wined3d: Don't require wined3d object parents to be COM objects.
[wine/testsucceed.git] / dlls / wined3d / directx.c
blob3beb0243c2eeaae1c07e1b17b04f4725ededc7d0
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
39 static const struct {
40 const char *extension_string;
41 GL_SupportedExt extension;
42 DWORD version;
43 } EXTENSION_MAP[] = {
44 /* APPLE */
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
52 /* ARB */
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
96 /* ATI */
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
103 /* EXT */
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
109 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
110 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
111 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
112 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
114 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
115 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
116 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
117 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
118 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
119 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
120 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
121 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
122 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
123 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
124 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
125 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
126 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
127 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
128 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
129 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
130 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
131 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
133 /* NV */
134 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
135 {"GL_NV_fence", NV_FENCE, 0 },
136 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
137 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
138 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
139 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
140 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
141 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
142 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
143 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
144 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
145 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
146 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
147 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
148 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
149 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
150 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
151 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
152 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
153 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
155 /* SGI */
156 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
159 /**********************************************************
160 * Utility functions follow
161 **********************************************************/
163 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter,
164 WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat, DWORD Usage,
165 WINED3DRESOURCETYPE RType, enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType);
167 const struct min_lookup minMipLookup[] =
169 /* NONE POINT LINEAR */
170 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
171 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
172 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
175 const struct min_lookup minMipLookup_noFilter[] =
177 /* NONE POINT LINEAR */
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
179 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
180 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
183 const struct min_lookup minMipLookup_noMip[] =
185 /* NONE POINT LINEAR */
186 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
187 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
188 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
191 const GLenum magLookup[] =
193 /* NONE POINT LINEAR */
194 GL_NEAREST, GL_NEAREST, GL_LINEAR,
197 const GLenum magLookup_noFilter[] =
199 /* NONE POINT LINEAR */
200 GL_NEAREST, GL_NEAREST, GL_NEAREST,
203 /* drawStridedSlow attributes */
204 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
206 glAttribFunc specular_func_3ubv;
207 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
208 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
209 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
212 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
213 * i.e., there is no GL Context - Get a default rendering context to enable the
214 * function query some info from GL.
217 struct wined3d_fake_gl_ctx
219 HDC dc;
220 HWND wnd;
221 HGLRC gl_ctx;
222 HDC restore_dc;
223 HGLRC restore_gl_ctx;
226 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
228 TRACE_(d3d_caps)("Destroying fake GL context.\n");
230 if (!pwglMakeCurrent(NULL, NULL))
232 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
235 if (!pwglDeleteContext(ctx->gl_ctx))
237 DWORD err = GetLastError();
238 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
241 ReleaseDC(ctx->wnd, ctx->dc);
242 DestroyWindow(ctx->wnd);
244 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
246 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
250 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
252 PIXELFORMATDESCRIPTOR pfd;
253 int iPixelFormat;
255 TRACE("getting context...\n");
257 ctx->restore_dc = pwglGetCurrentDC();
258 ctx->restore_gl_ctx = pwglGetCurrentContext();
260 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
261 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
262 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
263 if (!ctx->wnd)
265 ERR_(d3d_caps)("Failed to create a window.\n");
266 goto fail;
269 ctx->dc = GetDC(ctx->wnd);
270 if (!ctx->dc)
272 ERR_(d3d_caps)("Failed to get a DC.\n");
273 goto fail;
276 /* PixelFormat selection */
277 ZeroMemory(&pfd, sizeof(pfd));
278 pfd.nSize = sizeof(pfd);
279 pfd.nVersion = 1;
280 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
281 pfd.iPixelType = PFD_TYPE_RGBA;
282 pfd.cColorBits = 32;
283 pfd.iLayerType = PFD_MAIN_PLANE;
285 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
286 if (!iPixelFormat)
288 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
289 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
290 goto fail;
292 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
293 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
295 /* Create a GL context. */
296 ctx->gl_ctx = pwglCreateContext(ctx->dc);
297 if (!ctx->gl_ctx)
299 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
300 goto fail;
303 /* Make it the current GL context. */
304 if (!context_set_current(NULL))
306 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
309 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
311 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
312 goto fail;
315 return TRUE;
317 fail:
318 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
319 ctx->gl_ctx = NULL;
320 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
321 ctx->dc = NULL;
322 if (ctx->wnd) DestroyWindow(ctx->wnd);
323 ctx->wnd = NULL;
324 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
326 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
329 return FALSE;
332 /* Adjust the amount of used texture memory */
333 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
335 struct wined3d_adapter *adapter = device->adapter;
337 adapter->UsedTextureRam += glram;
338 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
339 return adapter->UsedTextureRam;
342 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
344 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
345 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
348 /**********************************************************
349 * IUnknown parts follows
350 **********************************************************/
352 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
354 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
356 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
357 if (IsEqualGUID(riid, &IID_IUnknown)
358 || IsEqualGUID(riid, &IID_IWineD3DBase)
359 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
360 IUnknown_AddRef(iface);
361 *ppobj = This;
362 return S_OK;
364 *ppobj = NULL;
365 return E_NOINTERFACE;
368 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
369 IWineD3DImpl *This = (IWineD3DImpl *)iface;
370 ULONG refCount = InterlockedIncrement(&This->ref);
372 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
373 return refCount;
376 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
377 IWineD3DImpl *This = (IWineD3DImpl *)iface;
378 ULONG ref;
379 TRACE("(%p) : Releasing from %d\n", This, This->ref);
380 ref = InterlockedDecrement(&This->ref);
381 if (ref == 0) {
382 unsigned int i;
384 for (i = 0; i < This->adapter_count; ++i)
386 wined3d_adapter_cleanup(&This->adapters[i]);
388 HeapFree(GetProcessHeap(), 0, This);
391 return ref;
394 /**********************************************************
395 * IWineD3D parts follows
396 **********************************************************/
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
401 GLuint prog;
402 BOOL ret = FALSE;
403 const char *testcode =
404 "!!ARBvp1.0\n"
405 "PARAM C[66] = { program.env[0..65] };\n"
406 "ADDRESS A0;"
407 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408 "ARL A0.x, zero.x;\n"
409 "MOV result.position, C[A0.x + 65];\n"
410 "END\n";
412 while(glGetError());
413 GL_EXTCALL(glGenProgramsARB(1, &prog));
414 if(!prog) {
415 ERR("Failed to create an ARB offset limit test program\n");
417 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419 strlen(testcode), testcode));
420 if(glGetError() != 0) {
421 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
422 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
423 ret = TRUE;
424 } else TRACE("OpenGL implementation allows offsets > 63\n");
426 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
427 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
428 checkGLcall("ARB vp offset limit test cleanup");
430 return ret;
433 static DWORD ver_for_ext(GL_SupportedExt ext)
435 unsigned int i;
436 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
437 if(EXTENSION_MAP[i].extension == ext) {
438 return EXTENSION_MAP[i].version;
441 return 0;
444 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
445 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
447 if (card_vendor != HW_VENDOR_ATI) return FALSE;
448 if (device == CARD_ATI_RADEON_9500) return TRUE;
449 if (device == CARD_ATI_RADEON_X700) return TRUE;
450 if (device == CARD_ATI_RADEON_X1600) return TRUE;
451 return FALSE;
454 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
455 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
457 if (card_vendor == HW_VENDOR_NVIDIA)
459 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
460 device == CARD_NVIDIA_GEFORCEFX_5600 ||
461 device == CARD_NVIDIA_GEFORCEFX_5800)
463 return TRUE;
466 return FALSE;
469 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
470 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
472 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
473 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
474 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
476 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
477 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
478 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
479 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
480 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
481 * the chance that other implementations support them is rather small since Win32 QuickTime uses
482 * DirectDraw, not OpenGL.
484 * This test has been moved into wined3d_guess_gl_vendor()
486 if (gl_vendor == GL_VENDOR_APPLE)
488 return TRUE;
490 return FALSE;
493 /* Context activation is done by the caller. */
494 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
496 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
497 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
498 * all the texture. This function detects this bug by its symptom and disables PBOs
499 * if the test fails.
501 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
502 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
503 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
504 * read back is compared to the original. If they are equal PBOs are assumed to work,
505 * otherwise the PBO extension is disabled. */
506 GLuint texture, pbo;
507 static const unsigned int pattern[] =
509 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
510 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
511 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
512 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
514 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
516 /* No PBO -> No point in testing them. */
517 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
519 ENTER_GL();
521 while (glGetError());
522 glGenTextures(1, &texture);
523 glBindTexture(GL_TEXTURE_2D, texture);
525 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
526 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
527 checkGLcall("Specifying the PBO test texture");
529 GL_EXTCALL(glGenBuffersARB(1, &pbo));
530 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
531 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
532 checkGLcall("Specifying the PBO test pbo");
534 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
535 checkGLcall("Loading the PBO test texture");
537 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
538 LEAVE_GL();
540 wglFinish(); /* just to be sure */
542 memset(check, 0, sizeof(check));
543 ENTER_GL();
544 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
545 checkGLcall("Reading back the PBO test texture");
547 glDeleteTextures(1, &texture);
548 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
549 checkGLcall("PBO test cleanup");
551 LEAVE_GL();
553 if (memcmp(check, pattern, sizeof(check)))
555 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
556 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
557 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
559 else
561 TRACE_(d3d_caps)("PBO test successful.\n");
565 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
566 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
571 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
572 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
575 if (card_vendor != HW_VENDOR_ATI) return FALSE;
576 if (device == CARD_ATI_RADEON_X1600) return FALSE;
577 return TRUE;
580 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
581 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 return gl_vendor == GL_VENDOR_FGLRX;
587 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
588 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
591 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
592 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
593 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
594 * hardcoded
596 * dx10 cards usually have 64 varyings */
597 return gl_info->limits.glsl_varyings > 44;
600 /* A GL context is provided by the caller */
601 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
602 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 GLenum error;
605 DWORD data[16];
607 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
609 ENTER_GL();
610 while(glGetError());
611 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
612 error = glGetError();
613 LEAVE_GL();
615 if(error == GL_NO_ERROR)
617 TRACE("GL Implementation accepts 4 component specular color pointers\n");
618 return TRUE;
620 else
622 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
623 debug_glerror(error));
624 return FALSE;
628 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
629 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
631 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
632 return gl_info->supported[NV_TEXTURE_SHADER];
635 /* A GL context is provided by the caller */
636 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
637 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 GLuint prog;
640 BOOL ret = FALSE;
641 GLint pos;
642 const char *testcode =
643 "!!ARBvp1.0\n"
644 "OPTION NV_vertex_program2;\n"
645 "MOV result.clip[0], 0.0;\n"
646 "MOV result.position, 0.0;\n"
647 "END\n";
649 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651 ENTER_GL();
652 while(glGetError());
654 GL_EXTCALL(glGenProgramsARB(1, &prog));
655 if(!prog)
657 ERR("Failed to create the NVvp clip test program\n");
658 LEAVE_GL();
659 return FALSE;
661 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
662 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
663 strlen(testcode), testcode));
664 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
665 if(pos != -1)
667 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
668 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
669 ret = TRUE;
670 while(glGetError());
672 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
674 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
675 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
676 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
678 LEAVE_GL();
679 return ret;
682 /* Context activation is done by the caller. */
683 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
684 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
686 char data[4 * 4 * 4];
687 GLuint tex, fbo;
688 GLenum status;
690 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
692 memset(data, 0xcc, sizeof(data));
694 ENTER_GL();
696 glGenTextures(1, &tex);
697 glBindTexture(GL_TEXTURE_2D, tex);
698 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
700 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
701 checkGLcall("glTexImage2D");
703 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
704 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
705 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
706 checkGLcall("glFramebufferTexture2D");
708 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
709 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
710 checkGLcall("glCheckFramebufferStatus");
712 memset(data, 0x11, sizeof(data));
713 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
714 checkGLcall("glTexSubImage2D");
716 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
717 glClear(GL_COLOR_BUFFER_BIT);
718 checkGLcall("glClear");
720 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
721 checkGLcall("glGetTexImage");
723 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
724 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
725 glBindTexture(GL_TEXTURE_2D, 0);
726 checkGLcall("glBindTexture");
728 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
729 glDeleteTextures(1, &tex);
730 checkGLcall("glDeleteTextures");
732 LEAVE_GL();
734 return *(DWORD *)data == 0x11111111;
737 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
739 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
740 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
741 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
742 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
745 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
747 quirk_arb_constants(gl_info);
748 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
749 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
750 * allow 48 different offsets or other helper immediate values. */
751 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
752 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
755 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
756 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
757 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
758 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
759 * most games, but avoids the crash
761 * A more sophisticated way would be to find all units that need texture coordinates and enable
762 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
763 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
765 * Note that disabling the extension entirely does not gain predictability because there is no point
766 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
767 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
769 if (gl_info->supported[ARB_POINT_SPRITE])
771 TRACE("Limiting point sprites to one texture unit.\n");
772 gl_info->limits.point_sprite_units = 1;
776 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
778 quirk_arb_constants(gl_info);
780 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
781 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
782 * If real NP2 textures are used, the driver falls back to software. We could just remove the
783 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
784 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
785 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
786 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
788 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
789 * has this extension promoted to core. The extension loading code sets this extension supported
790 * due to that, so this code works on fglrx as well. */
791 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
793 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
794 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
795 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
798 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
799 * it is generally more efficient. Reserve just 8 constants. */
800 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
801 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
804 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
806 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
807 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
808 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
809 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
810 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
811 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
813 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
814 * triggering the software fallback. There is not much we can do here apart from disabling the
815 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
816 * in IWineD3DImpl_FillGLCaps).
817 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
818 * post-processing effects in the game "Max Payne 2").
819 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
820 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
821 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
822 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
825 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
827 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
828 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
829 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
830 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
831 * according to the spec.
833 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
834 * makes the shader slower and eats instruction slots which should be available to the d3d app.
836 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
837 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
838 * this workaround is activated on cards that do not need it, it won't break things, just affect
839 * performance negatively. */
840 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
841 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
844 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
846 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
849 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
851 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
854 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
856 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
857 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
860 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
862 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
865 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
867 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
870 struct driver_quirk
872 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
873 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
874 void (*apply)(struct wined3d_gl_info *gl_info);
875 const char *description;
878 static const struct driver_quirk quirk_table[] =
881 match_ati_r300_to_500,
882 quirk_ati_dx9,
883 "ATI GLSL constant and normalized texrect quirk"
885 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
886 * used it falls back to software. While the compiler can detect if the shader uses all declared
887 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
888 * using relative addressing falls back to software.
890 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
892 match_apple,
893 quirk_apple_glsl_constants,
894 "Apple GLSL uniform override"
897 match_geforce5,
898 quirk_no_np2,
899 "Geforce 5 NP2 disable"
902 match_apple_intel,
903 quirk_texcoord_w,
904 "Init texcoord .w for Apple Intel GPU driver"
907 match_apple_nonr500ati,
908 quirk_texcoord_w,
909 "Init texcoord .w for Apple ATI >= r600 GPU driver"
912 match_fglrx,
913 quirk_one_point_sprite,
914 "Fglrx point sprite crash workaround"
917 match_dx10_capable,
918 quirk_clip_varying,
919 "Reserved varying for gl_ClipPos"
922 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
923 * GL implementations accept it. The Mac GL is the only implementation known to
924 * reject it.
926 * If we can pass 4 component specular colors, do it, because (a) we don't have
927 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
928 * passes specular alpha to the pixel shader if any is used. Otherwise the
929 * specular alpha is used to pass the fog coordinate, which we pass to opengl
930 * via GL_EXT_fog_coord.
932 match_allows_spec_alpha,
933 quirk_allows_specular_alpha,
934 "Allow specular alpha quirk"
937 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
938 * (rdar://5682521).
940 match_apple_nvts,
941 quirk_apple_nvts,
942 "Apple NV_texture_shader disable"
945 match_broken_nv_clip,
946 quirk_disable_nvvp_clip,
947 "Apple NV_vertex_program clip bug quirk"
950 match_fbo_tex_update,
951 quirk_fbo_tex_update,
952 "FBO rebind for attachment updates"
956 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
957 * reporting a driver version is moot because we are not the Windows driver, and we have different
958 * bugs, features, etc.
960 * The driver version has the form "x.y.z.w".
962 * "x" is the Windows version the driver is meant for:
963 * 4 -> 95/98/NT4
964 * 5 -> 2000
965 * 6 -> 2000/XP
966 * 7 -> Vista
967 * 8 -> Win 7
969 * "y" is the Direct3D level the driver supports:
970 * 11 -> d3d6
971 * 12 -> d3d7
972 * 13 -> d3d8
973 * 14 -> d3d9
974 * 15 -> d3d10
976 * "z" is unknown, possibly vendor specific.
978 * "w" is the vendor specific driver version.
980 struct driver_version_information
982 WORD vendor; /* reported PCI card vendor ID */
983 WORD card; /* reported PCI card device ID */
984 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
985 WORD d3d_level; /* driver hiword to report */
986 WORD lopart_hi, lopart_lo; /* driver loword to report */
989 static const struct driver_version_information driver_version_table[] =
991 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
992 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
993 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
994 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
996 * All version numbers used below are from the Linux nvidia drivers. */
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 9745 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 9745 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 9745 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 9745 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 9745 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 9745 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 9745 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 9745 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", 15, 11, 9745 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 9745 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 9745 },
1019 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 9745 },
1020 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", 15, 11, 9745 },
1021 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 9745 },
1022 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 9745 },
1023 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 9745 },
1024 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 9745 },
1025 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 9745 },
1026 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", 15, 11, 9745 },
1027 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", 15, 11, 9745 },
1028 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 9745 },
1029 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 9745 },
1030 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 9745 },
1031 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 9745 },
1032 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", 15, 11, 9745 },
1033 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", 15, 11, 9745 },
1034 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", 15, 11, 9775 },
1035 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", 15, 11, 9775 },
1036 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1037 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1038 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1039 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1040 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1041 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1042 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1043 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1044 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1045 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1046 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1047 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1048 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1050 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1053 static void init_driver_info(struct wined3d_driver_info *driver_info,
1054 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1056 OSVERSIONINFOW os_version;
1057 WORD driver_os_version;
1058 unsigned int i;
1060 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1062 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1063 vendor = wined3d_settings.pci_vendor_id;
1065 driver_info->vendor = vendor;
1067 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1069 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1070 device = wined3d_settings.pci_device_id;
1072 driver_info->device = device;
1074 switch (vendor)
1076 case HW_VENDOR_ATI:
1077 driver_info->name = "ati2dvag.dll";
1078 break;
1080 case HW_VENDOR_NVIDIA:
1081 driver_info->name = "nv4_disp.dll";
1082 break;
1084 case HW_VENDOR_INTEL:
1085 default:
1086 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1087 driver_info->name = "Display";
1088 break;
1091 memset(&os_version, 0, sizeof(os_version));
1092 os_version.dwOSVersionInfoSize = sizeof(os_version);
1093 if (!GetVersionExW(&os_version))
1095 ERR("Failed to get OS version, reporting 2000/XP.\n");
1096 driver_os_version = 6;
1098 else
1100 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1101 switch (os_version.dwMajorVersion)
1103 case 4:
1104 driver_os_version = 4;
1105 break;
1107 case 5:
1108 driver_os_version = 6;
1109 break;
1111 case 6:
1112 if (os_version.dwMinorVersion == 0)
1114 driver_os_version = 7;
1116 else
1118 if (os_version.dwMinorVersion > 1)
1120 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1121 os_version.dwMajorVersion, os_version.dwMinorVersion);
1123 driver_os_version = 8;
1125 break;
1127 default:
1128 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1129 os_version.dwMajorVersion, os_version.dwMinorVersion);
1130 driver_os_version = 6;
1131 break;
1135 driver_info->description = "Direct3D HAL";
1136 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1137 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1139 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1141 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1143 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1145 driver_info->description = driver_version_table[i].description;
1146 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1147 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1148 driver_version_table[i].lopart_lo);
1149 break;
1153 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1154 driver_info->version_high, driver_info->version_low);
1157 /* Context activation is done by the caller. */
1158 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1159 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1161 unsigned int i;
1163 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1165 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1166 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1167 quirk_table[i].apply(gl_info);
1170 /* Find out if PBOs work as they are supposed to. */
1171 test_pbo_functionality(gl_info);
1174 static DWORD wined3d_parse_gl_version(const char *gl_version)
1176 const char *ptr = gl_version;
1177 int major, minor;
1179 major = atoi(ptr);
1180 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1182 while (isdigit(*ptr)) ++ptr;
1183 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1185 minor = atoi(ptr);
1187 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1189 return MAKEDWORD_VERSION(major, minor);
1192 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1195 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1196 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1197 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1199 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1200 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1201 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1202 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1203 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1204 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1205 * DirectDraw, not OpenGL. */
1206 if (gl_info->supported[APPLE_FENCE]
1207 && gl_info->supported[APPLE_CLIENT_STORAGE]
1208 && gl_info->supported[APPLE_FLUSH_RENDER]
1209 && gl_info->supported[APPLE_YCBCR_422])
1210 return GL_VENDOR_APPLE;
1212 if (strstr(gl_vendor_string, "NVIDIA"))
1213 return GL_VENDOR_NVIDIA;
1215 if (strstr(gl_vendor_string, "ATI"))
1216 return GL_VENDOR_FGLRX;
1218 if (strstr(gl_vendor_string, "Intel(R)")
1219 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1220 || strstr(gl_renderer, "Intel")
1221 || strstr(gl_vendor_string, "Intel Inc."))
1222 return GL_VENDOR_INTEL;
1224 if (strstr(gl_vendor_string, "Mesa")
1225 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1226 || strstr(gl_vendor_string, "DRI R300 Project")
1227 || strstr(gl_vendor_string, "X.Org R300 Project")
1228 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1229 || strstr(gl_vendor_string, "VMware, Inc.")
1230 || strstr(gl_renderer, "Mesa")
1231 || strstr(gl_renderer, "Gallium"))
1232 return GL_VENDOR_MESA;
1234 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1235 debugstr_a(gl_vendor_string));
1237 return GL_VENDOR_UNKNOWN;
1240 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1242 if (strstr(gl_vendor_string, "NVIDIA"))
1243 return HW_VENDOR_NVIDIA;
1245 if (strstr(gl_vendor_string, "ATI")
1246 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1247 || strstr(gl_vendor_string, "X.Org R300 Project")
1248 || strstr(gl_renderer, "R100")
1249 || strstr(gl_renderer, "R200")
1250 || strstr(gl_renderer, "R300")
1251 || strstr(gl_renderer, "R600")
1252 || strstr(gl_renderer, "R700"))
1253 return HW_VENDOR_ATI;
1255 if (strstr(gl_vendor_string, "Intel(R)")
1256 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1257 || strstr(gl_renderer, "Intel")
1258 || strstr(gl_vendor_string, "Intel Inc."))
1259 return HW_VENDOR_INTEL;
1261 if (strstr(gl_vendor_string, "Mesa")
1262 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1263 || strstr(gl_vendor_string, "VMware, Inc."))
1264 return HW_VENDOR_SOFTWARE;
1266 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1268 return HW_VENDOR_NVIDIA;
1273 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1274 const char *gl_renderer, unsigned int *vidmem)
1276 if (WINE_D3D10_CAPABLE(gl_info))
1278 /* Geforce 400 - highend */
1279 if (strstr(gl_renderer, "GTX 480"))
1281 *vidmem = 1536;
1282 return CARD_NVIDIA_GEFORCE_GTX480;
1285 /* Geforce 400 - midend high */
1286 if (strstr(gl_renderer, "GTX 470"))
1288 *vidmem = 1280;
1289 return CARD_NVIDIA_GEFORCE_GTX470;
1292 /* Geforce 300 highend mobile */
1293 if (strstr(gl_renderer, "GTS 350M")
1294 || strstr(gl_renderer, "GTS 360M"))
1296 *vidmem = 1024;
1297 return CARD_NVIDIA_GEFORCE_GTS350M;
1300 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1301 if (strstr(gl_renderer, "GT 325M")
1302 || strstr(gl_renderer, "GT 330M"))
1304 *vidmem = 1024;
1305 return CARD_NVIDIA_GEFORCE_GT325M;
1308 /* Geforce 200 - highend */
1309 if (strstr(gl_renderer, "GTX 280")
1310 || strstr(gl_renderer, "GTX 285")
1311 || strstr(gl_renderer, "GTX 295"))
1313 *vidmem = 1024;
1314 return CARD_NVIDIA_GEFORCE_GTX280;
1317 /* Geforce 200 - midend high */
1318 if (strstr(gl_renderer, "GTX 275"))
1320 *vidmem = 896;
1321 return CARD_NVIDIA_GEFORCE_GTX275;
1324 /* Geforce 200 - midend */
1325 if (strstr(gl_renderer, "GTX 260"))
1327 *vidmem = 1024;
1328 return CARD_NVIDIA_GEFORCE_GTX260;
1330 /* Geforce 200 - midend */
1331 if (strstr(gl_renderer, "GT 240"))
1333 *vidmem = 512;
1334 return CARD_NVIDIA_GEFORCE_GT240;
1337 /* Geforce 200 lowend */
1338 if (strstr(gl_renderer, "GT 220"))
1340 *vidmem = 512; /* The GT 220 has 512-1024MB */
1341 return CARD_NVIDIA_GEFORCE_GT220;
1343 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1344 if (strstr(gl_renderer, "Geforce 210")
1345 || strstr(gl_renderer, "G 210")
1346 || strstr(gl_renderer, "Geforce 305")
1347 || strstr(gl_renderer, "Geforce 310"))
1349 *vidmem = 512;
1350 return CARD_NVIDIA_GEFORCE_210;
1353 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1354 if (strstr(gl_renderer, "9800")
1355 || strstr(gl_renderer, "GTS 150")
1356 || strstr(gl_renderer, "GTS 250"))
1358 *vidmem = 512;
1359 return CARD_NVIDIA_GEFORCE_9800GT;
1362 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1363 if (strstr(gl_renderer, "9600")
1364 || strstr(gl_renderer, "GT 140"))
1366 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1367 return CARD_NVIDIA_GEFORCE_9600GT;
1370 /* Geforce9 - midend low / Geforce 200 - low */
1371 if (strstr(gl_renderer, "9500")
1372 || strstr(gl_renderer, "GT 120")
1373 || strstr(gl_renderer, "GT 130"))
1375 *vidmem = 256; /* The 9500GT has 256-1024MB */
1376 return CARD_NVIDIA_GEFORCE_9500GT;
1379 /* Geforce9 - lowend */
1380 if (strstr(gl_renderer, "9400"))
1382 *vidmem = 256; /* The 9400GT has 256-1024MB */
1383 return CARD_NVIDIA_GEFORCE_9400GT;
1386 /* Geforce9 - lowend low */
1387 if (strstr(gl_renderer, "9100")
1388 || strstr(gl_renderer, "9200")
1389 || strstr(gl_renderer, "9300")
1390 || strstr(gl_renderer, "G 100"))
1392 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1393 return CARD_NVIDIA_GEFORCE_9200;
1396 /* Geforce8 - highend high*/
1397 if (strstr(gl_renderer, "8800 GTX"))
1399 *vidmem = 768;
1400 return CARD_NVIDIA_GEFORCE_8800GTX;
1403 /* Geforce8 - highend */
1404 if (strstr(gl_renderer, "8800"))
1406 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1407 return CARD_NVIDIA_GEFORCE_8800GTS;
1410 /* Geforce8 - midend mobile */
1411 if (strstr(gl_renderer, "8600 M"))
1413 *vidmem = 512;
1414 return CARD_NVIDIA_GEFORCE_8600MGT;
1417 /* Geforce8 - midend */
1418 if (strstr(gl_renderer, "8600")
1419 || strstr(gl_renderer, "8700"))
1421 *vidmem = 256;
1422 return CARD_NVIDIA_GEFORCE_8600GT;
1425 /* Geforce8 - mid-lowend */
1426 if (strstr(gl_renderer, "8400")
1427 || strstr(gl_renderer, "8500"))
1429 *vidmem = 128; /* 128-256MB for a 8400, 256-512MB for a 8500 */
1430 return CARD_NVIDIA_GEFORCE_8400GS;
1433 /* Geforce8 - lowend */
1434 if (strstr(gl_renderer, "8100")
1435 || strstr(gl_renderer, "8200")
1436 || strstr(gl_renderer, "8300"))
1438 *vidmem = 128; /* 128-256MB for a 8300 */
1439 return CARD_NVIDIA_GEFORCE_8300GS;
1442 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1443 *vidmem = 128;
1444 return CARD_NVIDIA_GEFORCE_8300GS;
1447 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1448 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1450 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1452 /* Geforce7 - highend */
1453 if (strstr(gl_renderer, "7800")
1454 || strstr(gl_renderer, "7900")
1455 || strstr(gl_renderer, "7950")
1456 || strstr(gl_renderer, "Quadro FX 4")
1457 || strstr(gl_renderer, "Quadro FX 5"))
1459 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1460 return CARD_NVIDIA_GEFORCE_7800GT;
1463 /* Geforce7 midend */
1464 if (strstr(gl_renderer, "7600")
1465 || strstr(gl_renderer, "7700"))
1467 *vidmem = 256; /* The 7600 uses 256-512MB */
1468 return CARD_NVIDIA_GEFORCE_7600;
1471 /* Geforce7 lower medium */
1472 if (strstr(gl_renderer, "7400"))
1474 *vidmem = 256; /* The 7400 uses 256-512MB */
1475 return CARD_NVIDIA_GEFORCE_7400;
1478 /* Geforce7 lowend */
1479 if (strstr(gl_renderer, "7300"))
1481 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1482 return CARD_NVIDIA_GEFORCE_7300;
1485 /* Geforce6 highend */
1486 if (strstr(gl_renderer, "6800"))
1488 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1489 return CARD_NVIDIA_GEFORCE_6800;
1492 /* Geforce6 - midend */
1493 if (strstr(gl_renderer, "6600")
1494 || strstr(gl_renderer, "6610")
1495 || strstr(gl_renderer, "6700"))
1497 *vidmem = 128; /* A 6600GT has 128-256MB */
1498 return CARD_NVIDIA_GEFORCE_6600GT;
1501 /* Geforce6/7 lowend */
1502 *vidmem = 64; /* */
1503 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1506 if (WINE_D3D9_CAPABLE(gl_info))
1508 /* GeforceFX - highend */
1509 if (strstr(gl_renderer, "5800")
1510 || strstr(gl_renderer, "5900")
1511 || strstr(gl_renderer, "5950")
1512 || strstr(gl_renderer, "Quadro FX"))
1514 *vidmem = 256; /* 5800-5900 cards use 256MB */
1515 return CARD_NVIDIA_GEFORCEFX_5800;
1518 /* GeforceFX - midend */
1519 if (strstr(gl_renderer, "5600")
1520 || strstr(gl_renderer, "5650")
1521 || strstr(gl_renderer, "5700")
1522 || strstr(gl_renderer, "5750"))
1524 *vidmem = 128; /* A 5600 uses 128-256MB */
1525 return CARD_NVIDIA_GEFORCEFX_5600;
1528 /* GeforceFX - lowend */
1529 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1530 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1533 if (WINE_D3D8_CAPABLE(gl_info))
1535 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1537 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1538 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1541 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1542 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1545 if (WINE_D3D7_CAPABLE(gl_info))
1547 if (strstr(gl_renderer, "GeForce4 MX"))
1549 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1550 * early models had 32MB but most have 64MB or even 128MB. */
1551 *vidmem = 64;
1552 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1555 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1557 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1558 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1561 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1563 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1564 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1567 /* Most Geforce1 cards have 32MB, there are also some rare 16
1568 * and 64MB (Dell) models. */
1569 *vidmem = 32;
1570 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1573 if (strstr(gl_renderer, "TNT2"))
1575 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1576 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1579 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1580 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1584 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1585 const char *gl_renderer, unsigned int *vidmem)
1587 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1589 * Beware: renderer string do not match exact card model,
1590 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1591 if (WINE_D3D10_CAPABLE(gl_info))
1593 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1594 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1595 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1596 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1598 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1599 return CARD_ATI_RADEON_HD5800;
1602 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1603 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1604 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1605 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1607 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1608 return CARD_ATI_RADEON_HD5700;
1611 /* Radeon R7xx HD4800 - highend */
1612 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1613 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1614 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1615 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1616 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1618 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1619 return CARD_ATI_RADEON_HD4800;
1622 /* Radeon R740 HD4700 - midend */
1623 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1624 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1626 *vidmem = 512;
1627 return CARD_ATI_RADEON_HD4700;
1630 /* Radeon R730 HD4600 - midend */
1631 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1632 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1633 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1635 *vidmem = 512;
1636 return CARD_ATI_RADEON_HD4600;
1639 /* Radeon R710 HD4500/HD4350 - lowend */
1640 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1641 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1643 *vidmem = 256;
1644 return CARD_ATI_RADEON_HD4350;
1647 /* Radeon R6xx HD2900/HD3800 - highend */
1648 if (strstr(gl_renderer, "HD 2900")
1649 || strstr(gl_renderer, "HD 3870")
1650 || strstr(gl_renderer, "HD 3850"))
1652 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1653 return CARD_ATI_RADEON_HD2900;
1656 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1657 if (strstr(gl_renderer, "HD 2600")
1658 || strstr(gl_renderer, "HD 3830")
1659 || strstr(gl_renderer, "HD 3690")
1660 || strstr(gl_renderer, "HD 3650"))
1662 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1663 return CARD_ATI_RADEON_HD2600;
1666 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1667 * Note HD2300=DX9, HD2350=DX10 */
1668 if (strstr(gl_renderer, "HD 2350")
1669 || strstr(gl_renderer, "HD 2400")
1670 || strstr(gl_renderer, "HD 3470")
1671 || strstr(gl_renderer, "HD 3450")
1672 || strstr(gl_renderer, "HD 3430")
1673 || strstr(gl_renderer, "HD 3400"))
1675 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1676 return CARD_ATI_RADEON_HD2350;
1679 /* Radeon R6xx/R7xx integrated */
1680 if (strstr(gl_renderer, "HD 3100")
1681 || strstr(gl_renderer, "HD 3200")
1682 || strstr(gl_renderer, "HD 3300"))
1684 *vidmem = 128; /* 128MB */
1685 return CARD_ATI_RADEON_HD3200;
1688 /* Default for when no GPU has been found */
1689 *vidmem = 128; /* 128MB */
1690 return CARD_ATI_RADEON_HD3200;
1693 if (WINE_D3D8_CAPABLE(gl_info))
1695 /* Radeon R5xx */
1696 if (strstr(gl_renderer, "X1600")
1697 || strstr(gl_renderer, "X1650")
1698 || strstr(gl_renderer, "X1800")
1699 || strstr(gl_renderer, "X1900")
1700 || strstr(gl_renderer, "X1950"))
1702 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1703 return CARD_ATI_RADEON_X1600;
1706 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1707 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1708 if (strstr(gl_renderer, "X700")
1709 || strstr(gl_renderer, "X800")
1710 || strstr(gl_renderer, "X850")
1711 || strstr(gl_renderer, "X1300")
1712 || strstr(gl_renderer, "X1400")
1713 || strstr(gl_renderer, "X1450")
1714 || strstr(gl_renderer, "X1550")
1715 || strstr(gl_renderer, "X2300")
1716 || strstr(gl_renderer, "X2500")
1717 || strstr(gl_renderer, "HD 2300")
1720 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1721 return CARD_ATI_RADEON_X700;
1724 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1725 if (strstr(gl_renderer, "Radeon Xpress"))
1727 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1728 return CARD_ATI_RADEON_XPRESS_200M;
1731 /* Radeon R3xx */
1732 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1733 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1736 if (WINE_D3D8_CAPABLE(gl_info))
1738 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1739 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1742 if (WINE_D3D7_CAPABLE(gl_info))
1744 *vidmem = 32; /* There are models with up to 64MB */
1745 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1748 *vidmem = 16; /* There are 16-32MB models */
1749 return CARD_ATI_RAGE_128PRO;
1753 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1754 const char *gl_renderer, unsigned int *vidmem)
1756 if (strstr(gl_renderer, "X3100"))
1758 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1759 *vidmem = 128;
1760 return CARD_INTEL_X3100;
1763 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1765 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1766 *vidmem = 64;
1767 return CARD_INTEL_I945GM;
1770 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1771 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1772 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1773 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1774 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1775 return CARD_INTEL_I915G;
1779 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1780 const char *gl_renderer, unsigned int *vidmem)
1782 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1784 * Beware: renderer string do not match exact card model,
1785 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1786 if (strstr(gl_renderer, "Gallium"))
1788 /* Radeon R7xx HD4800 - highend */
1789 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1790 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1791 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1793 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1794 return CARD_ATI_RADEON_HD4800;
1797 /* Radeon R740 HD4700 - midend */
1798 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1800 *vidmem = 512;
1801 return CARD_ATI_RADEON_HD4700;
1804 /* Radeon R730 HD4600 - midend */
1805 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1807 *vidmem = 512;
1808 return CARD_ATI_RADEON_HD4600;
1811 /* Radeon R710 HD4500/HD4350 - lowend */
1812 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1814 *vidmem = 256;
1815 return CARD_ATI_RADEON_HD4350;
1818 /* Radeon R6xx HD2900/HD3800 - highend */
1819 if (strstr(gl_renderer, "R600")
1820 || strstr(gl_renderer, "RV670")
1821 || strstr(gl_renderer, "R680"))
1823 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1824 return CARD_ATI_RADEON_HD2900;
1827 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1828 if (strstr(gl_renderer, "RV630")
1829 || strstr(gl_renderer, "RV635"))
1831 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1832 return CARD_ATI_RADEON_HD2600;
1835 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1836 if (strstr(gl_renderer, "RV610")
1837 || strstr(gl_renderer, "RV620"))
1839 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1840 return CARD_ATI_RADEON_HD2350;
1843 /* Radeon R6xx/R7xx integrated */
1844 if (strstr(gl_renderer, "RS780")
1845 || strstr(gl_renderer, "RS880"))
1847 *vidmem = 128; /* 128MB */
1848 return CARD_ATI_RADEON_HD3200;
1851 /* Radeon R5xx */
1852 if (strstr(gl_renderer, "RV530")
1853 || strstr(gl_renderer, "RV535")
1854 || strstr(gl_renderer, "RV560")
1855 || strstr(gl_renderer, "R520")
1856 || strstr(gl_renderer, "RV570")
1857 || strstr(gl_renderer, "R580"))
1859 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1860 return CARD_ATI_RADEON_X1600;
1863 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1864 if (strstr(gl_renderer, "R410")
1865 || strstr(gl_renderer, "R420")
1866 || strstr(gl_renderer, "R423")
1867 || strstr(gl_renderer, "R430")
1868 || strstr(gl_renderer, "R480")
1869 || strstr(gl_renderer, "R481")
1870 || strstr(gl_renderer, "RV410")
1871 || strstr(gl_renderer, "RV515")
1872 || strstr(gl_renderer, "RV516"))
1874 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1875 return CARD_ATI_RADEON_X700;
1878 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1879 if (strstr(gl_renderer, "RS400")
1880 || strstr(gl_renderer, "RS480")
1881 || strstr(gl_renderer, "RS482")
1882 || strstr(gl_renderer, "RS485")
1883 || strstr(gl_renderer, "RS600")
1884 || strstr(gl_renderer, "RS690")
1885 || strstr(gl_renderer, "RS740"))
1887 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1888 return CARD_ATI_RADEON_XPRESS_200M;
1891 /* Radeon R3xx */
1892 if (strstr(gl_renderer, "R300")
1893 || strstr(gl_renderer, "RV350")
1894 || strstr(gl_renderer, "RV351")
1895 || strstr(gl_renderer, "RV360")
1896 || strstr(gl_renderer, "RV370")
1897 || strstr(gl_renderer, "R350")
1898 || strstr(gl_renderer, "R360"))
1900 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1901 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1905 if (WINE_D3D9_CAPABLE(gl_info))
1907 /* Radeon R7xx HD4800 - highend */
1908 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1909 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1910 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1912 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1913 return CARD_ATI_RADEON_HD4800;
1916 /* Radeon R740 HD4700 - midend */
1917 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1919 *vidmem = 512;
1920 return CARD_ATI_RADEON_HD4700;
1923 /* Radeon R730 HD4600 - midend */
1924 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1926 *vidmem = 512;
1927 return CARD_ATI_RADEON_HD4600;
1930 /* Radeon R710 HD4500/HD4350 - lowend */
1931 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1933 *vidmem = 256;
1934 return CARD_ATI_RADEON_HD4350;
1937 /* Radeon R6xx HD2900/HD3800 - highend */
1938 if (strstr(gl_renderer, "(R600")
1939 || strstr(gl_renderer, "(RV670")
1940 || strstr(gl_renderer, "(R680"))
1942 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1943 return CARD_ATI_RADEON_HD2900;
1946 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1947 if (strstr(gl_renderer, "(RV630")
1948 || strstr(gl_renderer, "(RV635"))
1950 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1951 return CARD_ATI_RADEON_HD2600;
1954 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1955 if (strstr(gl_renderer, "(RV610")
1956 || strstr(gl_renderer, "(RV620"))
1958 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1959 return CARD_ATI_RADEON_HD2350;
1962 /* Radeon R6xx/R7xx integrated */
1963 if (strstr(gl_renderer, "(RS780")
1964 || strstr(gl_renderer, "(RS880"))
1966 *vidmem = 128; /* 128MB */
1967 return CARD_ATI_RADEON_HD3200;
1971 if (WINE_D3D8_CAPABLE(gl_info))
1973 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1974 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1977 if (WINE_D3D7_CAPABLE(gl_info))
1979 *vidmem = 32; /* There are models with up to 64MB */
1980 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1983 *vidmem = 16; /* There are 16-32MB models */
1984 return CARD_ATI_RAGE_128PRO;
1988 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1989 const char *gl_renderer, unsigned int *vidmem)
1991 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1992 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1993 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1994 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1995 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1996 return CARD_NVIDIA_RIVA_128;
1999 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
2000 const char *gl_renderer, unsigned int *vidmem)
2002 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
2003 return CARD_INTEL_I915G;
2007 struct vendor_card_selection
2009 enum wined3d_gl_vendor gl_vendor;
2010 enum wined3d_pci_vendor card_vendor;
2011 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2012 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2013 unsigned int *vidmem );
2016 static const struct vendor_card_selection vendor_card_select_table[] =
2018 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2019 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2020 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2021 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
2022 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2023 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2024 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2025 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
2026 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
2030 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2031 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
2033 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2034 * different GPUs with roughly the same features. In most cases GPUs from a
2035 * certain family differ in clockspeeds, the amount of video memory and the
2036 * number of shader pipelines.
2038 * A Direct3D device object contains the PCI id (vendor + device) of the
2039 * videocard which is used for rendering. Various applications use this
2040 * information to get a rough estimation of the features of the card and
2041 * some might use it for enabling 3d effects only on certain types of
2042 * videocards. In some cases games might even use it to work around bugs
2043 * which happen on certain videocards/driver combinations. The problem is
2044 * that OpenGL only exposes a rendering string containing the name of the
2045 * videocard and not the PCI id.
2047 * Various games depend on the PCI id, so somehow we need to provide one.
2048 * A simple option is to parse the renderer string and translate this to
2049 * the right PCI id. This is a lot of work because there are more than 200
2050 * GPUs just for Nvidia. Various cards share the same renderer string, so
2051 * the amount of code might be 'small' but there are quite a number of
2052 * exceptions which would make this a pain to maintain. Another way would
2053 * be to query the PCI id from the operating system (assuming this is the
2054 * videocard which is used for rendering which is not always the case).
2055 * This would work but it is not very portable. Second it would not work
2056 * well in, let's say, a remote X situation in which the amount of 3d
2057 * features which can be used is limited.
2059 * As said most games only use the PCI id to get an indication of the
2060 * capabilities of the card. It doesn't really matter if the given id is
2061 * the correct one if we return the id of a card with similar 3d features.
2063 * The code below checks the OpenGL capabilities of a videocard and matches
2064 * that to a certain level of Direct3D functionality. Once a card passes
2065 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2066 * least a GeforceFX. To give a better estimate we do a basic check on the
2067 * renderer string but if that won't pass we return a default card. This
2068 * way is better than maintaining a full card database as even without a
2069 * full database we can return a card with similar features. Second the
2070 * size of the database can be made quite small because when you know what
2071 * type of 3d functionality a card has, you know to which GPU family the
2072 * GPU must belong. Because of this you only have to check a small part of
2073 * the renderer string to distinguishes between different models from that
2074 * family.
2076 * The code also selects a default amount of video memory which we will
2077 * use for an estimation of the amount of free texture memory. In case of
2078 * real D3D the amount of texture memory includes video memory and system
2079 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2080 * HyperMemory). We don't know how much system memory can be addressed by
2081 * the system but we can make a reasonable estimation about the amount of
2082 * video memory. If the value is slightly wrong it doesn't matter as we
2083 * didn't include AGP-like memory which makes the amount of addressable
2084 * memory higher and second OpenGL isn't that critical it moves to system
2085 * memory behind our backs if really needed. Note that the amount of video
2086 * memory can be overruled using a registry setting. */
2088 int i;
2090 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2092 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2093 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2094 continue;
2095 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2096 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2099 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2100 *gl_vendor, *card_vendor);
2102 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2103 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2104 * them a good generic choice. */
2105 *card_vendor = HW_VENDOR_NVIDIA;
2106 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2107 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2108 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2109 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2110 return CARD_NVIDIA_RIVA_128;
2113 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2115 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2116 int vs_selected_mode, ps_selected_mode;
2118 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2119 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2120 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2121 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2122 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2123 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2124 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2125 else return &ffp_fragment_pipeline;
2128 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2130 int vs_selected_mode, ps_selected_mode;
2132 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2133 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2134 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2135 return &none_shader_backend;
2138 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2140 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2141 int vs_selected_mode, ps_selected_mode;
2143 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2144 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2145 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2146 else return &ffp_blit;
2149 /* Context activation is done by the caller. */
2150 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2152 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2153 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2154 const char *GL_Extensions = NULL;
2155 const char *WGL_Extensions = NULL;
2156 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2157 struct fragment_caps fragment_caps;
2158 enum wined3d_gl_vendor gl_vendor;
2159 enum wined3d_pci_vendor card_vendor;
2160 enum wined3d_pci_device device;
2161 GLint gl_max;
2162 GLfloat gl_floatv[2];
2163 unsigned i;
2164 HDC hdc;
2165 unsigned int vidmem=0;
2166 DWORD gl_version;
2167 size_t len;
2169 TRACE_(d3d_caps)("(%p)\n", gl_info);
2171 ENTER_GL();
2173 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2174 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2175 if (!gl_renderer_str)
2177 LEAVE_GL();
2178 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2179 return FALSE;
2182 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2183 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2184 if (!gl_vendor_str)
2186 LEAVE_GL();
2187 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2188 return FALSE;
2191 /* Parse the GL_VERSION field into major and minor information */
2192 gl_version_str = (const char *)glGetString(GL_VERSION);
2193 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2194 if (!gl_version_str)
2196 LEAVE_GL();
2197 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2198 return FALSE;
2200 gl_version = wined3d_parse_gl_version(gl_version_str);
2203 * Initialize openGL extension related variables
2204 * with Default values
2206 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2207 gl_info->limits.blends = 1;
2208 gl_info->limits.buffers = 1;
2209 gl_info->limits.textures = 1;
2210 gl_info->limits.fragment_samplers = 1;
2211 gl_info->limits.vertex_samplers = 0;
2212 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2213 gl_info->limits.sampler_stages = 1;
2214 gl_info->limits.glsl_vs_float_constants = 0;
2215 gl_info->limits.glsl_ps_float_constants = 0;
2216 gl_info->limits.arb_vs_float_constants = 0;
2217 gl_info->limits.arb_vs_native_constants = 0;
2218 gl_info->limits.arb_vs_instructions = 0;
2219 gl_info->limits.arb_vs_temps = 0;
2220 gl_info->limits.arb_ps_float_constants = 0;
2221 gl_info->limits.arb_ps_local_constants = 0;
2222 gl_info->limits.arb_ps_instructions = 0;
2223 gl_info->limits.arb_ps_temps = 0;
2225 /* Retrieve opengl defaults */
2226 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2227 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2228 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2230 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2231 gl_info->limits.lights = gl_max;
2232 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2234 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2235 gl_info->limits.texture_size = gl_max;
2236 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2238 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2239 gl_info->limits.pointsize_min = gl_floatv[0];
2240 gl_info->limits.pointsize_max = gl_floatv[1];
2241 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2243 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2244 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2245 if (!GL_Extensions)
2247 LEAVE_GL();
2248 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2249 return FALSE;
2252 LEAVE_GL();
2254 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2256 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2258 while (*GL_Extensions)
2260 const char *start;
2261 char current_ext[256];
2263 while (isspace(*GL_Extensions)) ++GL_Extensions;
2264 start = GL_Extensions;
2265 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2267 len = GL_Extensions - start;
2268 if (!len || len >= sizeof(current_ext)) continue;
2270 memcpy(current_ext, start, len);
2271 current_ext[len] = '\0';
2272 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2274 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2276 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2278 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2279 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2280 break;
2285 /* Now work out what GL support this card really has */
2286 #define USE_GL_FUNC(type, pfn, ext, replace) \
2288 DWORD ver = ver_for_ext(ext); \
2289 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2290 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2291 else gl_info->pfn = NULL; \
2293 GL_EXT_FUNCS_GEN;
2294 #undef USE_GL_FUNC
2296 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2297 WGL_EXT_FUNCS_GEN;
2298 #undef USE_GL_FUNC
2300 ENTER_GL();
2302 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2303 * loading the functions, otherwise the code above will load the extension entry points instead of the
2304 * core functions, which may not work. */
2305 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2307 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2308 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2310 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2311 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2315 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2317 if (gl_info->supported[APPLE_FENCE])
2319 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2320 * The apple extension interacts with some other apple exts. Disable the NV
2321 * extension if the apple one is support to prevent confusion in other parts
2322 * of the code. */
2323 gl_info->supported[NV_FENCE] = FALSE;
2325 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2327 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2329 * The enums are the same:
2330 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2331 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2332 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2333 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2334 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2336 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2338 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2339 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2341 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2343 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2344 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2347 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2349 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2350 * functionality. Prefer the ARB extension */
2351 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2353 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2355 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2356 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2358 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2360 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2361 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2363 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2365 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2366 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2368 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC]])
2370 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2371 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2373 if (gl_info->supported[NV_TEXTURE_SHADER2])
2375 if (gl_info->supported[NV_REGISTER_COMBINERS])
2377 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2378 * are supported. The nv extensions provide the same functionality as the
2379 * ATI one, and a bit more(signed pixelformats). */
2380 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2384 if (gl_info->supported[NV_REGISTER_COMBINERS])
2386 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2387 gl_info->limits.general_combiners = gl_max;
2388 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2390 if (gl_info->supported[ARB_DRAW_BUFFERS])
2392 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2393 gl_info->limits.buffers = gl_max;
2394 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2396 if (gl_info->supported[ARB_MULTITEXTURE])
2398 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2399 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2400 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2402 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2404 GLint tmp;
2405 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2406 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2408 else
2410 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2412 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2414 if (gl_info->supported[ARB_VERTEX_SHADER])
2416 GLint tmp;
2417 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2418 gl_info->limits.vertex_samplers = tmp;
2419 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2420 gl_info->limits.combined_samplers = tmp;
2422 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2423 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2424 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2425 * shader is used with fixed function vertex processing we're fine too because fixed function
2426 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2427 * used we have to make sure that all vertex sampler setups are valid together with all
2428 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2429 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2430 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2431 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2432 * a fixed function pipeline anymore.
2434 * So this is just a check to check that our assumption holds true. If not, write a warning
2435 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2436 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2437 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2439 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2440 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2441 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2442 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2443 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2444 else
2445 gl_info->limits.vertex_samplers = 0;
2448 else
2450 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2452 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2453 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2455 if (gl_info->supported[ARB_VERTEX_BLEND])
2457 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2458 gl_info->limits.blends = gl_max;
2459 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2461 if (gl_info->supported[EXT_TEXTURE3D])
2463 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2464 gl_info->limits.texture3d_size = gl_max;
2465 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2467 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2469 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2470 gl_info->limits.anisotropy = gl_max;
2471 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2473 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2475 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2476 gl_info->limits.arb_ps_float_constants = gl_max;
2477 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2478 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2479 gl_info->limits.arb_ps_native_constants = gl_max;
2480 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2481 gl_info->limits.arb_ps_native_constants);
2482 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2483 gl_info->limits.arb_ps_temps = gl_max;
2484 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2485 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2486 gl_info->limits.arb_ps_instructions = gl_max;
2487 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2488 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2489 gl_info->limits.arb_ps_local_constants = gl_max;
2490 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2492 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2494 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2495 gl_info->limits.arb_vs_float_constants = gl_max;
2496 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2497 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2498 gl_info->limits.arb_vs_native_constants = gl_max;
2499 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2500 gl_info->limits.arb_vs_native_constants);
2501 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2502 gl_info->limits.arb_vs_temps = gl_max;
2503 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2504 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2505 gl_info->limits.arb_vs_instructions = gl_max;
2506 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2508 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2510 if (gl_info->supported[ARB_VERTEX_SHADER])
2512 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2513 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2514 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2516 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2518 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2519 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2520 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2521 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2522 gl_info->limits.glsl_varyings = gl_max;
2523 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2525 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2527 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2528 unsigned int major, minor;
2530 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2532 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2533 sscanf(str, "%u.%u", &major, &minor);
2534 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2536 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2538 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2540 else
2542 gl_info->limits.shininess = 128.0f;
2544 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2546 /* If we have full NP2 texture support, disable
2547 * GL_ARB_texture_rectangle because we will never use it.
2548 * This saves a few redundant glDisable calls. */
2549 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2551 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2553 /* Disable NV_register_combiners and fragment shader if this is supported.
2554 * generally the NV extensions are preferred over the ATI ones, and this
2555 * extension is disabled if register_combiners and texture_shader2 are both
2556 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2557 * fragment processing support. */
2558 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2559 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2560 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2561 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2563 if (gl_info->supported[NV_HALF_FLOAT])
2565 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2566 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2568 if (gl_info->supported[ARB_POINT_SPRITE])
2570 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2572 else
2574 gl_info->limits.point_sprite_units = 0;
2576 checkGLcall("extension detection");
2578 LEAVE_GL();
2580 adapter->fragment_pipe = select_fragment_implementation(adapter);
2581 adapter->shader_backend = select_shader_backend(adapter);
2582 adapter->blitter = select_blit_implementation(adapter);
2584 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2585 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2586 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2588 /* In some cases the number of texture stages can be larger than the number
2589 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2590 * shaders), but 8 texture stages (register combiners). */
2591 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2593 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2595 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2596 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2597 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2598 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2599 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2600 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2601 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2602 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2603 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2604 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2605 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2606 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2607 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2608 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2609 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2610 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2611 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2612 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2613 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2615 else
2617 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2619 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2620 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2621 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2622 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2623 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2624 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2625 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2626 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2627 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2628 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2629 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2630 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2631 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2632 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2633 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2634 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2635 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2637 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2639 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2640 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2642 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2644 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2646 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2648 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2652 /* MRTs are currently only supported when FBOs are used. */
2653 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2655 gl_info->limits.buffers = 1;
2658 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2659 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2660 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2662 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2663 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2665 /* If we have an estimate use it, else default to 64MB; */
2666 if(vidmem)
2667 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2668 else
2669 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2671 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2672 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2673 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2674 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2675 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2676 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2677 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2678 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2680 /* Make sure there's an active HDC else the WGL extensions will fail */
2681 hdc = pwglGetCurrentDC();
2682 if (hdc) {
2683 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2684 if(GL_EXTCALL(wglGetExtensionsStringARB))
2685 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2687 if (NULL == WGL_Extensions) {
2688 ERR(" WGL_Extensions returns NULL\n");
2689 } else {
2690 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2691 while (*WGL_Extensions != 0x00) {
2692 const char *Start;
2693 char ThisExtn[256];
2695 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2696 Start = WGL_Extensions;
2697 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2698 WGL_Extensions++;
2701 len = WGL_Extensions - Start;
2702 if (len == 0 || len >= sizeof(ThisExtn))
2703 continue;
2705 memcpy(ThisExtn, Start, len);
2706 ThisExtn[len] = '\0';
2707 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2709 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2710 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2711 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2713 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2714 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2715 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2721 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2722 init_driver_info(driver_info, card_vendor, device);
2723 add_gl_compat_wrappers(gl_info);
2725 return TRUE;
2728 /**********************************************************
2729 * IWineD3D implementation follows
2730 **********************************************************/
2732 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2733 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2735 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2737 return This->adapter_count;
2740 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2742 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2744 return WINED3D_OK;
2747 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2748 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2750 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2752 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2753 return NULL;
2756 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2759 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2760 of the same bpp but different resolutions */
2762 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2763 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2765 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2767 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2769 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2770 return 0;
2773 /* TODO: Store modes per adapter and read it from the adapter structure */
2774 if (Adapter == 0)
2776 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2777 UINT format_bits = format->byte_count * CHAR_BIT;
2778 unsigned int i = 0;
2779 unsigned int j = 0;
2780 DEVMODEW mode;
2782 memset(&mode, 0, sizeof(mode));
2783 mode.dmSize = sizeof(mode);
2785 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2787 ++j;
2789 if (format_id == WINED3DFMT_UNKNOWN)
2791 /* This is for D3D8, do not enumerate P8 here */
2792 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2794 else if (mode.dmBitsPerPel == format_bits)
2796 ++i;
2800 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2801 return i;
2802 } else {
2803 FIXME_(d3d_caps)("Adapter not primary display\n");
2805 return 0;
2808 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2809 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2810 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2812 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2814 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2815 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2817 /* Validate the parameters as much as possible */
2818 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2819 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2821 return WINED3DERR_INVALIDCALL;
2824 /* TODO: Store modes per adapter and read it from the adapter structure */
2825 if (Adapter == 0)
2827 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2828 UINT format_bits = format->byte_count * CHAR_BIT;
2829 DEVMODEW DevModeW;
2830 int ModeIdx = 0;
2831 UINT i = 0;
2832 int j = 0;
2834 ZeroMemory(&DevModeW, sizeof(DevModeW));
2835 DevModeW.dmSize = sizeof(DevModeW);
2837 /* If we are filtering to a specific format (D3D9), then need to skip
2838 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2839 just count through the ones with valid bit depths */
2840 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2842 if (format_id == WINED3DFMT_UNKNOWN)
2844 /* This is for D3D8, do not enumerate P8 here */
2845 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2847 else if (DevModeW.dmBitsPerPel == format_bits)
2849 ++i;
2853 if (i == 0)
2855 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2856 return WINED3DERR_INVALIDCALL;
2858 ModeIdx = j - 1;
2860 /* Now get the display mode via the calculated index */
2861 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2862 pMode->Width = DevModeW.dmPelsWidth;
2863 pMode->Height = DevModeW.dmPelsHeight;
2864 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2865 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2866 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2868 if (format_id == WINED3DFMT_UNKNOWN)
2869 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2870 else
2871 pMode->Format = format_id;
2873 else
2875 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2876 return WINED3DERR_INVALIDCALL;
2879 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2880 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2881 DevModeW.dmBitsPerPel);
2884 else
2886 FIXME_(d3d_caps)("Adapter not primary display\n");
2889 return WINED3D_OK;
2892 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2894 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2896 if (NULL == pMode ||
2897 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2898 return WINED3DERR_INVALIDCALL;
2901 if (Adapter == 0) { /* Display */
2902 int bpp = 0;
2903 DEVMODEW DevModeW;
2905 ZeroMemory(&DevModeW, sizeof(DevModeW));
2906 DevModeW.dmSize = sizeof(DevModeW);
2908 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2909 pMode->Width = DevModeW.dmPelsWidth;
2910 pMode->Height = DevModeW.dmPelsHeight;
2911 bpp = DevModeW.dmBitsPerPel;
2912 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2913 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2915 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2918 pMode->Format = pixelformat_for_depth(bpp);
2919 } else {
2920 FIXME_(d3d_caps)("Adapter not primary display\n");
2923 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2924 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2925 return WINED3D_OK;
2928 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2929 and fields being inserted in the middle, a new structure is used in place */
2930 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2931 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2932 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2933 struct wined3d_adapter *adapter;
2934 size_t len;
2936 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2938 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2939 return WINED3DERR_INVALIDCALL;
2942 adapter = &This->adapters[Adapter];
2944 /* Return the information requested */
2945 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2947 if (pIdentifier->driver_size)
2949 const char *name = adapter->driver_info.name;
2950 len = min(strlen(name), pIdentifier->driver_size - 1);
2951 memcpy(pIdentifier->driver, name, len);
2952 pIdentifier->driver[len] = '\0';
2955 if (pIdentifier->description_size)
2957 const char *description = adapter->driver_info.description;
2958 len = min(strlen(description), pIdentifier->description_size - 1);
2959 memcpy(pIdentifier->description, description, len);
2960 pIdentifier->description[len] = '\0';
2963 /* Note that d3d8 doesn't supply a device name. */
2964 if (pIdentifier->device_name_size)
2966 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2968 len = strlen(device_name);
2969 if (len >= pIdentifier->device_name_size)
2971 ERR("Device name size too small.\n");
2972 return WINED3DERR_INVALIDCALL;
2975 memcpy(pIdentifier->device_name, device_name, len);
2976 pIdentifier->device_name[len] = '\0';
2979 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2980 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2981 pIdentifier->vendor_id = adapter->driver_info.vendor;
2982 pIdentifier->device_id = adapter->driver_info.device;
2983 pIdentifier->subsystem_id = 0;
2984 pIdentifier->revision = 0;
2985 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2986 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2987 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2988 pIdentifier->video_memory = adapter->TextureRam;
2990 return WINED3D_OK;
2993 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2994 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2996 short redSize, greenSize, blueSize, alphaSize, colorBits;
2998 if(!cfg)
2999 return FALSE;
3001 /* Float formats need FBOs. If FBOs are used this function isn't called */
3002 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3004 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3005 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3007 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3008 return FALSE;
3011 if(cfg->redSize < redSize)
3012 return FALSE;
3014 if(cfg->greenSize < greenSize)
3015 return FALSE;
3017 if(cfg->blueSize < blueSize)
3018 return FALSE;
3020 if(cfg->alphaSize < alphaSize)
3021 return FALSE;
3023 return TRUE;
3026 /* Probably a RGBA_float or color index mode */
3027 return FALSE;
3030 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3031 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3033 short depthSize, stencilSize;
3034 BOOL lockable = FALSE;
3036 if(!cfg)
3037 return FALSE;
3039 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3041 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3042 return FALSE;
3045 /* Float formats need FBOs. If FBOs are used this function isn't called */
3046 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3048 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3049 lockable = TRUE;
3051 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3052 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3053 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3054 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3055 return FALSE;
3057 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3058 * allow more stencil bits than requested. */
3059 if(cfg->stencilSize < stencilSize)
3060 return FALSE;
3062 return TRUE;
3065 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3066 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3067 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3069 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3070 int nCfgs;
3071 const WineD3D_PixelFormat *cfgs;
3072 const struct wined3d_adapter *adapter;
3073 const struct wined3d_format *rt_format;
3074 const struct wined3d_format *ds_format;
3075 int it;
3077 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3078 This, Adapter,
3079 DeviceType, debug_d3ddevicetype(DeviceType),
3080 AdapterFormat, debug_d3dformat(AdapterFormat),
3081 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3082 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3084 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3085 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3086 return WINED3DERR_INVALIDCALL;
3089 adapter = &This->adapters[Adapter];
3090 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3091 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3092 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3094 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3095 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3097 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3098 return WINED3D_OK;
3101 else
3103 cfgs = adapter->cfgs;
3104 nCfgs = adapter->nCfgs;
3105 for (it = 0; it < nCfgs; ++it)
3107 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3109 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3111 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3112 return WINED3D_OK;
3117 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3119 return WINED3DERR_NOTAVAILABLE;
3122 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3123 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3124 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3126 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3127 const struct wined3d_adapter *adapter;
3128 const struct wined3d_format *format;
3130 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3131 This,
3132 Adapter,
3133 DeviceType, debug_d3ddevicetype(DeviceType),
3134 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3135 Windowed,
3136 MultiSampleType,
3137 pQualityLevels);
3139 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3140 return WINED3DERR_INVALIDCALL;
3143 /* TODO: handle Windowed, add more quality levels */
3145 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3146 if(pQualityLevels) *pQualityLevels = 1;
3147 return WINED3D_OK;
3150 /* By default multisampling is disabled right now as it causes issues
3151 * on some Nvidia driver versions and it doesn't work well in combination
3152 * with FBOs yet. */
3153 if(!wined3d_settings.allow_multisampling)
3154 return WINED3DERR_NOTAVAILABLE;
3156 adapter = &This->adapters[Adapter];
3157 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3158 if (!format) return WINED3DERR_INVALIDCALL;
3160 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3162 int i, nCfgs;
3163 const WineD3D_PixelFormat *cfgs;
3165 cfgs = adapter->cfgs;
3166 nCfgs = adapter->nCfgs;
3167 for(i=0; i<nCfgs; i++) {
3168 if(cfgs[i].numSamples != MultiSampleType)
3169 continue;
3171 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3172 continue;
3174 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3176 if(pQualityLevels)
3177 *pQualityLevels = 1; /* Guess at a value! */
3178 return WINED3D_OK;
3181 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3183 short redSize, greenSize, blueSize, alphaSize, colorBits;
3184 int i, nCfgs;
3185 const WineD3D_PixelFormat *cfgs;
3187 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3189 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3190 return WINED3DERR_NOTAVAILABLE;
3193 cfgs = adapter->cfgs;
3194 nCfgs = adapter->nCfgs;
3195 for(i=0; i<nCfgs; i++) {
3196 if(cfgs[i].numSamples != MultiSampleType)
3197 continue;
3198 if(cfgs[i].redSize != redSize)
3199 continue;
3200 if(cfgs[i].greenSize != greenSize)
3201 continue;
3202 if(cfgs[i].blueSize != blueSize)
3203 continue;
3204 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3205 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3206 continue;
3207 if (cfgs[i].colorSize != (format->byte_count << 3))
3208 continue;
3210 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3212 if(pQualityLevels)
3213 *pQualityLevels = 1; /* Guess at a value! */
3214 return WINED3D_OK;
3217 return WINED3DERR_NOTAVAILABLE;
3220 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3221 enum wined3d_format_id DisplayFormat, enum wined3d_format_id BackBufferFormat, BOOL Windowed)
3223 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3224 UINT nmodes;
3226 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3227 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3228 debug_d3dformat(BackBufferFormat), Windowed);
3230 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3231 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3232 return WINED3DERR_INVALIDCALL;
3235 /* The task of this function is to check whether a certain display / backbuffer format
3236 * combination is available on the given adapter. In fullscreen mode microsoft specified
3237 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3238 * and display format should match exactly.
3239 * In windowed mode format conversion can occur and this depends on the driver. When format
3240 * conversion is done, this function should nevertheless fail and applications need to use
3241 * CheckDeviceFormatConversion.
3242 * At the moment we assume that fullscreen and windowed have the same capabilities */
3244 /* There are only 4 display formats */
3245 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3246 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3247 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3248 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3250 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3251 return WINED3DERR_NOTAVAILABLE;
3254 /* If the requested DisplayFormat is not available, don't continue */
3255 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3256 if(!nmodes) {
3257 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3258 return WINED3DERR_NOTAVAILABLE;
3261 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3262 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3263 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3264 return WINED3DERR_NOTAVAILABLE;
3267 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3268 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3270 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3271 return WINED3DERR_NOTAVAILABLE;
3274 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3275 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3276 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3278 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3279 return WINED3DERR_NOTAVAILABLE;
3282 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3283 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3284 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3286 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3287 return WINED3DERR_NOTAVAILABLE;
3290 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3291 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3292 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3294 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3295 return WINED3DERR_NOTAVAILABLE;
3298 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3299 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3300 if(FAILED(hr))
3301 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3303 return hr;
3307 /* Check if we support bumpmapping for a format */
3308 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3310 /* Ask the fixed function pipeline implementation if it can deal
3311 * with the conversion. If we've got a GL extension giving native
3312 * support this will be an identity conversion. */
3313 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3314 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3317 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3318 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3319 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3321 int it=0;
3323 /* Only allow depth/stencil formats */
3324 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3326 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3328 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3329 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3331 else
3333 /* Walk through all WGL pixel formats to find a match */
3334 for (it = 0; it < adapter->nCfgs; ++it)
3336 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3337 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3339 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3341 return TRUE;
3347 return FALSE;
3350 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3352 /* The flags entry of a format contains the filtering capability */
3353 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3355 return FALSE;
3358 /* Check the render target capabilities of a format */
3359 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3360 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3362 /* Filter out non-RT formats */
3363 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3364 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3366 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3367 int it;
3368 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3369 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3371 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3372 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3374 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3375 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3376 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3377 TRACE_(d3d_caps)("[FAILED]\n");
3378 return FALSE;
3381 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3382 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3383 for (it = 0; it < adapter->nCfgs; ++it)
3385 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3386 &cfgs[it], check_format))
3388 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3389 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3390 return TRUE;
3394 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3396 /* For now return TRUE for FBOs until we have some proper checks.
3397 * Note that this function will only be called when the format is around for texturing. */
3398 return TRUE;
3400 return FALSE;
3403 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3405 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3408 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3410 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3411 * doing the color fixup in shaders.
3412 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3413 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3415 int vs_selected_mode;
3416 int ps_selected_mode;
3417 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3419 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3420 TRACE_(d3d_caps)("[OK]\n");
3421 return TRUE;
3425 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3426 return FALSE;
3429 /* Check if a format support blending in combination with pixel shaders */
3430 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3431 const struct wined3d_format *format)
3433 /* The flags entry of a format contains the post pixel shader blending capability */
3434 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3436 return FALSE;
3439 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3441 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3442 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3443 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3444 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3445 * capability anyway.
3447 * For now lets report this on all formats, but in the future we may want to
3448 * restrict it to some should games need that
3450 return TRUE;
3453 /* Check if a texture format is supported on the given adapter */
3454 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3456 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3458 switch (format->id)
3460 /*****
3461 * supported: RGB(A) formats
3463 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3464 case WINED3DFMT_B8G8R8A8_UNORM:
3465 case WINED3DFMT_B8G8R8X8_UNORM:
3466 case WINED3DFMT_B5G6R5_UNORM:
3467 case WINED3DFMT_B5G5R5X1_UNORM:
3468 case WINED3DFMT_B5G5R5A1_UNORM:
3469 case WINED3DFMT_B4G4R4A4_UNORM:
3470 case WINED3DFMT_A8_UNORM:
3471 case WINED3DFMT_B4G4R4X4_UNORM:
3472 case WINED3DFMT_R8G8B8A8_UNORM:
3473 case WINED3DFMT_R8G8B8X8_UNORM:
3474 case WINED3DFMT_B10G10R10A2_UNORM:
3475 case WINED3DFMT_R10G10B10A2_UNORM:
3476 case WINED3DFMT_R16G16_UNORM:
3477 TRACE_(d3d_caps)("[OK]\n");
3478 return TRUE;
3480 case WINED3DFMT_B2G3R3_UNORM:
3481 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3482 return FALSE;
3484 /*****
3485 * Not supported: Palettized
3486 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3487 * Since it is not widely available, don't offer it. Further no Windows driver offers
3488 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3490 case WINED3DFMT_P8_UINT:
3491 case WINED3DFMT_P8_UINT_A8_UNORM:
3492 return FALSE;
3494 /*****
3495 * Supported: (Alpha)-Luminance
3497 case WINED3DFMT_L8_UNORM:
3498 case WINED3DFMT_L8A8_UNORM:
3499 case WINED3DFMT_L16_UNORM:
3500 TRACE_(d3d_caps)("[OK]\n");
3501 return TRUE;
3503 /* Not supported on Windows, thus disabled */
3504 case WINED3DFMT_L4A4_UNORM:
3505 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3506 return FALSE;
3508 /*****
3509 * Supported: Depth/Stencil formats
3511 case WINED3DFMT_D16_LOCKABLE:
3512 case WINED3DFMT_D16_UNORM:
3513 case WINED3DFMT_S1_UINT_D15_UNORM:
3514 case WINED3DFMT_X8D24_UNORM:
3515 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3516 case WINED3DFMT_D24_UNORM_S8_UINT:
3517 case WINED3DFMT_S8_UINT_D24_FLOAT:
3518 case WINED3DFMT_D32_UNORM:
3519 case WINED3DFMT_D32_FLOAT:
3520 return TRUE;
3522 /*****
3523 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3524 * GL_NV_texture_shader). Emulated by shaders
3526 case WINED3DFMT_R8G8_SNORM:
3527 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3528 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3529 case WINED3DFMT_R8G8B8A8_SNORM:
3530 case WINED3DFMT_R16G16_SNORM:
3531 /* Ask the shader backend if it can deal with the conversion. If
3532 * we've got a GL extension giving native support this will be an
3533 * identity conversion. */
3534 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3536 TRACE_(d3d_caps)("[OK]\n");
3537 return TRUE;
3539 TRACE_(d3d_caps)("[FAILED]\n");
3540 return FALSE;
3542 case WINED3DFMT_DXT1:
3543 case WINED3DFMT_DXT2:
3544 case WINED3DFMT_DXT3:
3545 case WINED3DFMT_DXT4:
3546 case WINED3DFMT_DXT5:
3547 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3549 TRACE_(d3d_caps)("[OK]\n");
3550 return TRUE;
3552 TRACE_(d3d_caps)("[FAILED]\n");
3553 return FALSE;
3556 /*****
3557 * Odd formats - not supported
3559 case WINED3DFMT_VERTEXDATA:
3560 case WINED3DFMT_R16_UINT:
3561 case WINED3DFMT_R32_UINT:
3562 case WINED3DFMT_R16G16B16A16_SNORM:
3563 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3564 case WINED3DFMT_R10G11B11_SNORM:
3565 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3566 return FALSE;
3568 /*****
3569 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3571 case WINED3DFMT_R8G8_SNORM_Cx:
3572 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3573 return FALSE;
3575 /* YUV formats */
3576 case WINED3DFMT_UYVY:
3577 case WINED3DFMT_YUY2:
3578 if (gl_info->supported[APPLE_YCBCR_422])
3580 TRACE_(d3d_caps)("[OK]\n");
3581 return TRUE;
3583 TRACE_(d3d_caps)("[FAILED]\n");
3584 return FALSE;
3585 case WINED3DFMT_YV12:
3586 TRACE_(d3d_caps)("[FAILED]\n");
3587 return FALSE;
3589 /* Not supported */
3590 case WINED3DFMT_R16G16B16A16_UNORM:
3591 case WINED3DFMT_B2G3R3A8_UNORM:
3592 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3593 return FALSE;
3595 /* Floating point formats */
3596 case WINED3DFMT_R16_FLOAT:
3597 case WINED3DFMT_R16G16_FLOAT:
3598 case WINED3DFMT_R16G16B16A16_FLOAT:
3599 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3601 TRACE_(d3d_caps)("[OK]\n");
3602 return TRUE;
3604 TRACE_(d3d_caps)("[FAILED]\n");
3605 return FALSE;
3607 case WINED3DFMT_R32_FLOAT:
3608 case WINED3DFMT_R32G32_FLOAT:
3609 case WINED3DFMT_R32G32B32A32_FLOAT:
3610 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3612 TRACE_(d3d_caps)("[OK]\n");
3613 return TRUE;
3615 TRACE_(d3d_caps)("[FAILED]\n");
3616 return FALSE;
3618 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3619 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3620 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3621 * We can do instancing with all shader versions, but we need vertex shaders.
3623 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3624 * to enable instancing. WineD3D doesn't need that and just ignores it.
3626 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3628 case WINED3DFMT_INST:
3629 TRACE("ATI Instancing check hack\n");
3630 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3632 TRACE_(d3d_caps)("[OK]\n");
3633 return TRUE;
3635 TRACE_(d3d_caps)("[FAILED]\n");
3636 return FALSE;
3638 /* Some weird FOURCC formats */
3639 case WINED3DFMT_R8G8_B8G8:
3640 case WINED3DFMT_G8R8_G8B8:
3641 case WINED3DFMT_MULTI2_ARGB8:
3642 TRACE_(d3d_caps)("[FAILED]\n");
3643 return FALSE;
3645 /* Vendor specific formats */
3646 case WINED3DFMT_ATI2N:
3647 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3648 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3650 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3651 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3653 TRACE_(d3d_caps)("[OK]\n");
3654 return TRUE;
3657 TRACE_(d3d_caps)("[OK]\n");
3658 return TRUE;
3660 TRACE_(d3d_caps)("[FAILED]\n");
3661 return FALSE;
3663 case WINED3DFMT_NVHU:
3664 case WINED3DFMT_NVHS:
3665 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3666 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3667 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3668 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3669 * Applications have to deal with not having NVHS and NVHU.
3671 TRACE_(d3d_caps)("[FAILED]\n");
3672 return FALSE;
3674 case WINED3DFMT_UNKNOWN:
3675 return FALSE;
3677 default:
3678 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3679 break;
3681 return FALSE;
3684 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3685 const struct wined3d_format *adapter_format,
3686 const struct wined3d_format *check_format,
3687 WINED3DSURFTYPE SurfaceType)
3689 if (SurfaceType == SURFACE_GDI)
3691 switch (check_format->id)
3693 case WINED3DFMT_B8G8R8_UNORM:
3694 case WINED3DFMT_B8G8R8A8_UNORM:
3695 case WINED3DFMT_B8G8R8X8_UNORM:
3696 case WINED3DFMT_B5G6R5_UNORM:
3697 case WINED3DFMT_B5G5R5X1_UNORM:
3698 case WINED3DFMT_B5G5R5A1_UNORM:
3699 case WINED3DFMT_B4G4R4A4_UNORM:
3700 case WINED3DFMT_B2G3R3_UNORM:
3701 case WINED3DFMT_A8_UNORM:
3702 case WINED3DFMT_B2G3R3A8_UNORM:
3703 case WINED3DFMT_B4G4R4X4_UNORM:
3704 case WINED3DFMT_R10G10B10A2_UNORM:
3705 case WINED3DFMT_R8G8B8A8_UNORM:
3706 case WINED3DFMT_R8G8B8X8_UNORM:
3707 case WINED3DFMT_R16G16_UNORM:
3708 case WINED3DFMT_B10G10R10A2_UNORM:
3709 case WINED3DFMT_R16G16B16A16_UNORM:
3710 case WINED3DFMT_P8_UINT:
3711 TRACE_(d3d_caps)("[OK]\n");
3712 return TRUE;
3713 default:
3714 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3715 return FALSE;
3719 /* All format that are supported for textures are supported for surfaces as well */
3720 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3721 /* All depth stencil formats are supported on surfaces */
3722 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3724 /* If opengl can't process the format natively, the blitter may be able to convert it */
3725 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3726 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3727 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3729 TRACE_(d3d_caps)("[OK]\n");
3730 return TRUE;
3733 /* Reject other formats */
3734 TRACE_(d3d_caps)("[FAILED]\n");
3735 return FALSE;
3738 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3739 const struct wined3d_format *format)
3741 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3744 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3745 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3746 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3748 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3749 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3750 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3751 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3752 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3753 DWORD UsageCaps = 0;
3755 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3756 This,
3757 Adapter,
3758 DeviceType, debug_d3ddevicetype(DeviceType),
3759 AdapterFormat, debug_d3dformat(AdapterFormat),
3760 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3761 RType, debug_d3dresourcetype(RType),
3762 CheckFormat, debug_d3dformat(CheckFormat));
3764 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3765 return WINED3DERR_INVALIDCALL;
3768 switch (RType)
3770 case WINED3DRTYPE_CUBETEXTURE:
3771 /* Cubetexture allows:
3772 * - WINED3DUSAGE_AUTOGENMIPMAP
3773 * - WINED3DUSAGE_DEPTHSTENCIL
3774 * - WINED3DUSAGE_DYNAMIC
3775 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3776 * - WINED3DUSAGE_RENDERTARGET
3777 * - WINED3DUSAGE_SOFTWAREPROCESSING
3778 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3780 if (SurfaceType != SURFACE_OPENGL)
3782 TRACE_(d3d_caps)("[FAILED]\n");
3783 return WINED3DERR_NOTAVAILABLE;
3786 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3788 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3789 return WINED3DERR_NOTAVAILABLE;
3792 if (!CheckTextureCapability(adapter, format))
3794 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3795 return WINED3DERR_NOTAVAILABLE;
3798 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3800 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3801 /* When autogenmipmap isn't around continue and return
3802 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3803 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3804 else
3805 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3808 /* Always report dynamic locking. */
3809 if (Usage & WINED3DUSAGE_DYNAMIC)
3810 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3812 if (Usage & WINED3DUSAGE_RENDERTARGET)
3814 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3816 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3817 return WINED3DERR_NOTAVAILABLE;
3819 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3822 /* Always report software processing. */
3823 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3824 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3826 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3828 if (!CheckFilterCapability(adapter, format))
3830 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3831 return WINED3DERR_NOTAVAILABLE;
3833 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3836 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3838 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3840 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3841 return WINED3DERR_NOTAVAILABLE;
3843 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3846 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3848 if (!CheckSrgbReadCapability(adapter, format))
3850 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3851 return WINED3DERR_NOTAVAILABLE;
3853 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3856 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3858 if (!CheckSrgbWriteCapability(adapter, format))
3860 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3861 return WINED3DERR_NOTAVAILABLE;
3863 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3866 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3868 if (!CheckVertexTextureCapability(adapter, format))
3870 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3871 return WINED3DERR_NOTAVAILABLE;
3873 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3876 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3878 if (!CheckWrapAndMipCapability(adapter, format))
3880 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3881 return WINED3DERR_NOTAVAILABLE;
3883 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3885 break;
3887 case WINED3DRTYPE_SURFACE:
3888 /* Surface allows:
3889 * - WINED3DUSAGE_DEPTHSTENCIL
3890 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3891 * - WINED3DUSAGE_RENDERTARGET
3893 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3895 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3896 return WINED3DERR_NOTAVAILABLE;
3899 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3901 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3903 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3904 return WINED3DERR_NOTAVAILABLE;
3906 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3909 if (Usage & WINED3DUSAGE_RENDERTARGET)
3911 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3913 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3914 return WINED3DERR_NOTAVAILABLE;
3916 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3919 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3921 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3923 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3924 return WINED3DERR_NOTAVAILABLE;
3926 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3928 break;
3930 case WINED3DRTYPE_TEXTURE:
3931 /* Texture allows:
3932 * - WINED3DUSAGE_AUTOGENMIPMAP
3933 * - WINED3DUSAGE_DEPTHSTENCIL
3934 * - WINED3DUSAGE_DMAP
3935 * - WINED3DUSAGE_DYNAMIC
3936 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3937 * - WINED3DUSAGE_RENDERTARGET
3938 * - WINED3DUSAGE_SOFTWAREPROCESSING
3939 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3940 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3942 if (SurfaceType != SURFACE_OPENGL)
3944 TRACE_(d3d_caps)("[FAILED]\n");
3945 return WINED3DERR_NOTAVAILABLE;
3948 if (!CheckTextureCapability(adapter, format))
3950 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3951 return WINED3DERR_NOTAVAILABLE;
3954 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3956 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3957 /* When autogenmipmap isn't around continue and return
3958 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3959 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3960 else
3961 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3964 /* Always report dynamic locking. */
3965 if (Usage & WINED3DUSAGE_DYNAMIC)
3966 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3968 if (Usage & WINED3DUSAGE_RENDERTARGET)
3970 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3972 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3973 return WINED3DERR_NOTAVAILABLE;
3975 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3978 /* Always report software processing. */
3979 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3980 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3982 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3984 if (!CheckFilterCapability(adapter, format))
3986 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3987 return WINED3DERR_NOTAVAILABLE;
3989 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3992 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3994 if (!CheckBumpMapCapability(adapter, format))
3996 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3997 return WINED3DERR_NOTAVAILABLE;
3999 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
4002 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4004 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4006 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4007 return WINED3DERR_NOTAVAILABLE;
4009 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4012 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4014 if (!CheckSrgbReadCapability(adapter, format))
4016 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4017 return WINED3DERR_NOTAVAILABLE;
4019 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4022 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4024 if (!CheckSrgbWriteCapability(adapter, format))
4026 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4027 return WINED3DERR_NOTAVAILABLE;
4029 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4032 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4034 if (!CheckVertexTextureCapability(adapter, format))
4036 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4037 return WINED3DERR_NOTAVAILABLE;
4039 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4042 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4044 if (!CheckWrapAndMipCapability(adapter, format))
4046 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4047 return WINED3DERR_NOTAVAILABLE;
4049 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4052 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4054 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4056 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4057 return WINED3DERR_NOTAVAILABLE;
4059 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4061 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4062 return WINED3DERR_NOTAVAILABLE;
4064 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4066 break;
4068 case WINED3DRTYPE_VOLUMETEXTURE:
4069 case WINED3DRTYPE_VOLUME:
4070 /* Volume is to VolumeTexture what Surface is to Texture, but its
4071 * usage caps are not documented. Most driver seem to offer
4072 * (nearly) the same on Volume and VolumeTexture, so do that too.
4074 * Volumetexture allows:
4075 * - D3DUSAGE_DYNAMIC
4076 * - D3DUSAGE_NONSECURE (d3d9ex)
4077 * - D3DUSAGE_SOFTWAREPROCESSING
4078 * - D3DUSAGE_QUERY_WRAPANDMIP
4080 if (SurfaceType != SURFACE_OPENGL)
4082 TRACE_(d3d_caps)("[FAILED]\n");
4083 return WINED3DERR_NOTAVAILABLE;
4086 if (!gl_info->supported[EXT_TEXTURE3D])
4088 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4089 return WINED3DERR_NOTAVAILABLE;
4092 if (!CheckTextureCapability(adapter, format))
4094 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4095 return WINED3DERR_NOTAVAILABLE;
4098 /* Filter formats that need conversion; For one part, this
4099 * conversion is unimplemented, and volume textures are huge, so
4100 * it would be a big performance hit. Unless we hit an application
4101 * needing one of those formats, don't advertize them to avoid
4102 * leading applications into temptation. The windows drivers don't
4103 * support most of those formats on volumes anyway, except for
4104 * WINED3DFMT_R32_FLOAT. */
4105 switch (CheckFormat)
4107 case WINED3DFMT_P8_UINT:
4108 case WINED3DFMT_L4A4_UNORM:
4109 case WINED3DFMT_R32_FLOAT:
4110 case WINED3DFMT_R16_FLOAT:
4111 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4112 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4113 case WINED3DFMT_R16G16_UNORM:
4114 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4115 return WINED3DERR_NOTAVAILABLE;
4117 case WINED3DFMT_R8G8B8A8_SNORM:
4118 case WINED3DFMT_R16G16_SNORM:
4119 if (!gl_info->supported[NV_TEXTURE_SHADER])
4121 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4122 return WINED3DERR_NOTAVAILABLE;
4124 break;
4126 case WINED3DFMT_R8G8_SNORM:
4127 if (!gl_info->supported[NV_TEXTURE_SHADER])
4129 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4130 return WINED3DERR_NOTAVAILABLE;
4132 break;
4134 case WINED3DFMT_DXT1:
4135 case WINED3DFMT_DXT2:
4136 case WINED3DFMT_DXT3:
4137 case WINED3DFMT_DXT4:
4138 case WINED3DFMT_DXT5:
4139 /* The GL_EXT_texture_compression_s3tc spec requires that
4140 * loading an s3tc compressed texture results in an error.
4141 * While the D3D refrast does support s3tc volumes, at
4142 * least the nvidia windows driver does not, so we're free
4143 * not to support this format. */
4144 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4145 return WINED3DERR_NOTAVAILABLE;
4147 default:
4148 /* Do nothing, continue with checking the format below */
4149 break;
4152 /* Always report dynamic locking. */
4153 if (Usage & WINED3DUSAGE_DYNAMIC)
4154 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4156 /* Always report software processing. */
4157 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4158 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4160 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4162 if (!CheckFilterCapability(adapter, format))
4164 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4165 return WINED3DERR_NOTAVAILABLE;
4167 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4170 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4172 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4174 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4175 return WINED3DERR_NOTAVAILABLE;
4177 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4180 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4182 if (!CheckSrgbReadCapability(adapter, format))
4184 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4185 return WINED3DERR_NOTAVAILABLE;
4187 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4190 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4192 if (!CheckSrgbWriteCapability(adapter, format))
4194 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4195 return WINED3DERR_NOTAVAILABLE;
4197 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4200 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4202 if (!CheckVertexTextureCapability(adapter, format))
4204 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4205 return WINED3DERR_NOTAVAILABLE;
4207 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4210 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4212 if (!CheckWrapAndMipCapability(adapter, format))
4214 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4215 return WINED3DERR_NOTAVAILABLE;
4217 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4219 break;
4221 default:
4222 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4223 return WINED3DERR_NOTAVAILABLE;
4226 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4227 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4228 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4229 if (UsageCaps == Usage)
4230 return WINED3D_OK;
4231 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4232 return WINED3DOK_NOAUTOGEN;
4234 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4235 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4237 return WINED3DERR_NOTAVAILABLE;
4240 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4241 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4243 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4244 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4245 debug_d3dformat(dst_format));
4247 return WINED3D_OK;
4250 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4251 subset of a D3DCAPS9 structure. However, it has to come via a void *
4252 as the d3d8 interface cannot import the d3d9 header */
4253 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4255 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4256 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4257 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4258 int vs_selected_mode;
4259 int ps_selected_mode;
4260 struct shader_caps shader_caps;
4261 struct fragment_caps fragment_caps;
4262 DWORD ckey_caps, blit_caps, fx_caps;
4264 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4266 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4267 return WINED3DERR_INVALIDCALL;
4270 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4272 /* ------------------------------------------------
4273 The following fields apply to both d3d8 and d3d9
4274 ------------------------------------------------ */
4275 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4276 pCaps->AdapterOrdinal = Adapter;
4278 pCaps->Caps = 0;
4279 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4280 WINED3DCAPS2_FULLSCREENGAMMA |
4281 WINED3DCAPS2_DYNAMICTEXTURES;
4282 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4284 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4287 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4288 WINED3DCAPS3_COPY_TO_VIDMEM |
4289 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4291 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4292 WINED3DPRESENT_INTERVAL_ONE;
4294 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4295 WINED3DCURSORCAPS_LOWRES;
4297 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4298 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4299 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4300 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4301 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4302 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4303 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4304 WINED3DDEVCAPS_PUREDEVICE |
4305 WINED3DDEVCAPS_HWRASTERIZATION |
4306 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4307 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4308 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4309 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4310 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4311 WINED3DDEVCAPS_RTPATCHES;
4313 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4314 WINED3DPMISCCAPS_CULLCCW |
4315 WINED3DPMISCCAPS_CULLCW |
4316 WINED3DPMISCCAPS_COLORWRITEENABLE |
4317 WINED3DPMISCCAPS_CLIPTLVERTS |
4318 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4319 WINED3DPMISCCAPS_MASKZ |
4320 WINED3DPMISCCAPS_BLENDOP |
4321 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4322 /* TODO:
4323 WINED3DPMISCCAPS_NULLREFERENCE
4324 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4325 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4326 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4328 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4329 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4330 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4331 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4333 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4334 WINED3DPRASTERCAPS_PAT |
4335 WINED3DPRASTERCAPS_WFOG |
4336 WINED3DPRASTERCAPS_ZFOG |
4337 WINED3DPRASTERCAPS_FOGVERTEX |
4338 WINED3DPRASTERCAPS_FOGTABLE |
4339 WINED3DPRASTERCAPS_STIPPLE |
4340 WINED3DPRASTERCAPS_SUBPIXEL |
4341 WINED3DPRASTERCAPS_ZTEST |
4342 WINED3DPRASTERCAPS_SCISSORTEST |
4343 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4344 WINED3DPRASTERCAPS_DEPTHBIAS;
4346 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4348 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4349 WINED3DPRASTERCAPS_ZBIAS |
4350 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4352 if (gl_info->supported[NV_FOG_DISTANCE])
4354 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4356 /* FIXME Add:
4357 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4358 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4359 WINED3DPRASTERCAPS_ANTIALIASEDGES
4360 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4361 WINED3DPRASTERCAPS_WBUFFER */
4363 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4364 WINED3DPCMPCAPS_EQUAL |
4365 WINED3DPCMPCAPS_GREATER |
4366 WINED3DPCMPCAPS_GREATEREQUAL |
4367 WINED3DPCMPCAPS_LESS |
4368 WINED3DPCMPCAPS_LESSEQUAL |
4369 WINED3DPCMPCAPS_NEVER |
4370 WINED3DPCMPCAPS_NOTEQUAL;
4372 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4373 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4374 WINED3DPBLENDCAPS_DESTALPHA |
4375 WINED3DPBLENDCAPS_DESTCOLOR |
4376 WINED3DPBLENDCAPS_INVDESTALPHA |
4377 WINED3DPBLENDCAPS_INVDESTCOLOR |
4378 WINED3DPBLENDCAPS_INVSRCALPHA |
4379 WINED3DPBLENDCAPS_INVSRCCOLOR |
4380 WINED3DPBLENDCAPS_ONE |
4381 WINED3DPBLENDCAPS_SRCALPHA |
4382 WINED3DPBLENDCAPS_SRCALPHASAT |
4383 WINED3DPBLENDCAPS_SRCCOLOR |
4384 WINED3DPBLENDCAPS_ZERO;
4386 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4387 WINED3DPBLENDCAPS_DESTCOLOR |
4388 WINED3DPBLENDCAPS_INVDESTALPHA |
4389 WINED3DPBLENDCAPS_INVDESTCOLOR |
4390 WINED3DPBLENDCAPS_INVSRCALPHA |
4391 WINED3DPBLENDCAPS_INVSRCCOLOR |
4392 WINED3DPBLENDCAPS_ONE |
4393 WINED3DPBLENDCAPS_SRCALPHA |
4394 WINED3DPBLENDCAPS_SRCCOLOR |
4395 WINED3DPBLENDCAPS_ZERO;
4396 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4397 * according to the glBlendFunc manpage
4399 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4400 * legacy settings for srcblend only
4403 if (gl_info->supported[EXT_BLEND_COLOR])
4405 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4406 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4410 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4411 WINED3DPCMPCAPS_EQUAL |
4412 WINED3DPCMPCAPS_GREATER |
4413 WINED3DPCMPCAPS_GREATEREQUAL |
4414 WINED3DPCMPCAPS_LESS |
4415 WINED3DPCMPCAPS_LESSEQUAL |
4416 WINED3DPCMPCAPS_NEVER |
4417 WINED3DPCMPCAPS_NOTEQUAL;
4419 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4420 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4421 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4422 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4423 WINED3DPSHADECAPS_COLORFLATRGB |
4424 WINED3DPSHADECAPS_FOGFLAT |
4425 WINED3DPSHADECAPS_FOGGOURAUD |
4426 WINED3DPSHADECAPS_SPECULARFLATRGB;
4428 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4429 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4430 WINED3DPTEXTURECAPS_TRANSPARENCY |
4431 WINED3DPTEXTURECAPS_BORDER |
4432 WINED3DPTEXTURECAPS_MIPMAP |
4433 WINED3DPTEXTURECAPS_PROJECTED |
4434 WINED3DPTEXTURECAPS_PERSPECTIVE;
4436 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4438 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4439 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4442 if (gl_info->supported[EXT_TEXTURE3D])
4444 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4445 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4446 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4449 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4451 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4452 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4453 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4457 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4458 WINED3DPTFILTERCAPS_MAGFPOINT |
4459 WINED3DPTFILTERCAPS_MINFLINEAR |
4460 WINED3DPTFILTERCAPS_MINFPOINT |
4461 WINED3DPTFILTERCAPS_MIPFLINEAR |
4462 WINED3DPTFILTERCAPS_MIPFPOINT |
4463 WINED3DPTFILTERCAPS_LINEAR |
4464 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4465 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4466 WINED3DPTFILTERCAPS_MIPLINEAR |
4467 WINED3DPTFILTERCAPS_MIPNEAREST |
4468 WINED3DPTFILTERCAPS_NEAREST;
4470 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4472 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4473 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4476 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4478 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4479 WINED3DPTFILTERCAPS_MAGFPOINT |
4480 WINED3DPTFILTERCAPS_MINFLINEAR |
4481 WINED3DPTFILTERCAPS_MINFPOINT |
4482 WINED3DPTFILTERCAPS_MIPFLINEAR |
4483 WINED3DPTFILTERCAPS_MIPFPOINT |
4484 WINED3DPTFILTERCAPS_LINEAR |
4485 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4486 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4487 WINED3DPTFILTERCAPS_MIPLINEAR |
4488 WINED3DPTFILTERCAPS_MIPNEAREST |
4489 WINED3DPTFILTERCAPS_NEAREST;
4491 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4493 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4494 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4496 } else
4497 pCaps->CubeTextureFilterCaps = 0;
4499 if (gl_info->supported[EXT_TEXTURE3D])
4501 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4502 WINED3DPTFILTERCAPS_MAGFPOINT |
4503 WINED3DPTFILTERCAPS_MINFLINEAR |
4504 WINED3DPTFILTERCAPS_MINFPOINT |
4505 WINED3DPTFILTERCAPS_MIPFLINEAR |
4506 WINED3DPTFILTERCAPS_MIPFPOINT |
4507 WINED3DPTFILTERCAPS_LINEAR |
4508 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4509 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4510 WINED3DPTFILTERCAPS_MIPLINEAR |
4511 WINED3DPTFILTERCAPS_MIPNEAREST |
4512 WINED3DPTFILTERCAPS_NEAREST;
4513 } else
4514 pCaps->VolumeTextureFilterCaps = 0;
4516 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4517 WINED3DPTADDRESSCAPS_CLAMP |
4518 WINED3DPTADDRESSCAPS_WRAP;
4520 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4522 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4524 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4526 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4528 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4530 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4533 if (gl_info->supported[EXT_TEXTURE3D])
4535 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4536 WINED3DPTADDRESSCAPS_CLAMP |
4537 WINED3DPTADDRESSCAPS_WRAP;
4538 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4540 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4542 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4544 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4546 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4548 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4550 } else
4551 pCaps->VolumeTextureAddressCaps = 0;
4553 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4554 WINED3DLINECAPS_ZTEST |
4555 WINED3DLINECAPS_BLEND |
4556 WINED3DLINECAPS_ALPHACMP |
4557 WINED3DLINECAPS_FOG;
4558 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4559 * idea how generating the smoothing alpha values works; the result is different
4562 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4563 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4565 if (gl_info->supported[EXT_TEXTURE3D])
4566 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4567 else
4568 pCaps->MaxVolumeExtent = 0;
4570 pCaps->MaxTextureRepeat = 32768;
4571 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4572 pCaps->MaxVertexW = 1.0f;
4574 pCaps->GuardBandLeft = 0.0f;
4575 pCaps->GuardBandTop = 0.0f;
4576 pCaps->GuardBandRight = 0.0f;
4577 pCaps->GuardBandBottom = 0.0f;
4579 pCaps->ExtentsAdjust = 0.0f;
4581 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4582 WINED3DSTENCILCAPS_INCRSAT |
4583 WINED3DSTENCILCAPS_INVERT |
4584 WINED3DSTENCILCAPS_KEEP |
4585 WINED3DSTENCILCAPS_REPLACE |
4586 WINED3DSTENCILCAPS_ZERO;
4587 if (gl_info->supported[EXT_STENCIL_WRAP])
4589 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4590 WINED3DSTENCILCAPS_INCR;
4592 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4594 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4597 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4599 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4600 pCaps->MaxActiveLights = gl_info->limits.lights;
4602 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4603 pCaps->MaxVertexBlendMatrixIndex = 0;
4605 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4606 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4609 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4610 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4611 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4612 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4613 WINED3DVTXPCAPS_LOCALVIEWER |
4614 WINED3DVTXPCAPS_VERTEXFOG |
4615 WINED3DVTXPCAPS_TEXGEN;
4617 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4618 pCaps->MaxVertexIndex = 0xFFFFF;
4619 pCaps->MaxStreams = MAX_STREAMS;
4620 pCaps->MaxStreamStride = 1024;
4622 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4623 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4624 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4625 pCaps->MaxNpatchTessellationLevel = 0;
4626 pCaps->MasterAdapterOrdinal = 0;
4627 pCaps->AdapterOrdinalInGroup = 0;
4628 pCaps->NumberOfAdaptersInGroup = 1;
4630 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4632 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4633 WINED3DPTFILTERCAPS_MAGFPOINT |
4634 WINED3DPTFILTERCAPS_MINFLINEAR |
4635 WINED3DPTFILTERCAPS_MAGFLINEAR;
4636 pCaps->VertexTextureFilterCaps = 0;
4638 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4639 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4641 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4642 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4644 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4645 * Ignore shader model capabilities if disabled in config
4647 if(vs_selected_mode == SHADER_NONE) {
4648 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4649 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4650 pCaps->MaxVertexShaderConst = 0;
4651 } else {
4652 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4653 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4656 if(ps_selected_mode == SHADER_NONE) {
4657 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4658 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4659 pCaps->PixelShader1xMaxValue = 0.0f;
4660 } else {
4661 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4662 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4665 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4666 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4667 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4669 /* The following caps are shader specific, but they are things we cannot detect, or which
4670 * are the same among all shader models. So to avoid code duplication set the shader version
4671 * specific, but otherwise constant caps here
4673 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4674 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4675 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4676 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4677 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4678 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4679 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4681 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4682 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4684 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4686 pCaps->VS20Caps.Caps = 0;
4687 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4688 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4689 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4691 pCaps->MaxVShaderInstructionsExecuted = 65535;
4692 pCaps->MaxVertexShader30InstructionSlots = 0;
4693 } else { /* VS 1.x */
4694 pCaps->VS20Caps.Caps = 0;
4695 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4696 pCaps->VS20Caps.NumTemps = 0;
4697 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4699 pCaps->MaxVShaderInstructionsExecuted = 0;
4700 pCaps->MaxVertexShader30InstructionSlots = 0;
4703 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4704 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4705 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4707 /* 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 */
4708 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4709 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4710 WINED3DPS20CAPS_PREDICATION |
4711 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4712 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4713 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4714 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4715 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4716 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4718 pCaps->MaxPShaderInstructionsExecuted = 65535;
4719 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4720 adapter->gl_info.limits.arb_ps_instructions);
4722 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4724 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4725 pCaps->PS20Caps.Caps = 0;
4726 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4727 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4728 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4729 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4731 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4732 pCaps->MaxPixelShader30InstructionSlots = 0;
4733 } else { /* PS 1.x */
4734 pCaps->PS20Caps.Caps = 0;
4735 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4736 pCaps->PS20Caps.NumTemps = 0;
4737 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4738 pCaps->PS20Caps.NumInstructionSlots = 0;
4740 pCaps->MaxPShaderInstructionsExecuted = 0;
4741 pCaps->MaxPixelShader30InstructionSlots = 0;
4744 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4745 /* OpenGL supports all the formats below, perhaps not always
4746 * without conversion, but it supports them.
4747 * Further GLSL doesn't seem to have an official unsigned type so
4748 * don't advertise it yet as I'm not sure how we handle it.
4749 * We might need to add some clamping in the shader engine to
4750 * support it.
4751 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4752 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4753 WINED3DDTCAPS_UBYTE4N |
4754 WINED3DDTCAPS_SHORT2N |
4755 WINED3DDTCAPS_SHORT4N;
4756 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4758 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4759 WINED3DDTCAPS_FLOAT16_4;
4761 } else
4762 pCaps->DeclTypes = 0;
4764 /* Set DirectDraw helper Caps */
4765 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4766 WINEDDCKEYCAPS_SRCBLT;
4767 fx_caps = WINEDDFXCAPS_BLTALPHA |
4768 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4769 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4770 WINEDDFXCAPS_BLTROTATION90 |
4771 WINEDDFXCAPS_BLTSHRINKX |
4772 WINEDDFXCAPS_BLTSHRINKXN |
4773 WINEDDFXCAPS_BLTSHRINKY |
4774 WINEDDFXCAPS_BLTSHRINKXN |
4775 WINEDDFXCAPS_BLTSTRETCHX |
4776 WINEDDFXCAPS_BLTSTRETCHXN |
4777 WINEDDFXCAPS_BLTSTRETCHY |
4778 WINEDDFXCAPS_BLTSTRETCHYN;
4779 blit_caps = WINEDDCAPS_BLT |
4780 WINEDDCAPS_BLTCOLORFILL |
4781 WINEDDCAPS_BLTDEPTHFILL |
4782 WINEDDCAPS_BLTSTRETCH |
4783 WINEDDCAPS_CANBLTSYSMEM |
4784 WINEDDCAPS_CANCLIP |
4785 WINEDDCAPS_CANCLIPSTRETCHED |
4786 WINEDDCAPS_COLORKEY |
4787 WINEDDCAPS_COLORKEYHWASSIST |
4788 WINEDDCAPS_ALIGNBOUNDARYSRC;
4790 /* Fill the ddraw caps structure */
4791 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4792 WINEDDCAPS_PALETTE |
4793 blit_caps;
4794 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4795 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4796 WINEDDCAPS2_PRIMARYGAMMA |
4797 WINEDDCAPS2_WIDESURFACES |
4798 WINEDDCAPS2_CANRENDERWINDOWED;
4799 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4800 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4801 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4802 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4803 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4804 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4805 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4806 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4807 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4809 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4810 WINEDDSCAPS_BACKBUFFER |
4811 WINEDDSCAPS_FLIP |
4812 WINEDDSCAPS_FRONTBUFFER |
4813 WINEDDSCAPS_OFFSCREENPLAIN |
4814 WINEDDSCAPS_PALETTE |
4815 WINEDDSCAPS_PRIMARYSURFACE |
4816 WINEDDSCAPS_SYSTEMMEMORY |
4817 WINEDDSCAPS_VIDEOMEMORY |
4818 WINEDDSCAPS_VISIBLE;
4819 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4821 /* Set D3D caps if OpenGL is available. */
4822 if (adapter->opengl)
4824 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4825 WINEDDSCAPS_MIPMAP |
4826 WINEDDSCAPS_TEXTURE |
4827 WINEDDSCAPS_ZBUFFER;
4828 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4831 return WINED3D_OK;
4834 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4835 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4837 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4838 IWineD3DDeviceImpl *object;
4839 HRESULT hr;
4841 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4842 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4844 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4845 * number and create a device without a 3D adapter for 2D only operation. */
4846 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4848 return WINED3DERR_INVALIDCALL;
4851 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4852 if (!object)
4854 ERR("Failed to allocate device memory.\n");
4855 return E_OUTOFMEMORY;
4858 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4859 if (FAILED(hr))
4861 WARN("Failed to initialize device, hr %#x.\n", hr);
4862 HeapFree(GetProcessHeap(), 0, object);
4863 return hr;
4866 TRACE("Created device %p.\n", object);
4867 *device = (IWineD3DDevice *)object;
4869 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4871 return WINED3D_OK;
4874 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4876 TRACE("iface %p.\n", iface);
4878 return ((IWineD3DImpl *)iface)->parent;
4881 static void WINE_GLAPI invalid_func(const void *data)
4883 ERR("Invalid vertex attribute function called\n");
4884 DebugBreak();
4887 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4889 ERR("Invalid texcoord function called\n");
4890 DebugBreak();
4893 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4894 * the extension detection and are used in drawStridedSlow
4896 static void WINE_GLAPI position_d3dcolor(const void *data)
4898 DWORD pos = *((const DWORD *)data);
4900 FIXME("Add a test for fixed function position from d3dcolor type\n");
4901 glVertex4s(D3DCOLOR_B_R(pos),
4902 D3DCOLOR_B_G(pos),
4903 D3DCOLOR_B_B(pos),
4904 D3DCOLOR_B_A(pos));
4907 static void WINE_GLAPI position_float4(const void *data)
4909 const GLfloat *pos = data;
4911 if (pos[3] != 0.0f && pos[3] != 1.0f)
4913 float w = 1.0f / pos[3];
4915 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4917 else
4919 glVertex3fv(pos);
4923 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4925 DWORD diffuseColor = *((const DWORD *)data);
4927 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4928 D3DCOLOR_B_G(diffuseColor),
4929 D3DCOLOR_B_B(diffuseColor),
4930 D3DCOLOR_B_A(diffuseColor));
4933 static void WINE_GLAPI specular_d3dcolor(const void *data)
4935 DWORD specularColor = *((const DWORD *)data);
4936 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4937 D3DCOLOR_B_G(specularColor),
4938 D3DCOLOR_B_B(specularColor)};
4940 specular_func_3ubv(d);
4943 static void WINE_GLAPI warn_no_specular_func(const void *data)
4945 WARN("GL_EXT_secondary_color not supported\n");
4948 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4950 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4951 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4952 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4953 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4954 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4955 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4956 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4957 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4958 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4959 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4960 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4961 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4962 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4963 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4964 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4965 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4966 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4968 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4969 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4970 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4971 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4972 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4973 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4974 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4975 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4976 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4977 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4978 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4979 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4980 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4981 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4982 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4983 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4984 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4986 /* No 4 component entry points here */
4987 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4988 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4989 if (gl_info->supported[EXT_SECONDARY_COLOR])
4991 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4993 else
4995 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4997 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4998 if (gl_info->supported[EXT_SECONDARY_COLOR])
5000 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5001 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5003 else
5005 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5007 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5008 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5009 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5010 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5011 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5012 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5013 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5014 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5015 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5016 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5017 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5018 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5020 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5021 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5023 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5024 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5025 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5026 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5027 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5028 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5029 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5030 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5031 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5032 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5033 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5034 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5035 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5036 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5037 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5038 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5039 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5041 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5042 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5043 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5044 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5045 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5046 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5047 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5048 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5049 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5050 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5051 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5052 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5053 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5054 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5055 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5056 if (gl_info->supported[NV_HALF_FLOAT])
5058 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5059 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5060 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5061 } else {
5062 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5063 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5067 static BOOL InitAdapters(IWineD3DImpl *This)
5069 static HMODULE mod_gl;
5070 BOOL ret;
5071 int ps_selected_mode, vs_selected_mode;
5073 /* No need to hold any lock. The calling library makes sure only one thread calls
5074 * wined3d simultaneously
5077 TRACE("Initializing adapters\n");
5079 if(!mod_gl) {
5080 #ifdef USE_WIN32_OPENGL
5081 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5082 mod_gl = LoadLibraryA("opengl32.dll");
5083 if(!mod_gl) {
5084 ERR("Can't load opengl32.dll!\n");
5085 goto nogl_adapter;
5087 #else
5088 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5089 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5090 mod_gl = GetModuleHandleA("gdi32.dll");
5091 #endif
5094 /* Load WGL core functions from opengl32.dll */
5095 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5096 WGL_FUNCS_GEN;
5097 #undef USE_WGL_FUNC
5099 if(!pwglGetProcAddress) {
5100 ERR("Unable to load wglGetProcAddress!\n");
5101 goto nogl_adapter;
5104 /* Dynamically load all GL core functions */
5105 GL_FUNCS_GEN;
5106 #undef USE_GL_FUNC
5108 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5109 * otherwise because we have to use winex11.drv's override
5111 #ifdef USE_WIN32_OPENGL
5112 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5113 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5114 #else
5115 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5116 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5117 #endif
5119 glEnableWINE = glEnable;
5120 glDisableWINE = glDisable;
5122 /* For now only one default adapter */
5124 struct wined3d_adapter *adapter = &This->adapters[0];
5125 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5126 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5127 int iPixelFormat;
5128 int res;
5129 int i;
5130 WineD3D_PixelFormat *cfgs;
5131 DISPLAY_DEVICEW DisplayDevice;
5132 HDC hdc;
5134 TRACE("Initializing default adapter\n");
5135 adapter->ordinal = 0;
5136 adapter->monitorPoint.x = -1;
5137 adapter->monitorPoint.y = -1;
5139 if (!AllocateLocallyUniqueId(&adapter->luid))
5141 DWORD err = GetLastError();
5142 ERR("Failed to set adapter LUID (%#x).\n", err);
5143 goto nogl_adapter;
5145 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5146 adapter->luid.HighPart, adapter->luid.LowPart);
5148 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5150 ERR("Failed to get a gl context for default adapter\n");
5151 goto nogl_adapter;
5154 ret = IWineD3DImpl_FillGLCaps(adapter);
5155 if(!ret) {
5156 ERR("Failed to initialize gl caps for default adapter\n");
5157 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5158 goto nogl_adapter;
5160 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5161 if(!ret) {
5162 ERR("Failed to init gl formats\n");
5163 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5164 goto nogl_adapter;
5167 hdc = fake_gl_ctx.dc;
5169 /* Use the VideoRamSize registry setting when set */
5170 if(wined3d_settings.emulated_textureram)
5171 adapter->TextureRam = wined3d_settings.emulated_textureram;
5172 else
5173 adapter->TextureRam = adapter->gl_info.vidmem;
5174 adapter->UsedTextureRam = 0;
5175 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5177 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5178 DisplayDevice.cb = sizeof(DisplayDevice);
5179 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5180 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5181 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5183 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5185 int attribute;
5186 int attribs[11];
5187 int values[11];
5188 int nAttribs = 0;
5190 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5191 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5193 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5194 cfgs = adapter->cfgs;
5195 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5196 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5197 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5198 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5199 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5200 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5201 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5202 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5203 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5204 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5205 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5207 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5209 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5211 if(!res)
5212 continue;
5214 /* Cache the pixel format */
5215 cfgs->iPixelFormat = iPixelFormat;
5216 cfgs->redSize = values[0];
5217 cfgs->greenSize = values[1];
5218 cfgs->blueSize = values[2];
5219 cfgs->alphaSize = values[3];
5220 cfgs->colorSize = values[4];
5221 cfgs->depthSize = values[5];
5222 cfgs->stencilSize = values[6];
5223 cfgs->windowDrawable = values[7];
5224 cfgs->iPixelType = values[8];
5225 cfgs->doubleBuffer = values[9];
5226 cfgs->auxBuffers = values[10];
5228 cfgs->numSamples = 0;
5229 /* Check multisample support */
5230 if (gl_info->supported[ARB_MULTISAMPLE])
5232 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5233 int value[2];
5234 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5235 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5236 * value[1] = number of multi sample buffers*/
5237 if(value[0])
5238 cfgs->numSamples = value[1];
5242 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5243 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5244 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5245 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5246 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5247 cfgs++;
5250 else
5252 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5253 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5254 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5256 cfgs = adapter->cfgs;
5257 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5259 PIXELFORMATDESCRIPTOR ppfd;
5261 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5262 if(!res)
5263 continue;
5265 /* We only want HW acceleration using an OpenGL ICD driver.
5266 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5267 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5269 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5271 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5272 continue;
5275 cfgs->iPixelFormat = iPixelFormat;
5276 cfgs->redSize = ppfd.cRedBits;
5277 cfgs->greenSize = ppfd.cGreenBits;
5278 cfgs->blueSize = ppfd.cBlueBits;
5279 cfgs->alphaSize = ppfd.cAlphaBits;
5280 cfgs->colorSize = ppfd.cColorBits;
5281 cfgs->depthSize = ppfd.cDepthBits;
5282 cfgs->stencilSize = ppfd.cStencilBits;
5283 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5284 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5285 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5286 cfgs->auxBuffers = ppfd.cAuxBuffers;
5287 cfgs->numSamples = 0;
5289 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5290 "depth=%d, stencil=%d, windowDrawable=%d\n",
5291 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5292 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5293 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5294 cfgs++;
5295 adapter->nCfgs++;
5298 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5299 if(!adapter->nCfgs)
5301 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5303 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5304 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5305 goto nogl_adapter;
5309 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5310 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5311 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5312 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5313 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5314 * driver is allowed to consume more bits EXCEPT for stencil bits.
5316 * Mark an adapter with this broken stencil behavior.
5318 adapter->brokenStencil = TRUE;
5319 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5321 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5322 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5323 adapter->brokenStencil = FALSE;
5324 break;
5328 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5330 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5331 fillGLAttribFuncs(&adapter->gl_info);
5332 adapter->opengl = TRUE;
5334 This->adapter_count = 1;
5335 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5337 return TRUE;
5339 nogl_adapter:
5340 /* Initialize an adapter for ddraw-only memory counting */
5341 memset(This->adapters, 0, sizeof(This->adapters));
5342 This->adapters[0].ordinal = 0;
5343 This->adapters[0].opengl = FALSE;
5344 This->adapters[0].monitorPoint.x = -1;
5345 This->adapters[0].monitorPoint.y = -1;
5347 This->adapters[0].driver_info.name = "Display";
5348 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5349 if(wined3d_settings.emulated_textureram) {
5350 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5351 } else {
5352 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5355 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5357 This->adapter_count = 1;
5358 return FALSE;
5361 /**********************************************************
5362 * IWineD3D VTbl follows
5363 **********************************************************/
5365 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5367 /* IUnknown */
5368 IWineD3DImpl_QueryInterface,
5369 IWineD3DImpl_AddRef,
5370 IWineD3DImpl_Release,
5371 /* IWineD3D */
5372 IWineD3DImpl_GetParent,
5373 IWineD3DImpl_GetAdapterCount,
5374 IWineD3DImpl_RegisterSoftwareDevice,
5375 IWineD3DImpl_GetAdapterMonitor,
5376 IWineD3DImpl_GetAdapterModeCount,
5377 IWineD3DImpl_EnumAdapterModes,
5378 IWineD3DImpl_GetAdapterDisplayMode,
5379 IWineD3DImpl_GetAdapterIdentifier,
5380 IWineD3DImpl_CheckDeviceMultiSampleType,
5381 IWineD3DImpl_CheckDepthStencilMatch,
5382 IWineD3DImpl_CheckDeviceType,
5383 IWineD3DImpl_CheckDeviceFormat,
5384 IWineD3DImpl_CheckDeviceFormatConversion,
5385 IWineD3DImpl_GetDeviceCaps,
5386 IWineD3DImpl_CreateDevice
5389 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5391 const struct wined3d_parent_ops wined3d_null_parent_ops =
5393 wined3d_null_wined3d_object_destroyed,
5396 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5398 wined3d->lpVtbl = &IWineD3D_Vtbl;
5399 wined3d->dxVersion = version;
5400 wined3d->ref = 1;
5401 wined3d->parent = parent;
5403 if (!InitAdapters(wined3d))
5405 WARN("Failed to initialize adapters.\n");
5406 if (version > 7)
5408 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5409 return E_FAIL;
5413 return WINED3D_OK;