wined3d: Don't free D3D surfaces until the wined3d surface is destroyed.
[wine/testsucceed.git] / dlls / wined3d / directx.c
blob6b92c0ce2527e432265045cec8e346cb115a6317
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 "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32 #define GLINFO_LOCATION (*gl_info)
34 /* The d3d device ID */
35 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37 /* Extension detection */
38 static const struct {
39 const char *extension_string;
40 GL_SupportedExt extension;
41 DWORD version;
42 } EXTENSION_MAP[] = {
43 /* APPLE */
44 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
45 {"GL_APPLE_fence", APPLE_FENCE, 0 },
46 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
47 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
50 /* ATI */
51 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
52 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
53 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
54 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
55 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
57 /* ARB */
58 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
59 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
60 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
61 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
62 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
63 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
64 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
65 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
66 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
67 {"GL_ARB_imaging", ARB_IMAGING, 0 },
68 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
69 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
70 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
71 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
72 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
73 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
74 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
75 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
76 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
77 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
78 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
79 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
80 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
81 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
82 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
83 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
84 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
85 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
86 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
87 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
88 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
89 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
90 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
91 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
93 /* EXT */
94 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
95 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
96 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
97 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
98 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
99 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
100 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
101 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
102 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
103 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
104 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
105 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
106 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
107 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
108 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
109 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
110 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
111 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
112 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
113 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
114 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
115 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
116 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
117 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
118 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
119 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
120 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
121 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
122 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
124 /* NV */
125 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
126 {"GL_NV_fence", NV_FENCE, 0 },
127 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
128 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
129 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
130 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
131 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
132 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
133 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
134 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
135 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
136 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
137 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
138 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
139 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
140 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
141 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
142 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
143 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
144 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
145 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
147 /* SGI */
148 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
151 /**********************************************************
152 * Utility functions follow
153 **********************************************************/
155 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
156 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
157 WINED3DDEVTYPE DeviceType);
158 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
159 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
161 /* lookup tables */
162 const int minLookup[MAX_LOOKUPS] =
164 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
167 const int maxLookup[MAX_LOOKUPS] =
169 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
172 DWORD *stateLookup[MAX_LOOKUPS];
174 const struct min_lookup minMipLookup[] =
176 /* NONE POINT LINEAR */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
178 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
179 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
182 const struct min_lookup minMipLookup_noFilter[] =
184 /* NONE POINT LINEAR */
185 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
186 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
187 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
190 const struct min_lookup minMipLookup_noMip[] =
192 /* NONE POINT LINEAR */
193 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
194 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
195 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
198 const GLenum magLookup[] =
200 /* NONE POINT LINEAR */
201 GL_NEAREST, GL_NEAREST, GL_LINEAR,
204 const GLenum magLookup_noFilter[] =
206 /* NONE POINT LINEAR */
207 GL_NEAREST, GL_NEAREST, GL_NEAREST,
210 /* drawStridedSlow attributes */
211 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
212 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
213 glAttribFunc specular_func_3ubv;
214 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
215 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
216 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
219 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
220 * i.e., there is no GL Context - Get a default rendering context to enable the
221 * function query some info from GL.
224 struct wined3d_fake_gl_ctx
226 HDC dc;
227 HWND wnd;
228 HGLRC gl_ctx;
231 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
233 TRACE_(d3d_caps)("Destroying fake GL context.\n");
235 if (!pwglMakeCurrent(NULL, NULL))
237 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
240 if (!pwglDeleteContext(ctx->gl_ctx))
242 DWORD err = GetLastError();
243 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
246 ReleaseDC(ctx->wnd, ctx->dc);
247 DestroyWindow(ctx->wnd);
250 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
252 PIXELFORMATDESCRIPTOR pfd;
253 int iPixelFormat;
255 TRACE("getting context...\n");
257 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
258 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
259 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
260 if (!ctx->wnd)
262 ERR_(d3d_caps)("Failed to create a window.\n");
263 goto fail;
266 ctx->dc = GetDC(ctx->wnd);
267 if (!ctx->dc)
269 ERR_(d3d_caps)("Failed to get a DC.\n");
270 goto fail;
273 /* PixelFormat selection */
274 ZeroMemory(&pfd, sizeof(pfd));
275 pfd.nSize = sizeof(pfd);
276 pfd.nVersion = 1;
277 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
278 pfd.iPixelType = PFD_TYPE_RGBA;
279 pfd.cColorBits = 32;
280 pfd.iLayerType = PFD_MAIN_PLANE;
282 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
283 if (!iPixelFormat)
285 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
286 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
287 goto fail;
289 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
290 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292 /* Create a GL context. */
293 ctx->gl_ctx = pwglCreateContext(ctx->dc);
294 if (!ctx->gl_ctx)
296 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
297 goto fail;
300 /* Make it the current GL context. */
301 if (!context_set_current(NULL))
303 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
306 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
309 goto fail;
312 return TRUE;
314 fail:
315 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
316 ctx->gl_ctx = NULL;
317 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
318 ctx->dc = NULL;
319 if (ctx->wnd) DestroyWindow(ctx->wnd);
320 ctx->wnd = NULL;
322 return FALSE;
325 /* Adjust the amount of used texture memory */
326 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
327 struct WineD3DAdapter *adapter = D3DDevice->adapter;
329 adapter->UsedTextureRam += glram;
330 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
331 return adapter->UsedTextureRam;
334 /**********************************************************
335 * IUnknown parts follows
336 **********************************************************/
338 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
340 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
342 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
343 if (IsEqualGUID(riid, &IID_IUnknown)
344 || IsEqualGUID(riid, &IID_IWineD3DBase)
345 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
346 IUnknown_AddRef(iface);
347 *ppobj = This;
348 return S_OK;
350 *ppobj = NULL;
351 return E_NOINTERFACE;
354 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
355 IWineD3DImpl *This = (IWineD3DImpl *)iface;
356 ULONG refCount = InterlockedIncrement(&This->ref);
358 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
359 return refCount;
362 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
363 IWineD3DImpl *This = (IWineD3DImpl *)iface;
364 ULONG ref;
365 TRACE("(%p) : Releasing from %d\n", This, This->ref);
366 ref = InterlockedDecrement(&This->ref);
367 if (ref == 0) {
368 unsigned int i;
370 for (i = 0; i < This->adapter_count; ++i)
372 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
374 HeapFree(GetProcessHeap(), 0, This);
377 return ref;
380 /* Set the shader type for this device, depending on the given capabilities,
381 * the device type, and the user preferences in wined3d_settings */
383 static void select_shader_mode(const struct wined3d_gl_info *gl_info,
384 WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
386 if (wined3d_settings.vs_mode == VS_NONE) {
387 *vs_selected = SHADER_NONE;
388 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
389 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
390 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
391 * shaders only on this card. */
392 if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2])
393 *vs_selected = SHADER_ARB;
394 else
395 *vs_selected = SHADER_GLSL;
396 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
397 *vs_selected = SHADER_ARB;
398 } else {
399 *vs_selected = SHADER_NONE;
402 if (wined3d_settings.ps_mode == PS_NONE) {
403 *ps_selected = SHADER_NONE;
404 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
405 *ps_selected = SHADER_GLSL;
406 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
407 *ps_selected = SHADER_ARB;
408 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
409 *ps_selected = SHADER_ATI;
410 } else {
411 *ps_selected = SHADER_NONE;
415 /** Select the number of report maximum shader constants based on the selected shader modes */
416 static void select_shader_max_constants(int ps_selected_mode, int vs_selected_mode, struct wined3d_gl_info *gl_info)
418 switch (vs_selected_mode) {
419 case SHADER_GLSL:
420 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
421 break;
422 case SHADER_ARB:
423 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
424 break;
425 default:
426 gl_info->max_vshader_constantsF = 0;
427 break;
430 switch (ps_selected_mode) {
431 case SHADER_GLSL:
432 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
433 break;
434 case SHADER_ARB:
435 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
436 break;
437 default:
438 gl_info->max_pshader_constantsF = 0;
439 break;
443 /**********************************************************
444 * IWineD3D parts follows
445 **********************************************************/
447 /* GL locking is done by the caller */
448 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
450 GLuint prog;
451 BOOL ret = FALSE;
452 const char *testcode =
453 "!!ARBvp1.0\n"
454 "PARAM C[66] = { program.env[0..65] };\n"
455 "ADDRESS A0;"
456 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
457 "ARL A0.x, zero.x;\n"
458 "MOV result.position, C[A0.x + 65];\n"
459 "END\n";
461 while(glGetError());
462 GL_EXTCALL(glGenProgramsARB(1, &prog));
463 if(!prog) {
464 ERR("Failed to create an ARB offset limit test program\n");
466 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
467 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
468 strlen(testcode), testcode));
469 if(glGetError() != 0) {
470 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
471 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
472 ret = TRUE;
473 } else TRACE("OpenGL implementation allows offsets > 63\n");
475 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
476 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
477 checkGLcall("ARB vp offset limit test cleanup");
479 return ret;
482 static DWORD ver_for_ext(GL_SupportedExt ext)
484 unsigned int i;
485 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
486 if(EXTENSION_MAP[i].extension == ext) {
487 return EXTENSION_MAP[i].version;
490 return 0;
493 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
495 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
496 if (gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
497 if (gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
498 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
499 return FALSE;
502 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
504 if (gl_info->gl_vendor == VENDOR_NVIDIA)
506 if (gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600)
508 return TRUE;
511 return FALSE;
514 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
516 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
517 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
518 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
520 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
521 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
522 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
523 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
524 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
525 * the chance that other implementations support them is rather small since Win32 QuickTime uses
526 * DirectDraw, not OpenGL. */
527 if (gl_info->supported[APPLE_FENCE]
528 && gl_info->supported[APPLE_CLIENT_STORAGE]
529 && gl_info->supported[APPLE_FLUSH_RENDER]
530 && gl_info->supported[APPLE_YCBCR_422])
532 return TRUE;
534 else
536 return FALSE;
540 /* Context activation is done by the caller. */
541 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
543 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
544 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
545 * all the texture. This function detects this bug by its symptom and disables PBOs
546 * if the test fails.
548 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
549 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
550 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
551 * read back is compared to the original. If they are equal PBOs are assumed to work,
552 * otherwise the PBO extension is disabled. */
553 GLuint texture, pbo;
554 static const unsigned int pattern[] =
556 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
557 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
558 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
559 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
561 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
563 /* No PBO -> No point in testing them. */
564 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
566 ENTER_GL();
568 while (glGetError());
569 glGenTextures(1, &texture);
570 glBindTexture(GL_TEXTURE_2D, texture);
572 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
573 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
574 checkGLcall("Specifying the PBO test texture");
576 GL_EXTCALL(glGenBuffersARB(1, &pbo));
577 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
578 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
579 checkGLcall("Specifying the PBO test pbo");
581 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
582 checkGLcall("Loading the PBO test texture");
584 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
585 wglFinish(); /* just to be sure */
587 memset(check, 0, sizeof(check));
588 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
589 checkGLcall("Reading back the PBO test texture");
591 glDeleteTextures(1, &texture);
592 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
593 checkGLcall("PBO test cleanup");
595 LEAVE_GL();
597 if (memcmp(check, pattern, sizeof(check)))
599 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
600 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
601 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
603 else
605 TRACE_(d3d_caps)("PBO test successful.\n");
609 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
611 return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer);
614 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
616 if (!match_apple(gl_info, gl_renderer)) return FALSE;
617 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
618 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
619 return TRUE;
622 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
624 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
625 if (match_apple(gl_info, gl_renderer)) return FALSE;
626 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
627 return TRUE;
630 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
632 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
633 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
634 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
635 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
636 * hardcoded
638 * dx10 cards usually have 64 varyings */
639 return gl_info->max_glsl_varyings > 44;
642 /* A GL context is provided by the caller */
643 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
645 GLenum error;
646 DWORD data[16];
648 if(!GL_SUPPORT(EXT_SECONDARY_COLOR)) return FALSE;
650 ENTER_GL();
651 while(glGetError());
652 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
653 error = glGetError();
654 LEAVE_GL();
656 if(error == GL_NO_ERROR)
658 TRACE("GL Implementation accepts 4 component specular color pointers\n");
659 return TRUE;
661 else
663 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
664 debug_glerror(error));
665 return FALSE;
669 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
671 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->vs_arb_constantsF);
672 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
673 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->ps_arb_constantsF);
674 gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
677 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
679 quirk_arb_constants(gl_info);
680 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
681 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
682 * allow 48 different offsets or other helper immediate values. */
683 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
684 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
687 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
688 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
689 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
690 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
691 * most games, but avoids the crash
693 * A more sophisticated way would be to find all units that need texture coordinates and enable
694 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
695 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
697 * Note that disabling the extension entirely does not gain predictability because there is no point
698 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
699 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
701 if (gl_info->supported[ARB_POINT_SPRITE])
703 TRACE("Limiting point sprites to one texture unit.\n");
704 gl_info->max_point_sprite_units = 1;
708 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
710 quirk_arb_constants(gl_info);
712 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
713 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
714 * If real NP2 textures are used, the driver falls back to software. We could just remove the
715 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
716 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
717 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
718 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
720 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
721 * has this extension promoted to core. The extension loading code sets this extension supported
722 * due to that, so this code works on fglrx as well. */
723 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
725 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
726 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
727 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
730 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
731 * it is generally more efficient. Reserve just 8 constants. */
732 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
733 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
736 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
738 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
739 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
740 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
741 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
742 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
743 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
745 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
746 * triggering the software fallback. There is not much we can do here apart from disabling the
747 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
748 * in IWineD3DImpl_FillGLCaps).
749 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
750 * post-processing effects in the game "Max Payne 2").
751 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
752 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
753 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
754 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
757 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
759 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
760 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
761 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
762 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
763 * according to the spec.
765 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
766 * makes the shader slower and eats instruction slots which should be available to the d3d app.
768 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
769 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
770 * this workaround is activated on cards that do not need it, it won't break things, just affect
771 * performance negatively. */
772 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
773 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
776 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
778 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
781 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
783 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
786 struct driver_quirk
788 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
789 void (*apply)(struct wined3d_gl_info *gl_info);
790 const char *description;
793 static const struct driver_quirk quirk_table[] =
796 match_ati_r300_to_500,
797 quirk_ati_dx9,
798 "ATI GLSL constant and normalized texrect quirk"
800 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
801 * used it falls back to software. While the compiler can detect if the shader uses all declared
802 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
803 * using relative addressing falls back to software.
805 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
807 match_apple,
808 quirk_apple_glsl_constants,
809 "Apple GLSL uniform override"
812 match_geforce5,
813 quirk_no_np2,
814 "Geforce 5 NP2 disable"
817 match_apple_intel,
818 quirk_texcoord_w,
819 "Init texcoord .w for Apple Intel GPU driver"
822 match_apple_nonr500ati,
823 quirk_texcoord_w,
824 "Init texcoord .w for Apple ATI >= r600 GPU driver"
827 match_fglrx,
828 quirk_one_point_sprite,
829 "Fglrx point sprite crash workaround"
832 match_dx10_capable,
833 quirk_clip_varying,
834 "Reserved varying for gl_ClipPos"
837 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
838 * GL implementations accept it. The Mac GL is the only implementation known to
839 * reject it.
841 * If we can pass 4 component specular colors, do it, because (a) we don't have
842 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
843 * passes specular alpha to the pixel shader if any is used. Otherwise the
844 * specular alpha is used to pass the fog coordinate, which we pass to opengl
845 * via GL_EXT_fog_coord.
847 match_allows_spec_alpha,
848 quirk_allows_specular_alpha,
849 "Allow specular alpha quirk"
853 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
854 * reporting a driver version is moot because we are not the Windows driver, and we have different
855 * bugs, features, etc.
857 * If a card is not found in this table, the GL driver version is reported. */
858 struct driver_version_information
860 WORD vendor; /* reported PCI card vendor ID */
861 WORD card; /* reported PCI card device ID */
862 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
863 WORD hipart_hi, hipart_lo; /* driver hiword to report */
864 WORD lopart_hi, lopart_lo; /* driver loword to report */
867 static const struct driver_version_information driver_version_table[] =
869 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
870 * 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
871 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
872 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
874 * All version numbers used below are from the Linux nvidia drivers. */
875 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
876 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
877 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
878 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
879 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
880 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 10, 9371 },
881 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 10, 9371 },
882 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 10, 9371 },
883 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7516 },
884 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7516 },
885 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7516 },
886 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8618 },
887 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8618 },
888 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8618 },
889 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8585 },
890 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8585 },
891 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8618 },
892 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8618 },
893 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8618 },
894 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8618 },
895 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8585 },
896 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8618 },
897 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8618 },
898 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8618 },
899 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8618 },
900 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8618 },
901 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8618 },
902 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8618 },
903 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8618 },
904 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8618 },
906 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
907 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
908 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
909 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
910 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
911 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
912 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
913 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 6, 14, 10, 6764 },
914 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 6, 14, 10, 6764 },
915 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 6, 14, 10, 6764 },
916 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 6, 14, 10, 6764 },
918 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
921 /* Context activation is done by the caller. */
922 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer)
924 unsigned int i;
926 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
928 if (!quirk_table[i].match(gl_info, gl_renderer)) continue;
929 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
930 quirk_table[i].apply(gl_info);
933 /* Find out if PBOs work as they are supposed to. */
934 test_pbo_functionality(gl_info);
936 /* Fixup the driver version we'll report to the app. */
937 gl_info->driver_version = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
938 gl_info->driver_version_hipart = MAKEDWORD_VERSION(7, 1);
939 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
941 if (gl_info->gl_vendor == driver_version_table[i].vendor
942 && gl_info->gl_card == driver_version_table[i].card)
944 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB.\n",
945 gl_info->gl_vendor, gl_info->gl_card);
947 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
948 driver_version_table[i].lopart_lo);
949 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
950 driver_version_table[i].hipart_lo);
951 gl_info->driver_description = driver_version_table[i].description;
952 break;
955 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08X-0x%08X.\n",
956 gl_info->driver_version_hipart, gl_info->driver_version);
959 static DWORD wined3d_parse_gl_version(const char *gl_version)
961 const char *ptr = gl_version;
962 int major, minor;
964 major = atoi(ptr);
965 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
967 while (isdigit(*ptr)) ++ptr;
968 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
970 minor = atoi(ptr);
972 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
974 return MAKEDWORD_VERSION(major, minor);
977 static GL_Vendors wined3d_guess_vendor(const char *gl_vendor, const char *gl_renderer)
979 if (strstr(gl_vendor, "NVIDIA"))
980 return VENDOR_NVIDIA;
982 if (strstr(gl_vendor, "ATI"))
983 return VENDOR_ATI;
985 if (strstr(gl_vendor, "Intel(R)")
986 || strstr(gl_renderer, "Intel(R)")
987 || strstr(gl_vendor, "Intel Inc."))
988 return VENDOR_INTEL;
990 if (strstr(gl_vendor, "Mesa")
991 || strstr(gl_vendor, "Tungsten Graphics, Inc"))
992 return VENDOR_MESA;
994 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning VENDOR_WINE.\n", debugstr_a(gl_vendor));
996 return VENDOR_WINE;
999 static GL_Cards wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1000 GL_Vendors *vendor, unsigned int *vidmem)
1002 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1003 * different GPUs with roughly the same features. In most cases GPUs from a
1004 * certain family differ in clockspeeds, the amount of video memory and the
1005 * number of shader pipelines.
1007 * A Direct3D device object contains the PCI id (vendor + device) of the
1008 * videocard which is used for rendering. Various applications use this
1009 * information to get a rough estimation of the features of the card and
1010 * some might use it for enabling 3d effects only on certain types of
1011 * videocards. In some cases games might even use it to work around bugs
1012 * which happen on certain videocards/driver combinations. The problem is
1013 * that OpenGL only exposes a rendering string containing the name of the
1014 * videocard and not the PCI id.
1016 * Various games depend on the PCI id, so somehow we need to provide one.
1017 * A simple option is to parse the renderer string and translate this to
1018 * the right PCI id. This is a lot of work because there are more than 200
1019 * GPUs just for Nvidia. Various cards share the same renderer string, so
1020 * the amount of code might be 'small' but there are quite a number of
1021 * exceptions which would make this a pain to maintain. Another way would
1022 * be to query the PCI id from the operating system (assuming this is the
1023 * videocard which is used for rendering which is not always the case).
1024 * This would work but it is not very portable. Second it would not work
1025 * well in, let's say, a remote X situation in which the amount of 3d
1026 * features which can be used is limited.
1028 * As said most games only use the PCI id to get an indication of the
1029 * capabilities of the card. It doesn't really matter if the given id is
1030 * the correct one if we return the id of a card with similar 3d features.
1032 * The code below checks the OpenGL capabilities of a videocard and matches
1033 * that to a certain level of Direct3D functionality. Once a card passes
1034 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1035 * least a GeforceFX. To give a better estimate we do a basic check on the
1036 * renderer string but if that won't pass we return a default card. This
1037 * way is better than maintaining a full card database as even without a
1038 * full database we can return a card with similar features. Second the
1039 * size of the database can be made quite small because when you know what
1040 * type of 3d functionality a card has, you know to which GPU family the
1041 * GPU must belong. Because of this you only have to check a small part of
1042 * the renderer string to distinguishes between different models from that
1043 * family.
1045 * The code also selects a default amount of video memory which we will
1046 * use for an estimation of the amount of free texture memory. In case of
1047 * real D3D the amount of texture memory includes video memory and system
1048 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1049 * HyperMemory). We don't know how much system memory can be addressed by
1050 * the system but we can make a reasonable estimation about the amount of
1051 * video memory. If the value is slightly wrong it doesn't matter as we
1052 * didn't include AGP-like memory which makes the amount of addressable
1053 * memory higher and second OpenGL isn't that critical it moves to system
1054 * memory behind our backs if really needed. Note that the amount of video
1055 * memory can be overruled using a registry setting. */
1057 switch (*vendor)
1059 case VENDOR_NVIDIA:
1060 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1061 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1063 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1065 /* Geforce 200 - highend */
1066 if (strstr(gl_renderer, "GTX 280")
1067 || strstr(gl_renderer, "GTX 285")
1068 || strstr(gl_renderer, "GTX 295"))
1070 *vidmem = 1024;
1071 return CARD_NVIDIA_GEFORCE_GTX280;
1074 /* Geforce 200 - midend high */
1075 if (strstr(gl_renderer, "GTX 275"))
1077 *vidmem = 896;
1078 return CARD_NVIDIA_GEFORCE_GTX275;
1081 /* Geforce 200 - midend */
1082 if (strstr(gl_renderer, "GTX 260"))
1084 *vidmem = 1024;
1085 return CARD_NVIDIA_GEFORCE_GTX260;
1088 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1089 if (strstr(gl_renderer, "9800")
1090 || strstr(gl_renderer, "GTS 150")
1091 || strstr(gl_renderer, "GTS 250"))
1093 *vidmem = 512;
1094 return CARD_NVIDIA_GEFORCE_9800GT;
1097 /* Geforce9 - midend */
1098 if (strstr(gl_renderer, "9600"))
1100 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1101 return CARD_NVIDIA_GEFORCE_9600GT;
1104 /* Geforce9 - midend low / Geforce 200 - low */
1105 if (strstr(gl_renderer, "9500")
1106 || strstr(gl_renderer, "GT 120")
1107 || strstr(gl_renderer, "GT 130"))
1109 *vidmem = 256; /* The 9500GT has 256-1024MB */
1110 return CARD_NVIDIA_GEFORCE_9500GT;
1113 /* Geforce9 - lowend */
1114 if (strstr(gl_renderer, "9400"))
1116 *vidmem = 256; /* The 9400GT has 256-1024MB */
1117 return CARD_NVIDIA_GEFORCE_9400GT;
1120 /* Geforce9 - lowend low */
1121 if (strstr(gl_renderer, "9100")
1122 || strstr(gl_renderer, "9200")
1123 || strstr(gl_renderer, "9300")
1124 || strstr(gl_renderer, "G 100"))
1126 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1127 return CARD_NVIDIA_GEFORCE_9200;
1130 /* Geforce8 - highend */
1131 if (strstr(gl_renderer, "8800"))
1133 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1134 return CARD_NVIDIA_GEFORCE_8800GTS;
1137 /* Geforce8 - midend mobile */
1138 if (strstr(gl_renderer, "8600 M"))
1140 *vidmem = 512;
1141 return CARD_NVIDIA_GEFORCE_8600MGT;
1144 /* Geforce8 - midend */
1145 if (strstr(gl_renderer, "8600")
1146 || strstr(gl_renderer, "8700"))
1148 *vidmem = 256;
1149 return CARD_NVIDIA_GEFORCE_8600GT;
1152 /* Geforce8 - lowend */
1153 if (strstr(gl_renderer, "8300")
1154 || strstr(gl_renderer, "8400")
1155 || strstr(gl_renderer, "8500"))
1157 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1158 return CARD_NVIDIA_GEFORCE_8300GS;
1161 /* Geforce7 - highend */
1162 if (strstr(gl_renderer, "7800")
1163 || strstr(gl_renderer, "7900")
1164 || strstr(gl_renderer, "7950")
1165 || strstr(gl_renderer, "Quadro FX 4")
1166 || strstr(gl_renderer, "Quadro FX 5"))
1168 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1169 return CARD_NVIDIA_GEFORCE_7800GT;
1172 /* Geforce7 midend */
1173 if (strstr(gl_renderer, "7600")
1174 || strstr(gl_renderer, "7700"))
1176 *vidmem = 256; /* The 7600 uses 256-512MB */
1177 return CARD_NVIDIA_GEFORCE_7600;
1180 /* Geforce7 lower medium */
1181 if (strstr(gl_renderer, "7400"))
1183 *vidmem = 256; /* The 7400 uses 256-512MB */
1184 return CARD_NVIDIA_GEFORCE_7400;
1187 /* Geforce7 lowend */
1188 if (strstr(gl_renderer, "7300"))
1190 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1191 return CARD_NVIDIA_GEFORCE_7300;
1194 /* Geforce6 highend */
1195 if (strstr(gl_renderer, "6800"))
1197 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1198 return CARD_NVIDIA_GEFORCE_6800;
1201 /* Geforce6 - midend */
1202 if (strstr(gl_renderer, "6600")
1203 || strstr(gl_renderer, "6610")
1204 || strstr(gl_renderer, "6700"))
1206 *vidmem = 128; /* A 6600GT has 128-256MB */
1207 return CARD_NVIDIA_GEFORCE_6600GT;
1210 /* Geforce6/7 lowend */
1211 *vidmem = 64; /* */
1212 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1215 if (WINE_D3D9_CAPABLE(gl_info))
1217 /* GeforceFX - highend */
1218 if (strstr(gl_renderer, "5800")
1219 || strstr(gl_renderer, "5900")
1220 || strstr(gl_renderer, "5950")
1221 || strstr(gl_renderer, "Quadro FX"))
1223 *vidmem = 256; /* 5800-5900 cards use 256MB */
1224 return CARD_NVIDIA_GEFORCEFX_5800;
1227 /* GeforceFX - midend */
1228 if (strstr(gl_renderer, "5600")
1229 || strstr(gl_renderer, "5650")
1230 || strstr(gl_renderer, "5700")
1231 || strstr(gl_renderer, "5750"))
1233 *vidmem = 128; /* A 5600 uses 128-256MB */
1234 return CARD_NVIDIA_GEFORCEFX_5600;
1237 /* GeforceFX - lowend */
1238 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1239 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1242 if (WINE_D3D8_CAPABLE(gl_info))
1244 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1246 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1247 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1250 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1251 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1254 if (WINE_D3D7_CAPABLE(gl_info))
1256 if (strstr(gl_renderer, "GeForce4 MX"))
1258 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1259 * early models had 32MB but most have 64MB or even 128MB. */
1260 *vidmem = 64;
1261 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1264 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1266 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1267 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1270 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1272 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1273 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1276 /* Most Geforce1 cards have 32MB, there are also some rare 16
1277 * and 64MB (Dell) models. */
1278 *vidmem = 32;
1279 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1282 if (strstr(gl_renderer, "TNT2"))
1284 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1285 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1288 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1289 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1291 case VENDOR_ATI:
1292 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1294 * Beware: renderer string do not match exact card model,
1295 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1296 if (WINE_D3D9_CAPABLE(gl_info))
1298 /* Radeon R7xx HD4800 - highend */
1299 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1300 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1301 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1302 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1303 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1305 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1306 return CARD_ATI_RADEON_HD4800;
1309 /* Radeon R740 HD4700 - midend */
1310 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1311 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1313 *vidmem = 512;
1314 return CARD_ATI_RADEON_HD4700;
1317 /* Radeon R730 HD4600 - midend */
1318 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1319 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1320 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1322 *vidmem = 512;
1323 return CARD_ATI_RADEON_HD4600;
1326 /* Radeon R710 HD4500/HD4350 - lowend */
1327 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1328 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1330 *vidmem = 256;
1331 return CARD_ATI_RADEON_HD4350;
1334 /* Radeon R6xx HD2900/HD3800 - highend */
1335 if (strstr(gl_renderer, "HD 2900")
1336 || strstr(gl_renderer, "HD 3870")
1337 || strstr(gl_renderer, "HD 3850"))
1339 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1340 return CARD_ATI_RADEON_HD2900;
1343 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1344 if (strstr(gl_renderer, "HD 2600")
1345 || strstr(gl_renderer, "HD 3830")
1346 || strstr(gl_renderer, "HD 3690")
1347 || strstr(gl_renderer, "HD 3650"))
1349 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1350 return CARD_ATI_RADEON_HD2600;
1353 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1354 if (strstr(gl_renderer, "HD 2300")
1355 || strstr(gl_renderer, "HD 2400")
1356 || strstr(gl_renderer, "HD 3470")
1357 || strstr(gl_renderer, "HD 3450")
1358 || strstr(gl_renderer, "HD 3430")
1359 || strstr(gl_renderer, "HD 3400"))
1361 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1362 return CARD_ATI_RADEON_HD2300;
1365 /* Radeon R6xx/R7xx integrated */
1366 if (strstr(gl_renderer, "HD 3100")
1367 || strstr(gl_renderer, "HD 3200")
1368 || strstr(gl_renderer, "HD 3300"))
1370 *vidmem = 128; /* 128MB */
1371 return CARD_ATI_RADEON_HD3200;
1374 /* Radeon R5xx */
1375 if (strstr(gl_renderer, "X1600")
1376 || strstr(gl_renderer, "X1650")
1377 || strstr(gl_renderer, "X1800")
1378 || strstr(gl_renderer, "X1900")
1379 || strstr(gl_renderer, "X1950"))
1381 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1382 return CARD_ATI_RADEON_X1600;
1385 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1386 if (strstr(gl_renderer, "X700")
1387 || strstr(gl_renderer, "X800")
1388 || strstr(gl_renderer, "X850")
1389 || strstr(gl_renderer, "X1300")
1390 || strstr(gl_renderer, "X1400")
1391 || strstr(gl_renderer, "X1450")
1392 || strstr(gl_renderer, "X1550"))
1394 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1395 return CARD_ATI_RADEON_X700;
1398 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1399 if (strstr(gl_renderer, "Radeon Xpress"))
1401 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1402 return CARD_ATI_RADEON_XPRESS_200M;
1405 /* Radeon R3xx */
1406 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1407 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1410 if (WINE_D3D8_CAPABLE(gl_info))
1412 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1413 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1416 if (WINE_D3D7_CAPABLE(gl_info))
1418 *vidmem = 32; /* There are models with up to 64MB */
1419 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1422 *vidmem = 16; /* There are 16-32MB models */
1423 return CARD_ATI_RAGE_128PRO;
1425 case VENDOR_INTEL:
1426 if (strstr(gl_renderer, "X3100"))
1428 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1429 *vidmem = 128;
1430 return CARD_INTEL_X3100;
1433 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1435 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1436 *vidmem = 64;
1437 return CARD_INTEL_I945GM;
1440 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1441 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1442 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1443 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1444 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1445 return CARD_INTEL_I915G;
1447 case VENDOR_MESA:
1448 case VENDOR_WINE:
1449 default:
1450 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1451 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1452 * them a good generic choice. */
1453 *vendor = VENDOR_NVIDIA;
1454 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1455 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1456 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1457 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1458 return CARD_NVIDIA_RIVA_128;
1462 /* Context activation is done by the caller. */
1463 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_gl_info *gl_info)
1465 const char *GL_Extensions = NULL;
1466 const char *WGL_Extensions = NULL;
1467 const char *gl_string = NULL;
1468 GLint gl_max;
1469 GLfloat gl_floatv[2];
1470 unsigned i;
1471 HDC hdc;
1472 unsigned int vidmem=0;
1473 char *gl_renderer;
1474 DWORD gl_version;
1475 size_t len;
1477 TRACE_(d3d_caps)("(%p)\n", gl_info);
1479 ENTER_GL();
1481 gl_string = (const char *)glGetString(GL_RENDERER);
1482 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_string));
1483 if (!gl_string)
1485 LEAVE_GL();
1486 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
1487 return FALSE;
1490 len = strlen(gl_string) + 1;
1491 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
1492 if (!gl_renderer)
1494 LEAVE_GL();
1495 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
1496 return FALSE;
1498 memcpy(gl_renderer, gl_string, len);
1500 gl_string = (const char *)glGetString(GL_VENDOR);
1501 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_string));
1502 if (!gl_string)
1504 LEAVE_GL();
1505 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
1506 HeapFree(GetProcessHeap(), 0, gl_renderer);
1507 return FALSE;
1509 gl_info->gl_vendor = wined3d_guess_vendor(gl_string, gl_renderer);
1510 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
1512 /* Parse the GL_VERSION field into major and minor information */
1513 gl_string = (const char *)glGetString(GL_VERSION);
1514 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_string));
1515 if (!gl_string)
1517 LEAVE_GL();
1518 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1519 HeapFree(GetProcessHeap(), 0, gl_renderer);
1520 return FALSE;
1522 gl_version = wined3d_parse_gl_version(gl_string);
1525 * Initialize openGL extension related variables
1526 * with Default values
1528 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1529 gl_info->max_buffers = 1;
1530 gl_info->max_textures = 1;
1531 gl_info->max_texture_stages = 1;
1532 gl_info->max_fragment_samplers = 1;
1533 gl_info->max_vertex_samplers = 0;
1534 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
1535 gl_info->max_sampler_stages = 1;
1536 gl_info->ps_arb_max_temps = 0;
1537 gl_info->ps_arb_max_instructions = 0;
1538 gl_info->vs_arb_max_temps = 0;
1539 gl_info->vs_arb_max_instructions = 0;
1540 gl_info->vs_glsl_constantsF = 0;
1541 gl_info->ps_glsl_constantsF = 0;
1542 gl_info->vs_arb_constantsF = 0;
1543 gl_info->ps_arb_constantsF = 0;
1544 gl_info->ps_arb_max_local_constants = 0;
1546 /* Retrieve opengl defaults */
1547 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1548 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1549 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1551 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1552 gl_info->max_lights = gl_max;
1553 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1555 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1556 gl_info->max_texture_size = gl_max;
1557 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1559 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1560 gl_info->max_pointsizemin = gl_floatv[0];
1561 gl_info->max_pointsize = gl_floatv[1];
1562 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1564 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1565 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1566 if (!GL_Extensions)
1568 LEAVE_GL();
1569 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1570 HeapFree(GetProcessHeap(), 0, gl_renderer);
1571 return FALSE;
1574 LEAVE_GL();
1576 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1578 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1580 while (*GL_Extensions)
1582 const char *start;
1583 char current_ext[256];
1585 while (isspace(*GL_Extensions)) ++GL_Extensions;
1586 start = GL_Extensions;
1587 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1589 len = GL_Extensions - start;
1590 if (!len || len >= sizeof(current_ext)) continue;
1592 memcpy(current_ext, start, len);
1593 current_ext[len] = '\0';
1594 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
1596 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1598 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1600 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1601 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1602 break;
1607 /* Now work out what GL support this card really has */
1608 #define USE_GL_FUNC(type, pfn, ext, replace) \
1610 DWORD ver = ver_for_ext(ext); \
1611 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1612 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1613 else gl_info->pfn = NULL; \
1615 GL_EXT_FUNCS_GEN;
1616 #undef USE_GL_FUNC
1618 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1619 WGL_EXT_FUNCS_GEN;
1620 #undef USE_GL_FUNC
1622 ENTER_GL();
1624 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1625 * loading the functions, otherwise the code above will load the extension entry points instead of the
1626 * core functions, which may not work. */
1627 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1629 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1630 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1632 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1633 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1637 if (gl_info->supported[APPLE_FENCE])
1639 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1640 * The apple extension interacts with some other apple exts. Disable the NV
1641 * extension if the apple one is support to prevent confusion in other parts
1642 * of the code. */
1643 gl_info->supported[NV_FENCE] = FALSE;
1645 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1647 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1649 * The enums are the same:
1650 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1651 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1652 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1653 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1654 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1656 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1658 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1659 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1661 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1663 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1664 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1667 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1669 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1670 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1672 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
1674 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
1675 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
1677 if (gl_info->supported[NV_TEXTURE_SHADER2])
1679 if (gl_info->supported[NV_REGISTER_COMBINERS])
1681 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1682 * are supported. The nv extensions provide the same functionality as the
1683 * ATI one, and a bit more(signed pixelformats). */
1684 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1687 if (gl_info->supported[ARB_DRAW_BUFFERS])
1689 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1690 gl_info->max_buffers = gl_max;
1691 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1693 if (gl_info->supported[ARB_MULTITEXTURE])
1695 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1696 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
1697 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->max_textures);
1699 if (gl_info->supported[NV_REGISTER_COMBINERS])
1701 GLint tmp;
1702 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1703 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
1705 else
1707 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
1709 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->max_texture_stages);
1711 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1713 GLint tmp;
1714 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1715 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1717 else
1719 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
1721 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->max_fragment_samplers);
1723 if (gl_info->supported[ARB_VERTEX_SHADER])
1725 GLint tmp;
1726 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1727 gl_info->max_vertex_samplers = tmp;
1728 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1729 gl_info->max_combined_samplers = tmp;
1731 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1732 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1733 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1734 * shader is used with fixed function vertex processing we're fine too because fixed function
1735 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1736 * used we have to make sure that all vertex sampler setups are valid together with all
1737 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1738 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1739 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1740 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1741 * a fixed function pipeline anymore.
1743 * So this is just a check to check that our assumption holds true. If not, write a warning
1744 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1745 if (gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12
1746 && MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers)
1748 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1749 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
1750 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1751 if (gl_info->max_combined_samplers > MAX_TEXTURES)
1752 gl_info->max_vertex_samplers = gl_info->max_combined_samplers - MAX_TEXTURES;
1753 else
1754 gl_info->max_vertex_samplers = 0;
1757 else
1759 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
1761 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->max_vertex_samplers);
1762 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->max_combined_samplers);
1764 if (gl_info->supported[ARB_VERTEX_BLEND])
1766 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1767 gl_info->max_blends = gl_max;
1768 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->max_blends);
1770 if (gl_info->supported[EXT_TEXTURE3D])
1772 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1773 gl_info->max_texture3d_size = gl_max;
1774 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->max_texture3d_size);
1776 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1778 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1779 gl_info->max_anisotropy = gl_max;
1780 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->max_anisotropy);
1782 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1784 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1785 gl_info->ps_arb_constantsF = gl_max;
1786 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->ps_arb_constantsF);
1787 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1788 gl_info->ps_arb_max_temps = gl_max;
1789 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->ps_arb_max_temps);
1790 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1791 gl_info->ps_arb_max_instructions = gl_max;
1792 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->ps_arb_max_instructions);
1793 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
1794 gl_info->ps_arb_max_local_constants = gl_max;
1795 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->ps_arb_max_instructions);
1797 if (gl_info->supported[ARB_VERTEX_PROGRAM])
1799 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1800 gl_info->vs_arb_constantsF = gl_max;
1801 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->vs_arb_constantsF);
1802 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1803 gl_info->vs_arb_max_temps = gl_max;
1804 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->vs_arb_max_temps);
1805 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1806 gl_info->vs_arb_max_instructions = gl_max;
1807 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->vs_arb_max_instructions);
1809 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1811 if (gl_info->supported[ARB_VERTEX_SHADER])
1813 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
1814 gl_info->vs_glsl_constantsF = gl_max / 4;
1815 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->vs_glsl_constantsF);
1817 if (gl_info->supported[ARB_FRAGMENT_SHADER])
1819 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
1820 gl_info->ps_glsl_constantsF = gl_max / 4;
1821 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->ps_glsl_constantsF);
1822 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
1823 gl_info->max_glsl_varyings = gl_max;
1824 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
1826 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
1828 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1830 else
1832 gl_info->max_shininess = 128.0f;
1834 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1836 /* If we have full NP2 texture support, disable
1837 * GL_ARB_texture_rectangle because we will never use it.
1838 * This saves a few redundant glDisable calls. */
1839 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1841 if (gl_info->supported[ATI_FRAGMENT_SHADER])
1843 /* Disable NV_register_combiners and fragment shader if this is supported.
1844 * generally the NV extensions are preferred over the ATI ones, and this
1845 * extension is disabled if register_combiners and texture_shader2 are both
1846 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1847 * fragment processing support. */
1848 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1849 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1850 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1851 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1852 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1854 if (gl_info->supported[NV_HALF_FLOAT])
1856 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
1857 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1859 if (gl_info->supported[ARB_POINT_SPRITE])
1861 gl_info->max_point_sprite_units = gl_info->max_textures;
1863 else
1865 gl_info->max_point_sprite_units = 0;
1867 checkGLcall("extension detection");
1869 LEAVE_GL();
1871 /* In some cases the number of texture stages can be larger than the number
1872 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1873 * shaders), but 8 texture stages (register combiners). */
1874 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1876 /* We can only use ORM_FBO when the hardware supports it. */
1877 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1878 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to backbuffer offscreen rendering mode.\n");
1879 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1882 /* MRTs are currently only supported when FBOs are used. */
1883 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1884 gl_info->max_buffers = 1;
1887 gl_info->gl_card = wined3d_guess_card(gl_info, gl_renderer, &gl_info->gl_vendor, &vidmem);
1888 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1890 /* If we have an estimate use it, else default to 64MB; */
1891 if(vidmem)
1892 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1893 else
1894 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1896 /* Load all the lookup tables */
1897 for (i = 0; i < MAX_LOOKUPS; i++) {
1898 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1901 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1902 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1903 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1904 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1905 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1906 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1907 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1908 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1909 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1910 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1912 /* Make sure there's an active HDC else the WGL extensions will fail */
1913 hdc = pwglGetCurrentDC();
1914 if (hdc) {
1915 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1916 if(GL_EXTCALL(wglGetExtensionsStringARB))
1917 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1919 if (NULL == WGL_Extensions) {
1920 ERR(" WGL_Extensions returns NULL\n");
1921 } else {
1922 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1923 while (*WGL_Extensions != 0x00) {
1924 const char *Start;
1925 char ThisExtn[256];
1927 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1928 Start = WGL_Extensions;
1929 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1930 WGL_Extensions++;
1933 len = WGL_Extensions - Start;
1934 if (len == 0 || len >= sizeof(ThisExtn))
1935 continue;
1937 memcpy(ThisExtn, Start, len);
1938 ThisExtn[len] = '\0';
1939 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
1941 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1942 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1943 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1945 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1946 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1947 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
1949 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1950 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1951 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1957 fixup_extensions(gl_info, gl_renderer);
1958 add_gl_compat_wrappers(gl_info);
1960 HeapFree(GetProcessHeap(), 0, gl_renderer);
1961 return TRUE;
1964 /**********************************************************
1965 * IWineD3D implementation follows
1966 **********************************************************/
1968 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1969 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1971 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
1973 return This->adapter_count;
1976 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1977 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1978 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1979 return WINED3D_OK;
1982 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1983 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1985 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1987 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1988 return NULL;
1991 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1994 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1995 of the same bpp but different resolutions */
1997 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1998 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1999 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2000 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2002 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2003 return 0;
2006 /* TODO: Store modes per adapter and read it from the adapter structure */
2007 if (Adapter == 0) { /* Display */
2008 unsigned int i = 0;
2009 unsigned int j = 0;
2010 DEVMODEW mode;
2012 memset(&mode, 0, sizeof(mode));
2013 mode.dmSize = sizeof(mode);
2015 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2017 ++j;
2018 switch (Format)
2020 case WINED3DFMT_UNKNOWN:
2021 /* This is for D3D8, do not enumerate P8 here */
2022 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2023 break;
2025 case WINED3DFMT_X8R8G8B8:
2026 if (mode.dmBitsPerPel == 32) ++i;
2027 break;
2029 case WINED3DFMT_R5G6B5:
2030 if (mode.dmBitsPerPel == 16) ++i;
2031 break;
2033 case WINED3DFMT_P8:
2034 if (mode.dmBitsPerPel == 8) ++i;
2035 break;
2037 default:
2038 /* Skip other modes as they do not match the requested format */
2039 break;
2043 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2044 return i;
2045 } else {
2046 FIXME_(d3d_caps)("Adapter not primary display\n");
2048 return 0;
2051 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2052 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2053 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2054 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2056 /* Validate the parameters as much as possible */
2057 if (NULL == pMode ||
2058 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2059 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2060 return WINED3DERR_INVALIDCALL;
2063 /* TODO: Store modes per adapter and read it from the adapter structure */
2064 if (Adapter == 0)
2066 DEVMODEW DevModeW;
2067 int ModeIdx = 0;
2068 UINT i = 0;
2069 int j = 0;
2071 ZeroMemory(&DevModeW, sizeof(DevModeW));
2072 DevModeW.dmSize = sizeof(DevModeW);
2074 /* If we are filtering to a specific format (D3D9), then need to skip
2075 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2076 just count through the ones with valid bit depths */
2077 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
2078 switch (Format)
2080 case WINED3DFMT_UNKNOWN:
2081 /* This is D3D8. Do not enumerate P8 here */
2082 if (DevModeW.dmBitsPerPel == 32 ||
2083 DevModeW.dmBitsPerPel == 16) i++;
2084 break;
2085 case WINED3DFMT_X8R8G8B8:
2086 if (DevModeW.dmBitsPerPel == 32) i++;
2087 break;
2088 case WINED3DFMT_R5G6B5:
2089 if (DevModeW.dmBitsPerPel == 16) i++;
2090 break;
2091 case WINED3DFMT_P8:
2092 if (DevModeW.dmBitsPerPel == 8) i++;
2093 break;
2094 default:
2095 /* Modes that don't match what we support can get an early-out */
2096 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
2097 return WINED3DERR_INVALIDCALL;
2101 if (i == 0) {
2102 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2103 return WINED3DERR_INVALIDCALL;
2105 ModeIdx = j - 1;
2107 /* Now get the display mode via the calculated index */
2108 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2109 pMode->Width = DevModeW.dmPelsWidth;
2110 pMode->Height = DevModeW.dmPelsHeight;
2111 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2112 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2113 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2115 if (Format == WINED3DFMT_UNKNOWN) {
2116 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2117 } else {
2118 pMode->Format = Format;
2120 } else {
2121 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2122 return WINED3DERR_INVALIDCALL;
2125 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2126 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2127 DevModeW.dmBitsPerPel);
2130 else
2132 FIXME_(d3d_caps)("Adapter not primary display\n");
2135 return WINED3D_OK;
2138 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
2139 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2140 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
2142 if (NULL == pMode ||
2143 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2144 return WINED3DERR_INVALIDCALL;
2147 if (Adapter == 0) { /* Display */
2148 int bpp = 0;
2149 DEVMODEW DevModeW;
2151 ZeroMemory(&DevModeW, sizeof(DevModeW));
2152 DevModeW.dmSize = sizeof(DevModeW);
2154 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2155 pMode->Width = DevModeW.dmPelsWidth;
2156 pMode->Height = DevModeW.dmPelsHeight;
2157 bpp = DevModeW.dmBitsPerPel;
2158 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2159 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2161 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2164 pMode->Format = pixelformat_for_depth(bpp);
2165 } else {
2166 FIXME_(d3d_caps)("Adapter not primary display\n");
2169 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2170 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2171 return WINED3D_OK;
2174 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2175 and fields being inserted in the middle, a new structure is used in place */
2176 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2177 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2178 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2179 size_t len;
2181 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2183 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2184 return WINED3DERR_INVALIDCALL;
2187 /* Return the information requested */
2188 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2190 if (pIdentifier->driver_size)
2192 len = min(strlen(This->adapters[Adapter].driver), pIdentifier->driver_size - 1);
2193 memcpy(pIdentifier->driver, This->adapters[Adapter].driver, len);
2194 pIdentifier->driver[len] = '\0';
2197 if (pIdentifier->description_size)
2199 const char *description;
2201 if (This->adapters[Adapter].gl_info.driver_description)
2202 description = This->adapters[Adapter].gl_info.driver_description;
2203 else
2204 description = This->adapters[Adapter].description;
2206 len = min(strlen(description), pIdentifier->description_size - 1);
2207 memcpy(pIdentifier->description, description, len);
2208 pIdentifier->description[len] = '\0';
2211 /* Note that d3d8 doesn't supply a device name. */
2212 if (pIdentifier->device_name_size)
2214 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2216 len = strlen(device_name);
2217 if (len >= pIdentifier->device_name_size)
2219 ERR("Device name size too small.\n");
2220 return WINED3DERR_INVALIDCALL;
2223 memcpy(pIdentifier->device_name, device_name, len);
2224 pIdentifier->device_name[len] = '\0';
2227 pIdentifier->driver_version.u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
2228 pIdentifier->driver_version.u.LowPart = This->adapters[Adapter].gl_info.driver_version;
2229 pIdentifier->vendor_id = This->adapters[Adapter].gl_info.gl_vendor;
2230 pIdentifier->device_id = This->adapters[Adapter].gl_info.gl_card;
2231 pIdentifier->subsystem_id = 0;
2232 pIdentifier->revision = 0;
2233 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2235 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
2237 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
2238 pIdentifier->device_id = wined3d_settings.pci_device_id;
2241 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
2243 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
2244 pIdentifier->vendor_id = wined3d_settings.pci_vendor_id;
2247 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2249 return WINED3D_OK;
2252 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2253 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2255 short redSize, greenSize, blueSize, alphaSize, colorBits;
2257 if(!cfg)
2258 return FALSE;
2260 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2261 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2263 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2264 return FALSE;
2267 if(cfg->redSize < redSize)
2268 return FALSE;
2270 if(cfg->greenSize < greenSize)
2271 return FALSE;
2273 if(cfg->blueSize < blueSize)
2274 return FALSE;
2276 if(cfg->alphaSize < alphaSize)
2277 return FALSE;
2279 return TRUE;
2280 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2281 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2282 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2283 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2284 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2285 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2286 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2287 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2288 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2289 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2290 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2291 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2292 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2293 } else {
2294 /* Probably a color index mode */
2295 return FALSE;
2298 return FALSE;
2301 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2302 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2304 short depthSize, stencilSize;
2305 BOOL lockable = FALSE;
2307 if(!cfg)
2308 return FALSE;
2310 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2312 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2313 return FALSE;
2316 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
2317 lockable = TRUE;
2319 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2320 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2321 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2322 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2323 return FALSE;
2325 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2326 * allow more stencil bits than requested. */
2327 if(cfg->stencilSize < stencilSize)
2328 return FALSE;
2330 return TRUE;
2333 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2334 WINED3DFORMAT AdapterFormat,
2335 WINED3DFORMAT RenderTargetFormat,
2336 WINED3DFORMAT DepthStencilFormat) {
2337 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2338 int nCfgs;
2339 const WineD3D_PixelFormat *cfgs;
2340 const struct WineD3DAdapter *adapter;
2341 const struct GlPixelFormatDesc *rt_format_desc;
2342 const struct GlPixelFormatDesc *ds_format_desc;
2343 int it;
2345 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2346 This, Adapter,
2347 DeviceType, debug_d3ddevicetype(DeviceType),
2348 AdapterFormat, debug_d3dformat(AdapterFormat),
2349 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2350 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2352 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2353 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2354 return WINED3DERR_INVALIDCALL;
2357 adapter = &This->adapters[Adapter];
2358 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2359 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2360 cfgs = adapter->cfgs;
2361 nCfgs = adapter->nCfgs;
2362 for (it = 0; it < nCfgs; ++it) {
2363 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2365 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2367 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2368 return WINED3D_OK;
2372 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2374 return WINED3DERR_NOTAVAILABLE;
2377 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2378 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2380 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2381 const struct GlPixelFormatDesc *glDesc;
2382 const struct WineD3DAdapter *adapter;
2384 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2385 This,
2386 Adapter,
2387 DeviceType, debug_d3ddevicetype(DeviceType),
2388 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2389 Windowed,
2390 MultiSampleType,
2391 pQualityLevels);
2393 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2394 return WINED3DERR_INVALIDCALL;
2397 /* TODO: handle Windowed, add more quality levels */
2399 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2400 if(pQualityLevels) *pQualityLevels = 1;
2401 return WINED3D_OK;
2404 /* By default multisampling is disabled right now as it causes issues
2405 * on some Nvidia driver versions and it doesn't work well in combination
2406 * with FBOs yet. */
2407 if(!wined3d_settings.allow_multisampling)
2408 return WINED3DERR_NOTAVAILABLE;
2410 adapter = &This->adapters[Adapter];
2411 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2412 if (!glDesc) return WINED3DERR_INVALIDCALL;
2414 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2415 int i, nCfgs;
2416 const WineD3D_PixelFormat *cfgs;
2418 cfgs = adapter->cfgs;
2419 nCfgs = adapter->nCfgs;
2420 for(i=0; i<nCfgs; i++) {
2421 if(cfgs[i].numSamples != MultiSampleType)
2422 continue;
2424 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2425 continue;
2427 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2429 if(pQualityLevels)
2430 *pQualityLevels = 1; /* Guess at a value! */
2431 return WINED3D_OK;
2434 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2435 short redSize, greenSize, blueSize, alphaSize, colorBits;
2436 int i, nCfgs;
2437 const WineD3D_PixelFormat *cfgs;
2439 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2441 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2442 return WINED3DERR_NOTAVAILABLE;
2445 cfgs = adapter->cfgs;
2446 nCfgs = adapter->nCfgs;
2447 for(i=0; i<nCfgs; i++) {
2448 if(cfgs[i].numSamples != MultiSampleType)
2449 continue;
2450 if(cfgs[i].redSize != redSize)
2451 continue;
2452 if(cfgs[i].greenSize != greenSize)
2453 continue;
2454 if(cfgs[i].blueSize != blueSize)
2455 continue;
2456 if(cfgs[i].alphaSize != alphaSize)
2457 continue;
2459 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2461 if(pQualityLevels)
2462 *pQualityLevels = 1; /* Guess at a value! */
2463 return WINED3D_OK;
2466 return WINED3DERR_NOTAVAILABLE;
2469 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2470 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2472 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2473 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2474 UINT nmodes;
2476 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2477 This,
2478 Adapter,
2479 DeviceType, debug_d3ddevicetype(DeviceType),
2480 DisplayFormat, debug_d3dformat(DisplayFormat),
2481 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2482 Windowed);
2484 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2485 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2486 return WINED3DERR_INVALIDCALL;
2489 /* The task of this function is to check whether a certain display / backbuffer format
2490 * combination is available on the given adapter. In fullscreen mode microsoft specified
2491 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2492 * and display format should match exactly.
2493 * In windowed mode format conversion can occur and this depends on the driver. When format
2494 * conversion is done, this function should nevertheless fail and applications need to use
2495 * CheckDeviceFormatConversion.
2496 * At the moment we assume that fullscreen and windowed have the same capabilities */
2498 /* There are only 4 display formats */
2499 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2500 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2501 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2502 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2504 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2505 return WINED3DERR_NOTAVAILABLE;
2508 /* If the requested DisplayFormat is not available, don't continue */
2509 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2510 if(!nmodes) {
2511 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2512 return WINED3DERR_NOTAVAILABLE;
2515 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2516 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2517 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2518 return WINED3DERR_NOTAVAILABLE;
2521 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2522 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2523 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2524 return WINED3DERR_NOTAVAILABLE;
2527 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2528 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2529 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2530 return WINED3DERR_NOTAVAILABLE;
2533 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2534 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2535 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2536 return WINED3DERR_NOTAVAILABLE;
2539 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2540 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2541 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2542 return WINED3DERR_NOTAVAILABLE;
2545 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2546 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2547 if(FAILED(hr))
2548 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2550 return hr;
2554 /* Check if we support bumpmapping for a format */
2555 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2556 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2558 const struct fragment_pipeline *fp;
2560 switch(format_desc->format)
2562 case WINED3DFMT_R8G8_SNORM:
2563 case WINED3DFMT_R16G16_SNORM:
2564 case WINED3DFMT_L6V5U5:
2565 case WINED3DFMT_X8L8V8U8:
2566 case WINED3DFMT_R8G8B8A8_SNORM:
2567 /* Ask the fixed function pipeline implementation if it can deal
2568 * with the conversion. If we've got a GL extension giving native
2569 * support this will be an identity conversion. */
2570 fp = select_fragment_implementation(adapter, DeviceType);
2571 if (fp->color_fixup_supported(format_desc->color_fixup))
2573 TRACE_(d3d_caps)("[OK]\n");
2574 return TRUE;
2576 TRACE_(d3d_caps)("[FAILED]\n");
2577 return FALSE;
2579 default:
2580 TRACE_(d3d_caps)("[FAILED]\n");
2581 return FALSE;
2585 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2586 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2587 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2589 int it=0;
2591 /* Only allow depth/stencil formats */
2592 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
2594 /* Walk through all WGL pixel formats to find a match */
2595 for (it = 0; it < adapter->nCfgs; ++it)
2597 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2598 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2600 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2602 return TRUE;
2607 return FALSE;
2610 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2612 /* The flags entry of a format contains the filtering capability */
2613 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2615 return FALSE;
2618 /* Check the render target capabilities of a format */
2619 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2620 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2622 /* Filter out non-RT formats */
2623 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2625 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2626 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2627 int it;
2628 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2629 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2631 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2632 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2634 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2635 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2636 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2637 TRACE_(d3d_caps)("[FAILED]\n");
2638 return FALSE;
2641 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2642 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2643 for (it = 0; it < adapter->nCfgs; ++it)
2645 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2646 &cfgs[it], check_format_desc))
2648 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2649 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2650 return TRUE;
2653 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2654 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2655 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2656 int it;
2658 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2659 for (it = 0; it < adapter->nCfgs; ++it)
2661 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2662 &cfgs[it], check_format_desc))
2664 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2665 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2666 return TRUE;
2669 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2670 /* For now return TRUE for FBOs until we have some proper checks.
2671 * Note that this function will only be called when the format is around for texturing. */
2672 return TRUE;
2674 return FALSE;
2677 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2679 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2681 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2682 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2683 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2684 return FALSE;
2687 switch (format_desc->format)
2689 case WINED3DFMT_A8R8G8B8:
2690 case WINED3DFMT_X8R8G8B8:
2691 case WINED3DFMT_A4R4G4B4:
2692 case WINED3DFMT_L8:
2693 case WINED3DFMT_A8L8:
2694 case WINED3DFMT_DXT1:
2695 case WINED3DFMT_DXT2:
2696 case WINED3DFMT_DXT3:
2697 case WINED3DFMT_DXT4:
2698 case WINED3DFMT_DXT5:
2699 TRACE_(d3d_caps)("[OK]\n");
2700 return TRUE;
2702 default:
2703 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2704 return FALSE;
2706 return FALSE;
2709 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2710 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2712 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2713 * doing the color fixup in shaders.
2714 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2715 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2717 int vs_selected_mode;
2718 int ps_selected_mode;
2719 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2721 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2722 TRACE_(d3d_caps)("[OK]\n");
2723 return TRUE;
2727 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2728 return FALSE;
2731 /* Check if a format support blending in combination with pixel shaders */
2732 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2733 const struct GlPixelFormatDesc *format_desc)
2735 /* The flags entry of a format contains the post pixel shader blending capability */
2736 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2738 return FALSE;
2741 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2743 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2744 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2745 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2746 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2747 * capability anyway.
2749 * For now lets report this on all formats, but in the future we may want to
2750 * restrict it to some should games need that
2752 return TRUE;
2755 /* Check if a texture format is supported on the given adapter */
2756 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2757 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2759 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2760 const shader_backend_t *shader_backend;
2761 const struct fragment_pipeline *fp;
2763 switch (format_desc->format)
2765 /*****
2766 * supported: RGB(A) formats
2768 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2769 case WINED3DFMT_A8R8G8B8:
2770 case WINED3DFMT_X8R8G8B8:
2771 case WINED3DFMT_R5G6B5:
2772 case WINED3DFMT_X1R5G5B5:
2773 case WINED3DFMT_A1R5G5B5:
2774 case WINED3DFMT_A4R4G4B4:
2775 case WINED3DFMT_A8_UNORM:
2776 case WINED3DFMT_X4R4G4B4:
2777 case WINED3DFMT_R8G8B8A8_UNORM:
2778 case WINED3DFMT_X8B8G8R8:
2779 case WINED3DFMT_A2R10G10B10:
2780 case WINED3DFMT_R10G10B10A2_UNORM:
2781 case WINED3DFMT_R16G16_UNORM:
2782 TRACE_(d3d_caps)("[OK]\n");
2783 return TRUE;
2785 case WINED3DFMT_R3G3B2:
2786 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2787 return FALSE;
2789 /*****
2790 * supported: Palettized
2792 case WINED3DFMT_P8:
2793 TRACE_(d3d_caps)("[OK]\n");
2794 return TRUE;
2795 /* No Windows driver offers A8P8, so don't offer it either */
2796 case WINED3DFMT_A8P8:
2797 return FALSE;
2799 /*****
2800 * Supported: (Alpha)-Luminance
2802 case WINED3DFMT_L8:
2803 case WINED3DFMT_A8L8:
2804 case WINED3DFMT_L16:
2805 TRACE_(d3d_caps)("[OK]\n");
2806 return TRUE;
2808 /* Not supported on Windows, thus disabled */
2809 case WINED3DFMT_A4L4:
2810 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2811 return FALSE;
2813 /*****
2814 * Supported: Depth/Stencil formats
2816 case WINED3DFMT_D16_LOCKABLE:
2817 case WINED3DFMT_D16_UNORM:
2818 case WINED3DFMT_D15S1:
2819 case WINED3DFMT_D24X8:
2820 case WINED3DFMT_D24X4S4:
2821 case WINED3DFMT_D24S8:
2822 case WINED3DFMT_D24FS8:
2823 case WINED3DFMT_D32:
2824 case WINED3DFMT_D32F_LOCKABLE:
2825 return TRUE;
2827 /*****
2828 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2829 * GL_NV_texture_shader). Emulated by shaders
2831 case WINED3DFMT_R8G8_SNORM:
2832 case WINED3DFMT_X8L8V8U8:
2833 case WINED3DFMT_L6V5U5:
2834 case WINED3DFMT_R8G8B8A8_SNORM:
2835 case WINED3DFMT_R16G16_SNORM:
2836 /* Ask the shader backend if it can deal with the conversion. If
2837 * we've got a GL extension giving native support this will be an
2838 * identity conversion. */
2839 shader_backend = select_shader_backend(adapter, DeviceType);
2840 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2842 TRACE_(d3d_caps)("[OK]\n");
2843 return TRUE;
2845 TRACE_(d3d_caps)("[FAILED]\n");
2846 return FALSE;
2848 case WINED3DFMT_DXT1:
2849 case WINED3DFMT_DXT2:
2850 case WINED3DFMT_DXT3:
2851 case WINED3DFMT_DXT4:
2852 case WINED3DFMT_DXT5:
2853 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2854 TRACE_(d3d_caps)("[OK]\n");
2855 return TRUE;
2857 TRACE_(d3d_caps)("[FAILED]\n");
2858 return FALSE;
2861 /*****
2862 * Odd formats - not supported
2864 case WINED3DFMT_VERTEXDATA:
2865 case WINED3DFMT_R16_UINT:
2866 case WINED3DFMT_R32_UINT:
2867 case WINED3DFMT_R16G16B16A16_SNORM:
2868 case WINED3DFMT_A2W10V10U10:
2869 case WINED3DFMT_W11V11U10:
2870 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2871 return FALSE;
2873 /*****
2874 * WINED3DFMT_CxV8U8: Not supported right now
2876 case WINED3DFMT_CxV8U8:
2877 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2878 return FALSE;
2880 /* YUV formats */
2881 case WINED3DFMT_UYVY:
2882 case WINED3DFMT_YUY2:
2883 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2884 TRACE_(d3d_caps)("[OK]\n");
2885 return TRUE;
2887 TRACE_(d3d_caps)("[FAILED]\n");
2888 return FALSE;
2889 case WINED3DFMT_YV12:
2890 TRACE_(d3d_caps)("[FAILED]\n");
2891 return FALSE;
2893 /* Not supported */
2894 case WINED3DFMT_R16G16B16A16_UNORM:
2895 case WINED3DFMT_A8R3G3B2:
2896 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2897 return FALSE;
2899 /* Floating point formats */
2900 case WINED3DFMT_R16_FLOAT:
2901 case WINED3DFMT_R16G16_FLOAT:
2902 case WINED3DFMT_R16G16B16A16_FLOAT:
2903 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2904 TRACE_(d3d_caps)("[OK]\n");
2905 return TRUE;
2907 TRACE_(d3d_caps)("[FAILED]\n");
2908 return FALSE;
2910 case WINED3DFMT_R32_FLOAT:
2911 case WINED3DFMT_R32G32_FLOAT:
2912 case WINED3DFMT_R32G32B32A32_FLOAT:
2913 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2914 TRACE_(d3d_caps)("[OK]\n");
2915 return TRUE;
2917 TRACE_(d3d_caps)("[FAILED]\n");
2918 return FALSE;
2920 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2921 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2922 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2923 * We can do instancing with all shader versions, but we need vertex shaders.
2925 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2926 * to enable instancing. WineD3D doesn't need that and just ignores it.
2928 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2930 case WINEMAKEFOURCC('I','N','S','T'):
2931 TRACE("ATI Instancing check hack\n");
2932 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2933 TRACE_(d3d_caps)("[OK]\n");
2934 return TRUE;
2936 TRACE_(d3d_caps)("[FAILED]\n");
2937 return FALSE;
2939 /* Some weird FOURCC formats */
2940 case WINED3DFMT_R8G8_B8G8:
2941 case WINED3DFMT_G8R8_G8B8:
2942 case WINED3DFMT_MULTI2_ARGB8:
2943 TRACE_(d3d_caps)("[FAILED]\n");
2944 return FALSE;
2946 /* Vendor specific formats */
2947 case WINED3DFMT_ATI2N:
2948 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2949 shader_backend = select_shader_backend(adapter, DeviceType);
2950 fp = select_fragment_implementation(adapter, DeviceType);
2951 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
2952 && fp->color_fixup_supported(format_desc->color_fixup))
2954 TRACE_(d3d_caps)("[OK]\n");
2955 return TRUE;
2958 TRACE_(d3d_caps)("[OK]\n");
2959 return TRUE;
2961 TRACE_(d3d_caps)("[FAILED]\n");
2962 return FALSE;
2964 case WINED3DFMT_NVHU:
2965 case WINED3DFMT_NVHS:
2966 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2967 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2968 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2969 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2970 * Applications have to deal with not having NVHS and NVHU.
2972 TRACE_(d3d_caps)("[FAILED]\n");
2973 return FALSE;
2975 case WINED3DFMT_UNKNOWN:
2976 return FALSE;
2978 default:
2979 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
2980 break;
2982 return FALSE;
2985 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
2986 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
2988 const struct blit_shader *blitter;
2990 if(SurfaceType == SURFACE_GDI) {
2991 switch(check_format_desc->format)
2993 case WINED3DFMT_R8G8B8:
2994 case WINED3DFMT_A8R8G8B8:
2995 case WINED3DFMT_X8R8G8B8:
2996 case WINED3DFMT_R5G6B5:
2997 case WINED3DFMT_X1R5G5B5:
2998 case WINED3DFMT_A1R5G5B5:
2999 case WINED3DFMT_A4R4G4B4:
3000 case WINED3DFMT_R3G3B2:
3001 case WINED3DFMT_A8_UNORM:
3002 case WINED3DFMT_A8R3G3B2:
3003 case WINED3DFMT_X4R4G4B4:
3004 case WINED3DFMT_R10G10B10A2_UNORM:
3005 case WINED3DFMT_R8G8B8A8_UNORM:
3006 case WINED3DFMT_X8B8G8R8:
3007 case WINED3DFMT_R16G16_UNORM:
3008 case WINED3DFMT_A2R10G10B10:
3009 case WINED3DFMT_R16G16B16A16_UNORM:
3010 case WINED3DFMT_P8:
3011 TRACE_(d3d_caps)("[OK]\n");
3012 return TRUE;
3013 default:
3014 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3015 return FALSE;
3019 /* All format that are supported for textures are supported for surfaces as well */
3020 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3021 /* All depth stencil formats are supported on surfaces */
3022 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3024 /* If opengl can't process the format natively, the blitter may be able to convert it */
3025 blitter = select_blit_implementation(adapter, DeviceType);
3026 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3028 TRACE_(d3d_caps)("[OK]\n");
3029 return TRUE;
3032 /* Reject other formats */
3033 TRACE_(d3d_caps)("[FAILED]\n");
3034 return FALSE;
3037 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
3039 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3041 if (!GL_LIMITS(vertex_samplers)) {
3042 TRACE_(d3d_caps)("[FAILED]\n");
3043 return FALSE;
3046 switch (format_desc->format)
3048 case WINED3DFMT_R32G32B32A32_FLOAT:
3049 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3050 TRACE_(d3d_caps)("[FAILED]\n");
3051 return FALSE;
3053 TRACE_(d3d_caps)("[OK]\n");
3054 return TRUE;
3056 default:
3057 TRACE_(d3d_caps)("[FAILED]\n");
3058 return FALSE;
3060 return FALSE;
3063 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3064 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3065 WINED3DSURFTYPE SurfaceType)
3067 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3068 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3069 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3070 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3071 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3072 DWORD UsageCaps = 0;
3074 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3075 This,
3076 Adapter,
3077 DeviceType, debug_d3ddevicetype(DeviceType),
3078 AdapterFormat, debug_d3dformat(AdapterFormat),
3079 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3080 RType, debug_d3dresourcetype(RType),
3081 CheckFormat, debug_d3dformat(CheckFormat));
3083 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3084 return WINED3DERR_INVALIDCALL;
3087 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3089 if(SurfaceType != SURFACE_OPENGL) {
3090 TRACE("[FAILED]\n");
3091 return WINED3DERR_NOTAVAILABLE;
3094 /* Cubetexture allows:
3095 * - D3DUSAGE_AUTOGENMIPMAP
3096 * - D3DUSAGE_DEPTHSTENCIL
3097 * - D3DUSAGE_DYNAMIC
3098 * - D3DUSAGE_NONSECURE (d3d9ex)
3099 * - D3DUSAGE_RENDERTARGET
3100 * - D3DUSAGE_SOFTWAREPROCESSING
3101 * - D3DUSAGE_QUERY_WRAPANDMIP
3103 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3104 /* Check if the texture format is around */
3105 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3107 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3108 /* Check for automatic mipmap generation support */
3109 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3110 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3111 } else {
3112 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3113 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3117 /* Always report dynamic locking */
3118 if(Usage & WINED3DUSAGE_DYNAMIC)
3119 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3121 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3122 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3124 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3125 } else {
3126 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3127 return WINED3DERR_NOTAVAILABLE;
3131 /* Always report software processing */
3132 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3133 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3135 /* Check QUERY_FILTER support */
3136 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3137 if (CheckFilterCapability(adapter, format_desc))
3139 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3140 } else {
3141 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3142 return WINED3DERR_NOTAVAILABLE;
3146 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3147 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3148 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3150 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3151 } else {
3152 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3153 return WINED3DERR_NOTAVAILABLE;
3157 /* Check QUERY_SRGBREAD support */
3158 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3159 if (CheckSrgbReadCapability(adapter, format_desc))
3161 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3162 } else {
3163 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3164 return WINED3DERR_NOTAVAILABLE;
3168 /* Check QUERY_SRGBWRITE support */
3169 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3170 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3172 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3173 } else {
3174 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3175 return WINED3DERR_NOTAVAILABLE;
3179 /* Check QUERY_VERTEXTEXTURE support */
3180 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3181 if (CheckVertexTextureCapability(adapter, format_desc))
3183 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3184 } else {
3185 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3186 return WINED3DERR_NOTAVAILABLE;
3190 /* Check QUERY_WRAPANDMIP support */
3191 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3192 if (CheckWrapAndMipCapability(adapter, format_desc))
3194 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3195 } else {
3196 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3197 return WINED3DERR_NOTAVAILABLE;
3200 } else {
3201 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3202 return WINED3DERR_NOTAVAILABLE;
3204 } else {
3205 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3206 return WINED3DERR_NOTAVAILABLE;
3208 } else if(RType == WINED3DRTYPE_SURFACE) {
3209 /* Surface allows:
3210 * - D3DUSAGE_DEPTHSTENCIL
3211 * - D3DUSAGE_NONSECURE (d3d9ex)
3212 * - D3DUSAGE_RENDERTARGET
3215 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3217 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3218 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3220 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3221 } else {
3222 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3223 return WINED3DERR_NOTAVAILABLE;
3227 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3228 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3230 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3231 } else {
3232 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3233 return WINED3DERR_NOTAVAILABLE;
3237 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3238 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3239 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3241 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3242 } else {
3243 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3244 return WINED3DERR_NOTAVAILABLE;
3247 } else {
3248 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3249 return WINED3DERR_NOTAVAILABLE;
3252 } else if(RType == WINED3DRTYPE_TEXTURE) {
3253 /* Texture allows:
3254 * - D3DUSAGE_AUTOGENMIPMAP
3255 * - D3DUSAGE_DEPTHSTENCIL
3256 * - D3DUSAGE_DMAP
3257 * - D3DUSAGE_DYNAMIC
3258 * - D3DUSAGE_NONSECURE (d3d9ex)
3259 * - D3DUSAGE_RENDERTARGET
3260 * - D3DUSAGE_SOFTWAREPROCESSING
3261 * - D3DUSAGE_TEXTAPI (d3d9ex)
3262 * - D3DUSAGE_QUERY_WRAPANDMIP
3265 if(SurfaceType != SURFACE_OPENGL) {
3266 TRACE("[FAILED]\n");
3267 return WINED3DERR_NOTAVAILABLE;
3270 /* Check if the texture format is around */
3271 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3273 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3274 /* Check for automatic mipmap generation support */
3275 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3276 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3277 } else {
3278 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3279 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3283 /* Always report dynamic locking */
3284 if(Usage & WINED3DUSAGE_DYNAMIC)
3285 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3287 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3288 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3290 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3291 } else {
3292 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3293 return WINED3DERR_NOTAVAILABLE;
3297 /* Always report software processing */
3298 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3299 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3301 /* Check QUERY_FILTER support */
3302 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3303 if (CheckFilterCapability(adapter, format_desc))
3305 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3306 } else {
3307 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3308 return WINED3DERR_NOTAVAILABLE;
3312 /* Check QUERY_LEGACYBUMPMAP support */
3313 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3314 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3316 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3317 } else {
3318 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3319 return WINED3DERR_NOTAVAILABLE;
3323 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3324 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3325 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3327 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3328 } else {
3329 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3330 return WINED3DERR_NOTAVAILABLE;
3334 /* Check QUERY_SRGBREAD support */
3335 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3336 if (CheckSrgbReadCapability(adapter, format_desc))
3338 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3339 } else {
3340 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3341 return WINED3DERR_NOTAVAILABLE;
3345 /* Check QUERY_SRGBWRITE support */
3346 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3347 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3349 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3350 } else {
3351 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3352 return WINED3DERR_NOTAVAILABLE;
3356 /* Check QUERY_VERTEXTEXTURE support */
3357 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3358 if (CheckVertexTextureCapability(adapter, format_desc))
3360 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3361 } else {
3362 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3363 return WINED3DERR_NOTAVAILABLE;
3367 /* Check QUERY_WRAPANDMIP support */
3368 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3369 if (CheckWrapAndMipCapability(adapter, format_desc))
3371 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3372 } else {
3373 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3374 return WINED3DERR_NOTAVAILABLE;
3378 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3379 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3381 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3382 } else {
3383 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3384 return WINED3DERR_NOTAVAILABLE;
3387 } else {
3388 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3389 return WINED3DERR_NOTAVAILABLE;
3391 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3392 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3393 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3395 * Volumetexture allows:
3396 * - D3DUSAGE_DYNAMIC
3397 * - D3DUSAGE_NONSECURE (d3d9ex)
3398 * - D3DUSAGE_SOFTWAREPROCESSING
3399 * - D3DUSAGE_QUERY_WRAPANDMIP
3402 if(SurfaceType != SURFACE_OPENGL) {
3403 TRACE("[FAILED]\n");
3404 return WINED3DERR_NOTAVAILABLE;
3407 /* Check volume texture and volume usage caps */
3408 if(GL_SUPPORT(EXT_TEXTURE3D)) {
3409 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3411 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3412 return WINED3DERR_NOTAVAILABLE;
3415 /* Always report dynamic locking */
3416 if(Usage & WINED3DUSAGE_DYNAMIC)
3417 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3419 /* Always report software processing */
3420 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3421 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3423 /* Check QUERY_FILTER support */
3424 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3425 if (CheckFilterCapability(adapter, format_desc))
3427 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3428 } else {
3429 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3430 return WINED3DERR_NOTAVAILABLE;
3434 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3435 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3436 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3438 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3439 } else {
3440 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3441 return WINED3DERR_NOTAVAILABLE;
3445 /* Check QUERY_SRGBREAD support */
3446 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3447 if (CheckSrgbReadCapability(adapter, format_desc))
3449 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3450 } else {
3451 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3452 return WINED3DERR_NOTAVAILABLE;
3456 /* Check QUERY_SRGBWRITE support */
3457 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3458 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3460 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3461 } else {
3462 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3463 return WINED3DERR_NOTAVAILABLE;
3467 /* Check QUERY_VERTEXTEXTURE support */
3468 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3469 if (CheckVertexTextureCapability(adapter, format_desc))
3471 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3472 } else {
3473 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3474 return WINED3DERR_NOTAVAILABLE;
3478 /* Check QUERY_WRAPANDMIP support */
3479 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3480 if (CheckWrapAndMipCapability(adapter, format_desc))
3482 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3483 } else {
3484 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3485 return WINED3DERR_NOTAVAILABLE;
3488 } else {
3489 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3490 return WINED3DERR_NOTAVAILABLE;
3493 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3494 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3495 * app needing one of those formats, don't advertize them to avoid leading apps into
3496 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3497 * except of R32F.
3499 switch(CheckFormat) {
3500 case WINED3DFMT_P8:
3501 case WINED3DFMT_A4L4:
3502 case WINED3DFMT_R32_FLOAT:
3503 case WINED3DFMT_R16_FLOAT:
3504 case WINED3DFMT_X8L8V8U8:
3505 case WINED3DFMT_L6V5U5:
3506 case WINED3DFMT_R16G16_UNORM:
3507 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3508 return WINED3DERR_NOTAVAILABLE;
3510 case WINED3DFMT_R8G8B8A8_SNORM:
3511 case WINED3DFMT_R16G16_SNORM:
3512 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3513 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3514 return WINED3DERR_NOTAVAILABLE;
3516 break;
3518 case WINED3DFMT_R8G8_SNORM:
3519 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3520 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3521 return WINED3DERR_NOTAVAILABLE;
3523 break;
3525 case WINED3DFMT_DXT1:
3526 case WINED3DFMT_DXT2:
3527 case WINED3DFMT_DXT3:
3528 case WINED3DFMT_DXT4:
3529 case WINED3DFMT_DXT5:
3530 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3531 * compressed texture results in an error. While the D3D refrast does
3532 * support s3tc volumes, at least the nvidia windows driver does not, so
3533 * we're free not to support this format.
3535 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3536 return WINED3DERR_NOTAVAILABLE;
3538 default:
3539 /* Do nothing, continue with checking the format below */
3540 break;
3542 } else if(RType == WINED3DRTYPE_BUFFER){
3543 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3544 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3545 return WINED3DERR_NOTAVAILABLE;
3548 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3549 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3550 * usage flags match. */
3551 if(UsageCaps == Usage) {
3552 return WINED3D_OK;
3553 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3554 return WINED3DOK_NOAUTOGEN;
3555 } else {
3556 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3557 return WINED3DERR_NOTAVAILABLE;
3561 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3562 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3563 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3565 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3566 This,
3567 Adapter,
3568 DeviceType, debug_d3ddevicetype(DeviceType),
3569 SourceFormat, debug_d3dformat(SourceFormat),
3570 TargetFormat, debug_d3dformat(TargetFormat));
3571 return WINED3D_OK;
3574 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3576 const shader_backend_t *ret;
3577 int vs_selected_mode;
3578 int ps_selected_mode;
3580 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3581 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3582 ret = &glsl_shader_backend;
3583 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3584 ret = &arb_program_shader_backend;
3585 } else {
3586 ret = &none_shader_backend;
3588 return ret;
3591 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3592 WINED3DDEVTYPE DeviceType)
3594 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3595 int vs_selected_mode;
3596 int ps_selected_mode;
3598 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3599 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3600 return &arbfp_fragment_pipeline;
3601 } else if(ps_selected_mode == SHADER_ATI) {
3602 return &atifs_fragment_pipeline;
3603 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3604 return &nvts_fragment_pipeline;
3605 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3606 return &nvrc_fragment_pipeline;
3607 } else {
3608 return &ffp_fragment_pipeline;
3612 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3614 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3615 int vs_selected_mode;
3616 int ps_selected_mode;
3618 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3619 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3620 return &arbfp_blit;
3621 } else {
3622 return &ffp_blit;
3626 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3627 subset of a D3DCAPS9 structure. However, it has to come via a void *
3628 as the d3d8 interface cannot import the d3d9 header */
3629 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3631 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3632 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3633 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3634 int vs_selected_mode;
3635 int ps_selected_mode;
3636 struct shader_caps shader_caps;
3637 struct fragment_caps fragment_caps;
3638 const shader_backend_t *shader_backend;
3639 const struct fragment_pipeline *frag_pipeline = NULL;
3640 DWORD ckey_caps, blit_caps, fx_caps;
3642 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3644 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3645 return WINED3DERR_INVALIDCALL;
3648 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3650 /* This function should *not* be modifying GL caps
3651 * TODO: move the functionality where it belongs */
3652 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3654 /* ------------------------------------------------
3655 The following fields apply to both d3d8 and d3d9
3656 ------------------------------------------------ */
3657 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3658 pCaps->AdapterOrdinal = Adapter;
3660 pCaps->Caps = 0;
3661 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3662 WINED3DCAPS2_FULLSCREENGAMMA |
3663 WINED3DCAPS2_DYNAMICTEXTURES;
3664 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3665 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3668 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3669 WINED3DCAPS3_COPY_TO_VIDMEM |
3670 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3672 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3673 WINED3DPRESENT_INTERVAL_ONE;
3675 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3676 WINED3DCURSORCAPS_LOWRES;
3678 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3679 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3680 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3681 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3682 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3683 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3684 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3685 WINED3DDEVCAPS_PUREDEVICE |
3686 WINED3DDEVCAPS_HWRASTERIZATION |
3687 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3688 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3689 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3690 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3691 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3692 WINED3DDEVCAPS_RTPATCHES;
3694 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3695 WINED3DPMISCCAPS_CULLCCW |
3696 WINED3DPMISCCAPS_CULLCW |
3697 WINED3DPMISCCAPS_COLORWRITEENABLE |
3698 WINED3DPMISCCAPS_CLIPTLVERTS |
3699 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3700 WINED3DPMISCCAPS_MASKZ |
3701 WINED3DPMISCCAPS_BLENDOP |
3702 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3703 /* TODO:
3704 WINED3DPMISCCAPS_NULLREFERENCE
3705 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3706 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3707 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3708 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3710 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3711 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3713 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3714 WINED3DPRASTERCAPS_PAT |
3715 WINED3DPRASTERCAPS_WFOG |
3716 WINED3DPRASTERCAPS_ZFOG |
3717 WINED3DPRASTERCAPS_FOGVERTEX |
3718 WINED3DPRASTERCAPS_FOGTABLE |
3719 WINED3DPRASTERCAPS_STIPPLE |
3720 WINED3DPRASTERCAPS_SUBPIXEL |
3721 WINED3DPRASTERCAPS_ZTEST |
3722 WINED3DPRASTERCAPS_SCISSORTEST |
3723 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3724 WINED3DPRASTERCAPS_DEPTHBIAS;
3726 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3727 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3728 WINED3DPRASTERCAPS_ZBIAS |
3729 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3731 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3732 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3734 /* FIXME Add:
3735 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3736 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3737 WINED3DPRASTERCAPS_ANTIALIASEDGES
3738 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3739 WINED3DPRASTERCAPS_WBUFFER */
3741 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3742 WINED3DPCMPCAPS_EQUAL |
3743 WINED3DPCMPCAPS_GREATER |
3744 WINED3DPCMPCAPS_GREATEREQUAL |
3745 WINED3DPCMPCAPS_LESS |
3746 WINED3DPCMPCAPS_LESSEQUAL |
3747 WINED3DPCMPCAPS_NEVER |
3748 WINED3DPCMPCAPS_NOTEQUAL;
3750 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3751 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3752 WINED3DPBLENDCAPS_DESTALPHA |
3753 WINED3DPBLENDCAPS_DESTCOLOR |
3754 WINED3DPBLENDCAPS_INVDESTALPHA |
3755 WINED3DPBLENDCAPS_INVDESTCOLOR |
3756 WINED3DPBLENDCAPS_INVSRCALPHA |
3757 WINED3DPBLENDCAPS_INVSRCCOLOR |
3758 WINED3DPBLENDCAPS_ONE |
3759 WINED3DPBLENDCAPS_SRCALPHA |
3760 WINED3DPBLENDCAPS_SRCALPHASAT |
3761 WINED3DPBLENDCAPS_SRCCOLOR |
3762 WINED3DPBLENDCAPS_ZERO;
3764 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3765 WINED3DPBLENDCAPS_DESTCOLOR |
3766 WINED3DPBLENDCAPS_INVDESTALPHA |
3767 WINED3DPBLENDCAPS_INVDESTCOLOR |
3768 WINED3DPBLENDCAPS_INVSRCALPHA |
3769 WINED3DPBLENDCAPS_INVSRCCOLOR |
3770 WINED3DPBLENDCAPS_ONE |
3771 WINED3DPBLENDCAPS_SRCALPHA |
3772 WINED3DPBLENDCAPS_SRCCOLOR |
3773 WINED3DPBLENDCAPS_ZERO;
3774 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3775 * according to the glBlendFunc manpage
3777 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3778 * legacy settings for srcblend only
3781 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3782 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3783 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3787 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3788 WINED3DPCMPCAPS_EQUAL |
3789 WINED3DPCMPCAPS_GREATER |
3790 WINED3DPCMPCAPS_GREATEREQUAL |
3791 WINED3DPCMPCAPS_LESS |
3792 WINED3DPCMPCAPS_LESSEQUAL |
3793 WINED3DPCMPCAPS_NEVER |
3794 WINED3DPCMPCAPS_NOTEQUAL;
3796 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3797 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3798 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3799 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3800 WINED3DPSHADECAPS_COLORFLATRGB |
3801 WINED3DPSHADECAPS_FOGFLAT |
3802 WINED3DPSHADECAPS_FOGGOURAUD |
3803 WINED3DPSHADECAPS_SPECULARFLATRGB;
3805 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3806 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3807 WINED3DPTEXTURECAPS_TRANSPARENCY |
3808 WINED3DPTEXTURECAPS_BORDER |
3809 WINED3DPTEXTURECAPS_MIPMAP |
3810 WINED3DPTEXTURECAPS_PROJECTED |
3811 WINED3DPTEXTURECAPS_PERSPECTIVE;
3813 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3814 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3815 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3818 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3819 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3820 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3821 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3824 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3825 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3826 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3827 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3831 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3832 WINED3DPTFILTERCAPS_MAGFPOINT |
3833 WINED3DPTFILTERCAPS_MINFLINEAR |
3834 WINED3DPTFILTERCAPS_MINFPOINT |
3835 WINED3DPTFILTERCAPS_MIPFLINEAR |
3836 WINED3DPTFILTERCAPS_MIPFPOINT |
3837 WINED3DPTFILTERCAPS_LINEAR |
3838 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3839 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3840 WINED3DPTFILTERCAPS_MIPLINEAR |
3841 WINED3DPTFILTERCAPS_MIPNEAREST |
3842 WINED3DPTFILTERCAPS_NEAREST;
3844 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3845 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3846 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3849 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3850 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3851 WINED3DPTFILTERCAPS_MAGFPOINT |
3852 WINED3DPTFILTERCAPS_MINFLINEAR |
3853 WINED3DPTFILTERCAPS_MINFPOINT |
3854 WINED3DPTFILTERCAPS_MIPFLINEAR |
3855 WINED3DPTFILTERCAPS_MIPFPOINT |
3856 WINED3DPTFILTERCAPS_LINEAR |
3857 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3858 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3859 WINED3DPTFILTERCAPS_MIPLINEAR |
3860 WINED3DPTFILTERCAPS_MIPNEAREST |
3861 WINED3DPTFILTERCAPS_NEAREST;
3863 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3864 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3865 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3867 } else
3868 pCaps->CubeTextureFilterCaps = 0;
3870 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3871 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3872 WINED3DPTFILTERCAPS_MAGFPOINT |
3873 WINED3DPTFILTERCAPS_MINFLINEAR |
3874 WINED3DPTFILTERCAPS_MINFPOINT |
3875 WINED3DPTFILTERCAPS_MIPFLINEAR |
3876 WINED3DPTFILTERCAPS_MIPFPOINT |
3877 WINED3DPTFILTERCAPS_LINEAR |
3878 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3879 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3880 WINED3DPTFILTERCAPS_MIPLINEAR |
3881 WINED3DPTFILTERCAPS_MIPNEAREST |
3882 WINED3DPTFILTERCAPS_NEAREST;
3883 } else
3884 pCaps->VolumeTextureFilterCaps = 0;
3886 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3887 WINED3DPTADDRESSCAPS_CLAMP |
3888 WINED3DPTADDRESSCAPS_WRAP;
3890 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3891 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3893 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3894 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3896 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3897 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3900 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3901 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3902 WINED3DPTADDRESSCAPS_CLAMP |
3903 WINED3DPTADDRESSCAPS_WRAP;
3904 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3905 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3907 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3908 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3910 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3911 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3913 } else
3914 pCaps->VolumeTextureAddressCaps = 0;
3916 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3917 WINED3DLINECAPS_ZTEST |
3918 WINED3DLINECAPS_BLEND |
3919 WINED3DLINECAPS_ALPHACMP |
3920 WINED3DLINECAPS_FOG;
3921 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3922 * idea how generating the smoothing alpha values works; the result is different
3925 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3926 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3928 if(GL_SUPPORT(EXT_TEXTURE3D))
3929 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3930 else
3931 pCaps->MaxVolumeExtent = 0;
3933 pCaps->MaxTextureRepeat = 32768;
3934 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3935 pCaps->MaxVertexW = 1.0f;
3937 pCaps->GuardBandLeft = 0.0f;
3938 pCaps->GuardBandTop = 0.0f;
3939 pCaps->GuardBandRight = 0.0f;
3940 pCaps->GuardBandBottom = 0.0f;
3942 pCaps->ExtentsAdjust = 0.0f;
3944 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3945 WINED3DSTENCILCAPS_INCRSAT |
3946 WINED3DSTENCILCAPS_INVERT |
3947 WINED3DSTENCILCAPS_KEEP |
3948 WINED3DSTENCILCAPS_REPLACE |
3949 WINED3DSTENCILCAPS_ZERO;
3950 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3951 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3952 WINED3DSTENCILCAPS_INCR;
3954 if (GL_SUPPORT(EXT_STENCIL_TWO_SIDE) || GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
3955 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3958 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3960 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3961 pCaps->MaxActiveLights = GL_LIMITS(lights);
3963 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3964 pCaps->MaxVertexBlendMatrixIndex = 0;
3966 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3967 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3970 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3971 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3972 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3973 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3974 WINED3DVTXPCAPS_LOCALVIEWER |
3975 WINED3DVTXPCAPS_VERTEXFOG |
3976 WINED3DVTXPCAPS_TEXGEN;
3978 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3979 pCaps->MaxVertexIndex = 0xFFFFF;
3980 pCaps->MaxStreams = MAX_STREAMS;
3981 pCaps->MaxStreamStride = 1024;
3983 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3984 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3985 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3986 pCaps->MaxNpatchTessellationLevel = 0;
3987 pCaps->MasterAdapterOrdinal = 0;
3988 pCaps->AdapterOrdinalInGroup = 0;
3989 pCaps->NumberOfAdaptersInGroup = 1;
3991 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3993 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3994 WINED3DPTFILTERCAPS_MAGFPOINT |
3995 WINED3DPTFILTERCAPS_MINFLINEAR |
3996 WINED3DPTFILTERCAPS_MAGFLINEAR;
3997 pCaps->VertexTextureFilterCaps = 0;
3999 memset(&shader_caps, 0, sizeof(shader_caps));
4000 shader_backend = select_shader_backend(adapter, DeviceType);
4001 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4003 memset(&fragment_caps, 0, sizeof(fragment_caps));
4004 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4005 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4007 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4008 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4010 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4011 * Ignore shader model capabilities if disabled in config
4013 if(vs_selected_mode == SHADER_NONE) {
4014 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4015 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4016 pCaps->MaxVertexShaderConst = 0;
4017 } else {
4018 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4019 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4022 if(ps_selected_mode == SHADER_NONE) {
4023 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4024 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4025 pCaps->PixelShader1xMaxValue = 0.0f;
4026 } else {
4027 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4028 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4031 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4032 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4033 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4035 pCaps->VS20Caps = shader_caps.VS20Caps;
4036 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4037 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4038 pCaps->PS20Caps = shader_caps.PS20Caps;
4039 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4040 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4042 /* The following caps are shader specific, but they are things we cannot detect, or which
4043 * are the same among all shader models. So to avoid code duplication set the shader version
4044 * specific, but otherwise constant caps here
4046 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4047 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4048 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4049 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4050 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4051 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
4052 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4054 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4055 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
4056 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
4057 pCaps->VS20Caps.Caps = 0;
4058 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4059 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
4060 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4062 pCaps->MaxVShaderInstructionsExecuted = 65535;
4063 pCaps->MaxVertexShader30InstructionSlots = 0;
4064 } else { /* VS 1.x */
4065 pCaps->VS20Caps.Caps = 0;
4066 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4067 pCaps->VS20Caps.NumTemps = 0;
4068 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4070 pCaps->MaxVShaderInstructionsExecuted = 0;
4071 pCaps->MaxVertexShader30InstructionSlots = 0;
4074 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4075 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4076 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4078 /* 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 */
4079 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4080 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4081 WINED3DPS20CAPS_PREDICATION |
4082 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4083 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4084 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4085 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
4086 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4087 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4089 pCaps->MaxPShaderInstructionsExecuted = 65535;
4090 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
4091 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
4092 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4093 pCaps->PS20Caps.Caps = 0;
4094 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4095 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
4096 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4097 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4099 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4100 pCaps->MaxPixelShader30InstructionSlots = 0;
4101 } else { /* PS 1.x */
4102 pCaps->PS20Caps.Caps = 0;
4103 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4104 pCaps->PS20Caps.NumTemps = 0;
4105 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4106 pCaps->PS20Caps.NumInstructionSlots = 0;
4108 pCaps->MaxPShaderInstructionsExecuted = 0;
4109 pCaps->MaxPixelShader30InstructionSlots = 0;
4112 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4113 /* OpenGL supports all the formats below, perhaps not always
4114 * without conversion, but it supports them.
4115 * Further GLSL doesn't seem to have an official unsigned type so
4116 * don't advertise it yet as I'm not sure how we handle it.
4117 * We might need to add some clamping in the shader engine to
4118 * support it.
4119 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4120 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4121 WINED3DDTCAPS_UBYTE4N |
4122 WINED3DDTCAPS_SHORT2N |
4123 WINED3DDTCAPS_SHORT4N;
4124 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
4125 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4126 WINED3DDTCAPS_FLOAT16_4;
4128 } else
4129 pCaps->DeclTypes = 0;
4131 /* Set DirectDraw helper Caps */
4132 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4133 WINEDDCKEYCAPS_SRCBLT;
4134 fx_caps = WINEDDFXCAPS_BLTALPHA |
4135 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4136 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4137 WINEDDFXCAPS_BLTROTATION90 |
4138 WINEDDFXCAPS_BLTSHRINKX |
4139 WINEDDFXCAPS_BLTSHRINKXN |
4140 WINEDDFXCAPS_BLTSHRINKY |
4141 WINEDDFXCAPS_BLTSHRINKXN |
4142 WINEDDFXCAPS_BLTSTRETCHX |
4143 WINEDDFXCAPS_BLTSTRETCHXN |
4144 WINEDDFXCAPS_BLTSTRETCHY |
4145 WINEDDFXCAPS_BLTSTRETCHYN;
4146 blit_caps = WINEDDCAPS_BLT |
4147 WINEDDCAPS_BLTCOLORFILL |
4148 WINEDDCAPS_BLTDEPTHFILL |
4149 WINEDDCAPS_BLTSTRETCH |
4150 WINEDDCAPS_CANBLTSYSMEM |
4151 WINEDDCAPS_CANCLIP |
4152 WINEDDCAPS_CANCLIPSTRETCHED |
4153 WINEDDCAPS_COLORKEY |
4154 WINEDDCAPS_COLORKEYHWASSIST |
4155 WINEDDCAPS_ALIGNBOUNDARYSRC;
4157 /* Fill the ddraw caps structure */
4158 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4159 WINEDDCAPS_PALETTE |
4160 blit_caps;
4161 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4162 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4163 WINEDDCAPS2_PRIMARYGAMMA |
4164 WINEDDCAPS2_WIDESURFACES |
4165 WINEDDCAPS2_CANRENDERWINDOWED;
4166 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4167 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4168 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4169 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4170 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4171 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4172 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4173 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4174 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4176 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4177 WINEDDSCAPS_BACKBUFFER |
4178 WINEDDSCAPS_FLIP |
4179 WINEDDSCAPS_FRONTBUFFER |
4180 WINEDDSCAPS_OFFSCREENPLAIN |
4181 WINEDDSCAPS_PALETTE |
4182 WINEDDSCAPS_PRIMARYSURFACE |
4183 WINEDDSCAPS_SYSTEMMEMORY |
4184 WINEDDSCAPS_VIDEOMEMORY |
4185 WINEDDSCAPS_VISIBLE;
4186 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4188 /* Set D3D caps if OpenGL is available. */
4189 if (adapter->opengl)
4191 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4192 WINEDDSCAPS_MIPMAP |
4193 WINEDDSCAPS_TEXTURE |
4194 WINEDDSCAPS_ZBUFFER;
4195 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4198 return WINED3D_OK;
4201 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
4202 and fields being inserted in the middle, a new structure is used in place */
4203 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
4204 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
4205 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
4207 IWineD3DDeviceImpl *object = NULL;
4208 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4209 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
4210 WINED3DDISPLAYMODE mode;
4211 const struct fragment_pipeline *frag_pipeline = NULL;
4212 int i;
4213 struct fragment_caps ffp_caps;
4214 struct shader_caps shader_caps;
4215 HRESULT hr;
4217 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4218 * number and create a device without a 3D adapter for 2D only operation.
4220 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
4221 return WINED3DERR_INVALIDCALL;
4224 /* Create a WineD3DDevice object */
4225 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
4226 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
4227 TRACE("Created WineD3DDevice object @ %p\n", object);
4228 if (NULL == object) {
4229 return WINED3DERR_OUTOFVIDEOMEMORY;
4232 /* Set up initial COM information */
4233 object->lpVtbl = &IWineD3DDevice_Vtbl;
4234 object->ref = 1;
4235 object->wineD3D = iface;
4236 object->adapter = This->adapter_count ? adapter : NULL;
4237 IWineD3D_AddRef(object->wineD3D);
4238 object->parent = parent;
4239 object->device_parent = device_parent;
4240 list_init(&object->resources);
4241 list_init(&object->shaders);
4243 if(This->dxVersion == 7) {
4244 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
4245 } else {
4246 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
4248 object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
4250 /* Set the state up as invalid until the device is fully created */
4251 object->state = WINED3DERR_DRIVERINTERNALERROR;
4253 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
4254 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
4256 /* Save the creation parameters */
4257 object->createParms.AdapterOrdinal = Adapter;
4258 object->createParms.DeviceType = DeviceType;
4259 object->createParms.hFocusWindow = hFocusWindow;
4260 object->createParms.BehaviorFlags = BehaviourFlags;
4262 /* Initialize other useful values */
4263 object->adapterNo = Adapter;
4264 object->devType = DeviceType;
4266 select_shader_mode(&adapter->gl_info, DeviceType,
4267 &object->ps_selected_mode, &object->vs_selected_mode);
4268 object->shader_backend = select_shader_backend(adapter, DeviceType);
4270 memset(&shader_caps, 0, sizeof(shader_caps));
4271 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4272 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
4273 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
4274 object->vs_clipping = shader_caps.VSClipping;
4276 memset(&ffp_caps, 0, sizeof(ffp_caps));
4277 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4278 object->frag_pipe = frag_pipeline;
4279 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
4280 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
4281 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
4282 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
4283 ffp_vertexstate_template, frag_pipeline, misc_state_template);
4285 if (FAILED(hr)) {
4286 IWineD3D_Release(object->wineD3D);
4287 HeapFree(GetProcessHeap(), 0, object);
4289 return hr;
4292 object->blitter = select_blit_implementation(adapter, DeviceType);
4294 /* set the state of the device to valid */
4295 object->state = WINED3D_OK;
4297 /* Get the initial screen setup for ddraw */
4298 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
4300 object->ddraw_width = mode.Width;
4301 object->ddraw_height = mode.Height;
4302 object->ddraw_format = mode.Format;
4304 for(i = 0; i < PATCHMAP_SIZE; i++) {
4305 list_init(&object->patches[i]);
4308 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
4310 return WINED3D_OK;
4313 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4314 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4315 IUnknown_AddRef(This->parent);
4316 *pParent = This->parent;
4317 return WINED3D_OK;
4320 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
4321 IUnknown* volumeParent;
4322 TRACE("(%p) call back\n", pVolume);
4324 /* Now, release the parent, which will take care of cleaning up the volume for us */
4325 IWineD3DVolume_GetParent(pVolume, &volumeParent);
4326 IUnknown_Release(volumeParent);
4327 return IUnknown_Release(volumeParent);
4330 static void WINE_GLAPI invalid_func(const void *data)
4332 ERR("Invalid vertex attribute function called\n");
4333 DebugBreak();
4336 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4338 ERR("Invalid texcoord function called\n");
4339 DebugBreak();
4342 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4343 * the extension detection and are used in drawStridedSlow
4345 static void WINE_GLAPI position_d3dcolor(const void *data)
4347 DWORD pos = *((const DWORD *)data);
4349 FIXME("Add a test for fixed function position from d3dcolor type\n");
4350 glVertex4s(D3DCOLOR_B_R(pos),
4351 D3DCOLOR_B_G(pos),
4352 D3DCOLOR_B_B(pos),
4353 D3DCOLOR_B_A(pos));
4356 static void WINE_GLAPI position_float4(const void *data)
4358 const GLfloat *pos = data;
4360 if (pos[3] != 0.0f && pos[3] != 1.0f)
4362 float w = 1.0f / pos[3];
4364 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4366 else
4368 glVertex3fv(pos);
4372 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4374 DWORD diffuseColor = *((const DWORD *)data);
4376 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4377 D3DCOLOR_B_G(diffuseColor),
4378 D3DCOLOR_B_B(diffuseColor),
4379 D3DCOLOR_B_A(diffuseColor));
4382 static void WINE_GLAPI specular_d3dcolor(const void *data)
4384 DWORD specularColor = *((const DWORD *)data);
4385 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4386 D3DCOLOR_B_G(specularColor),
4387 D3DCOLOR_B_B(specularColor)};
4389 specular_func_3ubv(d);
4392 static void WINE_GLAPI warn_no_specular_func(const void *data)
4394 WARN("GL_EXT_secondary_color not supported\n");
4397 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4399 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4400 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4401 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4402 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4403 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4404 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4405 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4406 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4407 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4408 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4409 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4410 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4411 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4412 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4413 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4414 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4415 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4417 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4418 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4419 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4420 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4421 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4422 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4423 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4424 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4425 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4426 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4427 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4428 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4429 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4430 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4431 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4432 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4433 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4435 /* No 4 component entry points here */
4436 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4437 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4438 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4439 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4440 } else {
4441 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4443 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4444 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4445 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4446 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4447 } else {
4448 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4450 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4451 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4452 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4453 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4454 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4455 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4456 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4457 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4458 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4459 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4460 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4461 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4463 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4464 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4466 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4467 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4468 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4469 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4470 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4471 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4472 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4473 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4474 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4475 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4476 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4477 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4478 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4479 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4480 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4481 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4482 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4484 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4485 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4486 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4487 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4488 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4489 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4490 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4491 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4492 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4493 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4494 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4495 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4496 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4497 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4498 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4499 if (GL_SUPPORT(NV_HALF_FLOAT))
4501 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4502 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4503 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4504 } else {
4505 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4506 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4510 BOOL InitAdapters(IWineD3DImpl *This)
4512 static HMODULE mod_gl;
4513 BOOL ret;
4514 int ps_selected_mode, vs_selected_mode;
4516 /* No need to hold any lock. The calling library makes sure only one thread calls
4517 * wined3d simultaneously
4520 TRACE("Initializing adapters\n");
4522 if(!mod_gl) {
4523 #ifdef USE_WIN32_OPENGL
4524 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4525 mod_gl = LoadLibraryA("opengl32.dll");
4526 if(!mod_gl) {
4527 ERR("Can't load opengl32.dll!\n");
4528 goto nogl_adapter;
4530 #else
4531 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4532 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4533 mod_gl = GetModuleHandleA("gdi32.dll");
4534 #endif
4537 /* Load WGL core functions from opengl32.dll */
4538 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4539 WGL_FUNCS_GEN;
4540 #undef USE_WGL_FUNC
4542 if(!pwglGetProcAddress) {
4543 ERR("Unable to load wglGetProcAddress!\n");
4544 goto nogl_adapter;
4547 /* Dynamically load all GL core functions */
4548 GL_FUNCS_GEN;
4549 #undef USE_GL_FUNC
4551 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4552 * otherwise because we have to use winex11.drv's override
4554 #ifdef USE_WIN32_OPENGL
4555 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4556 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4557 #else
4558 wglFinish = (void*)pwglGetProcAddress("wglFinish");
4559 wglFlush = (void*)pwglGetProcAddress("wglFlush");
4560 #endif
4562 glEnableWINE = glEnable;
4563 glDisableWINE = glDisable;
4565 /* For now only one default adapter */
4567 struct WineD3DAdapter *adapter = &This->adapters[0];
4568 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4569 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4570 int iPixelFormat;
4571 int res;
4572 int i;
4573 WineD3D_PixelFormat *cfgs;
4574 DISPLAY_DEVICEW DisplayDevice;
4575 HDC hdc;
4577 TRACE("Initializing default adapter\n");
4578 adapter->num = 0;
4579 adapter->monitorPoint.x = -1;
4580 adapter->monitorPoint.y = -1;
4582 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4584 ERR("Failed to get a gl context for default adapter\n");
4585 goto nogl_adapter;
4588 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4589 if(!ret) {
4590 ERR("Failed to initialize gl caps for default adapter\n");
4591 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4592 goto nogl_adapter;
4594 ret = initPixelFormats(&adapter->gl_info);
4595 if(!ret) {
4596 ERR("Failed to init gl formats\n");
4597 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4598 goto nogl_adapter;
4601 hdc = fake_gl_ctx.dc;
4603 adapter->driver = "Display";
4604 adapter->description = "Direct3D HAL";
4606 /* Use the VideoRamSize registry setting when set */
4607 if(wined3d_settings.emulated_textureram)
4608 adapter->TextureRam = wined3d_settings.emulated_textureram;
4609 else
4610 adapter->TextureRam = adapter->gl_info.vidmem;
4611 adapter->UsedTextureRam = 0;
4612 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4614 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4615 DisplayDevice.cb = sizeof(DisplayDevice);
4616 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4617 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4618 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4620 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4622 int attribute;
4623 int attribs[10];
4624 int values[10];
4625 int nAttribs = 0;
4627 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4628 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4630 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4631 cfgs = adapter->cfgs;
4632 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4633 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4634 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4635 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4636 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4637 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4638 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4639 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4640 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4641 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4643 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4645 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4647 if(!res)
4648 continue;
4650 /* Cache the pixel format */
4651 cfgs->iPixelFormat = iPixelFormat;
4652 cfgs->redSize = values[0];
4653 cfgs->greenSize = values[1];
4654 cfgs->blueSize = values[2];
4655 cfgs->alphaSize = values[3];
4656 cfgs->depthSize = values[4];
4657 cfgs->stencilSize = values[5];
4658 cfgs->windowDrawable = values[6];
4659 cfgs->iPixelType = values[7];
4660 cfgs->doubleBuffer = values[8];
4661 cfgs->auxBuffers = values[9];
4663 cfgs->pbufferDrawable = FALSE;
4664 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4665 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4666 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4667 int value;
4668 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4669 cfgs->pbufferDrawable = value;
4672 cfgs->numSamples = 0;
4673 /* Check multisample support */
4674 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4675 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4676 int value[2];
4677 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4678 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4679 * value[1] = number of multi sample buffers*/
4680 if(value[0])
4681 cfgs->numSamples = value[1];
4685 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4686 cfgs++;
4689 else
4691 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4692 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4693 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4695 cfgs = adapter->cfgs;
4696 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4698 PIXELFORMATDESCRIPTOR ppfd;
4700 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4701 if(!res)
4702 continue;
4704 /* We only want HW acceleration using an OpenGL ICD driver.
4705 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4706 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4708 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4710 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4711 continue;
4714 cfgs->iPixelFormat = iPixelFormat;
4715 cfgs->redSize = ppfd.cRedBits;
4716 cfgs->greenSize = ppfd.cGreenBits;
4717 cfgs->blueSize = ppfd.cBlueBits;
4718 cfgs->alphaSize = ppfd.cAlphaBits;
4719 cfgs->depthSize = ppfd.cDepthBits;
4720 cfgs->stencilSize = ppfd.cStencilBits;
4721 cfgs->pbufferDrawable = 0;
4722 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4723 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4724 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4725 cfgs->auxBuffers = ppfd.cAuxBuffers;
4726 cfgs->numSamples = 0;
4728 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4729 cfgs++;
4730 adapter->nCfgs++;
4733 /* 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 */
4734 if(!adapter->nCfgs)
4736 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4738 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4739 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4740 goto nogl_adapter;
4744 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4745 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4746 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4747 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4748 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4749 * driver is allowed to consume more bits EXCEPT for stencil bits.
4751 * Mark an adapter with this broken stencil behavior.
4753 adapter->brokenStencil = TRUE;
4754 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4756 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4757 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4758 adapter->brokenStencil = FALSE;
4759 break;
4763 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4765 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4766 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4767 fillGLAttribFuncs(&adapter->gl_info);
4768 adapter->opengl = TRUE;
4770 This->adapter_count = 1;
4771 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4773 return TRUE;
4775 nogl_adapter:
4776 /* Initialize an adapter for ddraw-only memory counting */
4777 memset(This->adapters, 0, sizeof(This->adapters));
4778 This->adapters[0].num = 0;
4779 This->adapters[0].opengl = FALSE;
4780 This->adapters[0].monitorPoint.x = -1;
4781 This->adapters[0].monitorPoint.y = -1;
4783 This->adapters[0].driver = "Display";
4784 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4785 if(wined3d_settings.emulated_textureram) {
4786 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4787 } else {
4788 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4791 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4793 This->adapter_count = 1;
4794 return FALSE;
4797 /**********************************************************
4798 * IWineD3D VTbl follows
4799 **********************************************************/
4801 const IWineD3DVtbl IWineD3D_Vtbl =
4803 /* IUnknown */
4804 IWineD3DImpl_QueryInterface,
4805 IWineD3DImpl_AddRef,
4806 IWineD3DImpl_Release,
4807 /* IWineD3D */
4808 IWineD3DImpl_GetParent,
4809 IWineD3DImpl_GetAdapterCount,
4810 IWineD3DImpl_RegisterSoftwareDevice,
4811 IWineD3DImpl_GetAdapterMonitor,
4812 IWineD3DImpl_GetAdapterModeCount,
4813 IWineD3DImpl_EnumAdapterModes,
4814 IWineD3DImpl_GetAdapterDisplayMode,
4815 IWineD3DImpl_GetAdapterIdentifier,
4816 IWineD3DImpl_CheckDeviceMultiSampleType,
4817 IWineD3DImpl_CheckDepthStencilMatch,
4818 IWineD3DImpl_CheckDeviceType,
4819 IWineD3DImpl_CheckDeviceFormat,
4820 IWineD3DImpl_CheckDeviceFormatConversion,
4821 IWineD3DImpl_GetDeviceCaps,
4822 IWineD3DImpl_CreateDevice
4825 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
4827 const struct wined3d_parent_ops wined3d_null_parent_ops =
4829 wined3d_null_wined3d_object_destroyed,