings.vs_mode == VS_SW) {
218 *vs_selected = SHADER_SW;
219 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
220 *vs_selected = SHADER_GLSL;
221 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
222 *vs_selected = SHADER_ARB;
223 } else {
224 *vs_selected = SHADER_SW;
227 /* Fallback to SHADER_NONE where software pixel shaders should be used */
228 if (wined3d_settings.ps_mode == PS_NONE) {
229 *ps_selected = SHADER_NONE;
230 } else if (DeviceType == WINED3DDEVTYPE_REF) {
231 *ps_selected = SHADER_NONE;
232 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
233 *ps_selected = SHADER_GLSL;
234 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
235 *ps_selected = SHADER_ARB;
236 } else {
237 *ps_selected = SHADER_NONE;
241 /** Select the number of report maximum shader constants based on the selected shader modes */
242 void select_shader_max_constants(WineD3D_GL_Info *gl_info) {
244 switch (wined3d_settings.vs_selected_mode) {
245 case SHADER_GLSL:
246 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
247 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - MAX_CONST_B - MAX_CONST_I - 1;
248 break;
249 case SHADER_ARB:
250 /* We have to subtract any other PARAMs that we might use in our shader programs.
251 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
252 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
253 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
254 break;
255 case SHADER_SW:
256 gl_info->max_vshader_constantsF = 96; /* TODO: Fixup software shaders */
257 break;
258 default:
259 gl_info->max_vshader_constantsF = 0;
260 break;
263 switch (wined3d_settings.ps_selected_mode) {
264 case SHADER_GLSL:
265 /* Subtract the other potential uniforms from the max available (bools & ints) */
266 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - MAX_CONST_B - MAX_CONST_I;
267 break;
268 case SHADER_ARB:
269 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
270 break;
271 case SHADER_SW:
272 gl_info->max_pshader_constantsF = 96; /* TODO: Fixup software shaders */
273 break;
274 default:
275 gl_info->max_pshader_constantsF = 0;
276 break;
280 /**********************************************************
281 * IWineD3D parts follows
282 **********************************************************/
284 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
285 IWineD3DImpl *This = (IWineD3DImpl *)iface;
286 WineD3D_GL_Info *gl_info = &This->gl_info;
288 const char *GL_Extensions = NULL;
289 const char *GLX_Extensions = NULL;
290 const char *gl_string = NULL;
291 const char *gl_string_cursor = NULL;
292 GLint gl_max;
293 GLfloat gl_float;
294 Bool test = 0;
295 int major, minor;
296 WineD3D_Context *fake_ctx = NULL;
297 BOOL gotContext = FALSE;
298 int i;
300 /* Make sure that we've got a context */
301 if (glXGetCurrentContext() == NULL) {
302 /* TODO: CreateFakeGLContext should really take a display as a parameter */
303 fake_ctx = WineD3D_CreateFakeGLContext();
304 if (NULL != fake_ctx) gotContext = TRUE;
305 } else {
306 gotContext = TRUE;
309 TRACE_(d3d_caps)("(%p, %p)\n", gl_info, display);
311 gl_string = (const char *) glGetString(GL_RENDERER);
312 strcpy(gl_info->gl_renderer, gl_string);
314 /* Fill in the GL info retrievable depending on the display */
315 if (NULL != display) {
316 test = glXQueryVersion(display, &major, &minor);
317 gl_info->glx_version = ((major & 0x0000FFFF) << 16) | (minor & 0x0000FFFF);
318 } else {
319 FIXME("Display must not be NULL, use glXGetCurrentDisplay or getAdapterDisplay()\n");
321 gl_string = (const char *) glGetString(GL_VENDOR);
323 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
324 if (gl_string != NULL) {
325 /* Fill in the GL vendor */
326 if (strstr(gl_string, "NVIDIA")) {
327 gl_info->gl_vendor = VENDOR_NVIDIA;
328 } else if (strstr(gl_string, "ATI")) {
329 gl_info->gl_vendor = VENDOR_ATI;
330 } else if (strstr(gl_string, "Intel(R)") ||
331 strstr(gl_info->gl_renderer, "Intel(R)")) {
332 gl_info->gl_vendor = VENDOR_INTEL;
333 } else if (strstr(gl_string, "Mesa")) {
334 gl_info->gl_vendor = VENDOR_MESA;
335 } else {
336 gl_info->gl_vendor = VENDOR_WINE;
338 } else {
339 gl_info->gl_vendor = VENDOR_WINE;
343 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
345 /* Parse the GL_VERSION field into major and minor information */
346 gl_string = (const char *) glGetString(GL_VERSION);
347 if (gl_string != NULL) {
349 switch (gl_info->gl_vendor) {
350 case VENDOR_NVIDIA:
351 gl_string_cursor = strstr(gl_string, "NVIDIA");
352 if (!gl_string_cursor) {
353 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
354 break;
357 gl_string_cursor = strstr(gl_string_cursor, " ");
358 if (!gl_string_cursor) {
359 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
360 break;
363 while (*gl_string_cursor == ' ') {
364 ++gl_string_cursor;
367 if (!*gl_string_cursor) {
368 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
369 break;
372 major = atoi(gl_string_cursor);
373 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
374 ++gl_string_cursor;
377 if (*gl_string_cursor++ != '.') {
378 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
379 break;
382 minor = atoi(gl_string_cursor);
383 minor = major*100+minor;
384 major = 10;
386 break;
388 case VENDOR_ATI:
389 major = minor = 0;
390 gl_string_cursor = strchr(gl_string, '-');
391 if (gl_string_cursor) {
392 int error = 0;
393 gl_string_cursor++;
395 /* Check if version number is of the form x.y.z */
396 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
397 error = 1;
398 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
399 error = 1;
400 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
401 error = 1;
402 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
403 error = 1;
405 /* Mark version number as malformed */
406 if (error)
407 gl_string_cursor = 0;
410 if (!gl_string_cursor)
411 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
412 else {
413 major = *gl_string_cursor - '0';
414 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
416 break;
418 case VENDOR_INTEL:
419 case VENDOR_MESA:
420 gl_string_cursor = strstr(gl_string, "Mesa");
421 gl_string_cursor = strstr(gl_string_cursor, " ");
422 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
423 if (*gl_string_cursor) {
424 char tmp[16];
425 int cursor = 0;
427 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
428 tmp[cursor++] = *gl_string_cursor;
429 ++gl_string_cursor;
431 tmp[cursor] = 0;
432 major = atoi(tmp);
434 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
435 ++gl_string_cursor;
437 cursor = 0;
438 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
439 tmp[cursor++] = *gl_string_cursor;
440 ++gl_string_cursor;
442 tmp[cursor] = 0;
443 minor = atoi(tmp);
445 break;
447 default:
448 major = 0;
449 minor = 9;
451 gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor);
452 TRACE_(d3d_caps)("found GL_VERSION (%s)->%i.%i->(0x%08lx)\n", debugstr_a(gl_string), major, minor, gl_info->gl_driver_version);
454 /* Fill in the renderer information */
456 switch (gl_info->gl_vendor) {
457 case VENDOR_NVIDIA:
458 if (strstr(gl_info->gl_renderer, "GeForce4 Ti")) {
459 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4600;
460 } else if (strstr(gl_info->gl_renderer, "GeForceFX")) {
461 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5900ULTRA;
462 } else if (strstr(gl_info->gl_renderer, "Quadro FX 3000")) {
463 gl_info->gl_card = CARD_NVIDIA_QUADROFX_3000;
464 } else if (strstr(gl_info->gl_renderer, "GeForce 6800")) {
465 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800ULTRA;
466 } else if (strstr(gl_info->gl_renderer, "Quadro FX 4000")) {
467 gl_info->gl_card = CARD_NVIDIA_QUADROFX_4000;
468 } else if (strstr(gl_info->gl_renderer, "GeForce 7800")) {
469 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800ULTRA;
470 } else {
471 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4600;
473 break;
475 case VENDOR_ATI:
476 if (strstr(gl_info->gl_renderer, "RADEON 9800 PRO")) {
477 gl_info->gl_card = CARD_ATI_RADEON_9800PRO;
478 } else if (strstr(gl_info->gl_renderer, "RADEON 9700 PRO")) {
479 gl_info->gl_card = CARD_ATI_RADEON_9700PRO;
480 } else {
481 gl_info->gl_card = CARD_ATI_RADEON_8500;
483 break;
485 case VENDOR_INTEL:
486 if (strstr(gl_info->gl_renderer, "915GM")) {
487 gl_info->gl_card = CARD_INTEL_I915GM;
488 } else if (strstr(gl_info->gl_renderer, "915G")) {
489 gl_info->gl_card = CARD_INTEL_I915G;
490 } else if (strstr(gl_info->gl_renderer, "865G")) {
491 gl_info->gl_card = CARD_INTEL_I865G;
492 } else if (strstr(gl_info->gl_renderer, "855G")) {
493 gl_info->gl_card = CARD_INTEL_I855G;
494 } else if (strstr(gl_info->gl_renderer, "830G")) {
495 gl_info->gl_card = CARD_INTEL_I830G;
496 } else {
497 gl_info->gl_card = CARD_INTEL_I915G;
499 break;
501 default:
502 gl_info->gl_card = CARD_WINE;
503 break;
505 } else {
506 FIXME("get version string returned null\n");
509 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
512 * Initialize openGL extension related variables
513 * with Default values
515 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
516 gl_info->max_textures = 1;
517 gl_info->max_texture_stages = 1;
518 gl_info->max_samplers = 1;
519 gl_info->max_sampler_stages = 1;
520 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
521 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
522 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
523 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
524 gl_info->vs_glsl_constantsF = 0;
525 gl_info->ps_glsl_constantsF = 0;
526 gl_info->vs_arb_constantsF = 0;
527 gl_info->ps_arb_constantsF = 0;
529 /* Now work out what GL support this card really has */
530 #define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
531 GL_EXT_FUNCS_GEN;
532 GLX_EXT_FUNCS_GEN;
533 #undef USE_GL_FUNC
535 /* Retrieve opengl defaults */
536 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
537 gl_info->max_clipplanes = min(D3DMAXUSERCLIPPLANES, gl_max);
538 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
540 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
541 gl_info->max_lights = gl_max;
542 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
544 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
545 gl_info->max_texture_size = gl_max;
546 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
548 glGetFloatv(GL_POINT_SIZE_RANGE, &gl_float);
549 gl_info->max_pointsize = gl_float;
550 TRACE_(d3d_caps)("Maximum point size support - max texture size=%f\n", gl_float);
552 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
553 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
554 TRACE_(d3d_caps)("GL_Extensions reported:\n");
556 if (NULL == GL_Extensions) {
557 ERR(" GL_Extensions returns NULL\n");
558 } else {
559 while (*GL_Extensions != 0x00) {
560 const char *Start = GL_Extensions;
561 char ThisExtn[256];
563 memset(ThisExtn, 0x00, sizeof(ThisExtn));
564 while (*GL_Extensions != ' ' && *GL_Extensions != 0x00) {
565 GL_Extensions++;
567 memcpy(ThisExtn, Start, (GL_Extensions - Start));
568 TRACE_(d3d_caps)("- %s\n", ThisExtn);
571 * ARB
573 if (strcmp(ThisExtn, "GL_ARB_fragment_program") == 0) {
574 gl_info->ps_arb_version = PS_VERSION_11;
575 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - version=%02x\n", gl_info->ps_arb_version);
576 gl_info->supported[ARB_FRAGMENT_PROGRAM] = TRUE;
577 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
578 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u\n", gl_max);
579 gl_info->max_samplers = min(MAX_SAMPLERS, gl_max);
580 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
581 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max float constants=%u\n", gl_max);
582 gl_info->ps_arb_constantsF = gl_max;
583 } else if (strcmp(ThisExtn, "GL_ARB_fragment_shader") == 0) {
584 gl_info->supported[ARB_FRAGMENT_SHADER] = TRUE;
585 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
586 TRACE_(d3d_caps)(" FOUND: ARB_fragment_shader (GLSL) support - max float ps constants=%u\n", gl_max);
587 gl_info->ps_glsl_constantsF = gl_max;
588 } else if (strcmp(ThisExtn, "GL_ARB_imaging") == 0) {
589 TRACE_(d3d_caps)(" FOUND: ARB imaging support\n");
590 gl_info->supported[ARB_IMAGING] = TRUE;
591 } else if (strcmp(ThisExtn, "GL_ARB_multisample") == 0) {
592 TRACE_(d3d_caps)(" FOUND: ARB Multisample support\n");
593 gl_info->supported[ARB_MULTISAMPLE] = TRUE;
594 } else if (strcmp(ThisExtn, "GL_ARB_multitexture") == 0) {
595 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
596 TRACE_(d3d_caps)(" FOUND: ARB Multitexture support - GL_MAX_TEXTURE_UNITS_ARB=%u\n", gl_max);
597 gl_info->supported[ARB_MULTITEXTURE] = TRUE;
598 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
599 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
600 gl_info->max_samplers = max(gl_info->max_samplers, gl_max);
601 } else if (strcmp(ThisExtn, "GL_ARB_texture_cube_map") == 0) {
602 TRACE_(d3d_caps)(" FOUND: ARB Texture Cube Map support\n");
603 gl_info->supported[ARB_TEXTURE_CUBE_MAP] = TRUE;
604 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
605 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
606 } else if (strcmp(ThisExtn, "GL_ARB_texture_compression") == 0) {
607 TRACE_(d3d_caps)(" FOUND: ARB Texture Compression support\n");
608 gl_info->supported[ARB_TEXTURE_COMPRESSION] = TRUE;
609 } else if (strcmp(ThisExtn, "GL_ARB_texture_env_add") == 0) {
610 TRACE_(d3d_caps)(" FOUND: ARB Texture Env Add support\n");
611 gl_info->supported[ARB_TEXTURE_ENV_ADD] = TRUE;
612 } else if (strcmp(ThisExtn, "GL_ARB_texture_env_combine") == 0) {
613 TRACE_(d3d_caps)(" FOUND: ARB Texture Env combine support\n");
614 gl_info->supported[ARB_TEXTURE_ENV_COMBINE] = TRUE;
615 } else if (strcmp(ThisExtn, "GL_ARB_texture_env_dot3") == 0) {
616 TRACE_(d3d_caps)(" FOUND: ARB Dot3 support\n");
617 gl_info->supported[ARB_TEXTURE_ENV_DOT3] = TRUE;
618 } else if (strcmp(ThisExtn, "GL_ARB_texture_border_clamp") == 0) {
619 TRACE_(d3d_caps)(" FOUND: ARB Texture border clamp support\n");
620 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] = TRUE;
621 } else if (strcmp(ThisExtn, "GL_ARB_texture_mirrored_repeat") == 0) {
622 TRACE_(d3d_caps)(" FOUND: ARB Texture mirrored repeat support\n");
623 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] = TRUE;
624 } else if (strcmp(ThisExtn, "GLX_ARB_multisample") == 0) {
625 TRACE_(d3d_caps)(" FOUND: ARB multisample support\n");
626 gl_info->supported[ARB_MULTISAMPLE] = TRUE;
627 } else if (strcmp(ThisExtn, "GL_ARB_pixel_buffer_object") == 0) {
628 TRACE_(d3d_caps)(" FOUND: ARB Pixel Buffer support\n");
629 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = TRUE;
630 } else if (strcmp(ThisExtn, "GL_ARB_point_sprite") == 0) {
631 TRACE_(d3d_caps)(" FOUND: ARB point sprite support\n");
632 gl_info->supported[ARB_POINT_SPRITE] = TRUE;
633 } else if (strstr(ThisExtn, "GL_ARB_vertex_program")) {
634 gl_info->vs_arb_version = VS_VERSION_11;
635 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - version=%02x\n", gl_info->vs_arb_version);
636 gl_info->supported[ARB_VERTEX_PROGRAM] = TRUE;
637 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
638 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max float constants=%u\n", gl_max);
639 gl_info->vs_arb_constantsF = gl_max;
640 } else if (strcmp(ThisExtn, "GL_ARB_vertex_shader") == 0) {
641 gl_info->supported[ARB_VERTEX_SHADER] = TRUE;
642 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
643 TRACE_(d3d_caps)(" FOUND: ARB_vertex_shader (GLSL) support - max float vs constants=%u\n", gl_max);
644 gl_info->vs_glsl_constantsF = gl_max;
645 } else if (strcmp(ThisExtn, "GL_ARB_vertex_blend") == 0) {
646 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
647 TRACE_(d3d_caps)(" FOUND: ARB Vertex Blend support GL_MAX_VERTEX_UNITS_ARB %d\n", gl_max);
648 gl_info->max_blends = gl_max;
649 gl_info->supported[ARB_VERTEX_BLEND] = TRUE;
650 } else if (strcmp(ThisExtn, "GL_ARB_vertex_buffer_object") == 0) {
651 TRACE_(d3d_caps)(" FOUND: ARB Vertex Buffer support\n");
652 gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] = TRUE;
653 } else if (strcmp(ThisExtn, "GL_ARB_occlusion_query") == 0) {
654 TRACE_(d3d_caps)(" FOUND: ARB Occlusion Query support\n");
655 gl_info->supported[ARB_OCCLUSION_QUERY] = TRUE;
656 } else if (strcmp(ThisExtn, "GL_ARB_point_parameters") == 0) {
657 TRACE_(d3d_caps)(" FOUND: ARB Point parameters support\n");
658 gl_info->supported[ARB_POINT_PARAMETERS] = TRUE;
660 * EXT
662 } else if (strcmp(ThisExtn, "GL_EXT_fog_coord") == 0) {
663 TRACE_(d3d_caps)(" FOUND: EXT Fog coord support\n");
664 gl_info->supported[EXT_FOG_COORD] = TRUE;
665 } else if (strcmp(ThisExtn, "GL_EXT_framebuffer_object") == 0) {
666 TRACE_(d3d_caps)(" FOUND: EXT Frame Buffer Object support\n");
667 gl_info->supported[EXT_FRAMEBUFFER_OBJECT] = TRUE;
668 } else if (strcmp(ThisExtn, "GL_EXT_paletted_texture") == 0) { /* handle paletted texture extensions */
669 TRACE_(d3d_caps)(" FOUND: EXT Paletted texture support\n");
670 gl_info->supported[EXT_PALETTED_TEXTURE] = TRUE;
671 } else if (strcmp(ThisExtn, "GL_EXT_point_parameters") == 0) {
672 TRACE_(d3d_caps)(" FOUND: EXT Point parameters support\n");
673 gl_info->supported[EXT_POINT_PARAMETERS] = TRUE;
674 } else if (strcmp(ThisExtn, "GL_EXT_secondary_color") == 0) {
675 TRACE_(d3d_caps)(" FOUND: EXT Secondary coord support\n");
676 gl_info->supported[EXT_SECONDARY_COLOR] = TRUE;
677 } else if (strcmp(ThisExtn, "GL_EXT_stencil_two_side") == 0) {
678 TRACE_(d3d_caps)(" FOUND: EXT Stencil two side support\n");
679 gl_info->supported[EXT_STENCIL_TWO_SIDE] = TRUE;
680 } else if (strcmp(ThisExtn, "GL_EXT_stencil_wrap") == 0) {
681 TRACE_(d3d_caps)(" FOUND: EXT Stencil wrap support\n");
682 gl_info->supported[EXT_STENCIL_WRAP] = TRUE;
683 } else if (strcmp(ThisExtn, "GL_EXT_texture3D") == 0) {
684 TRACE_(d3d_caps)(" FOUND: EXT_texture3D support\n");
685 gl_info->supported[EXT_TEXTURE3D] = TRUE;
686 } else if (strcmp(ThisExtn, "GL_EXT_texture_compression_s3tc") == 0) {
687 TRACE_(d3d_caps)(" FOUND: EXT Texture S3TC compression support\n");
688 gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC] = TRUE;
689 } else if (strcmp(ThisExtn, "GL_EXT_texture_env_add") == 0) {
690 TRACE_(d3d_caps)(" FOUND: EXT Texture Env Add support\n");
691 gl_info->supported[EXT_TEXTURE_ENV_ADD] = TRUE;
692 } else if (strcmp(ThisExtn, "GL_EXT_texture_env_combine") == 0) {
693 TRACE_(d3d_caps)(" FOUND: EXT Texture Env combine support\n");
694 gl_info->supported[EXT_TEXTURE_ENV_COMBINE] = TRUE;
695 } else if (strcmp(ThisExtn, "GL_EXT_texture_env_dot3") == 0) {
696 TRACE_(d3d_caps)(" FOUND: EXT Dot3 support\n");
697 gl_info->supported[EXT_TEXTURE_ENV_DOT3] = TRUE;
698 } else if (strcmp(ThisExtn, "GL_EXT_texture_filter_anisotropic") == 0) {
699 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] = TRUE;
700 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
701 TRACE_(d3d_caps)(" FOUND: EXT Texture Anisotropic filter support. GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT %d\n", gl_max);
702 gl_info->max_anisotropy = gl_max;
703 } else if (strcmp(ThisExtn, "GL_EXT_texture_lod") == 0) {
704 TRACE_(d3d_caps)(" FOUND: EXT Texture LOD support\n");
705 gl_info->supported[EXT_TEXTURE_LOD] = TRUE;
706 } else if (strcmp(ThisExtn, "GL_EXT_texture_lod_bias") == 0) {
707 TRACE_(d3d_caps)(" FOUND: EXT Texture LOD bias support\n");
708 gl_info->supported[EXT_TEXTURE_LOD_BIAS] = TRUE;
709 } else if (strcmp(ThisExtn, "GL_EXT_vertex_weighting") == 0) {
710 TRACE_(d3d_caps)(" FOUND: EXT Vertex weighting support\n");
711 gl_info->supported[EXT_VERTEX_WEIGHTING] = TRUE;
714 * NVIDIA
716 } else if (strstr(ThisExtn, "GL_NV_fog_distance")) {
717 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Fog Distance support\n");
718 gl_info->supported[NV_FOG_DISTANCE] = TRUE;
719 } else if (strstr(ThisExtn, "GL_NV_fragment_program")) {
720 gl_info->ps_nv_version = PS_VERSION_11;
721 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Pixel Shader support - version=%02x\n", gl_info->ps_nv_version);
722 } else if (strcmp(ThisExtn, "GL_NV_register_combiners") == 0) {
723 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
724 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
725 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (1) support - GL_MAX_GENERAL_COMBINERS_NV=%d\n", gl_max);
726 gl_info->supported[NV_REGISTER_COMBINERS] = TRUE;
727 } else if (strcmp(ThisExtn, "GL_NV_register_combiners2") == 0) {
728 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (2) support\n");
729 gl_info->supported[NV_REGISTER_COMBINERS2] = TRUE;
730 } else if (strcmp(ThisExtn, "GL_NV_texgen_reflection") == 0) {
731 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Gen Reflection support\n");
732 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
733 } else if (strcmp(ThisExtn, "GL_NV_texture_env_combine4") == 0) {
734 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Env combine (4) support\n");
735 gl_info->supported[NV_TEXTURE_ENV_COMBINE4] = TRUE;
736 } else if (strcmp(ThisExtn, "GL_NV_texture_shader") == 0) {
737 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (1) support\n");
738 gl_info->supported[NV_TEXTURE_SHADER] = TRUE;
739 } else if (strcmp(ThisExtn, "GL_NV_texture_shader2") == 0) {
740 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (2) support\n");
741 gl_info->supported[NV_TEXTURE_SHADER2] = TRUE;
742 } else if (strcmp(ThisExtn, "GL_NV_texture_shader3") == 0) {
743 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (3) support\n");
744 gl_info->supported[NV_TEXTURE_SHADER3] = TRUE;
745 } else if (strcmp(ThisExtn, "GL_NV_occlusion_query") == 0) {
746 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Occlusion Query (3) support\n");
747 gl_info->supported[NV_OCCLUSION_QUERY] = TRUE;
748 } else if (strstr(ThisExtn, "GL_NV_vertex_program")) {
749 gl_info->vs_nv_version = max(gl_info->vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program1_1")) ? VS_VERSION_11 : VS_VERSION_10);
750 gl_info->vs_nv_version = max(gl_info->vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program2")) ? VS_VERSION_20 : VS_VERSION_10);
751 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Vertex Shader support - version=%02x\n", gl_info->vs_nv_version);
752 gl_info->supported[NV_VERTEX_PROGRAM] = TRUE;
755 * ATI
757 /** TODO */
758 } else if (strcmp(ThisExtn, "GL_ATI_separate_stencil") == 0) {
759 TRACE_(d3d_caps)(" FOUND: ATI Separate stencil support\n");
760 gl_info->supported[ATI_SEPARATE_STENCIL] = TRUE;
761 } else if (strcmp(ThisExtn, "GL_ATI_texture_env_combine3") == 0) {
762 TRACE_(d3d_caps)(" FOUND: ATI Texture Env combine (3) support\n");
763 gl_info->supported[ATI_TEXTURE_ENV_COMBINE3] = TRUE;
764 } else if (strcmp(ThisExtn, "GL_ATI_texture_mirror_once") == 0) {
765 TRACE_(d3d_caps)(" FOUND: ATI Texture Mirror Once support\n");
766 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
767 } else if (strcmp(ThisExtn, "GL_EXT_vertex_shader") == 0) {
768 gl_info->vs_ati_version = VS_VERSION_11;
769 TRACE_(d3d_caps)(" FOUND: ATI (EXT) Vertex Shader support - version=%02x\n", gl_info->vs_ati_version);
770 gl_info->supported[EXT_VERTEX_SHADER] = TRUE;
774 if (*GL_Extensions == ' ') GL_Extensions++;
777 checkGLcall("extension detection\n");
779 gl_info->max_sampler_stages = max(gl_info->max_samplers, gl_info->max_texture_stages);
781 /* Load all the lookup tables
782 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
783 minLookup[WINELOOKUP_WARPPARAM] = D3DTADDRESS_WRAP;
784 maxLookup[WINELOOKUP_WARPPARAM] = D3DTADDRESS_MIRRORONCE;
786 minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
787 maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
790 for (i = 0; i < MAX_LOOKUPS; i++) {
791 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
794 stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
795 stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
796 stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
797 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
798 stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
799 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
800 stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
801 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
802 stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
803 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
805 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
806 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
807 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
808 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
809 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
812 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
813 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
814 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
815 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
816 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
817 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
818 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
819 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
820 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
821 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
822 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
823 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
824 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
826 /* TODO: config lookups */
828 if (display != NULL) {
829 GLX_Extensions = glXQueryExtensionsString(display, DefaultScreen(display));
830 TRACE_(d3d_caps)("GLX_Extensions reported:\n");
832 if (NULL == GLX_Extensions) {
833 ERR(" GLX_Extensions returns NULL\n");
834 } else {
835 while (*GLX_Extensions != 0x00) {
836 const char *Start = GLX_Extensions;
837 char ThisExtn[256];
839 memset(ThisExtn, 0x00, sizeof(ThisExtn));
840 while (*GLX_Extensions != ' ' && *GLX_Extensions != 0x00) {
841 GLX_Extensions++;
843 memcpy(ThisExtn, Start, (GLX_Extensions - Start));
844 TRACE_(d3d_caps)("- %s\n", ThisExtn);
845 if (*GLX_Extensions == ' ') GLX_Extensions++;
850 /* If we created a dummy context, throw it away */
851 if (NULL != fake_ctx) WineD3D_ReleaseFakeGLContext(fake_ctx);
853 /* Only save the values obtained when a display is provided */
854 if (fake_ctx == NULL) {
855 return TRUE;
856 } else {
857 return FALSE;
861 /**********************************************************
862 * IWineD3D implementation follows
863 **********************************************************/
865 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
866 IWineD3DImpl *This = (IWineD3DImpl *)iface;
868 /* FIXME: Set to one for now to imply the display */
869 TRACE_(d3d_caps)("(%p): Mostly stub, only returns primary display\n", This);
870 return 1;
873 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
874 IWineD3DImpl *This = (IWineD3DImpl *)iface;
875 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
876 return WINED3D_OK;
879 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
880 IWineD3DImpl *This = (IWineD3DImpl *)iface;
881 POINT pt = { -1, -1 };
883 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
884 return NULL;
887 FIXME_(d3d_caps)("(%p): returning the primary monitor for adapter %d\n", This, Adapter);
888 return MonitorFromPoint(pt, MONITOR_DEFAULTTOPRIMARY);
891 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
892 of the same bpp but different resolutions */
894 /* Note: dx9 supplies a format. Calls from d3d8 supply D3DFMT_UNKNOWN */
895 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
896 IWineD3DImpl *This = (IWineD3DImpl *)iface;
897 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
899 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
900 return 0;
903 if (Adapter == 0) { /* Display */
904 int i = 0;
905 int j = 0;
906 #if !defined( DEBUG_SINGLE_MODE )
907 DEVMODEW DevModeW;
909 /* Work out the current screen bpp */
910 HDC hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
911 int bpp = GetDeviceCaps(hdc, BITSPIXEL);
912 DeleteDC(hdc);
914 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
915 j++;
916 switch (Format)
918 case D3DFMT_UNKNOWN:
919 i++;
920 break;
921 case D3DFMT_X8R8G8B8:
922 case D3DFMT_A8R8G8B8:
923 if (min(DevModeW.dmBitsPerPel, bpp) == 32) i++;
924 if (min(DevModeW.dmBitsPerPel, bpp) == 24) i++;
925 break;
926 case D3DFMT_X1R5G5B5:
927 case D3DFMT_A1R5G5B5:
928 case D3DFMT_R5G6B5:
929 if (min(DevModeW.dmBitsPerPel, bpp) == 16) i++;
930 break;
931 default:
932 /* Skip other modes as they do not match requested format */
933 break;
936 #else
937 i = 1;
938 j = 1;
939 #endif
940 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
941 return i;
942 } else {
943 FIXME_(d3d_caps)("Adapter not primary display\n");
945 return 0;
948 /* Note: dx9 supplies a format. Calls from d3d8 supply D3DFMT_UNKNOWN */
949 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
950 IWineD3DImpl *This = (IWineD3DImpl *)iface;
951 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
953 /* Validate the parameters as much as possible */
954 if (NULL == pMode ||
955 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
956 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
957 return WINED3DERR_INVALIDCALL;
960 if (Adapter == 0) { /* Display */
961 #if !defined( DEBUG_SINGLE_MODE )
962 DEVMODEW DevModeW;
963 int ModeIdx = 0;
965 /* Work out the current screen bpp */
966 HDC hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
967 int bpp = GetDeviceCaps(hdc, BITSPIXEL);
968 DeleteDC(hdc);
970 /* If we are filtering to a specific format, then need to skip all unrelated
971 modes, but if mode is irrelevant, then we can use the index directly */
972 if (Format == D3DFMT_UNKNOWN)
974 ModeIdx = Mode;
975 } else {
976 int i = 0;
977 int j = 0;
978 DEVMODEW DevModeWtmp;
981 while (i<(Mode) && EnumDisplaySettingsExW(NULL, j, &DevModeWtmp, 0)) {
982 j++;
983 switch (Format)
985 case D3DFMT_UNKNOWN:
986 i++;
987 break;
988 case D3DFMT_X8R8G8B8:
989 case D3DFMT_A8R8G8B8:
990 if (min(DevModeWtmp.dmBitsPerPel, bpp) == 32) i++;
991 if (min(DevModeWtmp.dmBitsPerPel, bpp) == 24) i++;
992 break;
993 case D3DFMT_X1R5G5B5:
994 case D3DFMT_A1R5G5B5:
995 case D3DFMT_R5G6B5:
996 if (min(DevModeWtmp.dmBitsPerPel, bpp) == 16) i++;
997 break;
998 default:
999 /* Skip other modes as they do not match requested format */
1000 break;
1003 ModeIdx = j;
1006 /* Now get the display mode via the calculated index */
1007 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
1009 pMode->Width = DevModeW.dmPelsWidth;
1010 pMode->Height = DevModeW.dmPelsHeight;
1011 bpp = min(DevModeW.dmBitsPerPel, bpp);
1012 pMode->RefreshRate = D3DADAPTER_DEFAULT;
1013 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1015 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1018 if (Format == D3DFMT_UNKNOWN)
1020 switch (bpp) {
1021 case 8: pMode->Format = D3DFMT_R3G3B2; break;
1022 case 16: pMode->Format = D3DFMT_R5G6B5; break;
1023 case 24: /* Robots and EVE Online need 24 and 32 bit as A8R8G8B8 to start */
1024 case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
1025 default: pMode->Format = D3DFMT_UNKNOWN;
1027 } else {
1028 pMode->Format = Format;
1031 else
1033 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1034 return WINED3DERR_INVALIDCALL;
1037 #else
1038 /* Return one setting of the format requested */
1039 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1040 pMode->Width = 800;
1041 pMode->Height = 600;
1042 pMode->RefreshRate = D3DADAPTER_DEFAULT;
1043 pMode->Format = (Format == D3DFMT_UNKNOWN) ? D3DFMT_A8R8G8B8 : Format;
1044 bpp = 32;
1045 #endif
1046 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1047 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format), bpp);
1049 } else {
1050 FIXME_(d3d_caps)("Adapter not primary display\n");
1053 return WINED3D_OK;
1056 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1057 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1058 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1060 if (NULL == pMode ||
1061 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1062 return WINED3DERR_INVALIDCALL;
1065 if (Adapter == 0) { /* Display */
1066 int bpp = 0;
1067 DEVMODEW DevModeW;
1069 EnumDisplaySettingsExW(NULL, (DWORD)-1, &DevModeW, 0);
1070 pMode->Width = DevModeW.dmPelsWidth;
1071 pMode->Height = DevModeW.dmPelsHeight;
1072 bpp = DevModeW.dmBitsPerPel;
1073 pMode->RefreshRate = D3DADAPTER_DEFAULT;
1074 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1076 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1079 switch (bpp) {
1080 case 8: pMode->Format = D3DFMT_R3G3B2; break;
1081 case 16: pMode->Format = D3DFMT_R5G6B5; break;
1082 case 24: pMode->Format = D3DFMT_X8R8G8B8; break; /* Robots needs 24bit to be X8R8G8B8 */
1083 case 32: pMode->Format = D3DFMT_X8R8G8B8; break; /* EVE online and the Fur demo need 32bit AdapterDisplatMode to return X8R8G8B8 */
1084 default: pMode->Format = D3DFMT_UNKNOWN;
1087 } else {
1088 FIXME_(d3d_caps)("Adapter not primary display\n");
1091 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1092 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1093 return WINED3D_OK;
1096 static Display * WINAPI IWineD3DImpl_GetAdapterDisplay(IWineD3D *iface, UINT Adapter) {
1097 Display *display;
1098 HDC device_context;
1099 /* only works with one adapter at the moment... */
1101 /* Get the display */
1102 device_context = GetDC(0);
1103 display = get_display(device_context);
1104 ReleaseDC(0, device_context);
1105 return display;
1108 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1109 and fields being inserted in the middle, a new structure is used in place */
1110 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1111 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1112 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1114 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %lx, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1116 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1117 return WINED3DERR_INVALIDCALL;
1120 if (Adapter == 0) { /* Display - only device supported for now */
1122 BOOL isGLInfoValid = This->isGLInfoValid;
1124 /* FillGLCaps updates gl_info, but we only want to store and
1125 reuse the values once we have a context which is valid. Values from
1126 a temporary context may differ from the final ones */
1127 if (isGLInfoValid == FALSE) {
1128 WineD3D_Context *fake_ctx = NULL;
1129 if (glXGetCurrentContext() == NULL) fake_ctx = WineD3D_CreateFakeGLContext();
1130 /* If we don't know the device settings, go query them now */
1131 isGLInfoValid = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
1132 if (fake_ctx != NULL) WineD3D_ReleaseFakeGLContext(fake_ctx);
1135 /* If it worked, return the information requested */
1136 if (isGLInfoValid) {
1137 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1138 strcpy(pIdentifier->Driver, "Display");
1139 strcpy(pIdentifier->Description, "Direct3D HAL");
1141 /* Note dx8 doesn't supply a DeviceName */
1142 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1143 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
1144 pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
1145 pIdentifier->DriverVersion->u.LowPart = This->gl_info.gl_driver_version;
1146 *(pIdentifier->VendorId) = This->gl_info.gl_vendor;
1147 *(pIdentifier->DeviceId) = This->gl_info.gl_card;
1148 *(pIdentifier->SubSysId) = 0;
1149 *(pIdentifier->Revision) = 0;
1151 } else {
1153 /* If it failed, return dummy values from an NVidia driver */
1154 WARN_(d3d_caps)("Cannot get GLCaps for device/Vendor Name and Version detection using FillGLCaps, currently using NVIDIA identifiers\n");
1155 strcpy(pIdentifier->Driver, "Display");
1156 strcpy(pIdentifier->Description, "Direct3D HAL");
1157 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1158 /* Current Windows Nvidia drivers have versions like e.g. 6.14.10.5672 */
1159 pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
1160 /* 71.74 is a current Linux Nvidia driver version */
1161 pIdentifier->DriverVersion->u.LowPart = MAKEDWORD_VERSION(10, (71*100+74));
1162 *(pIdentifier->VendorId) = VENDOR_NVIDIA;
1163 *(pIdentifier->DeviceId) = CARD_NVIDIA_GEFORCE4_TI4600;
1164 *(pIdentifier->SubSysId) = 0;
1165 *(pIdentifier->Revision) = 0;
1168 /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
1169 if (Flags & D3DENUM_NO_WHQL_LEVEL) {
1170 *(pIdentifier->WHQLLevel) = 0;
1171 } else {
1172 *(pIdentifier->WHQLLevel) = 1;
1175 } else {
1176 FIXME_(d3d_caps)("Adapter not primary display\n");
1179 return WINED3D_OK;
1182 static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(WineD3D_Context* ctx, GLXFBConfig cfgs, WINED3DFORMAT Format) {
1183 #if 0 /* This code performs a strict test between the format and the current X11 buffer depth, which may give the best performance */
1184 int gl_test;
1185 int rb, gb, bb, ab, type, buf_sz;
1187 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_RED_SIZE, &rb);
1188 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_GREEN_SIZE, &gb);
1189 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_BLUE_SIZE, &bb);
1190 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_ALPHA_SIZE, &ab);
1191 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_RENDER_TYPE, &type);
1192 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_BUFFER_SIZE, &buf_sz);
1194 switch (Format) {
1195 case WINED3DFMT_X8R8G8B8:
1196 case WINED3DFMT_R8G8B8:
1197 if (8 == rb && 8 == gb && 8 == bb) return TRUE;
1198 break;
1199 case WINED3DFMT_A8R8G8B8:
1200 if (8 == rb && 8 == gb && 8 == bb && 8 == ab) return TRUE;
1201 break;
1202 case WINED3DFMT_A2R10G10B10:
1203 if (10 == rb && 10 == gb && 10 == bb && 2 == ab) return TRUE;
1204 break;
1205 case WINED3DFMT_X1R5G5B5:
1206 if (5 == rb && 5 == gb && 5 == bb) return TRUE;
1207 break;
1208 case WINED3DFMT_A1R5G5B5:
1209 if (5 == rb && 5 == gb && 5 == bb && 1 == ab) return TRUE;
1210 break;
1211 case WINED3DFMT_X4R4G4B4:
1212 if (16 == buf_sz && 4 == rb && 4 == gb && 4 == bb) return TRUE;
1213 break;
1214 case WINED3DFMT_R5G6B5:
1215 if (5 == rb && 6 == gb && 5 == bb) return TRUE;
1216 break;
1217 case WINED3DFMT_R3G3B2:
1218 if (3 == rb && 3 == gb && 2 == bb) return TRUE;
1219 break;
1220 case WINED3DFMT_A8P8:
1221 if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz && 8 == ab) return TRUE;
1222 break;
1223 case WINED3DFMT_P8:
1224 if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz) return TRUE;
1225 break;
1226 default:
1227 ERR("unsupported format %s\n", debug_d3dformat(Format));
1228 break;
1230 return FALSE;
1231 #else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
1232 switch (Format) {
1233 case WINED3DFMT_X8R8G8B8:
1234 case WINED3DFMT_R8G8B8:
1235 case WINED3DFMT_A8R8G8B8:
1236 case WINED3DFMT_A2R10G10B10:
1237 case WINED3DFMT_X1R5G5B5:
1238 case WINED3DFMT_A1R5G5B5:
1239 case WINED3DFMT_R5G6B5:
1240 case WINED3DFMT_R3G3B2:
1241 case WINED3DFMT_A8P8:
1242 case WINED3DFMT_P8:
1243 return TRUE;
1244 default:
1245 ERR("unsupported format %s\n", debug_d3dformat(Format));
1246 break;
1248 return FALSE;
1249 #endif
1252 static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(WineD3D_Context* ctx, GLXFBConfig cfgs, WINED3DFORMAT Format) {
1253 #if 0/* This code performs a strict test between the format and the current X11 buffer depth, which may give the best performance */
1254 int gl_test;
1255 int db, sb;
1257 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_DEPTH_SIZE, &db);
1258 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_STENCIL_SIZE, &sb);
1260 switch (Format) {
1261 case WINED3DFMT_D16:
1262 case WINED3DFMT_D16_LOCKABLE:
1263 if (16 == db) return TRUE;
1264 break;
1265 case WINED3DFMT_D32:
1266 if (32 == db) return TRUE;
1267 break;
1268 case WINED3DFMT_D15S1:
1269 if (15 == db) return TRUE;
1270 break;
1271 case WINED3DFMT_D24S8:
1272 if (24 == db && 8 == sb) return TRUE;
1273 break;
1274 case WINED3DFMT_D24FS8:
1275 if (24 == db && 8 == sb) return TRUE;
1276 break;
1277 case WINED3DFMT_D24X8:
1278 if (24 == db) return TRUE;
1279 break;
1280 case WINED3DFMT_D24X4S4:
1281 if (24 == db && 4 == sb) return TRUE;
1282 break;
1283 case WINED3DFMT_D32F_LOCKABLE:
1284 if (32 == db) return TRUE;
1285 break;
1286 default:
1287 ERR("unsupported format %s\n", debug_d3dformat(Format));
1288 break;
1290 return FALSE;
1291 #else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
1292 switch (Format) {
1293 case WINED3DFMT_D16:
1294 case WINED3DFMT_D16_LOCKABLE:
1295 case WINED3DFMT_D32:
1296 case WINED3DFMT_D15S1:
1297 case WINED3DFMT_D24S8:
1298 case WINED3DFMT_D24FS8:
1299 case WINED3DFMT_D24X8:
1300 case WINED3DFMT_D24X4S4:
1301 case WINED3DFMT_D32F_LOCKABLE:
1302 return TRUE;
1303 default:
1304 ERR("unsupported format %s\n", debug_d3dformat(Format));
1305 break;
1307 return FALSE;
1308 #endif
1311 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1312 WINED3DFORMAT AdapterFormat,
1313 WINED3DFORMAT RenderTargetFormat,
1314 WINED3DFORMAT DepthStencilFormat) {
1315 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1316 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1317 WineD3D_Context* ctx = NULL;
1318 GLXFBConfig* cfgs = NULL;
1319 int nCfgs = 0;
1320 int it;
1322 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1323 This, Adapter,
1324 DeviceType, debug_d3ddevicetype(DeviceType),
1325 AdapterFormat, debug_d3dformat(AdapterFormat),
1326 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1327 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1329 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1330 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1331 return WINED3DERR_INVALIDCALL;
1333 /* TODO: use the real context if it's available */
1334 ctx = WineD3D_CreateFakeGLContext();
1335 if(NULL != ctx) {
1336 cfgs = glXGetFBConfigs(ctx->display, DefaultScreen(ctx->display), &nCfgs);
1337 } else {
1338 TRACE_(d3d_caps)("(%p) : Unable to create a fake context at this time (there may already be an active context)\n", This);
1341 if (NULL != cfgs) {
1342 for (it = 0; it < nCfgs; ++it) {
1343 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(ctx, cfgs[it], RenderTargetFormat)) {
1344 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(ctx, cfgs[it], DepthStencilFormat)) {
1345 hr = WINED3D_OK;
1346 break ;
1350 XFree(cfgs);
1351 cfgs = NULL;
1352 } else {
1353 /* If there's a corrent context then we cannot create a fake one so pass everything */
1354 hr = WINED3D_OK;
1357 if (ctx != NULL)
1358 WineD3D_ReleaseFakeGLContext(ctx);
1360 if (hr != WINED3D_OK)
1361 TRACE_(d3d_caps)("Failed to match stencil format to device\b");
1363 TRACE_(d3d_caps)("(%p) : Returning %lx\n", This, hr);
1364 return hr;
1367 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1368 WINED3DFORMAT SurfaceFormat,
1369 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1371 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1372 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1373 This,
1374 Adapter,
1375 DeviceType, debug_d3ddevicetype(DeviceType),
1376 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1377 Windowed,
1378 MultiSampleType,
1379 pQualityLevels);
1381 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1382 return WINED3DERR_INVALIDCALL;
1385 if (pQualityLevels != NULL) {
1386 static int s_single_shot = 0;
1387 if (!s_single_shot) {
1388 FIXME("Quality levels unsupported at present\n");
1389 s_single_shot = 1;
1391 *pQualityLevels = 1; /* Guess at a value! */
1394 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1395 return WINED3DERR_NOTAVAILABLE;
1398 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE CheckType,
1399 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1401 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1402 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1403 This,
1404 Adapter,
1405 CheckType, debug_d3ddevicetype(CheckType),
1406 DisplayFormat, debug_d3dformat(DisplayFormat),
1407 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1408 Windowed);
1410 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1411 return WINED3DERR_INVALIDCALL;
1415 GLXFBConfig* cfgs = NULL;
1416 int nCfgs = 0;
1417 int it;
1418 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1420 WineD3D_Context* ctx = WineD3D_CreateFakeGLContext();
1421 if (NULL != ctx) {
1422 cfgs = glXGetFBConfigs(ctx->display, DefaultScreen(ctx->display), &nCfgs);
1423 for (it = 0; it < nCfgs; ++it) {
1424 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(ctx, cfgs[it], DisplayFormat)) {
1425 hr = WINED3D_OK;
1426 break ;
1429 XFree(cfgs);
1431 WineD3D_ReleaseFakeGLContext(ctx);
1432 return hr;
1436 return WINED3DERR_NOTAVAILABLE;
1439 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1440 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
1441 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1442 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%lu,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s)) ",
1443 This,
1444 Adapter,
1445 DeviceType, debug_d3ddevicetype(DeviceType),
1446 AdapterFormat, debug_d3dformat(AdapterFormat),
1447 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
1448 RType, debug_d3dresourcetype(RType),
1449 CheckFormat, debug_d3dformat(CheckFormat));
1451 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1452 return WINED3DERR_INVALIDCALL;
1455 /* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants
1456 * See http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/IDirect3D9__CheckDeviceFormat.asp
1457 * and http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/D3DUSAGE_QUERY.asp */
1458 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
1459 TRACE_(d3d_caps)("[FAILED]\n");
1460 return WINED3DERR_NOTAVAILABLE; /* Enable when fully supported */
1463 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
1464 switch (CheckFormat) {
1465 case WINED3DFMT_D16_LOCKABLE:
1466 case WINED3DFMT_D32:
1467 case WINED3DFMT_D15S1:
1468 case WINED3DFMT_D24S8:
1469 case WINED3DFMT_D24X8:
1470 case WINED3DFMT_D24X4S4:
1471 case WINED3DFMT_D16:
1472 case WINED3DFMT_L16:
1473 case WINED3DFMT_D32F_LOCKABLE:
1474 case WINED3DFMT_D24FS8:
1475 TRACE_(d3d_caps)("[OK]\n");
1476 return WINED3D_OK;
1477 default:
1478 TRACE_(d3d_caps)("[FAILED]\n");
1479 return WINED3DERR_NOTAVAILABLE;
1481 } else if(Usage & WINED3DUSAGE_RENDERTARGET) {
1482 switch (CheckFormat) {
1483 case WINED3DFMT_R8G8B8:
1484 case WINED3DFMT_A8R8G8B8:
1485 case WINED3DFMT_X8R8G8B8:
1486 case WINED3DFMT_R5G6B5:
1487 case WINED3DFMT_X1R5G5B5:
1488 case WINED3DFMT_A1R5G5B5:
1489 case WINED3DFMT_A4R4G4B4:
1490 case WINED3DFMT_R3G3B2:
1491 case WINED3DFMT_X4R4G4B4:
1492 case WINED3DFMT_A8B8G8R8:
1493 case WINED3DFMT_X8B8G8R8:
1494 case WINED3DFMT_P8:
1495 TRACE_(d3d_caps)("[OK]\n");
1496 return WINED3D_OK;
1497 default:
1498 TRACE_(d3d_caps)("[FAILED]\n");
1499 return WINED3DERR_NOTAVAILABLE;
1503 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
1504 switch (CheckFormat) {
1505 case D3DFMT_DXT1:
1506 case D3DFMT_DXT2:
1507 case D3DFMT_DXT3:
1508 case D3DFMT_DXT4:
1509 case D3DFMT_DXT5:
1510 TRACE_(d3d_caps)("[OK]\n");
1511 return WINED3D_OK;
1512 default:
1513 break; /* Avoid compiler warnings */
1517 /* This format is nothing special and it is supported perfectly.
1518 * However, ati and nvidia driver on windows do not mark this format
1519 * supported(tested with the dxCapsViewer) and pretending to
1520 * support this format uncovers a bug in Battlefield 1942(fonts are missing)
1521 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
1522 * Enable it on dx7. It will need additional checking on dx10 when we support it.
1524 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
1525 TRACE_(d3d_caps)("[FAILED]\n");
1526 return WINED3DERR_NOTAVAILABLE;
1529 switch (CheckFormat) {
1531 /*****
1532 * supported: RGB(A) formats
1534 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
1535 case WINED3DFMT_A8R8G8B8:
1536 case WINED3DFMT_X8R8G8B8:
1537 case WINED3DFMT_R5G6B5:
1538 case WINED3DFMT_X1R5G5B5:
1539 case WINED3DFMT_A1R5G5B5:
1540 case WINED3DFMT_A4R4G4B4:
1541 case WINED3DFMT_R3G3B2:
1542 case WINED3DFMT_A8:
1543 case WINED3DFMT_A8R3G3B2:
1544 case WINED3DFMT_X4R4G4B4:
1545 case WINED3DFMT_A8B8G8R8:
1546 case WINED3DFMT_X8B8G8R8:
1547 case WINED3DFMT_A2R10G10B10:
1548 case WINED3DFMT_A2B10G10R10:
1549 TRACE_(d3d_caps)("[OK]\n");
1550 return WINED3D_OK;
1552 /*****
1553 * supported: Palettized
1555 case WINED3DFMT_P8:
1556 TRACE_(d3d_caps)("[OK]\n");
1557 return WINED3D_OK;
1559 /*****
1560 * Supported: (Alpha)-Luminance
1562 case WINED3DFMT_L8:
1563 case WINED3DFMT_A8L8:
1564 case WINED3DFMT_A4L4:
1565 TRACE_(d3d_caps)("[OK]\n");
1566 return WINED3D_OK;
1568 /*****
1569 * Not supported for now: Bump mapping formats
1570 * Enable some because games often fail when they are not available
1571 * and are still playable even without bump mapping
1573 case WINED3DFMT_V8U8:
1574 case WINED3DFMT_V16U16:
1575 case WINED3DFMT_L6V5U5:
1576 case WINED3DFMT_X8L8V8U8:
1577 case WINED3DFMT_Q8W8V8U8:
1578 case WINED3DFMT_W11V11U10:
1579 case WINED3DFMT_A2W10V10U10:
1580 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
1581 return WINED3D_OK;
1583 /*****
1584 * DXTN Formats: Handled above
1585 * WINED3DFMT_DXT1
1586 * WINED3DFMT_DXT2
1587 * WINED3DFMT_DXT3
1588 * WINED3DFMT_DXT4
1589 * WINED3DFMT_DXT5
1592 /*****
1593 * Odd formats - not supported
1595 case WINED3DFMT_VERTEXDATA:
1596 case WINED3DFMT_INDEX16:
1597 case WINED3DFMT_INDEX32:
1598 case WINED3DFMT_Q16W16V16U16:
1599 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1600 return WINED3DERR_NOTAVAILABLE;
1602 /*****
1603 * Float formats: Not supported right now
1605 case WINED3DFMT_R16F:
1606 case WINED3DFMT_G16R16F:
1607 case WINED3DFMT_A16B16G16R16F:
1608 case WINED3DFMT_R32F:
1609 case WINED3DFMT_G32R32F:
1610 case WINED3DFMT_A32B32G32R32F:
1611 case WINED3DFMT_CxV8U8:
1612 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1613 return WINED3DERR_NOTAVAILABLE;
1615 /* Not supported */
1616 case WINED3DFMT_G16R16:
1617 case WINED3DFMT_A16B16G16R16:
1618 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1619 return WINED3DERR_NOTAVAILABLE;
1621 default:
1622 break;
1625 TRACE_(d3d_caps)("[FAILED]\n");
1626 return WINED3DERR_NOTAVAILABLE;
1629 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1630 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
1631 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1633 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
1634 This,
1635 Adapter,
1636 DeviceType, debug_d3ddevicetype(DeviceType),
1637 SourceFormat, debug_d3dformat(SourceFormat),
1638 TargetFormat, debug_d3dformat(TargetFormat));
1639 return WINED3D_OK;
1642 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
1643 subset of a D3DCAPS9 structure. However, it has to come via a void *
1644 as the d3d8 interface cannot import the d3d9 header */
1645 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
1647 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1649 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
1651 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1652 return WINED3DERR_INVALIDCALL;
1655 /* FIXME: both the gl_info and the shader_mode should be made per adapter */
1657 /* If we don't know the device settings, go query them now */
1658 if (This->isGLInfoValid == FALSE) {
1659 /* use the desktop window to fill gl caps */
1660 BOOL rc = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
1662 /* We are running off a real context, save the values */
1663 if (rc) This->isGLInfoValid = TRUE;
1665 select_shader_mode(&This->gl_info, DeviceType,
1666 &wined3d_settings.ps_selected_mode, &wined3d_settings.vs_selected_mode);
1667 select_shader_max_constants(&This->gl_info);
1669 /* ------------------------------------------------
1670 The following fields apply to both d3d8 and d3d9
1671 ------------------------------------------------ */
1672 *pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
1673 *pCaps->AdapterOrdinal = Adapter;
1675 *pCaps->Caps = 0;
1676 *pCaps->Caps2 = D3DCAPS2_CANRENDERWINDOWED;
1677 *pCaps->Caps3 = WINED3DDEVCAPS_HWTRANSFORMANDLIGHT;
1678 *pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_IMMEDIATE;
1680 *pCaps->CursorCaps = 0;
1683 *pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
1684 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
1685 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
1686 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
1687 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
1688 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
1689 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
1690 WINED3DDEVCAPS_PUREDEVICE |
1691 WINED3DDEVCAPS_HWRASTERIZATION |
1692 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
1693 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
1694 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
1695 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
1696 WINED3DDEVCAPS_DRAWPRIMITIVES2EX;
1698 *pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_CULLNONE |
1699 D3DPMISCCAPS_CULLCCW |
1700 D3DPMISCCAPS_CULLCW |
1701 D3DPMISCCAPS_COLORWRITEENABLE |
1702 D3DPMISCCAPS_CLIPTLVERTS |
1703 D3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
1704 D3DPMISCCAPS_MASKZ |
1705 D3DPMISCCAPS_BLENDOP;
1706 /* TODO:
1707 D3DPMISCCAPS_NULLREFERENCE
1708 D3DPMISCCAPS_INDEPENDENTWRITEMASKS
1709 D3DPMISCCAPS_FOGANDSPECULARALPHA
1710 D3DPMISCCAPS_SEPARATEALPHABLEND
1711 D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
1712 D3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
1713 D3DPMISCCAPS_FOGVERTEXCLAMPED */
1715 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
1716 #if 0
1717 if (GL_SUPPORT(NV_REGISTER_COMBINERS))
1718 *pCaps->PrimitiveMiscCaps |= D3DPMISCCAPS_TSSARGTEMP;
1719 if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
1720 *pCaps->PrimitiveMiscCaps |= D3DPMISCCAPS_PERSTAGECONSTANT;
1721 #endif
1723 *pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
1724 WINED3DPRASTERCAPS_PAT |
1725 WINED3DPRASTERCAPS_WFOG |
1726 WINED3DPRASTERCAPS_ZFOG |
1727 WINED3DPRASTERCAPS_FOGVERTEX |
1728 WINED3DPRASTERCAPS_FOGTABLE |
1729 WINED3DPRASTERCAPS_FOGRANGE |
1730 WINED3DPRASTERCAPS_STIPPLE |
1731 WINED3DPRASTERCAPS_SUBPIXEL |
1732 WINED3DPRASTERCAPS_ZTEST |
1733 WINED3DPRASTERCAPS_SCISSORTEST |
1734 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
1735 WINED3DPRASTERCAPS_DEPTHBIAS;
1737 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
1738 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
1739 WINED3DPRASTERCAPS_ZBIAS |
1740 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
1742 /* FIXME Add:
1743 WINED3DPRASTERCAPS_COLORPERSPECTIVE
1744 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
1745 WINED3DPRASTERCAPS_ANTIALIASEDGES
1746 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
1747 WINED3DPRASTERCAPS_WBUFFER */
1749 *pCaps->ZCmpCaps = D3DPCMPCAPS_ALWAYS |
1750 D3DPCMPCAPS_EQUAL |
1751 D3DPCMPCAPS_GREATER |
1752 D3DPCMPCAPS_GREATEREQUAL |
1753 D3DPCMPCAPS_LESS |
1754 D3DPCMPCAPS_LESSEQUAL |
1755 D3DPCMPCAPS_NEVER |
1756 D3DPCMPCAPS_NOTEQUAL;
1758 *pCaps->SrcBlendCaps = D3DPBLENDCAPS_BLENDFACTOR |
1759 D3DPBLENDCAPS_BOTHINVSRCALPHA |
1760 D3DPBLENDCAPS_BOTHSRCALPHA |
1761 D3DPBLENDCAPS_DESTALPHA |
1762 D3DPBLENDCAPS_DESTCOLOR |
1763 D3DPBLENDCAPS_INVDESTALPHA |
1764 D3DPBLENDCAPS_INVDESTCOLOR |
1765 D3DPBLENDCAPS_INVSRCALPHA |
1766 D3DPBLENDCAPS_INVSRCCOLOR |
1767 D3DPBLENDCAPS_ONE |
1768 D3DPBLENDCAPS_SRCALPHA |
1769 D3DPBLENDCAPS_SRCALPHASAT |
1770 D3DPBLENDCAPS_SRCCOLOR |
1771 D3DPBLENDCAPS_ZERO;
1773 *pCaps->DestBlendCaps = D3DPBLENDCAPS_BLENDFACTOR |
1774 D3DPBLENDCAPS_BOTHINVSRCALPHA |
1775 D3DPBLENDCAPS_BOTHSRCALPHA |
1776 D3DPBLENDCAPS_DESTALPHA |
1777 D3DPBLENDCAPS_DESTCOLOR |
1778 D3DPBLENDCAPS_INVDESTALPHA |
1779 D3DPBLENDCAPS_INVDESTCOLOR |
1780 D3DPBLENDCAPS_INVSRCALPHA |
1781 D3DPBLENDCAPS_INVSRCCOLOR |
1782 D3DPBLENDCAPS_ONE |
1783 D3DPBLENDCAPS_SRCALPHA |
1784 D3DPBLENDCAPS_SRCALPHASAT |
1785 D3DPBLENDCAPS_SRCCOLOR |
1786 D3DPBLENDCAPS_ZERO;
1788 *pCaps->AlphaCmpCaps = D3DPCMPCAPS_ALWAYS |
1789 D3DPCMPCAPS_EQUAL |
1790 D3DPCMPCAPS_GREATER |
1791 D3DPCMPCAPS_GREATEREQUAL |
1792 D3DPCMPCAPS_LESS |
1793 D3DPCMPCAPS_LESSEQUAL |
1794 D3DPCMPCAPS_NEVER |
1795 D3DPCMPCAPS_NOTEQUAL;
1797 *pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
1798 WINED3DPSHADECAPS_COLORGOURAUDRGB |
1799 WINED3DPSHADECAPS_ALPHAFLATBLEND |
1800 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
1801 WINED3DPSHADECAPS_COLORFLATRGB |
1802 WINED3DPSHADECAPS_FOGFLAT |
1803 WINED3DPSHADECAPS_FOGGOURAUD |
1804 WINED3DPSHADECAPS_SPECULARFLATRGB;
1806 *pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
1807 WINED3DPTEXTURECAPS_ALPHAPALETTE |
1808 WINED3DPTEXTURECAPS_BORDER |
1809 WINED3DPTEXTURECAPS_MIPMAP |
1810 WINED3DPTEXTURECAPS_PROJECTED |
1811 WINED3DPTEXTURECAPS_PERSPECTIVE |
1812 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
1814 if( GL_SUPPORT(EXT_TEXTURE3D)) {
1815 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
1816 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
1817 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
1820 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1821 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
1822 WINED3DPTEXTURECAPS_MIPCUBEMAP |
1823 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
1827 *pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
1828 WINED3DPTFILTERCAPS_MAGFPOINT |
1829 WINED3DPTFILTERCAPS_MINFLINEAR |
1830 WINED3DPTFILTERCAPS_MINFPOINT |
1831 WINED3DPTFILTERCAPS_MIPFLINEAR |
1832 WINED3DPTFILTERCAPS_MIPFPOINT |
1833 WINED3DPTFILTERCAPS_LINEAR |
1834 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
1835 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
1836 WINED3DPTFILTERCAPS_MIPLINEAR |
1837 WINED3DPTFILTERCAPS_MIPNEAREST |
1838 WINED3DPTFILTERCAPS_NEAREST;
1840 *pCaps->CubeTextureFilterCaps = 0;
1841 *pCaps->VolumeTextureFilterCaps = 0;
1843 *pCaps->TextureAddressCaps = D3DPTADDRESSCAPS_INDEPENDENTUV |
1844 D3DPTADDRESSCAPS_CLAMP |
1845 D3DPTADDRESSCAPS_WRAP;
1847 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
1848 *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_BORDER;
1850 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
1851 *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR;
1853 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
1854 *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRRORONCE;
1857 *pCaps->VolumeTextureAddressCaps = 0;
1859 *pCaps->LineCaps = D3DLINECAPS_TEXTURE |
1860 D3DLINECAPS_ZTEST;
1861 /* FIXME: Add
1862 D3DLINECAPS_BLEND
1863 D3DLINECAPS_ALPHACMP
1864 D3DLINECAPS_FOG */
1866 *pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
1867 *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
1869 *pCaps->MaxVolumeExtent = 0;
1871 *pCaps->MaxTextureRepeat = 32768;
1872 *pCaps->MaxTextureAspectRatio = 32768;
1873 *pCaps->MaxVertexW = 1.0;
1875 *pCaps->GuardBandLeft = 0;
1876 *pCaps->GuardBandTop = 0;
1877 *pCaps->GuardBandRight = 0;
1878 *pCaps->GuardBandBottom = 0;
1880 *pCaps->ExtentsAdjust = 0;
1882 *pCaps->StencilCaps = D3DSTENCILCAPS_DECRSAT |
1883 D3DSTENCILCAPS_INCRSAT |
1884 D3DSTENCILCAPS_INVERT |
1885 D3DSTENCILCAPS_KEEP |
1886 D3DSTENCILCAPS_REPLACE |
1887 D3DSTENCILCAPS_ZERO;
1888 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
1889 *pCaps->StencilCaps |= D3DSTENCILCAPS_DECR |
1890 D3DSTENCILCAPS_INCR;
1892 if ( This->dxVersion > 8 &&
1893 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
1894 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
1895 *pCaps->StencilCaps |= D3DSTENCILCAPS_TWOSIDED;
1898 *pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
1900 *pCaps->TextureOpCaps = D3DTEXOPCAPS_ADD |
1901 D3DTEXOPCAPS_ADDSIGNED |
1902 D3DTEXOPCAPS_ADDSIGNED2X |
1903 D3DTEXOPCAPS_MODULATE |
1904 D3DTEXOPCAPS_MODULATE2X |
1905 D3DTEXOPCAPS_MODULATE4X |
1906 D3DTEXOPCAPS_SELECTARG1 |
1907 D3DTEXOPCAPS_SELECTARG2 |
1908 D3DTEXOPCAPS_DISABLE;
1909 #if defined(GL_VERSION_1_3)
1910 *pCaps->TextureOpCaps |= D3DTEXOPCAPS_DOTPRODUCT3 |
1911 D3DTEXOPCAPS_SUBTRACT;
1912 #endif
1913 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
1914 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
1915 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1916 *pCaps->TextureOpCaps |= D3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1917 D3DTEXOPCAPS_BLENDTEXTUREALPHA |
1918 D3DTEXOPCAPS_BLENDFACTORALPHA |
1919 D3DTEXOPCAPS_BLENDCURRENTALPHA |
1920 D3DTEXOPCAPS_LERP;
1922 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1923 *pCaps->TextureOpCaps |= D3DTEXOPCAPS_ADDSMOOTH |
1924 D3DTEXOPCAPS_MULTIPLYADD |
1925 D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1926 D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1927 D3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
1930 #if 0
1931 *pCaps->TextureOpCaps |= D3DTEXOPCAPS_BUMPENVMAP;
1932 /* FIXME: Add
1933 D3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1934 D3DTEXOPCAPS_PREMODULATE */
1935 #endif
1937 *pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
1938 *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
1939 *pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
1940 *pCaps->MaxActiveLights = GL_LIMITS(lights);
1944 #if 0 /* TODO: Blends support in drawprim */
1945 *pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
1946 #else
1947 *pCaps->MaxVertexBlendMatrices = 0;
1948 #endif
1949 *pCaps->MaxVertexBlendMatrixIndex = 1;
1951 *pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
1952 *pCaps->MaxPointSize = GL_LIMITS(pointsize);
1955 *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
1956 WINED3DVTXPCAPS_MATERIALSOURCE7 |
1957 WINED3DVTXPCAPS_POSITIONALLIGHTS |
1958 WINED3DVTXPCAPS_LOCALVIEWER |
1959 WINED3DVTXPCAPS_VERTEXFOG |
1960 WINED3DVTXPCAPS_TEXGEN;
1961 /* FIXME: Add
1962 D3DVTXPCAPS_TWEENING */
1964 *pCaps->MaxPrimitiveCount = 0xFFFFFFFF;
1965 *pCaps->MaxVertexIndex = 0xFFFFFFFF;
1966 *pCaps->MaxStreams = MAX_STREAMS;
1967 *pCaps->MaxStreamStride = 1024;
1969 /* FIXME: the shader mode should be per adapter */
1970 if (wined3d_settings.vs_selected_mode == SHADER_GLSL) {
1971 *pCaps->VertexShaderVersion = D3DVS_VERSION(3,0);
1972 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (GLSL)\n");
1973 } else if (wined3d_settings.vs_selected_mode == SHADER_ARB) {
1974 *pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
1975 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
1976 } else if (wined3d_settings.vs_selected_mode == SHADER_SW) {
1977 *pCaps->VertexShaderVersion = D3DVS_VERSION(3,0);
1978 TRACE_(d3d_caps)("Software vertex shader version 3.0 enabled\n");
1979 } else {
1980 *pCaps->VertexShaderVersion = 0;
1981 TRACE_(d3d_caps)("Vertex shader functionality not available\n");
1984 *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
1986 /* FIXME: the shader ode should be per adapter */
1987 if (wined3d_settings.ps_selected_mode == SHADER_GLSL) {
1988 *pCaps->PixelShaderVersion = D3DPS_VERSION(3,0);
1989 /* FIXME: The following line is card dependent. -1.0 to 1.0 is a safe default clamp range for now */
1990 *pCaps->PixelShader1xMaxValue = 1.0;
1991 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (GLSL)\n");
1992 } else if (wined3d_settings.ps_selected_mode == SHADER_ARB) {
1993 *pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
1994 *pCaps->PixelShader1xMaxValue = 1.0;
1995 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
1996 /* FIXME: Uncomment this when there is support for software Pixel Shader 3.0 and PS_SW is defined
1997 } else if (wined3d_settings.ps_selected_mode = SHADER_SW) {
1998 *pCaps->PixelShaderVersion = D3DPS_VERSION(3,0);
1999 *pCaps->PixelShader1xMaxValue = 1.0;
2000 TRACE_(d3d_caps)("Software pixel shader version 3.0 enabled\n"); */
2001 } else {
2002 *pCaps->PixelShaderVersion = 0;
2003 *pCaps->PixelShader1xMaxValue = 0.0;
2004 TRACE_(d3d_caps)("Pixel shader functionality not available\n");
2007 /* ------------------------------------------------
2008 The following fields apply to d3d9 only
2009 ------------------------------------------------ */
2010 if (This->dxVersion > 8) {
2011 GLint max_buffers = 1;
2012 FIXME("Caps support for directx9 is nonexistent at the moment!\n");
2013 *pCaps->DevCaps2 = 0;
2014 /* TODO: D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES */
2015 *pCaps->MaxNpatchTessellationLevel = 0;
2016 *pCaps->MasterAdapterOrdinal = 0;
2017 *pCaps->AdapterOrdinalInGroup = 0;
2018 *pCaps->NumberOfAdaptersInGroup = 1;
2019 *pCaps->DeclTypes = 0;
2020 #if 0 /*FIXME: Simultaneous render targets*/
2021 GL_MAX_DRAW_BUFFERS_ATI 0x00008824
2022 if (GL_SUPPORT(GL_MAX_DRAW_BUFFERS_ATI)) {
2023 ENTER_GL();
2024 glEnable(GL_MAX_DRAW_BUFFERS_ATI);
2025 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ATI, &max_buffers);
2026 glDisable(GL_MAX_DRAW_BUFFERS_ATI);
2027 LEAVE_GL();
2029 #endif
2030 *pCaps->NumSimultaneousRTs = max_buffers;
2031 *pCaps->StretchRectFilterCaps = 0;
2032 *pCaps->VS20Caps.Caps = 0;
2033 *pCaps->PS20Caps.Caps = 0;
2034 *pCaps->VertexTextureFilterCaps = 0;
2035 *pCaps->MaxVShaderInstructionsExecuted = 0;
2036 *pCaps->MaxPShaderInstructionsExecuted = 0;
2037 *pCaps->MaxVertexShader30InstructionSlots = 0;
2038 *pCaps->MaxPixelShader30InstructionSlots = 0;
2041 return WINED3D_OK;
2045 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
2046 and fields being inserted in the middle, a new structure is used in place */
2047 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
2048 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
2049 IUnknown *parent) {
2051 IWineD3DDeviceImpl *object = NULL;
2052 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2053 HDC hDC;
2054 HRESULT temp_result;
2056 /* Validate the adapter number */
2057 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2058 return WINED3DERR_INVALIDCALL;
2061 /* Create a WineD3DDevice object */
2062 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
2063 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
2064 TRACE("Created WineD3DDevice object @ %p\n", object);
2065 if (NULL == object) {
2066 return WINED3DERR_OUTOFVIDEOMEMORY;
2069 /* Set up initial COM information */
2070 object->lpVtbl = &IWineD3DDevice_Vtbl;
2071 object->ref = 1;
2072 object->wineD3D = iface;
2073 IWineD3D_AddRef(object->wineD3D);
2074 object->parent = parent;
2076 /* Set the state up as invalid until the device is fully created */
2077 object->state = WINED3DERR_DRIVERINTERNALERROR;
2079 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, RetDevInt: %p)\n", This, Adapter, DeviceType,
2080 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
2082 /* Save the creation parameters */
2083 object->createParms.AdapterOrdinal = Adapter;
2084 object->createParms.DeviceType = DeviceType;
2085 object->createParms.hFocusWindow = hFocusWindow;
2086 object->createParms.BehaviorFlags = BehaviourFlags;
2088 /* Initialize other useful values */
2089 object->adapterNo = Adapter;
2090 object->devType = DeviceType;
2092 TRACE("(%p) : Creating stateblock\n", This);
2093 /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
2094 if (WINED3D_OK != IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)object,
2095 WINED3DSBT_INIT,
2096 (IWineD3DStateBlock **)&object->stateBlock,
2097 NULL) || NULL == object->stateBlock) { /* Note: No parent needed for initial internal stateblock */
2098 WARN("Failed to create stateblock\n");
2099 goto create_device_error;
2101 TRACE("(%p) : Created stateblock (%p)\n", This, object->stateBlock);
2102 object->updateStateBlock = object->stateBlock;
2103 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)object->updateStateBlock);
2104 /* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
2106 /* Setup some defaults for creating the implicit swapchain */
2107 ENTER_GL();
2108 /* FIXME: both of those should be made per adapter */
2109 IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
2110 LEAVE_GL();
2111 select_shader_mode(&This->gl_info, DeviceType,
2112 &wined3d_settings.ps_selected_mode, &wined3d_settings.vs_selected_mode);
2113 select_shader_max_constants(&This->gl_info);
2115 temp_result = allocate_shader_constants(object->updateStateBlock);
2116 if (WINED3D_OK != temp_result)
2117 return temp_result;
2119 /* set the state of the device to valid */
2120 object->state = WINED3D_OK;
2122 /* Get the initial screen setup for ddraw */
2123 object->ddraw_width = GetSystemMetrics(SM_CXSCREEN);
2124 object->ddraw_height = GetSystemMetrics(SM_CYSCREEN);
2125 hDC = CreateDCA("DISPLAY", NULL, NULL, NULL);
2126 object->ddraw_format = pixelformat_for_depth(GetDeviceCaps(hDC, BITSPIXEL) * GetDeviceCaps(hDC, PLANES));
2127 DeleteDC(hDC);
2129 return WINED3D_OK;
2130 create_device_error:
2132 /* Set the device state to error */
2133 object->state = WINED3DERR_DRIVERINTERNALERROR;
2135 if (object->updateStateBlock != NULL) {
2136 IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->updateStateBlock);
2137 object->updateStateBlock = NULL;
2139 if (object->stateBlock != NULL) {
2140 IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->stateBlock);
2141 object->stateBlock = NULL;
2143 if (object->renderTarget != NULL) {
2144 IWineD3DSurface_Release(object->renderTarget);
2145 object->renderTarget = NULL;
2147 if (object->stencilBufferTarget != NULL) {
2148 IWineD3DSurface_Release(object->stencilBufferTarget);
2149 object->stencilBufferTarget = NULL;
2151 if (object->stencilBufferTarget != NULL) {
2152 IWineD3DSurface_Release(object->stencilBufferTarget);
2153 object->stencilBufferTarget = NULL;
2155 HeapFree(GetProcessHeap(), 0, object);
2156 *ppReturnedDeviceInterface = NULL;
2157 return WINED3DERR_INVALIDCALL;
2161 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
2162 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2163 IUnknown_AddRef(This->parent);
2164 *pParent = This->parent;
2165 return WINED3D_OK;
2168 /**********************************************************
2169 * IWineD3D VTbl follows
2170 **********************************************************/
2172 const IWineD3DVtbl IWineD3D_Vtbl =
2174 /* IUnknown */
2175 IWineD3DImpl_QueryInterface,
2176 IWineD3DImpl_AddRef,
2177 IWineD3DImpl_Release,
2178 /* IWineD3D */
2179 IWineD3DImpl_GetParent,
2180 IWineD3DImpl_GetAdapterCount,
2181 IWineD3DImpl_RegisterSoftwareDevice,
2182 IWineD3DImpl_GetAdapterMonitor,
2183 IWineD3DImpl_GetAdapterModeCount,
2184 IWineD3DImpl_EnumAdapterModes,
2185 IWineD3DImpl_GetAdapterDisplayMode,
2186 IWineD3DImpl_GetAdapterIdentifier,
2187 IWineD3DImpl_CheckDeviceMultiSampleType,
2188 IWineD3DImpl_CheckDepthStencilMatch,
2189 IWineD3DImpl_CheckDeviceType,
2190 IWineD3DImpl_CheckDeviceFormat,
2191 IWineD3DImpl_CheckDeviceFormatConversion,
2192 IWineD3DImpl_GetDeviceCaps,
2193 IWineD3DImpl_CreateDevice