shell32: Add printers CLSID to test, clean up a bit.
[wine/testsucceed.git] / dlls / wined3d / directx.c
blob8fb0f2131262d1796949bf81eef82e8dd483cc1e
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define GLINFO_LOCATION (*gl_info)
34 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
39 /* Extension detection */
40 static const struct {
41 const char *extension_string;
42 GL_SupportedExt extension;
43 DWORD version;
44 } EXTENSION_MAP[] = {
45 /* APPLE */
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
49 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
50 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
51 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 /* ARB */
54 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
56 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
57 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
62 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
63 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
64 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
67 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
68 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
69 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
70 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
71 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
72 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
73 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
74 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
75 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
76 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
90 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
91 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
92 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
93 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
95 /* ATI */
96 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
97 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
98 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
99 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
100 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
102 /* EXT */
103 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
104 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
105 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
106 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
107 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
108 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
109 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
110 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
111 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
112 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
113 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
114 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
115 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
116 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
117 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
118 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
119 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
120 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
121 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
122 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
123 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
124 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
125 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
126 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
127 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
128 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
129 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
130 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
132 /* NV */
133 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
134 {"GL_NV_fence", NV_FENCE, 0 },
135 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
136 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
137 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
138 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
139 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
140 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
141 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
142 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
143 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
144 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
145 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
146 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
147 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
148 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
149 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
150 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
151 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
153 /* SGI */
154 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
157 /**********************************************************
158 * Utility functions follow
159 **********************************************************/
161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
215 HDC dc;
216 HWND wnd;
217 HGLRC gl_ctx;
218 HDC restore_dc;
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
248 PIXELFORMATDESCRIPTOR pfd;
249 int iPixelFormat;
251 TRACE("getting context...\n");
253 ctx->restore_dc = pwglGetCurrentDC();
254 ctx->restore_gl_ctx = pwglGetCurrentContext();
256 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
257 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
258 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
259 if (!ctx->wnd)
261 ERR_(d3d_caps)("Failed to create a window.\n");
262 goto fail;
265 ctx->dc = GetDC(ctx->wnd);
266 if (!ctx->dc)
268 ERR_(d3d_caps)("Failed to get a DC.\n");
269 goto fail;
272 /* PixelFormat selection */
273 ZeroMemory(&pfd, sizeof(pfd));
274 pfd.nSize = sizeof(pfd);
275 pfd.nVersion = 1;
276 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
277 pfd.iPixelType = PFD_TYPE_RGBA;
278 pfd.cColorBits = 32;
279 pfd.iLayerType = PFD_MAIN_PLANE;
281 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
282 if (!iPixelFormat)
284 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
285 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
286 goto fail;
288 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
289 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
291 /* Create a GL context. */
292 ctx->gl_ctx = pwglCreateContext(ctx->dc);
293 if (!ctx->gl_ctx)
295 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
296 goto fail;
299 /* Make it the current GL context. */
300 if (!context_set_current(NULL))
302 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
307 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
308 goto fail;
311 return TRUE;
313 fail:
314 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
315 ctx->gl_ctx = NULL;
316 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
317 ctx->dc = NULL;
318 if (ctx->wnd) DestroyWindow(ctx->wnd);
319 ctx->wnd = NULL;
320 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
322 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
325 return FALSE;
328 /* Adjust the amount of used texture memory */
329 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
331 struct wined3d_adapter *adapter = D3DDevice->adapter;
333 adapter->UsedTextureRam += glram;
334 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
335 return adapter->UsedTextureRam;
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
340 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 /**********************************************************
345 * IUnknown parts follows
346 **********************************************************/
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
350 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
352 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353 if (IsEqualGUID(riid, &IID_IUnknown)
354 || IsEqualGUID(riid, &IID_IWineD3DBase)
355 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356 IUnknown_AddRef(iface);
357 *ppobj = This;
358 return S_OK;
360 *ppobj = NULL;
361 return E_NOINTERFACE;
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365 IWineD3DImpl *This = (IWineD3DImpl *)iface;
366 ULONG refCount = InterlockedIncrement(&This->ref);
368 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
369 return refCount;
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373 IWineD3DImpl *This = (IWineD3DImpl *)iface;
374 ULONG ref;
375 TRACE("(%p) : Releasing from %d\n", This, This->ref);
376 ref = InterlockedDecrement(&This->ref);
377 if (ref == 0) {
378 unsigned int i;
380 for (i = 0; i < This->adapter_count; ++i)
382 wined3d_adapter_cleanup(&This->adapters[i]);
384 HeapFree(GetProcessHeap(), 0, This);
387 return ref;
390 /**********************************************************
391 * IWineD3D parts follows
392 **********************************************************/
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
397 GLuint prog;
398 BOOL ret = FALSE;
399 const char *testcode =
400 "!!ARBvp1.0\n"
401 "PARAM C[66] = { program.env[0..65] };\n"
402 "ADDRESS A0;"
403 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404 "ARL A0.x, zero.x;\n"
405 "MOV result.position, C[A0.x + 65];\n"
406 "END\n";
408 while(glGetError());
409 GL_EXTCALL(glGenProgramsARB(1, &prog));
410 if(!prog) {
411 ERR("Failed to create an ARB offset limit test program\n");
413 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415 strlen(testcode), testcode));
416 if(glGetError() != 0) {
417 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
419 ret = TRUE;
420 } else TRACE("OpenGL implementation allows offsets > 63\n");
422 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424 checkGLcall("ARB vp offset limit test cleanup");
426 return ret;
429 static DWORD ver_for_ext(GL_SupportedExt ext)
431 unsigned int i;
432 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433 if(EXTENSION_MAP[i].extension == ext) {
434 return EXTENSION_MAP[i].version;
437 return 0;
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
443 if (card_vendor != HW_VENDOR_ATI) return FALSE;
444 if (device == CARD_ATI_RADEON_9500) return TRUE;
445 if (device == CARD_ATI_RADEON_X700) return TRUE;
446 if (device == CARD_ATI_RADEON_X1600) return TRUE;
447 return FALSE;
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
453 if (card_vendor == HW_VENDOR_NVIDIA)
455 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
457 return TRUE;
460 return FALSE;
463 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
466 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
467 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
468 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
470 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
471 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
472 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
473 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
474 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
475 * the chance that other implementations support them is rather small since Win32 QuickTime uses
476 * DirectDraw, not OpenGL.
478 * This test has been moved into wined3d_guess_gl_vendor()
480 if (gl_vendor == GL_VENDOR_APPLE)
482 return TRUE;
484 return FALSE;
487 /* Context activation is done by the caller. */
488 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
490 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
491 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
492 * all the texture. This function detects this bug by its symptom and disables PBOs
493 * if the test fails.
495 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
496 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
497 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
498 * read back is compared to the original. If they are equal PBOs are assumed to work,
499 * otherwise the PBO extension is disabled. */
500 GLuint texture, pbo;
501 static const unsigned int pattern[] =
503 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
504 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
505 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
506 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
508 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
510 /* No PBO -> No point in testing them. */
511 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
513 ENTER_GL();
515 while (glGetError());
516 glGenTextures(1, &texture);
517 glBindTexture(GL_TEXTURE_2D, texture);
519 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
520 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
521 checkGLcall("Specifying the PBO test texture");
523 GL_EXTCALL(glGenBuffersARB(1, &pbo));
524 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
525 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
526 checkGLcall("Specifying the PBO test pbo");
528 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
529 checkGLcall("Loading the PBO test texture");
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
532 wglFinish(); /* just to be sure */
534 memset(check, 0, sizeof(check));
535 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
536 checkGLcall("Reading back the PBO test texture");
538 glDeleteTextures(1, &texture);
539 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
540 checkGLcall("PBO test cleanup");
542 LEAVE_GL();
544 if (memcmp(check, pattern, sizeof(check)))
546 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
547 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
548 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
550 else
552 TRACE_(d3d_caps)("PBO test successful.\n");
556 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
557 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
559 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
562 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
566 if (card_vendor != HW_VENDOR_ATI) return FALSE;
567 if (device == CARD_ATI_RADEON_X1600) return FALSE;
568 return TRUE;
571 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
572 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 return gl_vendor == GL_VENDOR_FGLRX;
578 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
579 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
581 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
582 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
583 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
584 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
585 * hardcoded
587 * dx10 cards usually have 64 varyings */
588 return gl_info->limits.glsl_varyings > 44;
591 /* A GL context is provided by the caller */
592 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
593 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
595 GLenum error;
596 DWORD data[16];
598 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
600 ENTER_GL();
601 while(glGetError());
602 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
603 error = glGetError();
604 LEAVE_GL();
606 if(error == GL_NO_ERROR)
608 TRACE("GL Implementation accepts 4 component specular color pointers\n");
609 return TRUE;
611 else
613 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
614 debug_glerror(error));
615 return FALSE;
619 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
620 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
622 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
623 return gl_info->supported[NV_TEXTURE_SHADER];
626 /* A GL context is provided by the caller */
627 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
628 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
630 GLuint prog;
631 BOOL ret = FALSE;
632 GLint pos;
633 const char *testcode =
634 "!!ARBvp1.0\n"
635 "OPTION NV_vertex_program2;\n"
636 "MOV result.clip[0], 0.0;\n"
637 "MOV result.position, 0.0;\n"
638 "END\n";
640 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
642 ENTER_GL();
643 while(glGetError());
645 GL_EXTCALL(glGenProgramsARB(1, &prog));
646 if(!prog)
648 ERR("Failed to create the NVvp clip test program\n");
649 LEAVE_GL();
650 return FALSE;
652 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
653 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
654 strlen(testcode), testcode));
655 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
656 if(pos != -1)
658 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
659 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
660 ret = TRUE;
661 while(glGetError());
663 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
665 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
666 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
667 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
669 LEAVE_GL();
670 return ret;
673 /* Context activation is done by the caller. */
674 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
675 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
677 char data[4 * 4 * 4];
678 GLuint tex, fbo;
679 GLenum status;
681 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
683 memset(data, 0xcc, sizeof(data));
685 ENTER_GL();
687 glGenTextures(1, &tex);
688 glBindTexture(GL_TEXTURE_2D, tex);
689 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
690 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
691 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
692 checkGLcall("glTexImage2D");
694 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
695 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
696 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
697 checkGLcall("glFramebufferTexture2D");
699 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
700 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
701 checkGLcall("glCheckFramebufferStatus");
703 memset(data, 0x11, sizeof(data));
704 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
705 checkGLcall("glTexSubImage2D");
707 glClearColor(0.996, 0.729, 0.745, 0.792);
708 glClear(GL_COLOR_BUFFER_BIT);
709 checkGLcall("glClear");
711 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
712 checkGLcall("glGetTexImage");
714 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
715 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
716 glBindTexture(GL_TEXTURE_2D, 0);
717 checkGLcall("glBindTexture");
719 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
720 glDeleteTextures(1, &tex);
721 checkGLcall("glDeleteTextures");
723 LEAVE_GL();
725 return *(DWORD *)data == 0x11111111;
728 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
730 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
731 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
732 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
733 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
736 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
738 quirk_arb_constants(gl_info);
739 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
740 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
741 * allow 48 different offsets or other helper immediate values. */
742 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
743 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
746 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
747 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
748 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
749 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
750 * most games, but avoids the crash
752 * A more sophisticated way would be to find all units that need texture coordinates and enable
753 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
754 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
756 * Note that disabling the extension entirely does not gain predictability because there is no point
757 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
758 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
760 if (gl_info->supported[ARB_POINT_SPRITE])
762 TRACE("Limiting point sprites to one texture unit.\n");
763 gl_info->limits.point_sprite_units = 1;
767 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
769 quirk_arb_constants(gl_info);
771 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
772 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
773 * If real NP2 textures are used, the driver falls back to software. We could just remove the
774 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
775 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
776 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
777 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
779 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
780 * has this extension promoted to core. The extension loading code sets this extension supported
781 * due to that, so this code works on fglrx as well. */
782 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
784 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
785 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
786 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
789 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
790 * it is generally more efficient. Reserve just 8 constants. */
791 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
792 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
795 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
797 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
798 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
799 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
800 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
801 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
802 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
804 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
805 * triggering the software fallback. There is not much we can do here apart from disabling the
806 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
807 * in IWineD3DImpl_FillGLCaps).
808 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
809 * post-processing effects in the game "Max Payne 2").
810 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
811 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
812 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
813 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
816 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
818 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
819 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
820 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
821 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
822 * according to the spec.
824 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
825 * makes the shader slower and eats instruction slots which should be available to the d3d app.
827 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
828 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
829 * this workaround is activated on cards that do not need it, it won't break things, just affect
830 * performance negatively. */
831 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
832 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
835 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
837 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
840 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
842 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
845 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
847 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
848 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
851 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
853 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
856 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
858 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
861 struct driver_quirk
863 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
864 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
865 void (*apply)(struct wined3d_gl_info *gl_info);
866 const char *description;
869 static const struct driver_quirk quirk_table[] =
872 match_ati_r300_to_500,
873 quirk_ati_dx9,
874 "ATI GLSL constant and normalized texrect quirk"
876 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
877 * used it falls back to software. While the compiler can detect if the shader uses all declared
878 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
879 * using relative addressing falls back to software.
881 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
883 match_apple,
884 quirk_apple_glsl_constants,
885 "Apple GLSL uniform override"
888 match_geforce5,
889 quirk_no_np2,
890 "Geforce 5 NP2 disable"
893 match_apple_intel,
894 quirk_texcoord_w,
895 "Init texcoord .w for Apple Intel GPU driver"
898 match_apple_nonr500ati,
899 quirk_texcoord_w,
900 "Init texcoord .w for Apple ATI >= r600 GPU driver"
903 match_fglrx,
904 quirk_one_point_sprite,
905 "Fglrx point sprite crash workaround"
908 match_dx10_capable,
909 quirk_clip_varying,
910 "Reserved varying for gl_ClipPos"
913 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
914 * GL implementations accept it. The Mac GL is the only implementation known to
915 * reject it.
917 * If we can pass 4 component specular colors, do it, because (a) we don't have
918 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
919 * passes specular alpha to the pixel shader if any is used. Otherwise the
920 * specular alpha is used to pass the fog coordinate, which we pass to opengl
921 * via GL_EXT_fog_coord.
923 match_allows_spec_alpha,
924 quirk_allows_specular_alpha,
925 "Allow specular alpha quirk"
928 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
929 * (rdar://5682521).
931 match_apple_nvts,
932 quirk_apple_nvts,
933 "Apple NV_texture_shader disable"
936 match_broken_nv_clip,
937 quirk_disable_nvvp_clip,
938 "Apple NV_vertex_program clip bug quirk"
941 match_fbo_tex_update,
942 quirk_fbo_tex_update,
943 "FBO rebind for attachment updates"
947 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
948 * reporting a driver version is moot because we are not the Windows driver, and we have different
949 * bugs, features, etc.
951 * The driver version has the form "x.y.z.w".
953 * "x" is the Windows version the driver is meant for:
954 * 4 -> 95/98/NT4
955 * 5 -> 2000
956 * 6 -> 2000/XP
957 * 7 -> Vista
958 * 8 -> Win 7
960 * "y" is the Direct3D level the driver supports:
961 * 11 -> d3d6
962 * 12 -> d3d7
963 * 13 -> d3d8
964 * 14 -> d3d9
965 * 15 -> d3d10
967 * "z" is unknown, possibly vendor specific.
969 * "w" is the vendor specific driver version.
971 struct driver_version_information
973 WORD vendor; /* reported PCI card vendor ID */
974 WORD card; /* reported PCI card device ID */
975 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
976 WORD d3d_level; /* driver hiword to report */
977 WORD lopart_hi, lopart_lo; /* driver loword to report */
980 static const struct driver_version_information driver_version_table[] =
982 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
983 * 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
984 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
985 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
987 * All version numbers used below are from the Linux nvidia drivers. */
988 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
989 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
990 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
991 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
992 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
993 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
994 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
995 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
996 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
1020 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1021 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1022 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1023 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1024 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1025 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1026 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1027 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1028 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1029 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1030 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1031 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1032 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1034 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1037 static void init_driver_info(struct wined3d_driver_info *driver_info,
1038 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1040 OSVERSIONINFOW os_version;
1041 WORD driver_os_version;
1042 unsigned int i;
1044 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1046 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1047 vendor = wined3d_settings.pci_vendor_id;
1049 driver_info->vendor = vendor;
1051 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1053 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1054 device = wined3d_settings.pci_device_id;
1056 driver_info->device = device;
1058 switch (vendor)
1060 case HW_VENDOR_ATI:
1061 driver_info->name = "ati2dvag.dll";
1062 break;
1064 case HW_VENDOR_NVIDIA:
1065 driver_info->name = "nv4_disp.dll";
1066 break;
1068 case HW_VENDOR_INTEL:
1069 default:
1070 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1071 driver_info->name = "Display";
1072 break;
1075 memset(&os_version, 0, sizeof(os_version));
1076 os_version.dwOSVersionInfoSize = sizeof(os_version);
1077 if (!GetVersionExW(&os_version))
1079 ERR("Failed to get OS version, reporting 2000/XP.\n");
1080 driver_os_version = 6;
1082 else
1084 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1085 switch (os_version.dwMajorVersion)
1087 case 4:
1088 driver_os_version = 4;
1089 break;
1091 case 5:
1092 driver_os_version = 6;
1093 break;
1095 case 6:
1096 if (os_version.dwMinorVersion == 0)
1098 driver_os_version = 7;
1100 else
1102 if (os_version.dwMinorVersion > 1)
1104 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1105 os_version.dwMajorVersion, os_version.dwMinorVersion);
1107 driver_os_version = 8;
1109 break;
1111 default:
1112 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1113 os_version.dwMajorVersion, os_version.dwMinorVersion);
1114 driver_os_version = 6;
1115 break;
1119 driver_info->description = "Direct3D HAL";
1120 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1121 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1123 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1125 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1127 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1129 driver_info->description = driver_version_table[i].description;
1130 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1131 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1132 driver_version_table[i].lopart_lo);
1133 break;
1137 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1138 driver_info->version_high, driver_info->version_low);
1141 /* Context activation is done by the caller. */
1142 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1143 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1145 unsigned int i;
1147 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1149 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1150 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1151 quirk_table[i].apply(gl_info);
1154 /* Find out if PBOs work as they are supposed to. */
1155 test_pbo_functionality(gl_info);
1158 static DWORD wined3d_parse_gl_version(const char *gl_version)
1160 const char *ptr = gl_version;
1161 int major, minor;
1163 major = atoi(ptr);
1164 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1166 while (isdigit(*ptr)) ++ptr;
1167 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1169 minor = atoi(ptr);
1171 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1173 return MAKEDWORD_VERSION(major, minor);
1176 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1179 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1180 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1181 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1183 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1184 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1185 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1186 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1187 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1188 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1189 * DirectDraw, not OpenGL. */
1190 if (gl_info->supported[APPLE_FENCE]
1191 && gl_info->supported[APPLE_CLIENT_STORAGE]
1192 && gl_info->supported[APPLE_FLUSH_RENDER]
1193 && gl_info->supported[APPLE_YCBCR_422])
1194 return GL_VENDOR_APPLE;
1196 if (strstr(gl_vendor_string, "NVIDIA"))
1197 return GL_VENDOR_NVIDIA;
1199 if (strstr(gl_vendor_string, "ATI"))
1200 return GL_VENDOR_FGLRX;
1202 if (strstr(gl_vendor_string, "Intel(R)")
1203 || strstr(gl_renderer, "Intel(R)")
1204 || strstr(gl_vendor_string, "Intel Inc."))
1205 return GL_VENDOR_INTEL;
1207 if (strstr(gl_vendor_string, "Mesa")
1208 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1209 || strstr(gl_vendor_string, "DRI R300 Project")
1210 || strstr(gl_vendor_string, "X.Org R300 Project")
1211 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1212 || strstr(gl_vendor_string, "VMware, Inc.")
1213 || strstr(gl_renderer, "Mesa")
1214 || strstr(gl_renderer, "Gallium"))
1215 return GL_VENDOR_MESA;
1217 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1218 debugstr_a(gl_vendor_string));
1220 return GL_VENDOR_UNKNOWN;
1223 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1225 if (strstr(gl_vendor_string, "NVIDIA"))
1226 return HW_VENDOR_NVIDIA;
1228 if (strstr(gl_vendor_string, "ATI")
1229 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1230 || strstr(gl_vendor_string, "X.Org R300 Project")
1231 || strstr(gl_vendor_string, "DRI R300 Project"))
1232 return HW_VENDOR_ATI;
1234 if (strstr(gl_vendor_string, "Intel(R)")
1235 || strstr(gl_renderer, "Intel(R)")
1236 || strstr(gl_vendor_string, "Intel Inc."))
1237 return HW_VENDOR_INTEL;
1239 if (strstr(gl_vendor_string, "Mesa")
1240 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1241 || strstr(gl_vendor_string, "VMware, Inc."))
1242 return HW_VENDOR_SOFTWARE;
1244 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1246 return HW_VENDOR_NVIDIA;
1251 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1252 const char *gl_renderer, unsigned int *vidmem)
1254 if (WINE_D3D10_CAPABLE(gl_info))
1256 /* Geforce 200 - highend */
1257 if (strstr(gl_renderer, "GTX 280")
1258 || strstr(gl_renderer, "GTX 285")
1259 || strstr(gl_renderer, "GTX 295"))
1261 *vidmem = 1024;
1262 return CARD_NVIDIA_GEFORCE_GTX280;
1265 /* Geforce 200 - midend high */
1266 if (strstr(gl_renderer, "GTX 275"))
1268 *vidmem = 896;
1269 return CARD_NVIDIA_GEFORCE_GTX275;
1272 /* Geforce 200 - midend */
1273 if (strstr(gl_renderer, "GTX 260"))
1275 *vidmem = 1024;
1276 return CARD_NVIDIA_GEFORCE_GTX260;
1278 /* Geforce 200 - midend */
1279 if (strstr(gl_renderer, "GT 240"))
1281 *vidmem = 512;
1282 return CARD_NVIDIA_GEFORCE_GT240;
1285 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1286 if (strstr(gl_renderer, "9800")
1287 || strstr(gl_renderer, "GTS 150")
1288 || strstr(gl_renderer, "GTS 250"))
1290 *vidmem = 512;
1291 return CARD_NVIDIA_GEFORCE_9800GT;
1294 /* Geforce9 - midend */
1295 if (strstr(gl_renderer, "9600"))
1297 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1298 return CARD_NVIDIA_GEFORCE_9600GT;
1301 /* Geforce9 - midend low / Geforce 200 - low */
1302 if (strstr(gl_renderer, "9500")
1303 || strstr(gl_renderer, "GT 120")
1304 || strstr(gl_renderer, "GT 130"))
1306 *vidmem = 256; /* The 9500GT has 256-1024MB */
1307 return CARD_NVIDIA_GEFORCE_9500GT;
1310 /* Geforce9 - lowend */
1311 if (strstr(gl_renderer, "9400"))
1313 *vidmem = 256; /* The 9400GT has 256-1024MB */
1314 return CARD_NVIDIA_GEFORCE_9400GT;
1317 /* Geforce9 - lowend low */
1318 if (strstr(gl_renderer, "9100")
1319 || strstr(gl_renderer, "9200")
1320 || strstr(gl_renderer, "9300")
1321 || strstr(gl_renderer, "G 100"))
1323 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1324 return CARD_NVIDIA_GEFORCE_9200;
1327 /* Geforce8 - highend */
1328 if (strstr(gl_renderer, "8800"))
1330 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1331 return CARD_NVIDIA_GEFORCE_8800GTS;
1334 /* Geforce8 - midend mobile */
1335 if (strstr(gl_renderer, "8600 M"))
1337 *vidmem = 512;
1338 return CARD_NVIDIA_GEFORCE_8600MGT;
1341 /* Geforce8 - midend */
1342 if (strstr(gl_renderer, "8600")
1343 || strstr(gl_renderer, "8700"))
1345 *vidmem = 256;
1346 return CARD_NVIDIA_GEFORCE_8600GT;
1349 /* Geforce8 - lowend */
1350 if (strstr(gl_renderer, "8100")
1351 || strstr(gl_renderer, "8200")
1352 || strstr(gl_renderer, "8300")
1353 || strstr(gl_renderer, "8400")
1354 || strstr(gl_renderer, "8500"))
1356 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1357 return CARD_NVIDIA_GEFORCE_8300GS;
1360 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1361 *vidmem = 128;
1362 return CARD_NVIDIA_GEFORCE_8300GS;
1365 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1366 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1368 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1370 /* Geforce7 - highend */
1371 if (strstr(gl_renderer, "7800")
1372 || strstr(gl_renderer, "7900")
1373 || strstr(gl_renderer, "7950")
1374 || strstr(gl_renderer, "Quadro FX 4")
1375 || strstr(gl_renderer, "Quadro FX 5"))
1377 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1378 return CARD_NVIDIA_GEFORCE_7800GT;
1381 /* Geforce7 midend */
1382 if (strstr(gl_renderer, "7600")
1383 || strstr(gl_renderer, "7700"))
1385 *vidmem = 256; /* The 7600 uses 256-512MB */
1386 return CARD_NVIDIA_GEFORCE_7600;
1389 /* Geforce7 lower medium */
1390 if (strstr(gl_renderer, "7400"))
1392 *vidmem = 256; /* The 7400 uses 256-512MB */
1393 return CARD_NVIDIA_GEFORCE_7400;
1396 /* Geforce7 lowend */
1397 if (strstr(gl_renderer, "7300"))
1399 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1400 return CARD_NVIDIA_GEFORCE_7300;
1403 /* Geforce6 highend */
1404 if (strstr(gl_renderer, "6800"))
1406 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1407 return CARD_NVIDIA_GEFORCE_6800;
1410 /* Geforce6 - midend */
1411 if (strstr(gl_renderer, "6600")
1412 || strstr(gl_renderer, "6610")
1413 || strstr(gl_renderer, "6700"))
1415 *vidmem = 128; /* A 6600GT has 128-256MB */
1416 return CARD_NVIDIA_GEFORCE_6600GT;
1419 /* Geforce6/7 lowend */
1420 *vidmem = 64; /* */
1421 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1424 if (WINE_D3D9_CAPABLE(gl_info))
1426 /* GeforceFX - highend */
1427 if (strstr(gl_renderer, "5800")
1428 || strstr(gl_renderer, "5900")
1429 || strstr(gl_renderer, "5950")
1430 || strstr(gl_renderer, "Quadro FX"))
1432 *vidmem = 256; /* 5800-5900 cards use 256MB */
1433 return CARD_NVIDIA_GEFORCEFX_5800;
1436 /* GeforceFX - midend */
1437 if (strstr(gl_renderer, "5600")
1438 || strstr(gl_renderer, "5650")
1439 || strstr(gl_renderer, "5700")
1440 || strstr(gl_renderer, "5750"))
1442 *vidmem = 128; /* A 5600 uses 128-256MB */
1443 return CARD_NVIDIA_GEFORCEFX_5600;
1446 /* GeforceFX - lowend */
1447 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1448 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1451 if (WINE_D3D8_CAPABLE(gl_info))
1453 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1455 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1456 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1459 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1460 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1463 if (WINE_D3D7_CAPABLE(gl_info))
1465 if (strstr(gl_renderer, "GeForce4 MX"))
1467 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1468 * early models had 32MB but most have 64MB or even 128MB. */
1469 *vidmem = 64;
1470 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1473 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1475 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1476 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1479 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1481 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1482 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1485 /* Most Geforce1 cards have 32MB, there are also some rare 16
1486 * and 64MB (Dell) models. */
1487 *vidmem = 32;
1488 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1491 if (strstr(gl_renderer, "TNT2"))
1493 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1494 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1497 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1498 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1502 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1503 const char *gl_renderer, unsigned int *vidmem)
1505 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1507 * Beware: renderer string do not match exact card model,
1508 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1509 if (WINE_D3D10_CAPABLE(gl_info))
1511 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1512 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1513 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1514 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1516 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1517 return CARD_ATI_RADEON_HD5800;
1520 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1521 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1522 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1523 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1525 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1526 return CARD_ATI_RADEON_HD5700;
1529 /* Radeon R7xx HD4800 - highend */
1530 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1531 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1532 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1533 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1534 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1536 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1537 return CARD_ATI_RADEON_HD4800;
1540 /* Radeon R740 HD4700 - midend */
1541 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1542 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1544 *vidmem = 512;
1545 return CARD_ATI_RADEON_HD4700;
1548 /* Radeon R730 HD4600 - midend */
1549 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1550 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1551 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1553 *vidmem = 512;
1554 return CARD_ATI_RADEON_HD4600;
1557 /* Radeon R710 HD4500/HD4350 - lowend */
1558 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1559 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1561 *vidmem = 256;
1562 return CARD_ATI_RADEON_HD4350;
1565 /* Radeon R6xx HD2900/HD3800 - highend */
1566 if (strstr(gl_renderer, "HD 2900")
1567 || strstr(gl_renderer, "HD 3870")
1568 || strstr(gl_renderer, "HD 3850"))
1570 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1571 return CARD_ATI_RADEON_HD2900;
1574 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1575 if (strstr(gl_renderer, "HD 2600")
1576 || strstr(gl_renderer, "HD 3830")
1577 || strstr(gl_renderer, "HD 3690")
1578 || strstr(gl_renderer, "HD 3650"))
1580 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1581 return CARD_ATI_RADEON_HD2600;
1584 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1585 * Note HD2300=DX9, HD2350=DX10 */
1586 if (strstr(gl_renderer, "HD 2350")
1587 || strstr(gl_renderer, "HD 2400")
1588 || strstr(gl_renderer, "HD 3470")
1589 || strstr(gl_renderer, "HD 3450")
1590 || strstr(gl_renderer, "HD 3430")
1591 || strstr(gl_renderer, "HD 3400"))
1593 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1594 return CARD_ATI_RADEON_HD2350;
1597 /* Radeon R6xx/R7xx integrated */
1598 if (strstr(gl_renderer, "HD 3100")
1599 || strstr(gl_renderer, "HD 3200")
1600 || strstr(gl_renderer, "HD 3300"))
1602 *vidmem = 128; /* 128MB */
1603 return CARD_ATI_RADEON_HD3200;
1606 /* Default for when no GPU has been found */
1607 *vidmem = 128; /* 128MB */
1608 return CARD_ATI_RADEON_HD3200;
1611 if (WINE_D3D8_CAPABLE(gl_info))
1613 /* Radeon R5xx */
1614 if (strstr(gl_renderer, "X1600")
1615 || strstr(gl_renderer, "X1650")
1616 || strstr(gl_renderer, "X1800")
1617 || strstr(gl_renderer, "X1900")
1618 || strstr(gl_renderer, "X1950"))
1620 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1621 return CARD_ATI_RADEON_X1600;
1624 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1625 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1626 if (strstr(gl_renderer, "X700")
1627 || strstr(gl_renderer, "X800")
1628 || strstr(gl_renderer, "X850")
1629 || strstr(gl_renderer, "X1300")
1630 || strstr(gl_renderer, "X1400")
1631 || strstr(gl_renderer, "X1450")
1632 || strstr(gl_renderer, "X1550")
1633 || strstr(gl_renderer, "X2300")
1634 || strstr(gl_renderer, "X2500")
1635 || strstr(gl_renderer, "HD 2300")
1638 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1639 return CARD_ATI_RADEON_X700;
1642 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1643 if (strstr(gl_renderer, "Radeon Xpress"))
1645 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1646 return CARD_ATI_RADEON_XPRESS_200M;
1649 /* Radeon R3xx */
1650 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1651 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1654 if (WINE_D3D8_CAPABLE(gl_info))
1656 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1657 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1660 if (WINE_D3D7_CAPABLE(gl_info))
1662 *vidmem = 32; /* There are models with up to 64MB */
1663 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1666 *vidmem = 16; /* There are 16-32MB models */
1667 return CARD_ATI_RAGE_128PRO;
1671 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1672 const char *gl_renderer, unsigned int *vidmem)
1674 if (strstr(gl_renderer, "X3100"))
1676 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1677 *vidmem = 128;
1678 return CARD_INTEL_X3100;
1681 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1683 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1684 *vidmem = 64;
1685 return CARD_INTEL_I945GM;
1688 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1689 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1690 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1691 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1692 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1693 return CARD_INTEL_I915G;
1697 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1698 const char *gl_renderer, unsigned int *vidmem)
1700 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1702 * Beware: renderer string do not match exact card model,
1703 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1704 if (strstr(gl_renderer, "Gallium"))
1706 /* Radeon R7xx HD4800 - highend */
1707 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1708 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1709 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1711 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1712 return CARD_ATI_RADEON_HD4800;
1715 /* Radeon R740 HD4700 - midend */
1716 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1718 *vidmem = 512;
1719 return CARD_ATI_RADEON_HD4700;
1722 /* Radeon R730 HD4600 - midend */
1723 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1725 *vidmem = 512;
1726 return CARD_ATI_RADEON_HD4600;
1729 /* Radeon R710 HD4500/HD4350 - lowend */
1730 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1732 *vidmem = 256;
1733 return CARD_ATI_RADEON_HD4350;
1736 /* Radeon R6xx HD2900/HD3800 - highend */
1737 if (strstr(gl_renderer, "R600")
1738 || strstr(gl_renderer, "RV670")
1739 || strstr(gl_renderer, "R680"))
1741 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1742 return CARD_ATI_RADEON_HD2900;
1745 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1746 if (strstr(gl_renderer, "RV630")
1747 || strstr(gl_renderer, "RV635"))
1749 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1750 return CARD_ATI_RADEON_HD2600;
1753 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1754 if (strstr(gl_renderer, "RV610")
1755 || strstr(gl_renderer, "RV620"))
1757 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1758 return CARD_ATI_RADEON_HD2350;
1761 /* Radeon R6xx/R7xx integrated */
1762 if (strstr(gl_renderer, "RS780")
1763 || strstr(gl_renderer, "RS880"))
1765 *vidmem = 128; /* 128MB */
1766 return CARD_ATI_RADEON_HD3200;
1769 /* Radeon R5xx */
1770 if (strstr(gl_renderer, "RV530")
1771 || strstr(gl_renderer, "RV535")
1772 || strstr(gl_renderer, "RV560")
1773 || strstr(gl_renderer, "R520")
1774 || strstr(gl_renderer, "RV570")
1775 || strstr(gl_renderer, "R580"))
1777 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1778 return CARD_ATI_RADEON_X1600;
1781 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1782 if (strstr(gl_renderer, "R410")
1783 || strstr(gl_renderer, "R420")
1784 || strstr(gl_renderer, "R423")
1785 || strstr(gl_renderer, "R430")
1786 || strstr(gl_renderer, "R480")
1787 || strstr(gl_renderer, "R481")
1788 || strstr(gl_renderer, "RV410")
1789 || strstr(gl_renderer, "RV515")
1790 || strstr(gl_renderer, "RV516"))
1792 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1793 return CARD_ATI_RADEON_X700;
1796 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1797 if (strstr(gl_renderer, "RS400")
1798 || strstr(gl_renderer, "RS480")
1799 || strstr(gl_renderer, "RS482")
1800 || strstr(gl_renderer, "RS485")
1801 || strstr(gl_renderer, "RS600")
1802 || strstr(gl_renderer, "RS690")
1803 || strstr(gl_renderer, "RS740"))
1805 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1806 return CARD_ATI_RADEON_XPRESS_200M;
1809 /* Radeon R3xx */
1810 if (strstr(gl_renderer, "R300")
1811 || strstr(gl_renderer, "RV350")
1812 || strstr(gl_renderer, "RV351")
1813 || strstr(gl_renderer, "RV360")
1814 || strstr(gl_renderer, "RV370")
1815 || strstr(gl_renderer, "R350")
1816 || strstr(gl_renderer, "R360"))
1818 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1819 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1823 if (WINE_D3D9_CAPABLE(gl_info))
1825 /* Radeon R7xx HD4800 - highend */
1826 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1827 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1828 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1830 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1831 return CARD_ATI_RADEON_HD4800;
1834 /* Radeon R740 HD4700 - midend */
1835 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1837 *vidmem = 512;
1838 return CARD_ATI_RADEON_HD4700;
1841 /* Radeon R730 HD4600 - midend */
1842 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1844 *vidmem = 512;
1845 return CARD_ATI_RADEON_HD4600;
1848 /* Radeon R710 HD4500/HD4350 - lowend */
1849 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1851 *vidmem = 256;
1852 return CARD_ATI_RADEON_HD4350;
1855 /* Radeon R6xx HD2900/HD3800 - highend */
1856 if (strstr(gl_renderer, "(R600")
1857 || strstr(gl_renderer, "(RV670")
1858 || strstr(gl_renderer, "(R680"))
1860 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1861 return CARD_ATI_RADEON_HD2900;
1864 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1865 if (strstr(gl_renderer, "(RV630")
1866 || strstr(gl_renderer, "(RV635"))
1868 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1869 return CARD_ATI_RADEON_HD2600;
1872 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1873 if (strstr(gl_renderer, "(RV610")
1874 || strstr(gl_renderer, "(RV620"))
1876 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1877 return CARD_ATI_RADEON_HD2350;
1880 /* Radeon R6xx/R7xx integrated */
1881 if (strstr(gl_renderer, "(RS780")
1882 || strstr(gl_renderer, "(RS880"))
1884 *vidmem = 128; /* 128MB */
1885 return CARD_ATI_RADEON_HD3200;
1889 if (WINE_D3D8_CAPABLE(gl_info))
1891 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1892 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1895 if (WINE_D3D7_CAPABLE(gl_info))
1897 *vidmem = 32; /* There are models with up to 64MB */
1898 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1901 *vidmem = 16; /* There are 16-32MB models */
1902 return CARD_ATI_RAGE_128PRO;
1906 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1907 const char *gl_renderer, unsigned int *vidmem)
1909 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1910 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1911 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1912 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1913 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1914 return CARD_NVIDIA_RIVA_128;
1917 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1918 const char *gl_renderer, unsigned int *vidmem)
1920 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1921 return CARD_INTEL_I915G;
1925 struct vendor_card_selection
1927 enum wined3d_gl_vendor gl_vendor;
1928 enum wined3d_pci_vendor card_vendor;
1929 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1930 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1931 unsigned int *vidmem );
1934 static const struct vendor_card_selection vendor_card_select_table[] =
1936 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1937 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1938 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1939 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1940 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1941 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1942 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1943 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1947 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1948 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1950 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1951 * different GPUs with roughly the same features. In most cases GPUs from a
1952 * certain family differ in clockspeeds, the amount of video memory and the
1953 * number of shader pipelines.
1955 * A Direct3D device object contains the PCI id (vendor + device) of the
1956 * videocard which is used for rendering. Various applications use this
1957 * information to get a rough estimation of the features of the card and
1958 * some might use it for enabling 3d effects only on certain types of
1959 * videocards. In some cases games might even use it to work around bugs
1960 * which happen on certain videocards/driver combinations. The problem is
1961 * that OpenGL only exposes a rendering string containing the name of the
1962 * videocard and not the PCI id.
1964 * Various games depend on the PCI id, so somehow we need to provide one.
1965 * A simple option is to parse the renderer string and translate this to
1966 * the right PCI id. This is a lot of work because there are more than 200
1967 * GPUs just for Nvidia. Various cards share the same renderer string, so
1968 * the amount of code might be 'small' but there are quite a number of
1969 * exceptions which would make this a pain to maintain. Another way would
1970 * be to query the PCI id from the operating system (assuming this is the
1971 * videocard which is used for rendering which is not always the case).
1972 * This would work but it is not very portable. Second it would not work
1973 * well in, let's say, a remote X situation in which the amount of 3d
1974 * features which can be used is limited.
1976 * As said most games only use the PCI id to get an indication of the
1977 * capabilities of the card. It doesn't really matter if the given id is
1978 * the correct one if we return the id of a card with similar 3d features.
1980 * The code below checks the OpenGL capabilities of a videocard and matches
1981 * that to a certain level of Direct3D functionality. Once a card passes
1982 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1983 * least a GeforceFX. To give a better estimate we do a basic check on the
1984 * renderer string but if that won't pass we return a default card. This
1985 * way is better than maintaining a full card database as even without a
1986 * full database we can return a card with similar features. Second the
1987 * size of the database can be made quite small because when you know what
1988 * type of 3d functionality a card has, you know to which GPU family the
1989 * GPU must belong. Because of this you only have to check a small part of
1990 * the renderer string to distinguishes between different models from that
1991 * family.
1993 * The code also selects a default amount of video memory which we will
1994 * use for an estimation of the amount of free texture memory. In case of
1995 * real D3D the amount of texture memory includes video memory and system
1996 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1997 * HyperMemory). We don't know how much system memory can be addressed by
1998 * the system but we can make a reasonable estimation about the amount of
1999 * video memory. If the value is slightly wrong it doesn't matter as we
2000 * didn't include AGP-like memory which makes the amount of addressable
2001 * memory higher and second OpenGL isn't that critical it moves to system
2002 * memory behind our backs if really needed. Note that the amount of video
2003 * memory can be overruled using a registry setting. */
2005 int i;
2007 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2009 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2010 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2011 continue;
2012 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2013 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2016 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2017 *gl_vendor, *card_vendor);
2019 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2020 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2021 * them a good generic choice. */
2022 *card_vendor = HW_VENDOR_NVIDIA;
2023 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2024 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2025 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2026 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2027 return CARD_NVIDIA_RIVA_128;
2030 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2032 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2033 int vs_selected_mode, ps_selected_mode;
2035 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2036 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2037 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2038 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2039 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2040 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2041 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2042 else return &ffp_fragment_pipeline;
2045 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2047 int vs_selected_mode, ps_selected_mode;
2049 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2050 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2051 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2052 return &none_shader_backend;
2055 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2057 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2058 int vs_selected_mode, ps_selected_mode;
2060 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2061 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2062 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2063 else return &ffp_blit;
2066 /* Context activation is done by the caller. */
2067 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2069 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2070 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2071 const char *GL_Extensions = NULL;
2072 const char *WGL_Extensions = NULL;
2073 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2074 struct fragment_caps fragment_caps;
2075 enum wined3d_gl_vendor gl_vendor;
2076 enum wined3d_pci_vendor card_vendor;
2077 enum wined3d_pci_device device;
2078 GLint gl_max;
2079 GLfloat gl_floatv[2];
2080 unsigned i;
2081 HDC hdc;
2082 unsigned int vidmem=0;
2083 DWORD gl_version;
2084 size_t len;
2086 TRACE_(d3d_caps)("(%p)\n", gl_info);
2088 ENTER_GL();
2090 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2091 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2092 if (!gl_renderer_str)
2094 LEAVE_GL();
2095 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2096 return FALSE;
2099 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2100 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2101 if (!gl_vendor_str)
2103 LEAVE_GL();
2104 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2105 return FALSE;
2108 /* Parse the GL_VERSION field into major and minor information */
2109 gl_version_str = (const char *)glGetString(GL_VERSION);
2110 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2111 if (!gl_version_str)
2113 LEAVE_GL();
2114 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2115 return FALSE;
2117 gl_version = wined3d_parse_gl_version(gl_version_str);
2120 * Initialize openGL extension related variables
2121 * with Default values
2123 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2124 gl_info->limits.blends = 1;
2125 gl_info->limits.buffers = 1;
2126 gl_info->limits.textures = 1;
2127 gl_info->limits.fragment_samplers = 1;
2128 gl_info->limits.vertex_samplers = 0;
2129 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2130 gl_info->limits.sampler_stages = 1;
2131 gl_info->limits.glsl_vs_float_constants = 0;
2132 gl_info->limits.glsl_ps_float_constants = 0;
2133 gl_info->limits.arb_vs_float_constants = 0;
2134 gl_info->limits.arb_vs_native_constants = 0;
2135 gl_info->limits.arb_vs_instructions = 0;
2136 gl_info->limits.arb_vs_temps = 0;
2137 gl_info->limits.arb_ps_float_constants = 0;
2138 gl_info->limits.arb_ps_local_constants = 0;
2139 gl_info->limits.arb_ps_instructions = 0;
2140 gl_info->limits.arb_ps_temps = 0;
2142 /* Retrieve opengl defaults */
2143 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2144 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2145 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2147 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2148 gl_info->limits.lights = gl_max;
2149 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2151 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2152 gl_info->limits.texture_size = gl_max;
2153 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2155 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2156 gl_info->limits.pointsize_min = gl_floatv[0];
2157 gl_info->limits.pointsize_max = gl_floatv[1];
2158 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2160 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2161 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2162 if (!GL_Extensions)
2164 LEAVE_GL();
2165 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2166 return FALSE;
2169 LEAVE_GL();
2171 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2173 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2175 while (*GL_Extensions)
2177 const char *start;
2178 char current_ext[256];
2180 while (isspace(*GL_Extensions)) ++GL_Extensions;
2181 start = GL_Extensions;
2182 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2184 len = GL_Extensions - start;
2185 if (!len || len >= sizeof(current_ext)) continue;
2187 memcpy(current_ext, start, len);
2188 current_ext[len] = '\0';
2189 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2191 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2193 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2195 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2196 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2197 break;
2202 /* Now work out what GL support this card really has */
2203 #define USE_GL_FUNC(type, pfn, ext, replace) \
2205 DWORD ver = ver_for_ext(ext); \
2206 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2207 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2208 else gl_info->pfn = NULL; \
2210 GL_EXT_FUNCS_GEN;
2211 #undef USE_GL_FUNC
2213 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2214 WGL_EXT_FUNCS_GEN;
2215 #undef USE_GL_FUNC
2217 ENTER_GL();
2219 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2220 * loading the functions, otherwise the code above will load the extension entry points instead of the
2221 * core functions, which may not work. */
2222 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2224 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2225 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2227 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2228 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2232 if (gl_info->supported[APPLE_FENCE])
2234 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2235 * The apple extension interacts with some other apple exts. Disable the NV
2236 * extension if the apple one is support to prevent confusion in other parts
2237 * of the code. */
2238 gl_info->supported[NV_FENCE] = FALSE;
2240 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2242 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2244 * The enums are the same:
2245 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2246 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2247 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2248 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2249 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2251 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2253 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2254 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2256 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2258 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2259 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2262 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2264 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2265 * functionality. Prefer the ARB extension */
2266 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2268 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2270 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2271 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2273 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2275 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2276 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2278 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2280 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2281 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2283 if (gl_info->supported[NV_TEXTURE_SHADER2])
2285 if (gl_info->supported[NV_REGISTER_COMBINERS])
2287 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2288 * are supported. The nv extensions provide the same functionality as the
2289 * ATI one, and a bit more(signed pixelformats). */
2290 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2294 if (gl_info->supported[NV_REGISTER_COMBINERS])
2296 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2297 gl_info->limits.general_combiners = gl_max;
2298 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2300 if (gl_info->supported[ARB_DRAW_BUFFERS])
2302 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2303 gl_info->limits.buffers = gl_max;
2304 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2306 if (gl_info->supported[ARB_MULTITEXTURE])
2308 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2309 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2310 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2312 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2314 GLint tmp;
2315 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2316 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2318 else
2320 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2322 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2324 if (gl_info->supported[ARB_VERTEX_SHADER])
2326 GLint tmp;
2327 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2328 gl_info->limits.vertex_samplers = tmp;
2329 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2330 gl_info->limits.combined_samplers = tmp;
2332 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2333 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2334 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2335 * shader is used with fixed function vertex processing we're fine too because fixed function
2336 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2337 * used we have to make sure that all vertex sampler setups are valid together with all
2338 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2339 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2340 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2341 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2342 * a fixed function pipeline anymore.
2344 * So this is just a check to check that our assumption holds true. If not, write a warning
2345 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2346 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2347 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2349 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2350 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2351 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2352 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2353 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2354 else
2355 gl_info->limits.vertex_samplers = 0;
2358 else
2360 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2362 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2363 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2365 if (gl_info->supported[ARB_VERTEX_BLEND])
2367 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2368 gl_info->limits.blends = gl_max;
2369 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2371 if (gl_info->supported[EXT_TEXTURE3D])
2373 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2374 gl_info->limits.texture3d_size = gl_max;
2375 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2377 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2379 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2380 gl_info->limits.anisotropy = gl_max;
2381 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2383 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2385 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2386 gl_info->limits.arb_ps_float_constants = gl_max;
2387 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2388 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2389 gl_info->limits.arb_ps_native_constants = gl_max;
2390 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2391 gl_info->limits.arb_ps_native_constants);
2392 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2393 gl_info->limits.arb_ps_temps = gl_max;
2394 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2395 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2396 gl_info->limits.arb_ps_instructions = gl_max;
2397 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2398 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2399 gl_info->limits.arb_ps_local_constants = gl_max;
2400 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2402 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2404 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2405 gl_info->limits.arb_vs_float_constants = gl_max;
2406 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2407 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2408 gl_info->limits.arb_vs_native_constants = gl_max;
2409 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2410 gl_info->limits.arb_vs_native_constants);
2411 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2412 gl_info->limits.arb_vs_temps = gl_max;
2413 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2414 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2415 gl_info->limits.arb_vs_instructions = gl_max;
2416 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2418 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2420 if (gl_info->supported[ARB_VERTEX_SHADER])
2422 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2423 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2424 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2426 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2428 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2429 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2430 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2431 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2432 gl_info->limits.glsl_varyings = gl_max;
2433 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2435 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2437 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2438 unsigned int major, minor;
2440 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2442 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2443 sscanf(str, "%u.%u", &major, &minor);
2444 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2446 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2448 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2450 else
2452 gl_info->limits.shininess = 128.0f;
2454 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2456 /* If we have full NP2 texture support, disable
2457 * GL_ARB_texture_rectangle because we will never use it.
2458 * This saves a few redundant glDisable calls. */
2459 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2461 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2463 /* Disable NV_register_combiners and fragment shader if this is supported.
2464 * generally the NV extensions are preferred over the ATI ones, and this
2465 * extension is disabled if register_combiners and texture_shader2 are both
2466 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2467 * fragment processing support. */
2468 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2469 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2470 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2471 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2473 if (gl_info->supported[NV_HALF_FLOAT])
2475 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2476 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2478 if (gl_info->supported[ARB_POINT_SPRITE])
2480 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2482 else
2484 gl_info->limits.point_sprite_units = 0;
2486 checkGLcall("extension detection");
2488 LEAVE_GL();
2490 adapter->fragment_pipe = select_fragment_implementation(adapter);
2491 adapter->shader_backend = select_shader_backend(adapter);
2492 adapter->blitter = select_blit_implementation(adapter);
2494 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2495 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2496 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2498 /* In some cases the number of texture stages can be larger than the number
2499 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2500 * shaders), but 8 texture stages (register combiners). */
2501 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2503 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2505 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2506 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2507 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2508 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2509 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2510 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2511 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2512 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2513 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2514 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2515 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2516 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2517 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2518 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2519 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2520 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2521 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2522 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2523 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2525 else
2527 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2529 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2530 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2531 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2532 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2533 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2534 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2535 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2536 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2537 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2538 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2539 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2540 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2541 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2542 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2543 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2544 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2545 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2547 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2549 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2550 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2552 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2554 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2556 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2558 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2562 /* MRTs are currently only supported when FBOs are used. */
2563 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2565 gl_info->limits.buffers = 1;
2568 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2569 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2570 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2572 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2573 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2575 /* If we have an estimate use it, else default to 64MB; */
2576 if(vidmem)
2577 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2578 else
2579 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2581 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2582 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2583 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2584 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2585 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2586 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2587 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2588 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2590 /* Make sure there's an active HDC else the WGL extensions will fail */
2591 hdc = pwglGetCurrentDC();
2592 if (hdc) {
2593 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2594 if(GL_EXTCALL(wglGetExtensionsStringARB))
2595 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2597 if (NULL == WGL_Extensions) {
2598 ERR(" WGL_Extensions returns NULL\n");
2599 } else {
2600 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2601 while (*WGL_Extensions != 0x00) {
2602 const char *Start;
2603 char ThisExtn[256];
2605 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2606 Start = WGL_Extensions;
2607 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2608 WGL_Extensions++;
2611 len = WGL_Extensions - Start;
2612 if (len == 0 || len >= sizeof(ThisExtn))
2613 continue;
2615 memcpy(ThisExtn, Start, len);
2616 ThisExtn[len] = '\0';
2617 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2619 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2620 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2621 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2623 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2624 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2625 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2631 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2632 init_driver_info(driver_info, card_vendor, device);
2633 add_gl_compat_wrappers(gl_info);
2635 return TRUE;
2638 /**********************************************************
2639 * IWineD3D implementation follows
2640 **********************************************************/
2642 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2643 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2645 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2647 return This->adapter_count;
2650 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2652 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2654 return WINED3D_OK;
2657 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2658 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2660 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2662 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2663 return NULL;
2666 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2669 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2670 of the same bpp but different resolutions */
2672 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2673 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2674 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2675 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2677 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2678 return 0;
2681 /* TODO: Store modes per adapter and read it from the adapter structure */
2682 if (Adapter == 0) { /* Display */
2683 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2684 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2685 unsigned int i = 0;
2686 unsigned int j = 0;
2687 DEVMODEW mode;
2689 memset(&mode, 0, sizeof(mode));
2690 mode.dmSize = sizeof(mode);
2692 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2694 ++j;
2696 if (Format == WINED3DFMT_UNKNOWN)
2698 /* This is for D3D8, do not enumerate P8 here */
2699 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2701 else if (mode.dmBitsPerPel == format_bits)
2703 ++i;
2707 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2708 return i;
2709 } else {
2710 FIXME_(d3d_caps)("Adapter not primary display\n");
2712 return 0;
2715 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2716 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2717 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2718 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2720 /* Validate the parameters as much as possible */
2721 if (NULL == pMode ||
2722 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2723 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2724 return WINED3DERR_INVALIDCALL;
2727 /* TODO: Store modes per adapter and read it from the adapter structure */
2728 if (Adapter == 0)
2730 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2731 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2732 DEVMODEW DevModeW;
2733 int ModeIdx = 0;
2734 UINT i = 0;
2735 int j = 0;
2737 ZeroMemory(&DevModeW, sizeof(DevModeW));
2738 DevModeW.dmSize = sizeof(DevModeW);
2740 /* If we are filtering to a specific format (D3D9), then need to skip
2741 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2742 just count through the ones with valid bit depths */
2743 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2745 if (Format == WINED3DFMT_UNKNOWN)
2747 /* This is for D3D8, do not enumerate P8 here */
2748 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2750 else if (DevModeW.dmBitsPerPel == format_bits)
2752 ++i;
2756 if (i == 0) {
2757 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2758 return WINED3DERR_INVALIDCALL;
2760 ModeIdx = j - 1;
2762 /* Now get the display mode via the calculated index */
2763 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2764 pMode->Width = DevModeW.dmPelsWidth;
2765 pMode->Height = DevModeW.dmPelsHeight;
2766 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2767 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2768 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2770 if (Format == WINED3DFMT_UNKNOWN) {
2771 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2772 } else {
2773 pMode->Format = Format;
2775 } else {
2776 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2777 return WINED3DERR_INVALIDCALL;
2780 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2781 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2782 DevModeW.dmBitsPerPel);
2785 else
2787 FIXME_(d3d_caps)("Adapter not primary display\n");
2790 return WINED3D_OK;
2793 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2795 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2797 if (NULL == pMode ||
2798 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2799 return WINED3DERR_INVALIDCALL;
2802 if (Adapter == 0) { /* Display */
2803 int bpp = 0;
2804 DEVMODEW DevModeW;
2806 ZeroMemory(&DevModeW, sizeof(DevModeW));
2807 DevModeW.dmSize = sizeof(DevModeW);
2809 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2810 pMode->Width = DevModeW.dmPelsWidth;
2811 pMode->Height = DevModeW.dmPelsHeight;
2812 bpp = DevModeW.dmBitsPerPel;
2813 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2814 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2816 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2819 pMode->Format = pixelformat_for_depth(bpp);
2820 } else {
2821 FIXME_(d3d_caps)("Adapter not primary display\n");
2824 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2825 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2826 return WINED3D_OK;
2829 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2830 and fields being inserted in the middle, a new structure is used in place */
2831 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2832 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2833 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2834 struct wined3d_adapter *adapter;
2835 size_t len;
2837 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2839 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2840 return WINED3DERR_INVALIDCALL;
2843 adapter = &This->adapters[Adapter];
2845 /* Return the information requested */
2846 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2848 if (pIdentifier->driver_size)
2850 const char *name = adapter->driver_info.name;
2851 len = min(strlen(name), pIdentifier->driver_size - 1);
2852 memcpy(pIdentifier->driver, name, len);
2853 pIdentifier->driver[len] = '\0';
2856 if (pIdentifier->description_size)
2858 const char *description = adapter->driver_info.description;
2859 len = min(strlen(description), pIdentifier->description_size - 1);
2860 memcpy(pIdentifier->description, description, len);
2861 pIdentifier->description[len] = '\0';
2864 /* Note that d3d8 doesn't supply a device name. */
2865 if (pIdentifier->device_name_size)
2867 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2869 len = strlen(device_name);
2870 if (len >= pIdentifier->device_name_size)
2872 ERR("Device name size too small.\n");
2873 return WINED3DERR_INVALIDCALL;
2876 memcpy(pIdentifier->device_name, device_name, len);
2877 pIdentifier->device_name[len] = '\0';
2880 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2881 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2882 pIdentifier->vendor_id = adapter->driver_info.vendor;
2883 pIdentifier->device_id = adapter->driver_info.device;
2884 pIdentifier->subsystem_id = 0;
2885 pIdentifier->revision = 0;
2886 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2887 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2888 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2889 pIdentifier->video_memory = adapter->TextureRam;
2891 return WINED3D_OK;
2894 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2895 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2897 short redSize, greenSize, blueSize, alphaSize, colorBits;
2899 if(!cfg)
2900 return FALSE;
2902 /* Float formats need FBOs. If FBOs are used this function isn't called */
2903 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2905 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2906 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2908 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2909 return FALSE;
2912 if(cfg->redSize < redSize)
2913 return FALSE;
2915 if(cfg->greenSize < greenSize)
2916 return FALSE;
2918 if(cfg->blueSize < blueSize)
2919 return FALSE;
2921 if(cfg->alphaSize < alphaSize)
2922 return FALSE;
2924 return TRUE;
2927 /* Probably a RGBA_float or color index mode */
2928 return FALSE;
2931 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2932 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2934 short depthSize, stencilSize;
2935 BOOL lockable = FALSE;
2937 if(!cfg)
2938 return FALSE;
2940 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2942 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2943 return FALSE;
2946 /* Float formats need FBOs. If FBOs are used this function isn't called */
2947 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2949 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2950 lockable = TRUE;
2952 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2953 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2954 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2955 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2956 return FALSE;
2958 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2959 * allow more stencil bits than requested. */
2960 if(cfg->stencilSize < stencilSize)
2961 return FALSE;
2963 return TRUE;
2966 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2967 WINED3DFORMAT AdapterFormat,
2968 WINED3DFORMAT RenderTargetFormat,
2969 WINED3DFORMAT DepthStencilFormat) {
2970 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2971 int nCfgs;
2972 const WineD3D_PixelFormat *cfgs;
2973 const struct wined3d_adapter *adapter;
2974 const struct wined3d_format_desc *rt_format_desc;
2975 const struct wined3d_format_desc *ds_format_desc;
2976 int it;
2978 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2979 This, Adapter,
2980 DeviceType, debug_d3ddevicetype(DeviceType),
2981 AdapterFormat, debug_d3dformat(AdapterFormat),
2982 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2983 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2985 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2986 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2987 return WINED3DERR_INVALIDCALL;
2990 adapter = &This->adapters[Adapter];
2991 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2992 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2993 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2995 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
2996 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
2997 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2998 return WINED3D_OK;
3001 else
3003 cfgs = adapter->cfgs;
3004 nCfgs = adapter->nCfgs;
3005 for (it = 0; it < nCfgs; ++it) {
3006 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3008 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3010 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3011 return WINED3D_OK;
3016 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3018 return WINED3DERR_NOTAVAILABLE;
3021 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3022 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3024 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3025 const struct wined3d_format_desc *glDesc;
3026 const struct wined3d_adapter *adapter;
3028 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3029 This,
3030 Adapter,
3031 DeviceType, debug_d3ddevicetype(DeviceType),
3032 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3033 Windowed,
3034 MultiSampleType,
3035 pQualityLevels);
3037 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3038 return WINED3DERR_INVALIDCALL;
3041 /* TODO: handle Windowed, add more quality levels */
3043 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3044 if(pQualityLevels) *pQualityLevels = 1;
3045 return WINED3D_OK;
3048 /* By default multisampling is disabled right now as it causes issues
3049 * on some Nvidia driver versions and it doesn't work well in combination
3050 * with FBOs yet. */
3051 if(!wined3d_settings.allow_multisampling)
3052 return WINED3DERR_NOTAVAILABLE;
3054 adapter = &This->adapters[Adapter];
3055 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3056 if (!glDesc) return WINED3DERR_INVALIDCALL;
3058 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3059 int i, nCfgs;
3060 const WineD3D_PixelFormat *cfgs;
3062 cfgs = adapter->cfgs;
3063 nCfgs = adapter->nCfgs;
3064 for(i=0; i<nCfgs; i++) {
3065 if(cfgs[i].numSamples != MultiSampleType)
3066 continue;
3068 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3069 continue;
3071 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3073 if(pQualityLevels)
3074 *pQualityLevels = 1; /* Guess at a value! */
3075 return WINED3D_OK;
3078 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3079 short redSize, greenSize, blueSize, alphaSize, colorBits;
3080 int i, nCfgs;
3081 const WineD3D_PixelFormat *cfgs;
3083 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3085 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3086 return WINED3DERR_NOTAVAILABLE;
3089 cfgs = adapter->cfgs;
3090 nCfgs = adapter->nCfgs;
3091 for(i=0; i<nCfgs; i++) {
3092 if(cfgs[i].numSamples != MultiSampleType)
3093 continue;
3094 if(cfgs[i].redSize != redSize)
3095 continue;
3096 if(cfgs[i].greenSize != greenSize)
3097 continue;
3098 if(cfgs[i].blueSize != blueSize)
3099 continue;
3100 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3101 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3102 continue;
3103 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3104 continue;
3106 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3108 if(pQualityLevels)
3109 *pQualityLevels = 1; /* Guess at a value! */
3110 return WINED3D_OK;
3113 return WINED3DERR_NOTAVAILABLE;
3116 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3117 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3119 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3120 UINT nmodes;
3122 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3123 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3124 debug_d3dformat(BackBufferFormat), Windowed);
3126 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3127 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3128 return WINED3DERR_INVALIDCALL;
3131 /* The task of this function is to check whether a certain display / backbuffer format
3132 * combination is available on the given adapter. In fullscreen mode microsoft specified
3133 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3134 * and display format should match exactly.
3135 * In windowed mode format conversion can occur and this depends on the driver. When format
3136 * conversion is done, this function should nevertheless fail and applications need to use
3137 * CheckDeviceFormatConversion.
3138 * At the moment we assume that fullscreen and windowed have the same capabilities */
3140 /* There are only 4 display formats */
3141 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3142 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3143 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3144 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3146 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3147 return WINED3DERR_NOTAVAILABLE;
3150 /* If the requested DisplayFormat is not available, don't continue */
3151 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3152 if(!nmodes) {
3153 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3154 return WINED3DERR_NOTAVAILABLE;
3157 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3158 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3159 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3160 return WINED3DERR_NOTAVAILABLE;
3163 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3164 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3166 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3167 return WINED3DERR_NOTAVAILABLE;
3170 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3171 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3172 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3174 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3175 return WINED3DERR_NOTAVAILABLE;
3178 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3179 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3180 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3182 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3183 return WINED3DERR_NOTAVAILABLE;
3186 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3187 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3188 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3190 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3191 return WINED3DERR_NOTAVAILABLE;
3194 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3195 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3196 if(FAILED(hr))
3197 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3199 return hr;
3203 /* Check if we support bumpmapping for a format */
3204 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
3205 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3207 switch(format_desc->format)
3209 case WINED3DFMT_R8G8_SNORM:
3210 case WINED3DFMT_R16G16_SNORM:
3211 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3212 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3213 case WINED3DFMT_R8G8B8A8_SNORM:
3214 /* Ask the fixed function pipeline implementation if it can deal
3215 * with the conversion. If we've got a GL extension giving native
3216 * support this will be an identity conversion. */
3217 if (adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3219 TRACE_(d3d_caps)("[OK]\n");
3220 return TRUE;
3222 TRACE_(d3d_caps)("[FAILED]\n");
3223 return FALSE;
3225 default:
3226 TRACE_(d3d_caps)("[FAILED]\n");
3227 return FALSE;
3231 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3232 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3233 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3235 int it=0;
3237 /* Only allow depth/stencil formats */
3238 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3240 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3242 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3243 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3245 else
3247 /* Walk through all WGL pixel formats to find a match */
3248 for (it = 0; it < adapter->nCfgs; ++it)
3250 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3251 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3253 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3255 return TRUE;
3261 return FALSE;
3264 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3266 /* The flags entry of a format contains the filtering capability */
3267 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3269 return FALSE;
3272 /* Check the render target capabilities of a format */
3273 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3274 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3276 /* Filter out non-RT formats */
3277 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3278 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3279 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3280 int it;
3281 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3282 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3284 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3285 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3287 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3288 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3289 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3290 TRACE_(d3d_caps)("[FAILED]\n");
3291 return FALSE;
3294 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3295 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3296 for (it = 0; it < adapter->nCfgs; ++it)
3298 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3299 &cfgs[it], check_format_desc))
3301 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3302 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3303 return TRUE;
3307 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3309 /* For now return TRUE for FBOs until we have some proper checks.
3310 * Note that this function will only be called when the format is around for texturing. */
3311 return TRUE;
3313 return FALSE;
3316 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3318 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3320 /* Check for supported sRGB formats (Texture loading and framebuffer) */
3321 if (!gl_info->supported[EXT_TEXTURE_SRGB])
3323 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
3324 return FALSE;
3327 switch (format_desc->format)
3329 case WINED3DFMT_B8G8R8A8_UNORM:
3330 case WINED3DFMT_B8G8R8X8_UNORM:
3331 case WINED3DFMT_B4G4R4A4_UNORM:
3332 case WINED3DFMT_L8_UNORM:
3333 case WINED3DFMT_L8A8_UNORM:
3334 case WINED3DFMT_DXT1:
3335 case WINED3DFMT_DXT2:
3336 case WINED3DFMT_DXT3:
3337 case WINED3DFMT_DXT4:
3338 case WINED3DFMT_DXT5:
3339 TRACE_(d3d_caps)("[OK]\n");
3340 return TRUE;
3342 default:
3343 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
3344 return FALSE;
3346 return FALSE;
3349 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
3350 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3352 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3353 * doing the color fixup in shaders.
3354 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3355 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
3357 int vs_selected_mode;
3358 int ps_selected_mode;
3359 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3361 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3362 TRACE_(d3d_caps)("[OK]\n");
3363 return TRUE;
3367 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3368 return FALSE;
3371 /* Check if a format support blending in combination with pixel shaders */
3372 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3373 const struct wined3d_format_desc *format_desc)
3375 /* The flags entry of a format contains the post pixel shader blending capability */
3376 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3378 return FALSE;
3381 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3383 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3384 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3385 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3386 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3387 * capability anyway.
3389 * For now lets report this on all formats, but in the future we may want to
3390 * restrict it to some should games need that
3392 return TRUE;
3395 /* Check if a texture format is supported on the given adapter */
3396 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3397 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3399 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3401 switch (format_desc->format)
3403 /*****
3404 * supported: RGB(A) formats
3406 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3407 case WINED3DFMT_B8G8R8A8_UNORM:
3408 case WINED3DFMT_B8G8R8X8_UNORM:
3409 case WINED3DFMT_B5G6R5_UNORM:
3410 case WINED3DFMT_B5G5R5X1_UNORM:
3411 case WINED3DFMT_B5G5R5A1_UNORM:
3412 case WINED3DFMT_B4G4R4A4_UNORM:
3413 case WINED3DFMT_A8_UNORM:
3414 case WINED3DFMT_B4G4R4X4_UNORM:
3415 case WINED3DFMT_R8G8B8A8_UNORM:
3416 case WINED3DFMT_R8G8B8X8_UNORM:
3417 case WINED3DFMT_B10G10R10A2_UNORM:
3418 case WINED3DFMT_R10G10B10A2_UNORM:
3419 case WINED3DFMT_R16G16_UNORM:
3420 TRACE_(d3d_caps)("[OK]\n");
3421 return TRUE;
3423 case WINED3DFMT_B2G3R3_UNORM:
3424 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3425 return FALSE;
3427 /*****
3428 * Not supported: Palettized
3429 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3430 * Since it is not widely available, don't offer it. Further no Windows driver offers
3431 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3433 case WINED3DFMT_P8_UINT:
3434 case WINED3DFMT_P8_UINT_A8_UNORM:
3435 return FALSE;
3437 /*****
3438 * Supported: (Alpha)-Luminance
3440 case WINED3DFMT_L8_UNORM:
3441 case WINED3DFMT_L8A8_UNORM:
3442 case WINED3DFMT_L16_UNORM:
3443 TRACE_(d3d_caps)("[OK]\n");
3444 return TRUE;
3446 /* Not supported on Windows, thus disabled */
3447 case WINED3DFMT_L4A4_UNORM:
3448 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3449 return FALSE;
3451 /*****
3452 * Supported: Depth/Stencil formats
3454 case WINED3DFMT_D16_LOCKABLE:
3455 case WINED3DFMT_D16_UNORM:
3456 case WINED3DFMT_S1_UINT_D15_UNORM:
3457 case WINED3DFMT_X8D24_UNORM:
3458 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3459 case WINED3DFMT_D24_UNORM_S8_UINT:
3460 case WINED3DFMT_S8_UINT_D24_FLOAT:
3461 case WINED3DFMT_D32_UNORM:
3462 case WINED3DFMT_D32_FLOAT:
3463 return TRUE;
3465 /*****
3466 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3467 * GL_NV_texture_shader). Emulated by shaders
3469 case WINED3DFMT_R8G8_SNORM:
3470 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3471 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3472 case WINED3DFMT_R8G8B8A8_SNORM:
3473 case WINED3DFMT_R16G16_SNORM:
3474 /* Ask the shader backend if it can deal with the conversion. If
3475 * we've got a GL extension giving native support this will be an
3476 * identity conversion. */
3477 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3479 TRACE_(d3d_caps)("[OK]\n");
3480 return TRUE;
3482 TRACE_(d3d_caps)("[FAILED]\n");
3483 return FALSE;
3485 case WINED3DFMT_DXT1:
3486 case WINED3DFMT_DXT2:
3487 case WINED3DFMT_DXT3:
3488 case WINED3DFMT_DXT4:
3489 case WINED3DFMT_DXT5:
3490 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3492 TRACE_(d3d_caps)("[OK]\n");
3493 return TRUE;
3495 TRACE_(d3d_caps)("[FAILED]\n");
3496 return FALSE;
3499 /*****
3500 * Odd formats - not supported
3502 case WINED3DFMT_VERTEXDATA:
3503 case WINED3DFMT_R16_UINT:
3504 case WINED3DFMT_R32_UINT:
3505 case WINED3DFMT_R16G16B16A16_SNORM:
3506 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3507 case WINED3DFMT_R10G11B11_SNORM:
3508 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3509 return FALSE;
3511 /*****
3512 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3514 case WINED3DFMT_R8G8_SNORM_Cx:
3515 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3516 return FALSE;
3518 /* YUV formats */
3519 case WINED3DFMT_UYVY:
3520 case WINED3DFMT_YUY2:
3521 if (gl_info->supported[APPLE_YCBCR_422])
3523 TRACE_(d3d_caps)("[OK]\n");
3524 return TRUE;
3526 TRACE_(d3d_caps)("[FAILED]\n");
3527 return FALSE;
3528 case WINED3DFMT_YV12:
3529 TRACE_(d3d_caps)("[FAILED]\n");
3530 return FALSE;
3532 /* Not supported */
3533 case WINED3DFMT_R16G16B16A16_UNORM:
3534 case WINED3DFMT_B2G3R3A8_UNORM:
3535 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3536 return FALSE;
3538 /* Floating point formats */
3539 case WINED3DFMT_R16_FLOAT:
3540 case WINED3DFMT_R16G16_FLOAT:
3541 case WINED3DFMT_R16G16B16A16_FLOAT:
3542 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3544 TRACE_(d3d_caps)("[OK]\n");
3545 return TRUE;
3547 TRACE_(d3d_caps)("[FAILED]\n");
3548 return FALSE;
3550 case WINED3DFMT_R32_FLOAT:
3551 case WINED3DFMT_R32G32_FLOAT:
3552 case WINED3DFMT_R32G32B32A32_FLOAT:
3553 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3555 TRACE_(d3d_caps)("[OK]\n");
3556 return TRUE;
3558 TRACE_(d3d_caps)("[FAILED]\n");
3559 return FALSE;
3561 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3562 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3563 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3564 * We can do instancing with all shader versions, but we need vertex shaders.
3566 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3567 * to enable instancing. WineD3D doesn't need that and just ignores it.
3569 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3571 case WINED3DFMT_INST:
3572 TRACE("ATI Instancing check hack\n");
3573 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3575 TRACE_(d3d_caps)("[OK]\n");
3576 return TRUE;
3578 TRACE_(d3d_caps)("[FAILED]\n");
3579 return FALSE;
3581 /* Some weird FOURCC formats */
3582 case WINED3DFMT_R8G8_B8G8:
3583 case WINED3DFMT_G8R8_G8B8:
3584 case WINED3DFMT_MULTI2_ARGB8:
3585 TRACE_(d3d_caps)("[FAILED]\n");
3586 return FALSE;
3588 /* Vendor specific formats */
3589 case WINED3DFMT_ATI2N:
3590 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3591 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3593 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3594 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3596 TRACE_(d3d_caps)("[OK]\n");
3597 return TRUE;
3600 TRACE_(d3d_caps)("[OK]\n");
3601 return TRUE;
3603 TRACE_(d3d_caps)("[FAILED]\n");
3604 return FALSE;
3606 case WINED3DFMT_NVHU:
3607 case WINED3DFMT_NVHS:
3608 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3609 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3610 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3611 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3612 * Applications have to deal with not having NVHS and NVHU.
3614 TRACE_(d3d_caps)("[FAILED]\n");
3615 return FALSE;
3617 case WINED3DFMT_UNKNOWN:
3618 return FALSE;
3620 default:
3621 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3622 break;
3624 return FALSE;
3627 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3628 const struct wined3d_format_desc *adapter_format_desc,
3629 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *check_format_desc,
3630 WINED3DSURFTYPE SurfaceType)
3632 if(SurfaceType == SURFACE_GDI) {
3633 switch(check_format_desc->format)
3635 case WINED3DFMT_B8G8R8_UNORM:
3636 case WINED3DFMT_B8G8R8A8_UNORM:
3637 case WINED3DFMT_B8G8R8X8_UNORM:
3638 case WINED3DFMT_B5G6R5_UNORM:
3639 case WINED3DFMT_B5G5R5X1_UNORM:
3640 case WINED3DFMT_B5G5R5A1_UNORM:
3641 case WINED3DFMT_B4G4R4A4_UNORM:
3642 case WINED3DFMT_B2G3R3_UNORM:
3643 case WINED3DFMT_A8_UNORM:
3644 case WINED3DFMT_B2G3R3A8_UNORM:
3645 case WINED3DFMT_B4G4R4X4_UNORM:
3646 case WINED3DFMT_R10G10B10A2_UNORM:
3647 case WINED3DFMT_R8G8B8A8_UNORM:
3648 case WINED3DFMT_R8G8B8X8_UNORM:
3649 case WINED3DFMT_R16G16_UNORM:
3650 case WINED3DFMT_B10G10R10A2_UNORM:
3651 case WINED3DFMT_R16G16B16A16_UNORM:
3652 case WINED3DFMT_P8_UINT:
3653 TRACE_(d3d_caps)("[OK]\n");
3654 return TRUE;
3655 default:
3656 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3657 return FALSE;
3661 /* All format that are supported for textures are supported for surfaces as well */
3662 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3663 /* All depth stencil formats are supported on surfaces */
3664 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3666 /* If opengl can't process the format natively, the blitter may be able to convert it */
3667 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3668 NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3669 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3671 TRACE_(d3d_caps)("[OK]\n");
3672 return TRUE;
3675 /* Reject other formats */
3676 TRACE_(d3d_caps)("[FAILED]\n");
3677 return FALSE;
3680 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3681 const struct wined3d_format_desc *format_desc)
3683 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3685 if (!gl_info->limits.vertex_samplers)
3687 TRACE_(d3d_caps)("[FAILED]\n");
3688 return FALSE;
3691 switch (format_desc->format)
3693 case WINED3DFMT_R32G32B32A32_FLOAT:
3694 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3696 TRACE_(d3d_caps)("[FAILED]\n");
3697 return FALSE;
3699 TRACE_(d3d_caps)("[OK]\n");
3700 return TRUE;
3702 default:
3703 TRACE_(d3d_caps)("[FAILED]\n");
3704 return FALSE;
3706 return FALSE;
3709 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3710 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3711 WINED3DSURFTYPE SurfaceType)
3713 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3714 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3715 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3716 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3717 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3718 DWORD UsageCaps = 0;
3720 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3721 This,
3722 Adapter,
3723 DeviceType, debug_d3ddevicetype(DeviceType),
3724 AdapterFormat, debug_d3dformat(AdapterFormat),
3725 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3726 RType, debug_d3dresourcetype(RType),
3727 CheckFormat, debug_d3dformat(CheckFormat));
3729 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3730 return WINED3DERR_INVALIDCALL;
3733 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3735 if(SurfaceType != SURFACE_OPENGL) {
3736 TRACE("[FAILED]\n");
3737 return WINED3DERR_NOTAVAILABLE;
3740 /* Cubetexture allows:
3741 * - D3DUSAGE_AUTOGENMIPMAP
3742 * - D3DUSAGE_DEPTHSTENCIL
3743 * - D3DUSAGE_DYNAMIC
3744 * - D3DUSAGE_NONSECURE (d3d9ex)
3745 * - D3DUSAGE_RENDERTARGET
3746 * - D3DUSAGE_SOFTWAREPROCESSING
3747 * - D3DUSAGE_QUERY_WRAPANDMIP
3749 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3751 /* Check if the texture format is around */
3752 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3754 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3755 /* Check for automatic mipmap generation support */
3756 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3758 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3759 } else {
3760 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3761 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3765 /* Always report dynamic locking */
3766 if(Usage & WINED3DUSAGE_DYNAMIC)
3767 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3769 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3770 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3772 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3773 } else {
3774 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3775 return WINED3DERR_NOTAVAILABLE;
3779 /* Always report software processing */
3780 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3781 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3783 /* Check QUERY_FILTER support */
3784 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3785 if (CheckFilterCapability(adapter, format_desc))
3787 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3788 } else {
3789 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3790 return WINED3DERR_NOTAVAILABLE;
3794 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3795 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3796 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3798 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3799 } else {
3800 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3801 return WINED3DERR_NOTAVAILABLE;
3805 /* Check QUERY_SRGBREAD support */
3806 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3807 if (CheckSrgbReadCapability(adapter, format_desc))
3809 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3810 } else {
3811 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3812 return WINED3DERR_NOTAVAILABLE;
3816 /* Check QUERY_SRGBWRITE support */
3817 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3818 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3820 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3821 } else {
3822 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3823 return WINED3DERR_NOTAVAILABLE;
3827 /* Check QUERY_VERTEXTEXTURE support */
3828 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3829 if (CheckVertexTextureCapability(adapter, format_desc))
3831 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3832 } else {
3833 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3834 return WINED3DERR_NOTAVAILABLE;
3838 /* Check QUERY_WRAPANDMIP support */
3839 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3840 if (CheckWrapAndMipCapability(adapter, format_desc))
3842 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3843 } else {
3844 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3845 return WINED3DERR_NOTAVAILABLE;
3848 } else {
3849 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3850 return WINED3DERR_NOTAVAILABLE;
3852 } else {
3853 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3854 return WINED3DERR_NOTAVAILABLE;
3856 } else if(RType == WINED3DRTYPE_SURFACE) {
3857 /* Surface allows:
3858 * - D3DUSAGE_DEPTHSTENCIL
3859 * - D3DUSAGE_NONSECURE (d3d9ex)
3860 * - D3DUSAGE_RENDERTARGET
3863 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3865 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3866 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3868 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3869 } else {
3870 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3871 return WINED3DERR_NOTAVAILABLE;
3875 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3876 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3878 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3879 } else {
3880 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3881 return WINED3DERR_NOTAVAILABLE;
3885 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3886 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3887 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3889 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3890 } else {
3891 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3892 return WINED3DERR_NOTAVAILABLE;
3895 } else {
3896 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3897 return WINED3DERR_NOTAVAILABLE;
3900 } else if(RType == WINED3DRTYPE_TEXTURE) {
3901 /* Texture allows:
3902 * - D3DUSAGE_AUTOGENMIPMAP
3903 * - D3DUSAGE_DEPTHSTENCIL
3904 * - D3DUSAGE_DMAP
3905 * - D3DUSAGE_DYNAMIC
3906 * - D3DUSAGE_NONSECURE (d3d9ex)
3907 * - D3DUSAGE_RENDERTARGET
3908 * - D3DUSAGE_SOFTWAREPROCESSING
3909 * - D3DUSAGE_TEXTAPI (d3d9ex)
3910 * - D3DUSAGE_QUERY_WRAPANDMIP
3913 if(SurfaceType != SURFACE_OPENGL) {
3914 TRACE("[FAILED]\n");
3915 return WINED3DERR_NOTAVAILABLE;
3918 /* Check if the texture format is around */
3919 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3921 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3922 /* Check for automatic mipmap generation support */
3923 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3925 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3926 } else {
3927 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3928 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3932 /* Always report dynamic locking */
3933 if(Usage & WINED3DUSAGE_DYNAMIC)
3934 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3936 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3937 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3939 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3940 } else {
3941 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3942 return WINED3DERR_NOTAVAILABLE;
3946 /* Always report software processing */
3947 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3948 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3950 /* Check QUERY_FILTER support */
3951 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3952 if (CheckFilterCapability(adapter, format_desc))
3954 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3955 } else {
3956 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3957 return WINED3DERR_NOTAVAILABLE;
3961 /* Check QUERY_LEGACYBUMPMAP support */
3962 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3963 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3965 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3966 } else {
3967 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3968 return WINED3DERR_NOTAVAILABLE;
3972 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3973 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3974 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3976 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3977 } else {
3978 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3979 return WINED3DERR_NOTAVAILABLE;
3983 /* Check QUERY_SRGBREAD support */
3984 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3985 if (CheckSrgbReadCapability(adapter, format_desc))
3987 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3988 } else {
3989 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3990 return WINED3DERR_NOTAVAILABLE;
3994 /* Check QUERY_SRGBWRITE support */
3995 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3996 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3998 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3999 } else {
4000 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4001 return WINED3DERR_NOTAVAILABLE;
4005 /* Check QUERY_VERTEXTEXTURE support */
4006 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4007 if (CheckVertexTextureCapability(adapter, format_desc))
4009 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4010 } else {
4011 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4012 return WINED3DERR_NOTAVAILABLE;
4016 /* Check QUERY_WRAPANDMIP support */
4017 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4018 if (CheckWrapAndMipCapability(adapter, format_desc))
4020 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4021 } else {
4022 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4023 return WINED3DERR_NOTAVAILABLE;
4027 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
4028 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
4030 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4031 } else {
4032 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4033 return WINED3DERR_NOTAVAILABLE;
4036 } else {
4037 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
4038 return WINED3DERR_NOTAVAILABLE;
4040 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
4041 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
4042 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
4044 * Volumetexture allows:
4045 * - D3DUSAGE_DYNAMIC
4046 * - D3DUSAGE_NONSECURE (d3d9ex)
4047 * - D3DUSAGE_SOFTWAREPROCESSING
4048 * - D3DUSAGE_QUERY_WRAPANDMIP
4051 if(SurfaceType != SURFACE_OPENGL) {
4052 TRACE("[FAILED]\n");
4053 return WINED3DERR_NOTAVAILABLE;
4056 /* Check volume texture and volume usage caps */
4057 if (gl_info->supported[EXT_TEXTURE3D])
4059 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
4061 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4062 return WINED3DERR_NOTAVAILABLE;
4065 /* Always report dynamic locking */
4066 if(Usage & WINED3DUSAGE_DYNAMIC)
4067 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4069 /* Always report software processing */
4070 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4071 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4073 /* Check QUERY_FILTER support */
4074 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
4075 if (CheckFilterCapability(adapter, format_desc))
4077 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4078 } else {
4079 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4080 return WINED3DERR_NOTAVAILABLE;
4084 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
4085 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
4086 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4088 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4089 } else {
4090 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4091 return WINED3DERR_NOTAVAILABLE;
4095 /* Check QUERY_SRGBREAD support */
4096 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
4097 if (CheckSrgbReadCapability(adapter, format_desc))
4099 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4100 } else {
4101 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4102 return WINED3DERR_NOTAVAILABLE;
4106 /* Check QUERY_SRGBWRITE support */
4107 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
4108 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
4110 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4111 } else {
4112 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4113 return WINED3DERR_NOTAVAILABLE;
4117 /* Check QUERY_VERTEXTEXTURE support */
4118 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4119 if (CheckVertexTextureCapability(adapter, format_desc))
4121 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4122 } else {
4123 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4124 return WINED3DERR_NOTAVAILABLE;
4128 /* Check QUERY_WRAPANDMIP support */
4129 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4130 if (CheckWrapAndMipCapability(adapter, format_desc))
4132 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4133 } else {
4134 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4135 return WINED3DERR_NOTAVAILABLE;
4138 } else {
4139 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4140 return WINED3DERR_NOTAVAILABLE;
4143 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
4144 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
4145 * app needing one of those formats, don't advertize them to avoid leading apps into
4146 * temptation. The windows drivers don't support most of those formats on volumes anyway,
4147 * except of R32F.
4149 switch(CheckFormat) {
4150 case WINED3DFMT_P8_UINT:
4151 case WINED3DFMT_L4A4_UNORM:
4152 case WINED3DFMT_R32_FLOAT:
4153 case WINED3DFMT_R16_FLOAT:
4154 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4155 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4156 case WINED3DFMT_R16G16_UNORM:
4157 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4158 return WINED3DERR_NOTAVAILABLE;
4160 case WINED3DFMT_R8G8B8A8_SNORM:
4161 case WINED3DFMT_R16G16_SNORM:
4162 if (!gl_info->supported[NV_TEXTURE_SHADER])
4164 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4165 return WINED3DERR_NOTAVAILABLE;
4167 break;
4169 case WINED3DFMT_R8G8_SNORM:
4170 if (!gl_info->supported[NV_TEXTURE_SHADER])
4172 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4173 return WINED3DERR_NOTAVAILABLE;
4175 break;
4177 case WINED3DFMT_DXT1:
4178 case WINED3DFMT_DXT2:
4179 case WINED3DFMT_DXT3:
4180 case WINED3DFMT_DXT4:
4181 case WINED3DFMT_DXT5:
4182 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
4183 * compressed texture results in an error. While the D3D refrast does
4184 * support s3tc volumes, at least the nvidia windows driver does not, so
4185 * we're free not to support this format.
4187 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4188 return WINED3DERR_NOTAVAILABLE;
4190 default:
4191 /* Do nothing, continue with checking the format below */
4192 break;
4194 } else if(RType == WINED3DRTYPE_BUFFER){
4195 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
4196 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
4197 return WINED3DERR_NOTAVAILABLE;
4200 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
4201 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
4202 * usage flags match. */
4203 if(UsageCaps == Usage) {
4204 return WINED3D_OK;
4205 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
4206 return WINED3DOK_NOAUTOGEN;
4207 } else {
4208 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);
4209 return WINED3DERR_NOTAVAILABLE;
4213 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4214 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4216 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4217 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4218 debug_d3dformat(dst_format));
4220 return WINED3D_OK;
4223 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4224 subset of a D3DCAPS9 structure. However, it has to come via a void *
4225 as the d3d8 interface cannot import the d3d9 header */
4226 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4228 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4229 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4230 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4231 int vs_selected_mode;
4232 int ps_selected_mode;
4233 struct shader_caps shader_caps;
4234 struct fragment_caps fragment_caps;
4235 DWORD ckey_caps, blit_caps, fx_caps;
4237 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4239 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4240 return WINED3DERR_INVALIDCALL;
4243 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4245 /* ------------------------------------------------
4246 The following fields apply to both d3d8 and d3d9
4247 ------------------------------------------------ */
4248 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4249 pCaps->AdapterOrdinal = Adapter;
4251 pCaps->Caps = 0;
4252 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4253 WINED3DCAPS2_FULLSCREENGAMMA |
4254 WINED3DCAPS2_DYNAMICTEXTURES;
4255 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4257 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4260 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4261 WINED3DCAPS3_COPY_TO_VIDMEM |
4262 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4264 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4265 WINED3DPRESENT_INTERVAL_ONE;
4267 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4268 WINED3DCURSORCAPS_LOWRES;
4270 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4271 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4272 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4273 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4274 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4275 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4276 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4277 WINED3DDEVCAPS_PUREDEVICE |
4278 WINED3DDEVCAPS_HWRASTERIZATION |
4279 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4280 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4281 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4282 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4283 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4284 WINED3DDEVCAPS_RTPATCHES;
4286 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4287 WINED3DPMISCCAPS_CULLCCW |
4288 WINED3DPMISCCAPS_CULLCW |
4289 WINED3DPMISCCAPS_COLORWRITEENABLE |
4290 WINED3DPMISCCAPS_CLIPTLVERTS |
4291 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4292 WINED3DPMISCCAPS_MASKZ |
4293 WINED3DPMISCCAPS_BLENDOP |
4294 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4295 /* TODO:
4296 WINED3DPMISCCAPS_NULLREFERENCE
4297 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4298 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4299 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4301 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4302 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4303 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4304 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4306 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4307 WINED3DPRASTERCAPS_PAT |
4308 WINED3DPRASTERCAPS_WFOG |
4309 WINED3DPRASTERCAPS_ZFOG |
4310 WINED3DPRASTERCAPS_FOGVERTEX |
4311 WINED3DPRASTERCAPS_FOGTABLE |
4312 WINED3DPRASTERCAPS_STIPPLE |
4313 WINED3DPRASTERCAPS_SUBPIXEL |
4314 WINED3DPRASTERCAPS_ZTEST |
4315 WINED3DPRASTERCAPS_SCISSORTEST |
4316 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4317 WINED3DPRASTERCAPS_DEPTHBIAS;
4319 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4321 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4322 WINED3DPRASTERCAPS_ZBIAS |
4323 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4325 if (gl_info->supported[NV_FOG_DISTANCE])
4327 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4329 /* FIXME Add:
4330 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4331 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4332 WINED3DPRASTERCAPS_ANTIALIASEDGES
4333 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4334 WINED3DPRASTERCAPS_WBUFFER */
4336 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4337 WINED3DPCMPCAPS_EQUAL |
4338 WINED3DPCMPCAPS_GREATER |
4339 WINED3DPCMPCAPS_GREATEREQUAL |
4340 WINED3DPCMPCAPS_LESS |
4341 WINED3DPCMPCAPS_LESSEQUAL |
4342 WINED3DPCMPCAPS_NEVER |
4343 WINED3DPCMPCAPS_NOTEQUAL;
4345 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4346 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4347 WINED3DPBLENDCAPS_DESTALPHA |
4348 WINED3DPBLENDCAPS_DESTCOLOR |
4349 WINED3DPBLENDCAPS_INVDESTALPHA |
4350 WINED3DPBLENDCAPS_INVDESTCOLOR |
4351 WINED3DPBLENDCAPS_INVSRCALPHA |
4352 WINED3DPBLENDCAPS_INVSRCCOLOR |
4353 WINED3DPBLENDCAPS_ONE |
4354 WINED3DPBLENDCAPS_SRCALPHA |
4355 WINED3DPBLENDCAPS_SRCALPHASAT |
4356 WINED3DPBLENDCAPS_SRCCOLOR |
4357 WINED3DPBLENDCAPS_ZERO;
4359 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4360 WINED3DPBLENDCAPS_DESTCOLOR |
4361 WINED3DPBLENDCAPS_INVDESTALPHA |
4362 WINED3DPBLENDCAPS_INVDESTCOLOR |
4363 WINED3DPBLENDCAPS_INVSRCALPHA |
4364 WINED3DPBLENDCAPS_INVSRCCOLOR |
4365 WINED3DPBLENDCAPS_ONE |
4366 WINED3DPBLENDCAPS_SRCALPHA |
4367 WINED3DPBLENDCAPS_SRCCOLOR |
4368 WINED3DPBLENDCAPS_ZERO;
4369 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4370 * according to the glBlendFunc manpage
4372 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4373 * legacy settings for srcblend only
4376 if (gl_info->supported[EXT_BLEND_COLOR])
4378 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4379 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4383 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4384 WINED3DPCMPCAPS_EQUAL |
4385 WINED3DPCMPCAPS_GREATER |
4386 WINED3DPCMPCAPS_GREATEREQUAL |
4387 WINED3DPCMPCAPS_LESS |
4388 WINED3DPCMPCAPS_LESSEQUAL |
4389 WINED3DPCMPCAPS_NEVER |
4390 WINED3DPCMPCAPS_NOTEQUAL;
4392 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4393 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4394 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4395 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4396 WINED3DPSHADECAPS_COLORFLATRGB |
4397 WINED3DPSHADECAPS_FOGFLAT |
4398 WINED3DPSHADECAPS_FOGGOURAUD |
4399 WINED3DPSHADECAPS_SPECULARFLATRGB;
4401 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4402 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4403 WINED3DPTEXTURECAPS_TRANSPARENCY |
4404 WINED3DPTEXTURECAPS_BORDER |
4405 WINED3DPTEXTURECAPS_MIPMAP |
4406 WINED3DPTEXTURECAPS_PROJECTED |
4407 WINED3DPTEXTURECAPS_PERSPECTIVE;
4409 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4411 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4412 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4415 if (gl_info->supported[EXT_TEXTURE3D])
4417 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4418 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4419 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4422 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4424 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4425 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4426 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4430 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4431 WINED3DPTFILTERCAPS_MAGFPOINT |
4432 WINED3DPTFILTERCAPS_MINFLINEAR |
4433 WINED3DPTFILTERCAPS_MINFPOINT |
4434 WINED3DPTFILTERCAPS_MIPFLINEAR |
4435 WINED3DPTFILTERCAPS_MIPFPOINT |
4436 WINED3DPTFILTERCAPS_LINEAR |
4437 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4438 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4439 WINED3DPTFILTERCAPS_MIPLINEAR |
4440 WINED3DPTFILTERCAPS_MIPNEAREST |
4441 WINED3DPTFILTERCAPS_NEAREST;
4443 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4445 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4446 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4449 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4451 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4452 WINED3DPTFILTERCAPS_MAGFPOINT |
4453 WINED3DPTFILTERCAPS_MINFLINEAR |
4454 WINED3DPTFILTERCAPS_MINFPOINT |
4455 WINED3DPTFILTERCAPS_MIPFLINEAR |
4456 WINED3DPTFILTERCAPS_MIPFPOINT |
4457 WINED3DPTFILTERCAPS_LINEAR |
4458 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4459 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4460 WINED3DPTFILTERCAPS_MIPLINEAR |
4461 WINED3DPTFILTERCAPS_MIPNEAREST |
4462 WINED3DPTFILTERCAPS_NEAREST;
4464 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4466 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4467 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4469 } else
4470 pCaps->CubeTextureFilterCaps = 0;
4472 if (gl_info->supported[EXT_TEXTURE3D])
4474 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4475 WINED3DPTFILTERCAPS_MAGFPOINT |
4476 WINED3DPTFILTERCAPS_MINFLINEAR |
4477 WINED3DPTFILTERCAPS_MINFPOINT |
4478 WINED3DPTFILTERCAPS_MIPFLINEAR |
4479 WINED3DPTFILTERCAPS_MIPFPOINT |
4480 WINED3DPTFILTERCAPS_LINEAR |
4481 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4482 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4483 WINED3DPTFILTERCAPS_MIPLINEAR |
4484 WINED3DPTFILTERCAPS_MIPNEAREST |
4485 WINED3DPTFILTERCAPS_NEAREST;
4486 } else
4487 pCaps->VolumeTextureFilterCaps = 0;
4489 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4490 WINED3DPTADDRESSCAPS_CLAMP |
4491 WINED3DPTADDRESSCAPS_WRAP;
4493 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4495 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4497 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4499 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4501 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4503 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4506 if (gl_info->supported[EXT_TEXTURE3D])
4508 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4509 WINED3DPTADDRESSCAPS_CLAMP |
4510 WINED3DPTADDRESSCAPS_WRAP;
4511 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4513 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4515 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4517 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4519 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4521 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4523 } else
4524 pCaps->VolumeTextureAddressCaps = 0;
4526 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4527 WINED3DLINECAPS_ZTEST |
4528 WINED3DLINECAPS_BLEND |
4529 WINED3DLINECAPS_ALPHACMP |
4530 WINED3DLINECAPS_FOG;
4531 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4532 * idea how generating the smoothing alpha values works; the result is different
4535 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4536 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4538 if (gl_info->supported[EXT_TEXTURE3D])
4539 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4540 else
4541 pCaps->MaxVolumeExtent = 0;
4543 pCaps->MaxTextureRepeat = 32768;
4544 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4545 pCaps->MaxVertexW = 1.0f;
4547 pCaps->GuardBandLeft = 0.0f;
4548 pCaps->GuardBandTop = 0.0f;
4549 pCaps->GuardBandRight = 0.0f;
4550 pCaps->GuardBandBottom = 0.0f;
4552 pCaps->ExtentsAdjust = 0.0f;
4554 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4555 WINED3DSTENCILCAPS_INCRSAT |
4556 WINED3DSTENCILCAPS_INVERT |
4557 WINED3DSTENCILCAPS_KEEP |
4558 WINED3DSTENCILCAPS_REPLACE |
4559 WINED3DSTENCILCAPS_ZERO;
4560 if (gl_info->supported[EXT_STENCIL_WRAP])
4562 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4563 WINED3DSTENCILCAPS_INCR;
4565 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4567 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4570 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4572 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4573 pCaps->MaxActiveLights = gl_info->limits.lights;
4575 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4576 pCaps->MaxVertexBlendMatrixIndex = 0;
4578 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4579 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4582 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4583 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4584 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4585 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4586 WINED3DVTXPCAPS_LOCALVIEWER |
4587 WINED3DVTXPCAPS_VERTEXFOG |
4588 WINED3DVTXPCAPS_TEXGEN;
4590 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4591 pCaps->MaxVertexIndex = 0xFFFFF;
4592 pCaps->MaxStreams = MAX_STREAMS;
4593 pCaps->MaxStreamStride = 1024;
4595 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4596 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4597 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4598 pCaps->MaxNpatchTessellationLevel = 0;
4599 pCaps->MasterAdapterOrdinal = 0;
4600 pCaps->AdapterOrdinalInGroup = 0;
4601 pCaps->NumberOfAdaptersInGroup = 1;
4603 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4605 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4606 WINED3DPTFILTERCAPS_MAGFPOINT |
4607 WINED3DPTFILTERCAPS_MINFLINEAR |
4608 WINED3DPTFILTERCAPS_MAGFLINEAR;
4609 pCaps->VertexTextureFilterCaps = 0;
4611 memset(&shader_caps, 0, sizeof(shader_caps));
4612 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4614 memset(&fragment_caps, 0, sizeof(fragment_caps));
4615 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4617 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4618 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4620 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4621 * Ignore shader model capabilities if disabled in config
4623 if(vs_selected_mode == SHADER_NONE) {
4624 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4625 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4626 pCaps->MaxVertexShaderConst = 0;
4627 } else {
4628 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4629 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4632 if(ps_selected_mode == SHADER_NONE) {
4633 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4634 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4635 pCaps->PixelShader1xMaxValue = 0.0f;
4636 } else {
4637 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4638 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4641 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4642 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4643 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4645 pCaps->VS20Caps = shader_caps.VS20Caps;
4646 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4647 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4648 pCaps->PS20Caps = shader_caps.PS20Caps;
4649 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4650 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4652 /* The following caps are shader specific, but they are things we cannot detect, or which
4653 * are the same among all shader models. So to avoid code duplication set the shader version
4654 * specific, but otherwise constant caps here
4656 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4657 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4658 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4659 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4660 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4661 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4662 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4664 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4665 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4667 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4669 pCaps->VS20Caps.Caps = 0;
4670 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4671 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4672 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4674 pCaps->MaxVShaderInstructionsExecuted = 65535;
4675 pCaps->MaxVertexShader30InstructionSlots = 0;
4676 } else { /* VS 1.x */
4677 pCaps->VS20Caps.Caps = 0;
4678 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4679 pCaps->VS20Caps.NumTemps = 0;
4680 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4682 pCaps->MaxVShaderInstructionsExecuted = 0;
4683 pCaps->MaxVertexShader30InstructionSlots = 0;
4686 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4687 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4688 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4690 /* 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 */
4691 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4692 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4693 WINED3DPS20CAPS_PREDICATION |
4694 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4695 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4696 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4697 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4698 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4699 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4701 pCaps->MaxPShaderInstructionsExecuted = 65535;
4702 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4703 adapter->gl_info.limits.arb_ps_instructions);
4705 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4707 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4708 pCaps->PS20Caps.Caps = 0;
4709 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4710 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4711 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4712 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4714 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4715 pCaps->MaxPixelShader30InstructionSlots = 0;
4716 } else { /* PS 1.x */
4717 pCaps->PS20Caps.Caps = 0;
4718 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4719 pCaps->PS20Caps.NumTemps = 0;
4720 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4721 pCaps->PS20Caps.NumInstructionSlots = 0;
4723 pCaps->MaxPShaderInstructionsExecuted = 0;
4724 pCaps->MaxPixelShader30InstructionSlots = 0;
4727 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4728 /* OpenGL supports all the formats below, perhaps not always
4729 * without conversion, but it supports them.
4730 * Further GLSL doesn't seem to have an official unsigned type so
4731 * don't advertise it yet as I'm not sure how we handle it.
4732 * We might need to add some clamping in the shader engine to
4733 * support it.
4734 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4735 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4736 WINED3DDTCAPS_UBYTE4N |
4737 WINED3DDTCAPS_SHORT2N |
4738 WINED3DDTCAPS_SHORT4N;
4739 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4741 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4742 WINED3DDTCAPS_FLOAT16_4;
4744 } else
4745 pCaps->DeclTypes = 0;
4747 /* Set DirectDraw helper Caps */
4748 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4749 WINEDDCKEYCAPS_SRCBLT;
4750 fx_caps = WINEDDFXCAPS_BLTALPHA |
4751 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4752 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4753 WINEDDFXCAPS_BLTROTATION90 |
4754 WINEDDFXCAPS_BLTSHRINKX |
4755 WINEDDFXCAPS_BLTSHRINKXN |
4756 WINEDDFXCAPS_BLTSHRINKY |
4757 WINEDDFXCAPS_BLTSHRINKXN |
4758 WINEDDFXCAPS_BLTSTRETCHX |
4759 WINEDDFXCAPS_BLTSTRETCHXN |
4760 WINEDDFXCAPS_BLTSTRETCHY |
4761 WINEDDFXCAPS_BLTSTRETCHYN;
4762 blit_caps = WINEDDCAPS_BLT |
4763 WINEDDCAPS_BLTCOLORFILL |
4764 WINEDDCAPS_BLTDEPTHFILL |
4765 WINEDDCAPS_BLTSTRETCH |
4766 WINEDDCAPS_CANBLTSYSMEM |
4767 WINEDDCAPS_CANCLIP |
4768 WINEDDCAPS_CANCLIPSTRETCHED |
4769 WINEDDCAPS_COLORKEY |
4770 WINEDDCAPS_COLORKEYHWASSIST |
4771 WINEDDCAPS_ALIGNBOUNDARYSRC;
4773 /* Fill the ddraw caps structure */
4774 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4775 WINEDDCAPS_PALETTE |
4776 blit_caps;
4777 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4778 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4779 WINEDDCAPS2_PRIMARYGAMMA |
4780 WINEDDCAPS2_WIDESURFACES |
4781 WINEDDCAPS2_CANRENDERWINDOWED;
4782 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4783 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4784 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4785 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4786 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4787 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4788 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4789 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4790 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4792 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4793 WINEDDSCAPS_BACKBUFFER |
4794 WINEDDSCAPS_FLIP |
4795 WINEDDSCAPS_FRONTBUFFER |
4796 WINEDDSCAPS_OFFSCREENPLAIN |
4797 WINEDDSCAPS_PALETTE |
4798 WINEDDSCAPS_PRIMARYSURFACE |
4799 WINEDDSCAPS_SYSTEMMEMORY |
4800 WINEDDSCAPS_VIDEOMEMORY |
4801 WINEDDSCAPS_VISIBLE;
4802 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4804 /* Set D3D caps if OpenGL is available. */
4805 if (adapter->opengl)
4807 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4808 WINEDDSCAPS_MIPMAP |
4809 WINEDDSCAPS_TEXTURE |
4810 WINEDDSCAPS_ZBUFFER;
4811 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4814 return WINED3D_OK;
4817 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4818 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4819 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4821 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4822 IWineD3DDeviceImpl *object;
4823 HRESULT hr;
4825 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4826 "parent %p, device_parent %p, device %p.\n",
4827 iface, adapter_idx, device_type, focus_window, flags,
4828 parent, device_parent, device);
4830 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4831 * number and create a device without a 3D adapter for 2D only operation. */
4832 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4834 return WINED3DERR_INVALIDCALL;
4837 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4838 if (!object)
4840 ERR("Failed to allocate device memory.\n");
4841 return E_OUTOFMEMORY;
4844 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4845 if (FAILED(hr))
4847 WARN("Failed to initialize device, hr %#x.\n", hr);
4848 HeapFree(GetProcessHeap(), 0, object);
4849 return hr;
4852 TRACE("Created device %p.\n", object);
4853 *device = (IWineD3DDevice *)object;
4855 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4857 return WINED3D_OK;
4860 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4861 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4862 IUnknown_AddRef(This->parent);
4863 *pParent = This->parent;
4864 return WINED3D_OK;
4867 static void WINE_GLAPI invalid_func(const void *data)
4869 ERR("Invalid vertex attribute function called\n");
4870 DebugBreak();
4873 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4875 ERR("Invalid texcoord function called\n");
4876 DebugBreak();
4879 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4880 * the extension detection and are used in drawStridedSlow
4882 static void WINE_GLAPI position_d3dcolor(const void *data)
4884 DWORD pos = *((const DWORD *)data);
4886 FIXME("Add a test for fixed function position from d3dcolor type\n");
4887 glVertex4s(D3DCOLOR_B_R(pos),
4888 D3DCOLOR_B_G(pos),
4889 D3DCOLOR_B_B(pos),
4890 D3DCOLOR_B_A(pos));
4893 static void WINE_GLAPI position_float4(const void *data)
4895 const GLfloat *pos = data;
4897 if (pos[3] != 0.0f && pos[3] != 1.0f)
4899 float w = 1.0f / pos[3];
4901 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4903 else
4905 glVertex3fv(pos);
4909 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4911 DWORD diffuseColor = *((const DWORD *)data);
4913 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4914 D3DCOLOR_B_G(diffuseColor),
4915 D3DCOLOR_B_B(diffuseColor),
4916 D3DCOLOR_B_A(diffuseColor));
4919 static void WINE_GLAPI specular_d3dcolor(const void *data)
4921 DWORD specularColor = *((const DWORD *)data);
4922 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4923 D3DCOLOR_B_G(specularColor),
4924 D3DCOLOR_B_B(specularColor)};
4926 specular_func_3ubv(d);
4929 static void WINE_GLAPI warn_no_specular_func(const void *data)
4931 WARN("GL_EXT_secondary_color not supported\n");
4934 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4936 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4937 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4938 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4939 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4940 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4941 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4942 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4943 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4944 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4945 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4946 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4947 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4948 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4949 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4950 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4951 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4952 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4954 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4955 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4956 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4957 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4958 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4959 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4960 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4961 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4962 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4963 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4964 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4965 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4966 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4967 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4968 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4969 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4970 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4972 /* No 4 component entry points here */
4973 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4974 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4975 if (gl_info->supported[EXT_SECONDARY_COLOR])
4977 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4979 else
4981 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4983 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4984 if (gl_info->supported[EXT_SECONDARY_COLOR])
4986 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4987 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4989 else
4991 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4993 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4994 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4995 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4996 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4997 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4998 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4999 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5000 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5001 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5002 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5003 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5004 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5006 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5007 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5009 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5010 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5011 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5012 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5013 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5014 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5015 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5016 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5017 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5018 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5019 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5020 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5021 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5022 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5023 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5024 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5025 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5027 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5028 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5029 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5030 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5031 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5032 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5033 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5034 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5035 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5036 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5037 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5038 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5039 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5040 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5041 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5042 if (gl_info->supported[NV_HALF_FLOAT])
5044 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5045 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5046 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5047 } else {
5048 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5049 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5053 static BOOL InitAdapters(IWineD3DImpl *This)
5055 static HMODULE mod_gl;
5056 BOOL ret;
5057 int ps_selected_mode, vs_selected_mode;
5059 /* No need to hold any lock. The calling library makes sure only one thread calls
5060 * wined3d simultaneously
5063 TRACE("Initializing adapters\n");
5065 if(!mod_gl) {
5066 #ifdef USE_WIN32_OPENGL
5067 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5068 mod_gl = LoadLibraryA("opengl32.dll");
5069 if(!mod_gl) {
5070 ERR("Can't load opengl32.dll!\n");
5071 goto nogl_adapter;
5073 #else
5074 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5075 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5076 mod_gl = GetModuleHandleA("gdi32.dll");
5077 #endif
5080 /* Load WGL core functions from opengl32.dll */
5081 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5082 WGL_FUNCS_GEN;
5083 #undef USE_WGL_FUNC
5085 if(!pwglGetProcAddress) {
5086 ERR("Unable to load wglGetProcAddress!\n");
5087 goto nogl_adapter;
5090 /* Dynamically load all GL core functions */
5091 GL_FUNCS_GEN;
5092 #undef USE_GL_FUNC
5094 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5095 * otherwise because we have to use winex11.drv's override
5097 #ifdef USE_WIN32_OPENGL
5098 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5099 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5100 #else
5101 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5102 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5103 #endif
5105 glEnableWINE = glEnable;
5106 glDisableWINE = glDisable;
5108 /* For now only one default adapter */
5110 struct wined3d_adapter *adapter = &This->adapters[0];
5111 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5112 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5113 int iPixelFormat;
5114 int res;
5115 int i;
5116 WineD3D_PixelFormat *cfgs;
5117 DISPLAY_DEVICEW DisplayDevice;
5118 HDC hdc;
5120 TRACE("Initializing default adapter\n");
5121 adapter->ordinal = 0;
5122 adapter->monitorPoint.x = -1;
5123 adapter->monitorPoint.y = -1;
5125 if (!AllocateLocallyUniqueId(&adapter->luid))
5127 DWORD err = GetLastError();
5128 ERR("Failed to set adapter LUID (%#x).\n", err);
5129 goto nogl_adapter;
5131 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5132 adapter->luid.HighPart, adapter->luid.LowPart);
5134 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5136 ERR("Failed to get a gl context for default adapter\n");
5137 goto nogl_adapter;
5140 ret = IWineD3DImpl_FillGLCaps(adapter);
5141 if(!ret) {
5142 ERR("Failed to initialize gl caps for default adapter\n");
5143 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5144 goto nogl_adapter;
5146 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5147 if(!ret) {
5148 ERR("Failed to init gl formats\n");
5149 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5150 goto nogl_adapter;
5153 hdc = fake_gl_ctx.dc;
5155 /* Use the VideoRamSize registry setting when set */
5156 if(wined3d_settings.emulated_textureram)
5157 adapter->TextureRam = wined3d_settings.emulated_textureram;
5158 else
5159 adapter->TextureRam = adapter->gl_info.vidmem;
5160 adapter->UsedTextureRam = 0;
5161 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5163 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5164 DisplayDevice.cb = sizeof(DisplayDevice);
5165 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5166 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5167 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5169 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5171 int attribute;
5172 int attribs[11];
5173 int values[11];
5174 int nAttribs = 0;
5176 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5177 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5179 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5180 cfgs = adapter->cfgs;
5181 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5182 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5183 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5184 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5185 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5186 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5187 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5188 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5189 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5190 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5191 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5193 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5195 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5197 if(!res)
5198 continue;
5200 /* Cache the pixel format */
5201 cfgs->iPixelFormat = iPixelFormat;
5202 cfgs->redSize = values[0];
5203 cfgs->greenSize = values[1];
5204 cfgs->blueSize = values[2];
5205 cfgs->alphaSize = values[3];
5206 cfgs->colorSize = values[4];
5207 cfgs->depthSize = values[5];
5208 cfgs->stencilSize = values[6];
5209 cfgs->windowDrawable = values[7];
5210 cfgs->iPixelType = values[8];
5211 cfgs->doubleBuffer = values[9];
5212 cfgs->auxBuffers = values[10];
5214 cfgs->numSamples = 0;
5215 /* Check multisample support */
5216 if (gl_info->supported[ARB_MULTISAMPLE])
5218 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5219 int value[2];
5220 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5221 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5222 * value[1] = number of multi sample buffers*/
5223 if(value[0])
5224 cfgs->numSamples = value[1];
5228 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5229 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5230 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5231 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5232 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5233 cfgs++;
5236 else
5238 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5239 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5240 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5242 cfgs = adapter->cfgs;
5243 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5245 PIXELFORMATDESCRIPTOR ppfd;
5247 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5248 if(!res)
5249 continue;
5251 /* We only want HW acceleration using an OpenGL ICD driver.
5252 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5253 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5255 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5257 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5258 continue;
5261 cfgs->iPixelFormat = iPixelFormat;
5262 cfgs->redSize = ppfd.cRedBits;
5263 cfgs->greenSize = ppfd.cGreenBits;
5264 cfgs->blueSize = ppfd.cBlueBits;
5265 cfgs->alphaSize = ppfd.cAlphaBits;
5266 cfgs->colorSize = ppfd.cColorBits;
5267 cfgs->depthSize = ppfd.cDepthBits;
5268 cfgs->stencilSize = ppfd.cStencilBits;
5269 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5270 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5271 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5272 cfgs->auxBuffers = ppfd.cAuxBuffers;
5273 cfgs->numSamples = 0;
5275 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5276 "depth=%d, stencil=%d, windowDrawable=%d\n",
5277 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5278 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5279 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5280 cfgs++;
5281 adapter->nCfgs++;
5284 /* 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 */
5285 if(!adapter->nCfgs)
5287 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5289 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5290 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5291 goto nogl_adapter;
5295 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5296 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5297 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5298 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5299 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5300 * driver is allowed to consume more bits EXCEPT for stencil bits.
5302 * Mark an adapter with this broken stencil behavior.
5304 adapter->brokenStencil = TRUE;
5305 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5307 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5308 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5309 adapter->brokenStencil = FALSE;
5310 break;
5314 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5316 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5317 fillGLAttribFuncs(&adapter->gl_info);
5318 adapter->opengl = TRUE;
5320 This->adapter_count = 1;
5321 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5323 return TRUE;
5325 nogl_adapter:
5326 /* Initialize an adapter for ddraw-only memory counting */
5327 memset(This->adapters, 0, sizeof(This->adapters));
5328 This->adapters[0].ordinal = 0;
5329 This->adapters[0].opengl = FALSE;
5330 This->adapters[0].monitorPoint.x = -1;
5331 This->adapters[0].monitorPoint.y = -1;
5333 This->adapters[0].driver_info.name = "Display";
5334 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5335 if(wined3d_settings.emulated_textureram) {
5336 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5337 } else {
5338 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5341 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5343 This->adapter_count = 1;
5344 return FALSE;
5347 /**********************************************************
5348 * IWineD3D VTbl follows
5349 **********************************************************/
5351 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5353 /* IUnknown */
5354 IWineD3DImpl_QueryInterface,
5355 IWineD3DImpl_AddRef,
5356 IWineD3DImpl_Release,
5357 /* IWineD3D */
5358 IWineD3DImpl_GetParent,
5359 IWineD3DImpl_GetAdapterCount,
5360 IWineD3DImpl_RegisterSoftwareDevice,
5361 IWineD3DImpl_GetAdapterMonitor,
5362 IWineD3DImpl_GetAdapterModeCount,
5363 IWineD3DImpl_EnumAdapterModes,
5364 IWineD3DImpl_GetAdapterDisplayMode,
5365 IWineD3DImpl_GetAdapterIdentifier,
5366 IWineD3DImpl_CheckDeviceMultiSampleType,
5367 IWineD3DImpl_CheckDepthStencilMatch,
5368 IWineD3DImpl_CheckDeviceType,
5369 IWineD3DImpl_CheckDeviceFormat,
5370 IWineD3DImpl_CheckDeviceFormatConversion,
5371 IWineD3DImpl_GetDeviceCaps,
5372 IWineD3DImpl_CreateDevice
5375 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5377 const struct wined3d_parent_ops wined3d_null_parent_ops =
5379 wined3d_null_wined3d_object_destroyed,
5382 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5384 wined3d->lpVtbl = &IWineD3D_Vtbl;
5385 wined3d->dxVersion = version;
5386 wined3d->ref = 1;
5387 wined3d->parent = parent;
5389 if (!InitAdapters(wined3d))
5391 WARN("Failed to initialize adapters.\n");
5392 if (version > 7)
5394 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5395 return E_FAIL;
5399 return WINED3D_OK;