sync with trunk (r46275)
[reactos.git] / dll / directx / wine / wined3d / directx.c
1 /*
2 * IWineD3D implementation
3 *
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
10 *
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.
15 *
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.
20 *
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
24 */
25
26 #include "config.h"
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
31
32 #define GLINFO_LOCATION (*gl_info)
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34 #define MAKEDWORD_VERSION(maj, min) ((maj & 0xffff) << 16) | (min & 0xffff)
35
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38
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 },
52
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 },
94
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 },
101
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_fog_coord", EXT_FOG_COORD, 0 },
108 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
109 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
110 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
111 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
112 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
113 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
114 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
115 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
116 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
117 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
118 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
119 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
120 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
121 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
122 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
123 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
124 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
125 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
126 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
127 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
128 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
129 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
130
131 /* NV */
132 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
133 {"GL_NV_fence", NV_FENCE, 0 },
134 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
135 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
136 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
137 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
138 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
139 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
140 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
141 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
142 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
143 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
144 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
145 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
146 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
147 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
148 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
149 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
150 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
151
152 /* SGI */
153 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
154 };
155
156 /**********************************************************
157 * Utility functions follow
158 **********************************************************/
159
160 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
161
162 const struct min_lookup minMipLookup[] =
163 {
164 /* NONE POINT LINEAR */
165 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
166 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
167 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
168 };
169
170 const struct min_lookup minMipLookup_noFilter[] =
171 {
172 /* NONE POINT LINEAR */
173 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
176 };
177
178 const struct min_lookup minMipLookup_noMip[] =
179 {
180 /* NONE POINT LINEAR */
181 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
183 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
184 };
185
186 const GLenum magLookup[] =
187 {
188 /* NONE POINT LINEAR */
189 GL_NEAREST, GL_NEAREST, GL_LINEAR,
190 };
191
192 const GLenum magLookup_noFilter[] =
193 {
194 /* NONE POINT LINEAR */
195 GL_NEAREST, GL_NEAREST, GL_NEAREST,
196 };
197
198 /* drawStridedSlow attributes */
199 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
200 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc specular_func_3ubv;
202 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
204 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
205
206 /**
207 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
208 * i.e., there is no GL Context - Get a default rendering context to enable the
209 * function query some info from GL.
210 */
211
212 struct wined3d_fake_gl_ctx
213 {
214 HDC dc;
215 HWND wnd;
216 HGLRC gl_ctx;
217 HDC restore_dc;
218 HGLRC restore_gl_ctx;
219 };
220
221 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
222 {
223 TRACE_(d3d_caps)("Destroying fake GL context.\n");
224
225 if (!pwglMakeCurrent(NULL, NULL))
226 {
227 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
228 }
229 #if 0
230 if (!pwglDeleteContext(ctx->gl_ctx))
231 {
232 DWORD err = GetLastError();
233 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
234 }
235 #endif
236 ReleaseDC(ctx->wnd, ctx->dc);
237 DestroyWindow(ctx->wnd);
238
239 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
240 {
241 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
242 }
243 }
244
245 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
246 {
247 PIXELFORMATDESCRIPTOR pfd;
248 int iPixelFormat;
249
250 TRACE("getting context...\n");
251
252 ctx->restore_dc = pwglGetCurrentDC();
253 ctx->restore_gl_ctx = pwglGetCurrentContext();
254
255 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
256 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
257 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
258 if (!ctx->wnd)
259 {
260 ERR_(d3d_caps)("Failed to create a window.\n");
261 goto fail;
262 }
263
264 ctx->dc = GetDC(ctx->wnd);
265 if (!ctx->dc)
266 {
267 ERR_(d3d_caps)("Failed to get a DC.\n");
268 goto fail;
269 }
270
271 /* PixelFormat selection */
272 ZeroMemory(&pfd, sizeof(pfd));
273 pfd.nSize = sizeof(pfd);
274 pfd.nVersion = 1;
275 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
276 pfd.iPixelType = PFD_TYPE_RGBA;
277 pfd.cColorBits = 32;
278 pfd.iLayerType = PFD_MAIN_PLANE;
279
280 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
281 if (!iPixelFormat)
282 {
283 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
284 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
285 goto fail;
286 }
287 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
288 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
289
290 /* Create a GL context. */
291 ctx->gl_ctx = pwglCreateContext(ctx->dc);
292 if (!ctx->gl_ctx)
293 {
294 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
295 goto fail;
296 }
297
298 /* Make it the current GL context. */
299 if (!context_set_current(NULL))
300 {
301 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
302 }
303
304 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
305 {
306 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
307 goto fail;
308 }
309
310 return TRUE;
311
312 fail:
313 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
314 ctx->gl_ctx = NULL;
315 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
316 ctx->dc = NULL;
317 if (ctx->wnd) DestroyWindow(ctx->wnd);
318 ctx->wnd = NULL;
319 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
320 {
321 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
322 }
323
324 return FALSE;
325 }
326
327 /* Adjust the amount of used texture memory */
328 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
329 {
330 struct wined3d_adapter *adapter = D3DDevice->adapter;
331
332 adapter->UsedTextureRam += glram;
333 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
334 return adapter->UsedTextureRam;
335 }
336
337 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
338 {
339 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
340 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
341 }
342
343 /**********************************************************
344 * IUnknown parts follows
345 **********************************************************/
346
347 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
348 {
349 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
350
351 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
352 if (IsEqualGUID(riid, &IID_IUnknown)
353 || IsEqualGUID(riid, &IID_IWineD3DBase)
354 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
355 IUnknown_AddRef(iface);
356 *ppobj = This;
357 return S_OK;
358 }
359 *ppobj = NULL;
360 return E_NOINTERFACE;
361 }
362
363 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
364 IWineD3DImpl *This = (IWineD3DImpl *)iface;
365 ULONG refCount = InterlockedIncrement(&This->ref);
366
367 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
368 return refCount;
369 }
370
371 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
372 IWineD3DImpl *This = (IWineD3DImpl *)iface;
373 ULONG ref;
374 TRACE("(%p) : Releasing from %d\n", This, This->ref);
375 ref = InterlockedDecrement(&This->ref);
376 if (ref == 0) {
377 unsigned int i;
378
379 for (i = 0; i < This->adapter_count; ++i)
380 {
381 wined3d_adapter_cleanup(&This->adapters[i]);
382 }
383 HeapFree(GetProcessHeap(), 0, This);
384 }
385
386 return ref;
387 }
388
389 /**********************************************************
390 * IWineD3D parts follows
391 **********************************************************/
392
393 /* GL locking is done by the caller */
394 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
395 {
396 GLuint prog;
397 BOOL ret = FALSE;
398 const char *testcode =
399 "!!ARBvp1.0\n"
400 "PARAM C[66] = { program.env[0..65] };\n"
401 "ADDRESS A0;"
402 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
403 "ARL A0.x, zero.x;\n"
404 "MOV result.position, C[A0.x + 65];\n"
405 "END\n";
406
407 while(glGetError());
408 GL_EXTCALL(glGenProgramsARB(1, &prog));
409 if(!prog) {
410 ERR("Failed to create an ARB offset limit test program\n");
411 }
412 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
413 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
414 strlen(testcode), testcode));
415 if(glGetError() != 0) {
416 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
417 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
418 ret = TRUE;
419 } else TRACE("OpenGL implementation allows offsets > 63\n");
420
421 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
422 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
423 checkGLcall("ARB vp offset limit test cleanup");
424
425 return ret;
426 }
427
428 static DWORD ver_for_ext(GL_SupportedExt ext)
429 {
430 unsigned int i;
431 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
432 if(EXTENSION_MAP[i].extension == ext) {
433 return EXTENSION_MAP[i].version;
434 }
435 }
436 return 0;
437 }
438
439 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
440 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
441 {
442 if (card_vendor != HW_VENDOR_ATI) return FALSE;
443 if (device == CARD_ATI_RADEON_9500) return TRUE;
444 if (device == CARD_ATI_RADEON_X700) return TRUE;
445 if (device == CARD_ATI_RADEON_X1600) return TRUE;
446 return FALSE;
447 }
448
449 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
450 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
451 {
452 if (card_vendor == HW_VENDOR_NVIDIA)
453 {
454 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
455 {
456 return TRUE;
457 }
458 }
459 return FALSE;
460 }
461
462 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
463 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
464 {
465 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
466 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
467 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
468 *
469 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
470 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
471 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
472 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
473 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
474 * the chance that other implementations support them is rather small since Win32 QuickTime uses
475 * DirectDraw, not OpenGL.
476 *
477 * This test has been moved into wined3d_guess_gl_vendor()
478 */
479 if (gl_vendor == GL_VENDOR_APPLE)
480 {
481 return TRUE;
482 }
483 return FALSE;
484 }
485
486 /* Context activation is done by the caller. */
487 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
488 {
489 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
490 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
491 * all the texture. This function detects this bug by its symptom and disables PBOs
492 * if the test fails.
493 *
494 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
495 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
496 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
497 * read back is compared to the original. If they are equal PBOs are assumed to work,
498 * otherwise the PBO extension is disabled. */
499 GLuint texture, pbo;
500 static const unsigned int pattern[] =
501 {
502 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
503 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
504 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
505 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
506 };
507 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
508
509 /* No PBO -> No point in testing them. */
510 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
511
512 ENTER_GL();
513
514 while (glGetError());
515 glGenTextures(1, &texture);
516 glBindTexture(GL_TEXTURE_2D, texture);
517
518 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
519 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
520 checkGLcall("Specifying the PBO test texture");
521
522 GL_EXTCALL(glGenBuffersARB(1, &pbo));
523 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
524 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
525 checkGLcall("Specifying the PBO test pbo");
526
527 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
528 checkGLcall("Loading the PBO test texture");
529
530 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
531 wglFinish(); /* just to be sure */
532
533 memset(check, 0, sizeof(check));
534 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
535 checkGLcall("Reading back the PBO test texture");
536
537 glDeleteTextures(1, &texture);
538 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
539 checkGLcall("PBO test cleanup");
540
541 LEAVE_GL();
542
543 if (memcmp(check, pattern, sizeof(check)))
544 {
545 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
546 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
547 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
548 }
549 else
550 {
551 TRACE_(d3d_caps)("PBO test successful.\n");
552 }
553 }
554
555 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
556 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
557 {
558 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
559 }
560
561 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
562 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
563 {
564 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
565 if (card_vendor != HW_VENDOR_ATI) return FALSE;
566 if (device == CARD_ATI_RADEON_X1600) return FALSE;
567 return TRUE;
568 }
569
570 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
571 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
572 {
573 return (gl_vendor == GL_VENDOR_ATI);
574
575 }
576
577 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
578 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
579 {
580 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
581 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
582 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
583 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
584 * hardcoded
585 *
586 * dx10 cards usually have 64 varyings */
587 return gl_info->limits.glsl_varyings > 44;
588 }
589
590 /* A GL context is provided by the caller */
591 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
592 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
593 {
594 GLenum error;
595 DWORD data[16];
596
597 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
598
599 ENTER_GL();
600 while(glGetError());
601 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
602 error = glGetError();
603 LEAVE_GL();
604
605 if(error == GL_NO_ERROR)
606 {
607 TRACE("GL Implementation accepts 4 component specular color pointers\n");
608 return TRUE;
609 }
610 else
611 {
612 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
613 debug_glerror(error));
614 return FALSE;
615 }
616 }
617
618 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
619 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
620 {
621 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
622 return gl_info->supported[NV_TEXTURE_SHADER];
623 }
624
625 /* A GL context is provided by the caller */
626 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
627 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
628 {
629 GLuint prog;
630 BOOL ret = FALSE;
631 GLint pos;
632 const char *testcode =
633 "!!ARBvp1.0\n"
634 "OPTION NV_vertex_program2;\n"
635 "MOV result.clip[0], 0.0;\n"
636 "MOV result.position, 0.0;\n"
637 "END\n";
638
639 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
640
641 ENTER_GL();
642 while(glGetError());
643
644 GL_EXTCALL(glGenProgramsARB(1, &prog));
645 if(!prog)
646 {
647 ERR("Failed to create the NVvp clip test program\n");
648 LEAVE_GL();
649 return FALSE;
650 }
651 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
652 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
653 strlen(testcode), testcode));
654 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
655 if(pos != -1)
656 {
657 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
658 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
659 ret = TRUE;
660 while(glGetError());
661 }
662 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
663
664 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
665 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
666 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
667
668 LEAVE_GL();
669 return ret;
670 }
671
672 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
673 {
674 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
675 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
676 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
677 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
678 }
679
680 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
681 {
682 quirk_arb_constants(gl_info);
683 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
684 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
685 * allow 48 different offsets or other helper immediate values. */
686 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
687 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
688 }
689
690 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
691 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
692 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
693 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
694 * most games, but avoids the crash
695 *
696 * A more sophisticated way would be to find all units that need texture coordinates and enable
697 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
698 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
699 *
700 * Note that disabling the extension entirely does not gain predictability because there is no point
701 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
702 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
703 {
704 if (gl_info->supported[ARB_POINT_SPRITE])
705 {
706 TRACE("Limiting point sprites to one texture unit.\n");
707 gl_info->limits.point_sprite_units = 1;
708 }
709 }
710
711 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
712 {
713 quirk_arb_constants(gl_info);
714
715 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
716 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
717 * If real NP2 textures are used, the driver falls back to software. We could just remove the
718 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
719 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
720 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
721 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
722 *
723 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
724 * has this extension promoted to core. The extension loading code sets this extension supported
725 * due to that, so this code works on fglrx as well. */
726 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
727 {
728 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
729 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
730 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
731 }
732
733 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
734 * it is generally more efficient. Reserve just 8 constants. */
735 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
736 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
737 }
738
739 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
740 {
741 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
742 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
743 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
744 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
745 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
746 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
747 *
748 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
749 * triggering the software fallback. There is not much we can do here apart from disabling the
750 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
751 * in IWineD3DImpl_FillGLCaps).
752 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
753 * post-processing effects in the game "Max Payne 2").
754 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
755 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
756 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
757 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
758 }
759
760 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
761 {
762 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
763 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
764 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
765 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
766 * according to the spec.
767 *
768 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
769 * makes the shader slower and eats instruction slots which should be available to the d3d app.
770 *
771 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
772 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
773 * this workaround is activated on cards that do not need it, it won't break things, just affect
774 * performance negatively. */
775 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
776 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
777 }
778
779 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
780 {
781 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
782 }
783
784 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
785 {
786 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
787 }
788
789 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
790 {
791 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
792 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
793 }
794
795 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
796 {
797 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
798 }
799
800 struct driver_quirk
801 {
802 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
803 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
804 void (*apply)(struct wined3d_gl_info *gl_info);
805 const char *description;
806 };
807
808 static const struct driver_quirk quirk_table[] =
809 {
810 {
811 match_ati_r300_to_500,
812 quirk_ati_dx9,
813 "ATI GLSL constant and normalized texrect quirk"
814 },
815 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
816 * used it falls back to software. While the compiler can detect if the shader uses all declared
817 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
818 * using relative addressing falls back to software.
819 *
820 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
821 {
822 match_apple,
823 quirk_apple_glsl_constants,
824 "Apple GLSL uniform override"
825 },
826 {
827 match_geforce5,
828 quirk_no_np2,
829 "Geforce 5 NP2 disable"
830 },
831 {
832 match_apple_intel,
833 quirk_texcoord_w,
834 "Init texcoord .w for Apple Intel GPU driver"
835 },
836 {
837 match_apple_nonr500ati,
838 quirk_texcoord_w,
839 "Init texcoord .w for Apple ATI >= r600 GPU driver"
840 },
841 {
842 match_fglrx,
843 quirk_one_point_sprite,
844 "Fglrx point sprite crash workaround"
845 },
846 {
847 match_dx10_capable,
848 quirk_clip_varying,
849 "Reserved varying for gl_ClipPos"
850 },
851 {
852 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
853 * GL implementations accept it. The Mac GL is the only implementation known to
854 * reject it.
855 *
856 * If we can pass 4 component specular colors, do it, because (a) we don't have
857 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
858 * passes specular alpha to the pixel shader if any is used. Otherwise the
859 * specular alpha is used to pass the fog coordinate, which we pass to opengl
860 * via GL_EXT_fog_coord.
861 */
862 match_allows_spec_alpha,
863 quirk_allows_specular_alpha,
864 "Allow specular alpha quirk"
865 },
866 {
867 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
868 * (rdar://5682521).
869 */
870 match_apple_nvts,
871 quirk_apple_nvts,
872 "Apple NV_texture_shader disable"
873 },
874 {
875 match_broken_nv_clip,
876 quirk_disable_nvvp_clip,
877 "Apple NV_vertex_program clip bug quirk"
878 },
879 };
880
881 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
882 * reporting a driver version is moot because we are not the Windows driver, and we have different
883 * bugs, features, etc.
884 *
885 * The driver version has the form "x.y.z.w".
886 *
887 * "x" is the Windows version the driver is meant for:
888 * 4 -> 95/98/NT4
889 * 5 -> 2000
890 * 6 -> 2000/XP
891 * 7 -> Vista
892 * 8 -> Win 7
893 *
894 * "y" is the Direct3D level the driver supports:
895 * 11 -> d3d6
896 * 12 -> d3d7
897 * 13 -> d3d8
898 * 14 -> d3d9
899 * 15 -> d3d10
900 *
901 * "z" is unknown, possibly vendor specific.
902 *
903 * "w" is the vendor specific driver version.
904 */
905 struct driver_version_information
906 {
907 WORD vendor; /* reported PCI card vendor ID */
908 WORD card; /* reported PCI card device ID */
909 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
910 WORD d3d_level; /* driver hiword to report */
911 WORD lopart_hi, lopart_lo; /* driver loword to report */
912 };
913
914 static const struct driver_version_information driver_version_table[] =
915 {
916 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
917 * 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
918 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
919 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
920 *
921 * All version numbers used below are from the Linux nvidia drivers. */
922 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
923 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
924 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
925 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
926 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
927 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
928 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
929 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
930 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
931 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
932 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
933 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
934 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
935 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
936 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
937 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
938 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
939 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
940 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
941 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
942 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
943 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
944 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
945 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
946 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
947 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
948 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
949 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
950 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
951 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
952 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
953
954 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
955 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
956 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
957 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
958 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 14, 10, 6764 },
959 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
960 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
961 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
962 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
963 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
964 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
965 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
966 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
967
968 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
969 };
970
971 static void init_driver_info(struct wined3d_driver_info *driver_info,
972 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
973 {
974 OSVERSIONINFOW os_version;
975 WORD driver_os_version;
976 unsigned int i;
977
978 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
979 {
980 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
981 vendor = wined3d_settings.pci_vendor_id;
982 }
983 driver_info->vendor = vendor;
984
985 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
986 {
987 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
988 device = wined3d_settings.pci_device_id;
989 }
990 driver_info->device = device;
991
992 switch (vendor)
993 {
994 case HW_VENDOR_ATI:
995 driver_info->name = "ati2dvag.dll";
996 break;
997
998 case HW_VENDOR_NVIDIA:
999 driver_info->name = "nv4_disp.dll";
1000 break;
1001
1002 case HW_VENDOR_INTEL:
1003 default:
1004 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1005 driver_info->name = "Display";
1006 break;
1007 }
1008
1009 memset(&os_version, 0, sizeof(os_version));
1010 os_version.dwOSVersionInfoSize = sizeof(os_version);
1011 if (!GetVersionExW(&os_version))
1012 {
1013 ERR("Failed to get OS version, reporting 2000/XP.\n");
1014 driver_os_version = 6;
1015 }
1016 else
1017 {
1018 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1019 switch (os_version.dwMajorVersion)
1020 {
1021 case 4:
1022 driver_os_version = 4;
1023 break;
1024
1025 case 5:
1026 driver_os_version = 6;
1027 break;
1028
1029 case 6:
1030 if (os_version.dwMinorVersion == 0)
1031 {
1032 driver_os_version = 7;
1033 }
1034 else
1035 {
1036 if (os_version.dwMinorVersion > 1)
1037 {
1038 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1039 os_version.dwMajorVersion, os_version.dwMinorVersion);
1040 }
1041 driver_os_version = 8;
1042 }
1043 break;
1044
1045 default:
1046 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1047 os_version.dwMajorVersion, os_version.dwMinorVersion);
1048 driver_os_version = 6;
1049 break;
1050 }
1051 }
1052
1053 driver_info->description = "Direct3D HAL";
1054 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1055 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1056
1057 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1058 {
1059 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1060 {
1061 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1062
1063 driver_info->description = driver_version_table[i].description;
1064 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1065 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1066 driver_version_table[i].lopart_lo);
1067 break;
1068 }
1069 }
1070
1071 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1072 driver_info->version_high, driver_info->version_low);
1073 }
1074
1075 /* Context activation is done by the caller. */
1076 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1077 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1078 {
1079 unsigned int i;
1080
1081 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1082 {
1083 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1084 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1085 quirk_table[i].apply(gl_info);
1086 }
1087
1088 /* Find out if PBOs work as they are supposed to. */
1089 test_pbo_functionality(gl_info);
1090 }
1091
1092 static DWORD wined3d_parse_gl_version(const char *gl_version)
1093 {
1094 const char *ptr = gl_version;
1095 int major, minor;
1096
1097 major = atoi(ptr);
1098 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1099
1100 while (isdigit(*ptr)) ++ptr;
1101 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1102
1103 minor = atoi(ptr);
1104
1105 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1106
1107 return MAKEDWORD_VERSION(major, minor);
1108 }
1109
1110 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1111 {
1112
1113 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1114 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1115 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1116 *
1117 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1118 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1119 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1120 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1121 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1122 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1123 * DirectDraw, not OpenGL. */
1124 if (gl_info->supported[APPLE_FENCE]
1125 && gl_info->supported[APPLE_CLIENT_STORAGE]
1126 && gl_info->supported[APPLE_FLUSH_RENDER]
1127 && gl_info->supported[APPLE_YCBCR_422])
1128 return GL_VENDOR_APPLE;
1129
1130 if (strstr(gl_vendor_string, "NVIDIA"))
1131 return GL_VENDOR_NVIDIA;
1132
1133 if (strstr(gl_vendor_string, "ATI"))
1134 return GL_VENDOR_ATI;
1135
1136 if (strstr(gl_vendor_string, "Intel(R)")
1137 || strstr(gl_renderer, "Intel(R)")
1138 || strstr(gl_vendor_string, "Intel Inc."))
1139 return GL_VENDOR_INTEL;
1140
1141 if (strstr(gl_vendor_string, "Mesa")
1142 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1143 || strstr(gl_vendor_string, "DRI R300 Project")
1144 || strstr(gl_vendor_string, "X.Org R300 Project")
1145 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1146 || strstr(gl_vendor_string, "VMware, Inc.")
1147 || strstr(gl_renderer, "Mesa")
1148 || strstr(gl_renderer, "Gallium"))
1149 return GL_VENDOR_MESA;
1150
1151 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_WINE.\n", debugstr_a(gl_vendor_string));
1152
1153 return GL_VENDOR_WINE;
1154 }
1155
1156 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1157 {
1158 if (strstr(gl_vendor_string, "NVIDIA"))
1159 return HW_VENDOR_NVIDIA;
1160
1161 if (strstr(gl_vendor_string, "ATI")
1162 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1163 || strstr(gl_vendor_string, "X.Org R300 Project")
1164 || strstr(gl_vendor_string, "DRI R300 Project"))
1165 return HW_VENDOR_ATI;
1166
1167 if (strstr(gl_vendor_string, "Intel(R)")
1168 || strstr(gl_renderer, "Intel(R)")
1169 || strstr(gl_vendor_string, "Intel Inc."))
1170 return HW_VENDOR_INTEL;
1171
1172 if (strstr(gl_vendor_string, "Mesa")
1173 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1174 || strstr(gl_vendor_string, "VMware, Inc."))
1175 return HW_VENDOR_WINE;
1176
1177 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1178
1179 return HW_VENDOR_NVIDIA;
1180 }
1181
1182
1183
1184 enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1185 unsigned int *vidmem )
1186 {
1187 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1188 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1189 */
1190 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1191 {
1192 /* Geforce 200 - highend */
1193 if (strstr(gl_renderer, "GTX 280")
1194 || strstr(gl_renderer, "GTX 285")
1195 || strstr(gl_renderer, "GTX 295"))
1196 {
1197 *vidmem = 1024;
1198 return CARD_NVIDIA_GEFORCE_GTX280;
1199 }
1200
1201 /* Geforce 200 - midend high */
1202 if (strstr(gl_renderer, "GTX 275"))
1203 {
1204 *vidmem = 896;
1205 return CARD_NVIDIA_GEFORCE_GTX275;
1206 }
1207
1208 /* Geforce 200 - midend */
1209 if (strstr(gl_renderer, "GTX 260"))
1210 {
1211 *vidmem = 1024;
1212 return CARD_NVIDIA_GEFORCE_GTX260;
1213 }
1214 /* Geforce 200 - midend */
1215 if (strstr(gl_renderer, "GT 240"))
1216 {
1217 *vidmem = 512;
1218 return CARD_NVIDIA_GEFORCE_GT240;
1219 }
1220
1221 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1222 if (strstr(gl_renderer, "9800")
1223 || strstr(gl_renderer, "GTS 150")
1224 || strstr(gl_renderer, "GTS 250"))
1225 {
1226 *vidmem = 512;
1227 return CARD_NVIDIA_GEFORCE_9800GT;
1228 }
1229
1230 /* Geforce9 - midend */
1231 if (strstr(gl_renderer, "9600"))
1232 {
1233 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1234 return CARD_NVIDIA_GEFORCE_9600GT;
1235 }
1236
1237 /* Geforce9 - midend low / Geforce 200 - low */
1238 if (strstr(gl_renderer, "9500")
1239 || strstr(gl_renderer, "GT 120")
1240 || strstr(gl_renderer, "GT 130"))
1241 {
1242 *vidmem = 256; /* The 9500GT has 256-1024MB */
1243 return CARD_NVIDIA_GEFORCE_9500GT;
1244 }
1245
1246 /* Geforce9 - lowend */
1247 if (strstr(gl_renderer, "9400"))
1248 {
1249 *vidmem = 256; /* The 9400GT has 256-1024MB */
1250 return CARD_NVIDIA_GEFORCE_9400GT;
1251 }
1252
1253 /* Geforce9 - lowend low */
1254 if (strstr(gl_renderer, "9100")
1255 || strstr(gl_renderer, "9200")
1256 || strstr(gl_renderer, "9300")
1257 || strstr(gl_renderer, "G 100"))
1258 {
1259 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1260 return CARD_NVIDIA_GEFORCE_9200;
1261 }
1262
1263 /* Geforce8 - highend */
1264 if (strstr(gl_renderer, "8800"))
1265 {
1266 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1267 return CARD_NVIDIA_GEFORCE_8800GTS;
1268 }
1269
1270 /* Geforce8 - midend mobile */
1271 if (strstr(gl_renderer, "8600 M"))
1272 {
1273 *vidmem = 512;
1274 return CARD_NVIDIA_GEFORCE_8600MGT;
1275 }
1276
1277 /* Geforce8 - midend */
1278 if (strstr(gl_renderer, "8600")
1279 || strstr(gl_renderer, "8700"))
1280 {
1281 *vidmem = 256;
1282 return CARD_NVIDIA_GEFORCE_8600GT;
1283 }
1284
1285 /* Geforce8 - lowend */
1286 if (strstr(gl_renderer, "8100")
1287 || strstr(gl_renderer, "8200")
1288 || strstr(gl_renderer, "8300")
1289 || strstr(gl_renderer, "8400")
1290 || strstr(gl_renderer, "8500"))
1291 {
1292 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1293 return CARD_NVIDIA_GEFORCE_8300GS;
1294 }
1295
1296 /* Geforce7 - highend */
1297 if (strstr(gl_renderer, "7800")
1298 || strstr(gl_renderer, "7900")
1299 || strstr(gl_renderer, "7950")
1300 || strstr(gl_renderer, "Quadro FX 4")
1301 || strstr(gl_renderer, "Quadro FX 5"))
1302 {
1303 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1304 return CARD_NVIDIA_GEFORCE_7800GT;
1305 }
1306
1307 /* Geforce7 midend */
1308 if (strstr(gl_renderer, "7600")
1309 || strstr(gl_renderer, "7700"))
1310 {
1311 *vidmem = 256; /* The 7600 uses 256-512MB */
1312 return CARD_NVIDIA_GEFORCE_7600;
1313 }
1314
1315 /* Geforce7 lower medium */
1316 if (strstr(gl_renderer, "7400"))
1317 {
1318 *vidmem = 256; /* The 7400 uses 256-512MB */
1319 return CARD_NVIDIA_GEFORCE_7400;
1320 }
1321
1322 /* Geforce7 lowend */
1323 if (strstr(gl_renderer, "7300"))
1324 {
1325 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1326 return CARD_NVIDIA_GEFORCE_7300;
1327 }
1328
1329 /* Geforce6 highend */
1330 if (strstr(gl_renderer, "6800"))
1331 {
1332 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1333 return CARD_NVIDIA_GEFORCE_6800;
1334 }
1335
1336 /* Geforce6 - midend */
1337 if (strstr(gl_renderer, "6600")
1338 || strstr(gl_renderer, "6610")
1339 || strstr(gl_renderer, "6700"))
1340 {
1341 *vidmem = 128; /* A 6600GT has 128-256MB */
1342 return CARD_NVIDIA_GEFORCE_6600GT;
1343 }
1344
1345 /* Geforce6/7 lowend */
1346 *vidmem = 64; /* */
1347 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1348 }
1349
1350 if (WINE_D3D9_CAPABLE(gl_info))
1351 {
1352 /* GeforceFX - highend */
1353 if (strstr(gl_renderer, "5800")
1354 || strstr(gl_renderer, "5900")
1355 || strstr(gl_renderer, "5950")
1356 || strstr(gl_renderer, "Quadro FX"))
1357 {
1358 *vidmem = 256; /* 5800-5900 cards use 256MB */
1359 return CARD_NVIDIA_GEFORCEFX_5800;
1360 }
1361
1362 /* GeforceFX - midend */
1363 if (strstr(gl_renderer, "5600")
1364 || strstr(gl_renderer, "5650")
1365 || strstr(gl_renderer, "5700")
1366 || strstr(gl_renderer, "5750"))
1367 {
1368 *vidmem = 128; /* A 5600 uses 128-256MB */
1369 return CARD_NVIDIA_GEFORCEFX_5600;
1370 }
1371
1372 /* GeforceFX - lowend */
1373 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1374 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1375 }
1376
1377 if (WINE_D3D8_CAPABLE(gl_info))
1378 {
1379 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1380 {
1381 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1382 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1383 }
1384
1385 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1386 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1387 }
1388
1389 if (WINE_D3D7_CAPABLE(gl_info))
1390 {
1391 if (strstr(gl_renderer, "GeForce4 MX"))
1392 {
1393 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1394 * early models had 32MB but most have 64MB or even 128MB. */
1395 *vidmem = 64;
1396 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1397 }
1398
1399 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1400 {
1401 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1402 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1403 }
1404
1405 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1406 {
1407 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1408 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1409 }
1410
1411 /* Most Geforce1 cards have 32MB, there are also some rare 16
1412 * and 64MB (Dell) models. */
1413 *vidmem = 32;
1414 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1415 }
1416
1417 if (strstr(gl_renderer, "TNT2"))
1418 {
1419 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1420 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1421 }
1422
1423 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1424 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1425
1426 }
1427
1428 enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1429 unsigned int *vidmem )
1430 {
1431 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1432 *
1433 * Beware: renderer string do not match exact card model,
1434 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1435 if (WINE_D3D9_CAPABLE(gl_info))
1436 {
1437 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1438 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1439 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1440 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1441 {
1442 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1443 return CARD_ATI_RADEON_HD5800;
1444 }
1445
1446 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1447 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1448 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1449 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1450 {
1451 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1452 return CARD_ATI_RADEON_HD5700;
1453 }
1454
1455 /* Radeon R7xx HD4800 - highend */
1456 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1457 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1458 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1459 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1460 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1461 {
1462 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1463 return CARD_ATI_RADEON_HD4800;
1464 }
1465
1466 /* Radeon R740 HD4700 - midend */
1467 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1468 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1469 {
1470 *vidmem = 512;
1471 return CARD_ATI_RADEON_HD4700;
1472 }
1473
1474 /* Radeon R730 HD4600 - midend */
1475 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1476 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1477 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1478 {
1479 *vidmem = 512;
1480 return CARD_ATI_RADEON_HD4600;
1481 }
1482
1483 /* Radeon R710 HD4500/HD4350 - lowend */
1484 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1485 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1486 {
1487 *vidmem = 256;
1488 return CARD_ATI_RADEON_HD4350;
1489 }
1490
1491 /* Radeon R6xx HD2900/HD3800 - highend */
1492 if (strstr(gl_renderer, "HD 2900")
1493 || strstr(gl_renderer, "HD 3870")
1494 || strstr(gl_renderer, "HD 3850"))
1495 {
1496 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1497 return CARD_ATI_RADEON_HD2900;
1498 }
1499
1500 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1501 if (strstr(gl_renderer, "HD 2600")
1502 || strstr(gl_renderer, "HD 3830")
1503 || strstr(gl_renderer, "HD 3690")
1504 || strstr(gl_renderer, "HD 3650"))
1505 {
1506 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1507 return CARD_ATI_RADEON_HD2600;
1508 }
1509
1510 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1511 if (strstr(gl_renderer, "HD 2300")
1512 || strstr(gl_renderer, "HD 2400")
1513 || strstr(gl_renderer, "HD 3470")
1514 || strstr(gl_renderer, "HD 3450")
1515 || strstr(gl_renderer, "HD 3430")
1516 || strstr(gl_renderer, "HD 3400"))
1517 {
1518 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1519 return CARD_ATI_RADEON_HD2300;
1520 }
1521
1522 /* Radeon R6xx/R7xx integrated */
1523 if (strstr(gl_renderer, "HD 3100")
1524 || strstr(gl_renderer, "HD 3200")
1525 || strstr(gl_renderer, "HD 3300"))
1526 {
1527 *vidmem = 128; /* 128MB */
1528 return CARD_ATI_RADEON_HD3200;
1529 }
1530
1531 /* Radeon R5xx */
1532 if (strstr(gl_renderer, "X1600")
1533 || strstr(gl_renderer, "X1650")
1534 || strstr(gl_renderer, "X1800")
1535 || strstr(gl_renderer, "X1900")
1536 || strstr(gl_renderer, "X1950"))
1537 {
1538 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1539 return CARD_ATI_RADEON_X1600;
1540 }
1541
1542 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1543 if (strstr(gl_renderer, "X700")
1544 || strstr(gl_renderer, "X800")
1545 || strstr(gl_renderer, "X850")
1546 || strstr(gl_renderer, "X1300")
1547 || strstr(gl_renderer, "X1400")
1548 || strstr(gl_renderer, "X1450")
1549 || strstr(gl_renderer, "X1550"))
1550 {
1551 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1552 return CARD_ATI_RADEON_X700;
1553 }
1554
1555 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1556 if (strstr(gl_renderer, "Radeon Xpress"))
1557 {
1558 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1559 return CARD_ATI_RADEON_XPRESS_200M;
1560 }
1561
1562 /* Radeon R3xx */
1563 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1564 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1565 }
1566
1567 if (WINE_D3D8_CAPABLE(gl_info))
1568 {
1569 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1570 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1571 }
1572
1573 if (WINE_D3D7_CAPABLE(gl_info))
1574 {
1575 *vidmem = 32; /* There are models with up to 64MB */
1576 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1577 }
1578
1579 *vidmem = 16; /* There are 16-32MB models */
1580 return CARD_ATI_RAGE_128PRO;
1581
1582 }
1583
1584 enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1585 unsigned int *vidmem )
1586 {
1587 if (strstr(gl_renderer, "X3100"))
1588 {
1589 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1590 *vidmem = 128;
1591 return CARD_INTEL_X3100;
1592 }
1593
1594 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1595 {
1596 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1597 *vidmem = 64;
1598 return CARD_INTEL_I945GM;
1599 }
1600
1601 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1602 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1603 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1604 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1605 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1606 return CARD_INTEL_I915G;
1607
1608 }
1609
1610 enum wined3d_pci_device (select_card_ati_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1611 unsigned int *vidmem )
1612 {
1613 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1614 *
1615 * Beware: renderer string do not match exact card model,
1616 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1617 if (strstr(gl_renderer, "Gallium"))
1618 {
1619 /* Radeon R7xx HD4800 - highend */
1620 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1621 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1622 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1623 {
1624 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1625 return CARD_ATI_RADEON_HD4800;
1626 }
1627
1628 /* Radeon R740 HD4700 - midend */
1629 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1630 {
1631 *vidmem = 512;
1632 return CARD_ATI_RADEON_HD4700;
1633 }
1634
1635 /* Radeon R730 HD4600 - midend */
1636 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1637 {
1638 *vidmem = 512;
1639 return CARD_ATI_RADEON_HD4600;
1640 }
1641
1642 /* Radeon R710 HD4500/HD4350 - lowend */
1643 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1644 {
1645 *vidmem = 256;
1646 return CARD_ATI_RADEON_HD4350;
1647 }
1648
1649 /* Radeon R6xx HD2900/HD3800 - highend */
1650 if (strstr(gl_renderer, "R600")
1651 || strstr(gl_renderer, "RV670")
1652 || strstr(gl_renderer, "R680"))
1653 {
1654 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1655 return CARD_ATI_RADEON_HD2900;
1656 }
1657
1658 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1659 if (strstr(gl_renderer, "RV630")
1660 || strstr(gl_renderer, "RV635"))
1661 {
1662 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1663 return CARD_ATI_RADEON_HD2600;
1664 }
1665
1666 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1667 if (strstr(gl_renderer, "RV610")
1668 || strstr(gl_renderer, "RV620"))
1669 {
1670 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1671 return CARD_ATI_RADEON_HD2300;
1672 }
1673
1674 /* Radeon R6xx/R7xx integrated */
1675 if (strstr(gl_renderer, "RS780")
1676 || strstr(gl_renderer, "RS880"))
1677 {
1678 *vidmem = 128; /* 128MB */
1679 return CARD_ATI_RADEON_HD3200;
1680 }
1681
1682 /* Radeon R5xx */
1683 if (strstr(gl_renderer, "RV530")
1684 || strstr(gl_renderer, "RV535")
1685 || strstr(gl_renderer, "RV560")
1686 || strstr(gl_renderer, "R520")
1687 || strstr(gl_renderer, "RV570")
1688 || strstr(gl_renderer, "R580"))
1689 {
1690 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1691 return CARD_ATI_RADEON_X1600;
1692 }
1693
1694 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1695 if (strstr(gl_renderer, "R410")
1696 || strstr(gl_renderer, "R420")
1697 || strstr(gl_renderer, "R423")
1698 || strstr(gl_renderer, "R430")
1699 || strstr(gl_renderer, "R480")
1700 || strstr(gl_renderer, "R481")
1701 || strstr(gl_renderer, "RV410")
1702 || strstr(gl_renderer, "RV515")
1703 || strstr(gl_renderer, "RV516"))
1704 {
1705 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1706 return CARD_ATI_RADEON_X700;
1707 }
1708
1709 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1710 if (strstr(gl_renderer, "RS400")
1711 || strstr(gl_renderer, "RS480")
1712 || strstr(gl_renderer, "RS482")
1713 || strstr(gl_renderer, "RS485")
1714 || strstr(gl_renderer, "RS600")
1715 || strstr(gl_renderer, "RS690")
1716 || strstr(gl_renderer, "RS740"))
1717 {
1718 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1719 return CARD_ATI_RADEON_XPRESS_200M;
1720 }
1721
1722 /* Radeon R3xx */
1723 if (strstr(gl_renderer, "R300")
1724 || strstr(gl_renderer, "RV350")
1725 || strstr(gl_renderer, "RV351")
1726 || strstr(gl_renderer, "RV360")
1727 || strstr(gl_renderer, "RV370")
1728 || strstr(gl_renderer, "R350")
1729 || strstr(gl_renderer, "R360"))
1730 {
1731 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1732 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1733 }
1734 }
1735
1736 if (WINE_D3D9_CAPABLE(gl_info))
1737 {
1738 /* Radeon R7xx HD4800 - highend */
1739 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1740 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1741 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1742 {
1743 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1744 return CARD_ATI_RADEON_HD4800;
1745 }
1746
1747 /* Radeon R740 HD4700 - midend */
1748 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1749 {
1750 *vidmem = 512;
1751 return CARD_ATI_RADEON_HD4700;
1752 }
1753
1754 /* Radeon R730 HD4600 - midend */
1755 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1756 {
1757 *vidmem = 512;
1758 return CARD_ATI_RADEON_HD4600;
1759 }
1760
1761 /* Radeon R710 HD4500/HD4350 - lowend */
1762 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1763 {
1764 *vidmem = 256;
1765 return CARD_ATI_RADEON_HD4350;
1766 }
1767
1768 /* Radeon R6xx HD2900/HD3800 - highend */
1769 if (strstr(gl_renderer, "(R600")
1770 || strstr(gl_renderer, "(RV670")
1771 || strstr(gl_renderer, "(R680"))
1772 {
1773 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1774 return CARD_ATI_RADEON_HD2900;
1775 }
1776
1777 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1778 if (strstr(gl_renderer, "(RV630")
1779 || strstr(gl_renderer, "(RV635"))
1780 {
1781 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1782 return CARD_ATI_RADEON_HD2600;
1783 }
1784
1785 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1786 if (strstr(gl_renderer, "(RV610")
1787 || strstr(gl_renderer, "(RV620"))
1788 {
1789 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1790 return CARD_ATI_RADEON_HD2300;
1791 }
1792
1793 /* Radeon R6xx/R7xx integrated */
1794 if (strstr(gl_renderer, "(RS780")
1795 || strstr(gl_renderer, "(RS880"))
1796 {
1797 *vidmem = 128; /* 128MB */
1798 return CARD_ATI_RADEON_HD3200;
1799 }
1800 }
1801
1802 if (WINE_D3D8_CAPABLE(gl_info))
1803 {
1804 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1805 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1806 }
1807
1808 if (WINE_D3D7_CAPABLE(gl_info))
1809 {
1810 *vidmem = 32; /* There are models with up to 64MB */
1811 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1812 }
1813
1814 *vidmem = 16; /* There are 16-32MB models */
1815 return CARD_ATI_RAGE_128PRO;
1816
1817 }
1818
1819 enum wined3d_pci_device (select_card_nvidia_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1820 unsigned int *vidmem )
1821 {
1822 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1823 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1824 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1825 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1826 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1827 return CARD_NVIDIA_RIVA_128;
1828 }
1829
1830 enum wined3d_pci_device (select_card_intel_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1831 unsigned int *vidmem )
1832 {
1833 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1834 return CARD_INTEL_I915G;
1835 }
1836
1837
1838 struct vendor_card_selection
1839 {
1840 enum wined3d_gl_vendor gl_vendor;
1841 enum wined3d_pci_vendor card_vendor;
1842 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1843 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1844 unsigned int *vidmem );
1845 };
1846
1847 static const struct vendor_card_selection vendor_card_select_table[] =
1848 {
1849 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1850 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1851 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1852 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1853 {GL_VENDOR_ATI, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1854 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1855 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1856 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1857 };
1858
1859
1860 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1861 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1862 {
1863 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1864 * different GPUs with roughly the same features. In most cases GPUs from a
1865 * certain family differ in clockspeeds, the amount of video memory and the
1866 * number of shader pipelines.
1867 *
1868 * A Direct3D device object contains the PCI id (vendor + device) of the
1869 * videocard which is used for rendering. Various applications use this
1870 * information to get a rough estimation of the features of the card and
1871 * some might use it for enabling 3d effects only on certain types of
1872 * videocards. In some cases games might even use it to work around bugs
1873 * which happen on certain videocards/driver combinations. The problem is
1874 * that OpenGL only exposes a rendering string containing the name of the
1875 * videocard and not the PCI id.
1876 *
1877 * Various games depend on the PCI id, so somehow we need to provide one.
1878 * A simple option is to parse the renderer string and translate this to
1879 * the right PCI id. This is a lot of work because there are more than 200
1880 * GPUs just for Nvidia. Various cards share the same renderer string, so
1881 * the amount of code might be 'small' but there are quite a number of
1882 * exceptions which would make this a pain to maintain. Another way would
1883 * be to query the PCI id from the operating system (assuming this is the
1884 * videocard which is used for rendering which is not always the case).
1885 * This would work but it is not very portable. Second it would not work
1886 * well in, let's say, a remote X situation in which the amount of 3d
1887 * features which can be used is limited.
1888 *
1889 * As said most games only use the PCI id to get an indication of the
1890 * capabilities of the card. It doesn't really matter if the given id is
1891 * the correct one if we return the id of a card with similar 3d features.
1892 *
1893 * The code below checks the OpenGL capabilities of a videocard and matches
1894 * that to a certain level of Direct3D functionality. Once a card passes
1895 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1896 * least a GeforceFX. To give a better estimate we do a basic check on the
1897 * renderer string but if that won't pass we return a default card. This
1898 * way is better than maintaining a full card database as even without a
1899 * full database we can return a card with similar features. Second the
1900 * size of the database can be made quite small because when you know what
1901 * type of 3d functionality a card has, you know to which GPU family the
1902 * GPU must belong. Because of this you only have to check a small part of
1903 * the renderer string to distinguishes between different models from that
1904 * family.
1905 *
1906 * The code also selects a default amount of video memory which we will
1907 * use for an estimation of the amount of free texture memory. In case of
1908 * real D3D the amount of texture memory includes video memory and system
1909 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1910 * HyperMemory). We don't know how much system memory can be addressed by
1911 * the system but we can make a reasonable estimation about the amount of
1912 * video memory. If the value is slightly wrong it doesn't matter as we
1913 * didn't include AGP-like memory which makes the amount of addressable
1914 * memory higher and second OpenGL isn't that critical it moves to system
1915 * memory behind our backs if really needed. Note that the amount of video
1916 * memory can be overruled using a registry setting. */
1917
1918 int i;
1919
1920 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1921 {
1922 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1923 || (vendor_card_select_table[i].card_vendor != *card_vendor))
1924 continue;
1925 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1926 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
1927 }
1928
1929 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1930 *gl_vendor, *card_vendor);
1931
1932 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1933 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1934 * them a good generic choice. */
1935 *card_vendor = HW_VENDOR_NVIDIA;
1936 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1937 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1938 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1939 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1940 return CARD_NVIDIA_RIVA_128;
1941 }
1942
1943 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1944 {
1945 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1946 int vs_selected_mode, ps_selected_mode;
1947
1948 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1949 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1950 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1951 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1952 else if (gl_info->supported[NV_REGISTER_COMBINERS]
1953 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1954 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1955 else return &ffp_fragment_pipeline;
1956 }
1957
1958 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1959 {
1960 int vs_selected_mode, ps_selected_mode;
1961
1962 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1963 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1964 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1965 return &none_shader_backend;
1966 }
1967
1968 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
1969 {
1970 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1971 int vs_selected_mode, ps_selected_mode;
1972
1973 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1974 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1975 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
1976 else return &ffp_blit;
1977 }
1978
1979 /* Context activation is done by the caller. */
1980 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
1981 {
1982 struct wined3d_driver_info *driver_info = &adapter->driver_info;
1983 struct wined3d_gl_info *gl_info = &adapter->gl_info;
1984 const char *GL_Extensions = NULL;
1985 const char *WGL_Extensions = NULL;
1986 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
1987 struct fragment_caps fragment_caps;
1988 enum wined3d_gl_vendor gl_vendor;
1989 enum wined3d_pci_vendor card_vendor;
1990 enum wined3d_pci_device device;
1991 GLint gl_max;
1992 GLfloat gl_floatv[2];
1993 unsigned i;
1994 HDC hdc;
1995 unsigned int vidmem=0;
1996 DWORD gl_version;
1997 size_t len;
1998
1999 TRACE_(d3d_caps)("(%p)\n", gl_info);
2000
2001 ENTER_GL();
2002
2003 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2004 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2005 if (!gl_renderer_str)
2006 {
2007 LEAVE_GL();
2008 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2009 return FALSE;
2010 }
2011
2012 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2013 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2014 if (!gl_vendor_str)
2015 {
2016 LEAVE_GL();
2017 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2018 return FALSE;
2019 }
2020
2021 /* Parse the GL_VERSION field into major and minor information */
2022 gl_version_str = (const char *)glGetString(GL_VERSION);
2023 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2024 if (!gl_version_str)
2025 {
2026 LEAVE_GL();
2027 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2028 return FALSE;
2029 }
2030 gl_version = wined3d_parse_gl_version(gl_version_str);
2031
2032 /*
2033 * Initialize openGL extension related variables
2034 * with Default values
2035 */
2036 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2037 gl_info->limits.buffers = 1;
2038 gl_info->limits.textures = 1;
2039 gl_info->limits.fragment_samplers = 1;
2040 gl_info->limits.vertex_samplers = 0;
2041 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2042 gl_info->limits.sampler_stages = 1;
2043 gl_info->limits.glsl_vs_float_constants = 0;
2044 gl_info->limits.glsl_ps_float_constants = 0;
2045 gl_info->limits.arb_vs_float_constants = 0;
2046 gl_info->limits.arb_vs_native_constants = 0;
2047 gl_info->limits.arb_vs_instructions = 0;
2048 gl_info->limits.arb_vs_temps = 0;
2049 gl_info->limits.arb_ps_float_constants = 0;
2050 gl_info->limits.arb_ps_local_constants = 0;
2051 gl_info->limits.arb_ps_instructions = 0;
2052 gl_info->limits.arb_ps_temps = 0;
2053
2054 /* Retrieve opengl defaults */
2055 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2056 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2057 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2058
2059 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2060 gl_info->limits.lights = gl_max;
2061 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2062
2063 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2064 gl_info->limits.texture_size = gl_max;
2065 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2066
2067 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2068 gl_info->limits.pointsize_min = gl_floatv[0];
2069 gl_info->limits.pointsize_max = gl_floatv[1];
2070 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2071
2072 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2073 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2074 if (!GL_Extensions)
2075 {
2076 LEAVE_GL();
2077 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2078 return FALSE;
2079 }
2080
2081 LEAVE_GL();
2082
2083 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2084
2085 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2086
2087 while (*GL_Extensions)
2088 {
2089 const char *start;
2090 char current_ext[256];
2091
2092 while (isspace(*GL_Extensions)) ++GL_Extensions;
2093 start = GL_Extensions;
2094 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2095
2096 len = GL_Extensions - start;
2097 if (!len || len >= sizeof(current_ext)) continue;
2098
2099 memcpy(current_ext, start, len);
2100 current_ext[len] = '\0';
2101 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2102
2103 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2104 {
2105 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2106 {
2107 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2108 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2109 break;
2110 }
2111 }
2112 }
2113
2114 /* Now work out what GL support this card really has */
2115 #define USE_GL_FUNC(type, pfn, ext, replace) \
2116 { \
2117 DWORD ver = ver_for_ext(ext); \
2118 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2119 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2120 else gl_info->pfn = NULL; \
2121 }
2122 GL_EXT_FUNCS_GEN;
2123 #undef USE_GL_FUNC
2124
2125 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2126 WGL_EXT_FUNCS_GEN;
2127 #undef USE_GL_FUNC
2128
2129 ENTER_GL();
2130
2131 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2132 * loading the functions, otherwise the code above will load the extension entry points instead of the
2133 * core functions, which may not work. */
2134 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2135 {
2136 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2137 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2138 {
2139 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2140 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2141 }
2142 }
2143
2144 if (gl_info->supported[APPLE_FENCE])
2145 {
2146 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2147 * The apple extension interacts with some other apple exts. Disable the NV
2148 * extension if the apple one is support to prevent confusion in other parts
2149 * of the code. */
2150 gl_info->supported[NV_FENCE] = FALSE;
2151 }
2152 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2153 {
2154 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2155 *
2156 * The enums are the same:
2157 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2158 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2159 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2160 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2161 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2162 */
2163 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2164 {
2165 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2166 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2167 }
2168 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2169 {
2170 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2171 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2172 }
2173 }
2174 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2175 {
2176 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2177 * functionality. Prefer the ARB extension */
2178 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2179 }
2180 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2181 {
2182 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2183 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2184 }
2185 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2186 {
2187 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2188 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2189 }
2190 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2191 {
2192 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2193 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2194 }
2195 if (gl_info->supported[NV_TEXTURE_SHADER2])
2196 {
2197 if (gl_info->supported[NV_REGISTER_COMBINERS])
2198 {
2199 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2200 * are supported. The nv extensions provide the same functionality as the
2201 * ATI one, and a bit more(signed pixelformats). */
2202 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2203 }
2204 }
2205
2206 if (gl_info->supported[NV_REGISTER_COMBINERS])
2207 {
2208 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2209 gl_info->limits.general_combiners = gl_max;
2210 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2211 }
2212 if (gl_info->supported[ARB_DRAW_BUFFERS])
2213 {
2214 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2215 gl_info->limits.buffers = gl_max;
2216 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2217 }
2218 if (gl_info->supported[ARB_MULTITEXTURE])
2219 {
2220 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2221 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2222 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2223
2224 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2225 {
2226 GLint tmp;
2227 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2228 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2229 }
2230 else
2231 {
2232 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2233 }
2234 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2235
2236 if (gl_info->supported[ARB_VERTEX_SHADER])
2237 {
2238 GLint tmp;
2239 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2240 gl_info->limits.vertex_samplers = tmp;
2241 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2242 gl_info->limits.combined_samplers = tmp;
2243
2244 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2245 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2246 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2247 * shader is used with fixed function vertex processing we're fine too because fixed function
2248 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2249 * used we have to make sure that all vertex sampler setups are valid together with all
2250 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2251 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2252 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2253 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2254 * a fixed function pipeline anymore.
2255 *
2256 * So this is just a check to check that our assumption holds true. If not, write a warning
2257 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2258 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2259 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2260 {
2261 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2262 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2263 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2264 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2265 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2266 else
2267 gl_info->limits.vertex_samplers = 0;
2268 }
2269 }
2270 else
2271 {
2272 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2273 }
2274 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2275 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2276 }
2277 if (gl_info->supported[ARB_VERTEX_BLEND])
2278 {
2279 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2280 gl_info->limits.blends = gl_max;
2281 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2282 }
2283 if (gl_info->supported[EXT_TEXTURE3D])
2284 {
2285 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2286 gl_info->limits.texture3d_size = gl_max;
2287 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2288 }
2289 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2290 {
2291 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2292 gl_info->limits.anisotropy = gl_max;
2293 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2294 }
2295 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2296 {
2297 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2298 gl_info->limits.arb_ps_float_constants = gl_max;
2299 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2300 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2301 gl_info->limits.arb_ps_native_constants = gl_max;
2302 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2303 gl_info->limits.arb_ps_native_constants);
2304 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2305 gl_info->limits.arb_ps_temps = gl_max;
2306 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2307 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2308 gl_info->limits.arb_ps_instructions = gl_max;
2309 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2310 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2311 gl_info->limits.arb_ps_local_constants = gl_max;
2312 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2313 }
2314 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2315 {
2316 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2317 gl_info->limits.arb_vs_float_constants = gl_max;
2318 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2319 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2320 gl_info->limits.arb_vs_native_constants = gl_max;
2321 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2322 gl_info->limits.arb_vs_native_constants);
2323 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2324 gl_info->limits.arb_vs_temps = gl_max;
2325 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2326 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2327 gl_info->limits.arb_vs_instructions = gl_max;
2328 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2329
2330 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2331 }
2332 if (gl_info->supported[ARB_VERTEX_SHADER])
2333 {
2334 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2335 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2336 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2337 }
2338 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2339 {
2340 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2341 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2342 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2343 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2344 gl_info->limits.glsl_varyings = gl_max;
2345 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2346 }
2347 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2348 {
2349 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2350 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2351 }
2352 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2353 {
2354 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2355 }
2356 else
2357 {
2358 gl_info->limits.shininess = 128.0f;
2359 }
2360 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2361 {
2362 /* If we have full NP2 texture support, disable
2363 * GL_ARB_texture_rectangle because we will never use it.
2364 * This saves a few redundant glDisable calls. */
2365 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2366 }
2367 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2368 {
2369 /* Disable NV_register_combiners and fragment shader if this is supported.
2370 * generally the NV extensions are preferred over the ATI ones, and this
2371 * extension is disabled if register_combiners and texture_shader2 are both
2372 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2373 * fragment processing support. */
2374 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2375 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2376 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2377 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2378 }
2379 if (gl_info->supported[NV_HALF_FLOAT])
2380 {
2381 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2382 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2383 }
2384 if (gl_info->supported[ARB_POINT_SPRITE])
2385 {
2386 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2387 }
2388 else
2389 {
2390 gl_info->limits.point_sprite_units = 0;
2391 }
2392 checkGLcall("extension detection");
2393
2394 LEAVE_GL();
2395
2396 adapter->fragment_pipe = select_fragment_implementation(adapter);
2397 adapter->shader_backend = select_shader_backend(adapter);
2398 adapter->blitter = select_blit_implementation(adapter);
2399
2400 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2401 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2402 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2403
2404 /* In some cases the number of texture stages can be larger than the number
2405 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2406 * shaders), but 8 texture stages (register combiners). */
2407 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2408
2409 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2410 {
2411 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2412 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2413 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2414 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2415 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2416 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2417 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2418 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2419 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2420 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2421 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2422 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2423 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2424 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2425 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2426 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2427 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2428 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2429 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2430 }
2431 else
2432 {
2433 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2434 {
2435 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2436 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2437 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2438 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2439 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2440 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2441 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2442 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2443 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2444 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2445 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2446 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2447 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2448 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2449 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2450 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2451 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2452 }
2453 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2454 {
2455 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2456 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2457 }
2458 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2459 {
2460 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2461 }
2462 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2463 {
2464 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2465 }
2466 }
2467
2468 /* MRTs are currently only supported when FBOs are used. */
2469 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2470 {
2471 gl_info->limits.buffers = 1;
2472 }
2473
2474 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2475 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2476 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2477
2478 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2479 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2480
2481 /* If we have an estimate use it, else default to 64MB; */
2482 if(vidmem)
2483 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2484 else
2485 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2486
2487 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2488 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2489 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2490 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2491 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2492 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2493 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2494 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2495
2496 /* Make sure there's an active HDC else the WGL extensions will fail */
2497 hdc = pwglGetCurrentDC();
2498 if (hdc) {
2499 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2500 if(GL_EXTCALL(wglGetExtensionsStringARB))
2501 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2502
2503 if (NULL == WGL_Extensions) {
2504 ERR(" WGL_Extensions returns NULL\n");
2505 } else {
2506 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2507 while (*WGL_Extensions != 0x00) {
2508 const char *Start;
2509 char ThisExtn[256];
2510
2511 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2512 Start = WGL_Extensions;
2513 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2514 WGL_Extensions++;
2515 }
2516
2517 len = WGL_Extensions - Start;
2518 if (len == 0 || len >= sizeof(ThisExtn))
2519 continue;
2520
2521 memcpy(ThisExtn, Start, len);
2522 ThisExtn[len] = '\0';
2523 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2524
2525 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2526 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2527 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2528 }
2529 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2530 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2531 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2532 }
2533 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2534 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2535 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2536 }
2537 }
2538 }
2539 }
2540
2541 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2542 init_driver_info(driver_info, card_vendor, device);
2543 add_gl_compat_wrappers(gl_info);
2544
2545 return TRUE;
2546 }
2547
2548 /**********************************************************
2549 * IWineD3D implementation follows
2550 **********************************************************/
2551
2552 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2553 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2554
2555 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2556
2557 return This->adapter_count;
2558 }
2559
2560 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2561 {
2562 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2563
2564 return WINED3D_OK;
2565 }
2566
2567 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2568 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2569
2570 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2571
2572 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2573 return NULL;
2574 }
2575
2576 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2577 }
2578
2579 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2580 of the same bpp but different resolutions */
2581
2582 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2583 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2584 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2585 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2586
2587 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2588 return 0;
2589 }
2590
2591 /* TODO: Store modes per adapter and read it from the adapter structure */
2592 if (Adapter == 0) { /* Display */
2593 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2594 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2595 unsigned int i = 0;
2596 unsigned int j = 0;
2597 DEVMODEW mode;
2598
2599 memset(&mode, 0, sizeof(mode));
2600 mode.dmSize = sizeof(mode);
2601
2602 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2603 {
2604 ++j;
2605
2606 if (Format == WINED3DFMT_UNKNOWN)
2607 {
2608 /* This is for D3D8, do not enumerate P8 here */
2609 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2610 }
2611 else if (mode.dmBitsPerPel == format_bits)
2612 {
2613 ++i;
2614 }
2615 }
2616
2617 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2618 return i;
2619 } else {
2620 FIXME_(d3d_caps)("Adapter not primary display\n");
2621 }
2622 return 0;
2623 }
2624
2625 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2626 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2627 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2628 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2629
2630 /* Validate the parameters as much as possible */
2631 if (NULL == pMode ||
2632 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2633 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2634 return WINED3DERR_INVALIDCALL;
2635 }
2636
2637 /* TODO: Store modes per adapter and read it from the adapter structure */
2638 if (Adapter == 0)
2639 {
2640 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2641 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2642 DEVMODEW DevModeW;
2643 int ModeIdx = 0;
2644 UINT i = 0;
2645 int j = 0;
2646
2647 ZeroMemory(&DevModeW, sizeof(DevModeW));
2648 DevModeW.dmSize = sizeof(DevModeW);
2649
2650 /* If we are filtering to a specific format (D3D9), then need to skip
2651 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2652 just count through the ones with valid bit depths */
2653 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2654 {
2655 if (Format == WINED3DFMT_UNKNOWN)
2656 {
2657 /* This is for D3D8, do not enumerate P8 here */
2658 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2659 }
2660 else if (DevModeW.dmBitsPerPel == format_bits)
2661 {
2662 ++i;
2663 }
2664 }
2665
2666 if (i == 0) {
2667 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2668 return WINED3DERR_INVALIDCALL;
2669 }
2670 ModeIdx = j - 1;
2671
2672 /* Now get the display mode via the calculated index */
2673 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2674 pMode->Width = DevModeW.dmPelsWidth;
2675 pMode->Height = DevModeW.dmPelsHeight;
2676 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2677 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2678 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2679
2680 if (Format == WINED3DFMT_UNKNOWN) {
2681 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2682 } else {
2683 pMode->Format = Format;
2684 }
2685 } else {
2686 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2687 return WINED3DERR_INVALIDCALL;
2688 }
2689
2690 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2691 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2692 DevModeW.dmBitsPerPel);
2693
2694 }
2695 else
2696 {
2697 FIXME_(d3d_caps)("Adapter not primary display\n");
2698 }
2699
2700 return WINED3D_OK;
2701 }
2702
2703 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2704 {
2705 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2706
2707 if (NULL == pMode ||
2708 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2709 return WINED3DERR_INVALIDCALL;
2710 }
2711
2712 if (Adapter == 0) { /* Display */
2713 int bpp = 0;
2714 DEVMODEW DevModeW;
2715
2716 ZeroMemory(&DevModeW, sizeof(DevModeW));
2717 DevModeW.dmSize = sizeof(DevModeW);
2718
2719 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2720 pMode->Width = DevModeW.dmPelsWidth;
2721 pMode->Height = DevModeW.dmPelsHeight;
2722 bpp = DevModeW.dmBitsPerPel;
2723 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2724 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2725 {
2726 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2727 }
2728
2729 pMode->Format = pixelformat_for_depth(bpp);
2730 } else {
2731 FIXME_(d3d_caps)("Adapter not primary display\n");
2732 }
2733
2734 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2735 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2736 return WINED3D_OK;
2737 }
2738
2739 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2740 and fields being inserted in the middle, a new structure is used in place */
2741 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2742 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2743 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2744 struct wined3d_adapter *adapter;
2745 size_t len;
2746
2747 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2748
2749 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2750 return WINED3DERR_INVALIDCALL;
2751 }
2752
2753 adapter = &This->adapters[Adapter];
2754
2755 /* Return the information requested */
2756 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2757
2758 if (pIdentifier->driver_size)
2759 {
2760 const char *name = adapter->driver_info.name;
2761 len = min(strlen(name), pIdentifier->driver_size - 1);
2762 memcpy(pIdentifier->driver, name, len);
2763 pIdentifier->driver[len] = '\0';
2764 }
2765
2766 if (pIdentifier->description_size)
2767 {
2768 const char *description = adapter->driver_info.description;
2769 len = min(strlen(description), pIdentifier->description_size - 1);
2770 memcpy(pIdentifier->description, description, len);
2771 pIdentifier->description[len] = '\0';
2772 }
2773
2774 /* Note that d3d8 doesn't supply a device name. */
2775 if (pIdentifier->device_name_size)
2776 {
2777 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2778
2779 len = strlen(device_name);
2780 if (len >= pIdentifier->device_name_size)
2781 {
2782 ERR("Device name size too small.\n");
2783 return WINED3DERR_INVALIDCALL;
2784 }
2785
2786 memcpy(pIdentifier->device_name, device_name, len);
2787 pIdentifier->device_name[len] = '\0';
2788 }
2789
2790 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2791 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2792 pIdentifier->vendor_id = adapter->driver_info.vendor;
2793 pIdentifier->device_id = adapter->driver_info.device;
2794 pIdentifier->subsystem_id = 0;
2795 pIdentifier->revision = 0;
2796 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2797 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2798 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2799 pIdentifier->video_memory = adapter->TextureRam;
2800
2801 return WINED3D_OK;
2802 }
2803
2804 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2805 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2806 {
2807 short redSize, greenSize, blueSize, alphaSize, colorBits;
2808
2809 if(!cfg)
2810 return FALSE;
2811
2812 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2813 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2814 {
2815 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2816 return FALSE;
2817 }
2818
2819 if(cfg->redSize < redSize)
2820 return FALSE;
2821
2822 if(cfg->greenSize < greenSize)
2823 return FALSE;
2824
2825 if(cfg->blueSize < blueSize)
2826 return FALSE;
2827
2828 if(cfg->alphaSize < alphaSize)
2829 return FALSE;
2830
2831 return TRUE;
2832 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2833 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2834 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2835 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2836 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2837 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2838 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2839 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2840 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2841 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2842 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2843 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2844 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2845 } else {
2846 /* Probably a color index mode */
2847 return FALSE;
2848 }
2849
2850 return FALSE;
2851 }
2852
2853 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2854 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2855 {
2856 short depthSize, stencilSize;
2857 BOOL lockable = FALSE;
2858
2859 if(!cfg)
2860 return FALSE;
2861
2862 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2863 {
2864 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2865 return FALSE;
2866 }
2867
2868 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2869 lockable = TRUE;
2870
2871 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2872 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2873 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2874 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2875 return FALSE;
2876
2877 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2878 * allow more stencil bits than requested. */
2879 if(cfg->stencilSize < stencilSize)
2880 return FALSE;
2881
2882 return TRUE;
2883 }
2884
2885 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2886 WINED3DFORMAT AdapterFormat,
2887 WINED3DFORMAT RenderTargetFormat,
2888 WINED3DFORMAT DepthStencilFormat) {
2889 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2890 int nCfgs;
2891 const WineD3D_PixelFormat *cfgs;
2892 const struct wined3d_adapter *adapter;
2893 const struct GlPixelFormatDesc *rt_format_desc;
2894 const struct GlPixelFormatDesc *ds_format_desc;
2895 int it;
2896
2897 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2898 This, Adapter,
2899 DeviceType, debug_d3ddevicetype(DeviceType),
2900 AdapterFormat, debug_d3dformat(AdapterFormat),
2901 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2902 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2903
2904 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2905 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2906 return WINED3DERR_INVALIDCALL;
2907 }
2908
2909 adapter = &This->adapters[Adapter];
2910 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2911 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2912 cfgs = adapter->cfgs;
2913 nCfgs = adapter->nCfgs;
2914 for (it = 0; it < nCfgs; ++it) {
2915 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2916 {
2917 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2918 {
2919 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2920 return WINED3D_OK;
2921 }
2922 }
2923 }
2924 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2925
2926 return WINED3DERR_NOTAVAILABLE;
2927 }
2928
2929 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2930 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2931 {
2932 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2933 const struct GlPixelFormatDesc *glDesc;
2934 const struct wined3d_adapter *adapter;
2935
2936 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2937 This,
2938 Adapter,
2939 DeviceType, debug_d3ddevicetype(DeviceType),
2940 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2941 Windowed,
2942 MultiSampleType,
2943 pQualityLevels);
2944
2945 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2946 return WINED3DERR_INVALIDCALL;
2947 }
2948
2949 /* TODO: handle Windowed, add more quality levels */
2950
2951 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2952 if(pQualityLevels) *pQualityLevels = 1;
2953 return WINED3D_OK;
2954 }
2955
2956 /* By default multisampling is disabled right now as it causes issues
2957 * on some Nvidia driver versions and it doesn't work well in combination
2958 * with FBOs yet. */
2959 if(!wined3d_settings.allow_multisampling)
2960 return WINED3DERR_NOTAVAILABLE;
2961
2962 adapter = &This->adapters[Adapter];
2963 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2964 if (!glDesc) return WINED3DERR_INVALIDCALL;
2965
2966 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2967 int i, nCfgs;
2968 const WineD3D_PixelFormat *cfgs;
2969
2970 cfgs = adapter->cfgs;
2971 nCfgs = adapter->nCfgs;
2972 for(i=0; i<nCfgs; i++) {
2973 if(cfgs[i].numSamples != MultiSampleType)
2974 continue;
2975
2976 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2977 continue;
2978
2979 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2980
2981 if(pQualityLevels)
2982 *pQualityLevels = 1; /* Guess at a value! */
2983 return WINED3D_OK;
2984 }
2985 }
2986 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2987 short redSize, greenSize, blueSize, alphaSize, colorBits;
2988 int i, nCfgs;
2989 const WineD3D_PixelFormat *cfgs;
2990
2991 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2992 {
2993 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2994 return WINED3DERR_NOTAVAILABLE;
2995 }
2996
2997 cfgs = adapter->cfgs;
2998 nCfgs = adapter->nCfgs;
2999 for(i=0; i<nCfgs; i++) {
3000 if(cfgs[i].numSamples != MultiSampleType)
3001 continue;
3002 if(cfgs[i].redSize != redSize)
3003 continue;
3004 if(cfgs[i].greenSize != greenSize)
3005 continue;
3006 if(cfgs[i].blueSize != blueSize)
3007 continue;
3008 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3009 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3010 continue;
3011 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3012 continue;
3013
3014 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3015
3016 if(pQualityLevels)
3017 *pQualityLevels = 1; /* Guess at a value! */
3018 return WINED3D_OK;
3019 }
3020 }
3021 return WINED3DERR_NOTAVAILABLE;
3022 }
3023
3024 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3025 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3026 {
3027 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3028 UINT nmodes;
3029
3030 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3031 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3032 debug_d3dformat(BackBufferFormat), Windowed);
3033
3034 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3035 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3036 return WINED3DERR_INVALIDCALL;
3037 }
3038
3039 /* The task of this function is to check whether a certain display / backbuffer format
3040 * combination is available on the given adapter. In fullscreen mode microsoft specified
3041 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3042 * and display format should match exactly.
3043 * In windowed mode format conversion can occur and this depends on the driver. When format
3044 * conversion is done, this function should nevertheless fail and applications need to use
3045 * CheckDeviceFormatConversion.
3046 * At the moment we assume that fullscreen and windowed have the same capabilities */
3047
3048 /* There are only 4 display formats */
3049 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3050 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3051 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3052 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3053 {
3054 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3055 return WINED3DERR_NOTAVAILABLE;
3056 }
3057
3058 /* If the requested DisplayFormat is not available, don't continue */
3059 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3060 if(!nmodes) {
3061 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3062 return WINED3DERR_NOTAVAILABLE;
3063 }
3064
3065 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3066 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3067 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3068 return WINED3DERR_NOTAVAILABLE;
3069 }
3070
3071 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3072 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3073 {
3074 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3075 return WINED3DERR_NOTAVAILABLE;
3076 }
3077
3078 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3079 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3080 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3081 {
3082 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3083 return WINED3DERR_NOTAVAILABLE;
3084 }
3085
3086 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3087 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3088 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3089 {
3090 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3091 return WINED3DERR_NOTAVAILABLE;
3092 }
3093
3094 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3095 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3096 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3097 {
3098 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3099 return WINED3DERR_NOTAVAILABLE;
3100 }
3101
3102 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3103 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3104 if(FAILED(hr))
3105 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3106
3107 return hr;
3108 }
3109
3110
3111 /* Check if we support bumpmapping for a format */
3112 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
3113 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3114 {
3115 switch(format_desc->format)
3116 {
3117 case WINED3DFMT_R8G8_SNORM:
3118 case WINED3DFMT_R16G16_SNORM:
3119 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3120 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3121 case WINED3DFMT_R8G8B8A8_SNORM:
3122 /* Ask the fixed function pipeline implementation if it can deal
3123 * with the conversion. If we've got a GL extension giving native
3124 * support this will be an identity conversion. */
3125 if (adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3126 {
3127 TRACE_(d3d_caps)("[OK]\n");
3128 return TRUE;
3129 }
3130 TRACE_(d3d_caps)("[FAILED]\n");
3131 return FALSE;
3132
3133 default:
3134 TRACE_(d3d_caps)("[FAILED]\n");
3135 return FALSE;
3136 }
3137 }
3138
3139 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3140 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3141 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
3142 {
3143 int it=0;
3144
3145 /* Only allow depth/stencil formats */
3146 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3147
3148 /* Walk through all WGL pixel formats to find a match */
3149 for (it = 0; it < adapter->nCfgs; ++it)
3150 {
3151 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3152 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3153 {
3154 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3155 {
3156 return TRUE;
3157 }
3158 }
3159 }
3160
3161 return FALSE;
3162 }
3163
3164 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3165 {
3166 /* The flags entry of a format contains the filtering capability */
3167 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3168
3169 return FALSE;
3170 }
3171
3172 /* Check the render target capabilities of a format */
3173 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3174 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
3175 {
3176 /* Filter out non-RT formats */
3177 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3178
3179 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3180 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3181 int it;
3182 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3183 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3184
3185 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3186 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3187
3188 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3189 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3190 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3191 TRACE_(d3d_caps)("[FAILED]\n");
3192 return FALSE;
3193 }
3194
3195 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3196 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3197 for (it = 0; it < adapter->nCfgs; ++it)
3198 {
3199 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3200 &cfgs[it], check_format_desc))
3201 {
3202 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3203 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3204 return TRUE;
3205 }
3206 }
3207 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
3208 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
3209 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3210 int it;
3211
3212 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
3213 for (it = 0; it < adapter->nCfgs; ++it)
3214 {
3215 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3216 &cfgs[it], check_format_desc))
3217 {
3218 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3219 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3220 return TRUE;
3221 }
3222 }
3223 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
3224 /* For now return TRUE for FBOs until we have some proper checks.
3225 * Note that this function will only be called when the format is around for texturing. */
3226 return TRUE;
3227 }
3228 return FALSE;
3229 }
3230
3231 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3232 {
3233 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3234
3235 /* Check for supported sRGB formats (Texture loading and framebuffer) */
3236 if (!gl_info->supported[EXT_TEXTURE_SRGB])
3237 {
3238 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
3239 return FALSE;
3240 }
3241
3242 switch (format_desc->format)
3243 {
3244 case WINED3DFMT_B8G8R8A8_UNORM:
3245 case WINED3DFMT_B8G8R8X8_UNORM:
3246 case WINED3DFMT_B4G4R4A4_UNORM:
3247 case WINED3DFMT_L8_UNORM:
3248 case WINED3DFMT_L8A8_UNORM:
3249 case WINED3DFMT_DXT1:
3250 case WINED3DFMT_DXT2:
3251 case WINED3DFMT_DXT3:
3252 case WINED3DFMT_DXT4:
3253 case WINED3DFMT_DXT5:
3254 TRACE_(d3d_caps)("[OK]\n");
3255 return TRUE;
3256
3257 default:
3258 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
3259 return FALSE;
3260 }
3261 return FALSE;
3262 }
3263
3264 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
3265 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3266 {
3267 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3268 * doing the color fixup in shaders.
3269 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3270 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
3271 {
3272 int vs_selected_mode;
3273 int ps_selected_mode;
3274 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3275
3276 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3277 TRACE_(d3d_caps)("[OK]\n");
3278 return TRUE;
3279 }
3280 }
3281
3282 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3283 return FALSE;
3284 }
3285
3286 /* Check if a format support blending in combination with pixel shaders */
3287 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3288 const struct GlPixelFormatDesc *format_desc)
3289 {
3290 /* The flags entry of a format contains the post pixel shader blending capability */
3291 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3292
3293 return FALSE;
3294 }
3295
3296 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3297 {
3298 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3299 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3300 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3301 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3302 * capability anyway.
3303 *
3304 * For now lets report this on all formats, but in the future we may want to
3305 * restrict it to some should games need that
3306 */
3307 return TRUE;
3308 }
3309
3310 /* Check if a texture format is supported on the given adapter */
3311 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3312 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3313 {
3314 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3315
3316 switch (format_desc->format)
3317 {
3318 /*****
3319 * supported: RGB(A) formats
3320 */
3321 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3322 case WINED3DFMT_B8G8R8A8_UNORM:
3323 case WINED3DFMT_B8G8R8X8_UNORM:
3324 case WINED3DFMT_B5G6R5_UNORM:
3325 case WINED3DFMT_B5G5R5X1_UNORM:
3326 case WINED3DFMT_B5G5R5A1_UNORM:
3327 case WINED3DFMT_B4G4R4A4_UNORM:
3328 case WINED3DFMT_A8_UNORM:
3329 case WINED3DFMT_B4G4R4X4_UNORM:
3330 case WINED3DFMT_R8G8B8A8_UNORM:
3331 case WINED3DFMT_R8G8B8X8_UNORM:
3332 case WINED3DFMT_B10G10R10A2_UNORM:
3333 case WINED3DFMT_R10G10B10A2_UNORM:
3334 case WINED3DFMT_R16G16_UNORM:
3335 TRACE_(d3d_caps)("[OK]\n");
3336 return TRUE;
3337
3338 case WINED3DFMT_B2G3R3_UNORM:
3339 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3340 return FALSE;
3341
3342 /*****
3343 * supported: Palettized
3344 */
3345 case WINED3DFMT_P8_UINT:
3346 TRACE_(d3d_caps)("[OK]\n");
3347 return TRUE;
3348 /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
3349 case WINED3DFMT_P8_UINT_A8_UNORM:
3350 return FALSE;
3351
3352 /*****
3353 * Supported: (Alpha)-Luminance
3354 */
3355 case WINED3DFMT_L8_UNORM:
3356 case WINED3DFMT_L8A8_UNORM:
3357 case WINED3DFMT_L16_UNORM:
3358 TRACE_(d3d_caps)("[OK]\n");
3359 return TRUE;
3360
3361 /* Not supported on Windows, thus disabled */
3362 case WINED3DFMT_L4A4_UNORM:
3363 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3364 return FALSE;
3365
3366 /*****
3367 * Supported: Depth/Stencil formats
3368 */
3369 case WINED3DFMT_D16_LOCKABLE:
3370 case WINED3DFMT_D16_UNORM:
3371 case WINED3DFMT_S1_UINT_D15_UNORM:
3372 case WINED3DFMT_X8D24_UNORM:
3373 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3374 case WINED3DFMT_D24_UNORM_S8_UINT:
3375 case WINED3DFMT_S8_UINT_D24_FLOAT:
3376 case WINED3DFMT_D32_UNORM:
3377 case WINED3DFMT_D32_FLOAT:
3378 return TRUE;
3379
3380 /*****
3381 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3382 * GL_NV_texture_shader). Emulated by shaders
3383 */
3384 case WINED3DFMT_R8G8_SNORM:
3385 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3386 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3387 case WINED3DFMT_R8G8B8A8_SNORM:
3388 case WINED3DFMT_R16G16_SNORM:
3389 /* Ask the shader backend if it can deal with the conversion. If
3390 * we've got a GL extension giving native support this will be an
3391 * identity conversion. */
3392 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3393 {
3394 TRACE_(d3d_caps)("[OK]\n");
3395 return TRUE;
3396 }
3397 TRACE_(d3d_caps)("[FAILED]\n");
3398 return FALSE;
3399
3400 case WINED3DFMT_DXT1:
3401 case WINED3DFMT_DXT2:
3402 case WINED3DFMT_DXT3:
3403 case WINED3DFMT_DXT4:
3404 case WINED3DFMT_DXT5:
3405 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3406 {
3407 TRACE_(d3d_caps)("[OK]\n");
3408 return TRUE;
3409 }
3410 TRACE_(d3d_caps)("[FAILED]\n");
3411 return FALSE;
3412
3413
3414 /*****
3415 * Odd formats - not supported
3416 */
3417 case WINED3DFMT_VERTEXDATA:
3418 case WINED3DFMT_R16_UINT:
3419 case WINED3DFMT_R32_UINT:
3420 case WINED3DFMT_R16G16B16A16_SNORM:
3421 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3422 case WINED3DFMT_R10G11B11_SNORM:
3423 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3424 return FALSE;
3425
3426 /*****
3427 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3428 */
3429 case WINED3DFMT_R8G8_SNORM_Cx:
3430 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3431 return FALSE;
3432
3433 /* YUV formats */
3434 case WINED3DFMT_UYVY:
3435 case WINED3DFMT_YUY2:
3436 if (gl_info->supported[APPLE_YCBCR_422])
3437 {
3438 TRACE_(d3d_caps)("[OK]\n");
3439 return TRUE;
3440 }
3441 TRACE_(d3d_caps)("[FAILED]\n");
3442 return FALSE;
3443 case WINED3DFMT_YV12:
3444 TRACE_(d3d_caps)("[FAILED]\n");
3445 return FALSE;
3446
3447 /* Not supported */
3448 case WINED3DFMT_R16G16B16A16_UNORM:
3449 case WINED3DFMT_B2G3R3A8_UNORM:
3450 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3451 return FALSE;
3452
3453 /* Floating point formats */
3454 case WINED3DFMT_R16_FLOAT:
3455 case WINED3DFMT_R16G16_FLOAT:
3456 case WINED3DFMT_R16G16B16A16_FLOAT:
3457 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3458 {
3459 TRACE_(d3d_caps)("[OK]\n");
3460 return TRUE;
3461 }
3462 TRACE_(d3d_caps)("[FAILED]\n");
3463 return FALSE;
3464
3465 case WINED3DFMT_R32_FLOAT:
3466 case WINED3DFMT_R32G32_FLOAT:
3467 case WINED3DFMT_R32G32B32A32_FLOAT:
3468 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3469 {
3470 TRACE_(d3d_caps)("[OK]\n");
3471 return TRUE;
3472 }
3473 TRACE_(d3d_caps)("[FAILED]\n");
3474 return FALSE;
3475
3476 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3477 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3478 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3479 * We can do instancing with all shader versions, but we need vertex shaders.
3480 *
3481 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3482 * to enable instancing. WineD3D doesn't need that and just ignores it.
3483 *
3484 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3485 */
3486 case WINED3DFMT_INST:
3487 TRACE("ATI Instancing check hack\n");
3488 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3489 {
3490 TRACE_(d3d_caps)("[OK]\n");
3491 return TRUE;
3492 }
3493 TRACE_(d3d_caps)("[FAILED]\n");
3494 return FALSE;
3495
3496 /* Some weird FOURCC formats */
3497 case WINED3DFMT_R8G8_B8G8:
3498 case WINED3DFMT_G8R8_G8B8:
3499 case WINED3DFMT_MULTI2_ARGB8:
3500 TRACE_(d3d_caps)("[FAILED]\n");
3501 return FALSE;
3502
3503 /* Vendor specific formats */
3504 case WINED3DFMT_ATI2N:
3505 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3506 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3507 {
3508 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3509 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3510 {
3511 TRACE_(d3d_caps)("[OK]\n");
3512 return TRUE;
3513 }
3514
3515 TRACE_(d3d_caps)("[OK]\n");
3516 return TRUE;
3517 }
3518 TRACE_(d3d_caps)("[FAILED]\n");
3519 return FALSE;
3520
3521 case WINED3DFMT_NVHU:
3522 case WINED3DFMT_NVHS:
3523 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3524 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3525 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3526 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3527 * Applications have to deal with not having NVHS and NVHU.
3528 */
3529 TRACE_(d3d_caps)("[FAILED]\n");
3530 return FALSE;
3531
3532 case WINED3DFMT_UNKNOWN:
3533 return FALSE;
3534
3535 default:
3536 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3537 break;
3538 }
3539 return FALSE;
3540 }
3541
3542 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3543 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3544 {
3545 if(SurfaceType == SURFACE_GDI) {
3546 switch(check_format_desc->format)
3547 {
3548 case WINED3DFMT_B8G8R8_UNORM:
3549 case WINED3DFMT_B8G8R8A8_UNORM:
3550 case WINED3DFMT_B8G8R8X8_UNORM:
3551 case WINED3DFMT_B5G6R5_UNORM:
3552 case WINED3DFMT_B5G5R5X1_UNORM:
3553 case WINED3DFMT_B5G5R5A1_UNORM:
3554 case WINED3DFMT_B4G4R4A4_UNORM:
3555 case WINED3DFMT_B2G3R3_UNORM:
3556 case WINED3DFMT_A8_UNORM:
3557 case WINED3DFMT_B2G3R3A8_UNORM:
3558 case WINED3DFMT_B4G4R4X4_UNORM:
3559 case WINED3DFMT_R10G10B10A2_UNORM:
3560 case WINED3DFMT_R8G8B8A8_UNORM:
3561 case WINED3DFMT_R8G8B8X8_UNORM:
3562 case WINED3DFMT_R16G16_UNORM:
3563 case WINED3DFMT_B10G10R10A2_UNORM:
3564 case WINED3DFMT_R16G16B16A16_UNORM:
3565 case WINED3DFMT_P8_UINT:
3566 TRACE_(d3d_caps)("[OK]\n");
3567 return TRUE;
3568 default:
3569 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3570 return FALSE;
3571 }
3572 }
3573
3574 /* All format that are supported for textures are supported for surfaces as well */
3575 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3576 /* All depth stencil formats are supported on surfaces */
3577 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3578
3579 /* If opengl can't process the format natively, the blitter may be able to convert it */
3580 if (adapter->blitter->color_fixup_supported(check_format_desc->color_fixup))
3581 {
3582 TRACE_(d3d_caps)("[OK]\n");
3583 return TRUE;
3584 }
3585
3586 /* Reject other formats */
3587 TRACE_(d3d_caps)("[FAILED]\n");
3588 return FALSE;
3589 }
3590
3591 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3592 {
3593 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3594
3595 if (!gl_info->limits.vertex_samplers)
3596 {
3597 TRACE_(d3d_caps)("[FAILED]\n");
3598 return FALSE;
3599 }
3600
3601 switch (format_desc->format)
3602 {
3603 case WINED3DFMT_R32G32B32A32_FLOAT:
3604 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3605 {
3606 TRACE_(d3d_caps)("[FAILED]\n");
3607 return FALSE;
3608 }
3609 TRACE_(d3d_caps)("[OK]\n");
3610 return TRUE;
3611
3612 default:
3613 TRACE_(d3d_caps)("[FAILED]\n");
3614 return FALSE;
3615 }
3616 return FALSE;
3617 }
3618
3619 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3620 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3621 WINED3DSURFTYPE SurfaceType)
3622 {
3623 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3624 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3625 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3626 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3627 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3628 DWORD UsageCaps = 0;
3629
3630 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3631 This,
3632 Adapter,
3633 DeviceType, debug_d3ddevicetype(DeviceType),
3634 AdapterFormat, debug_d3dformat(AdapterFormat),
3635 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3636 RType, debug_d3dresourcetype(RType),
3637 CheckFormat, debug_d3dformat(CheckFormat));
3638
3639 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3640 return WINED3DERR_INVALIDCALL;
3641 }
3642
3643 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3644
3645 if(SurfaceType != SURFACE_OPENGL) {
3646 TRACE("[FAILED]\n");
3647 return WINED3DERR_NOTAVAILABLE;
3648 }
3649
3650 /* Cubetexture allows:
3651 * - D3DUSAGE_AUTOGENMIPMAP
3652 * - D3DUSAGE_DEPTHSTENCIL
3653 * - D3DUSAGE_DYNAMIC
3654 * - D3DUSAGE_NONSECURE (d3d9ex)
3655 * - D3DUSAGE_RENDERTARGET
3656 * - D3DUSAGE_SOFTWAREPROCESSING
3657 * - D3DUSAGE_QUERY_WRAPANDMIP
3658 */
3659 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3660 {
3661 /* Check if the texture format is around */
3662 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3663 {
3664 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3665 /* Check for automatic mipmap generation support */
3666 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3667 {
3668 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3669 } else {
3670 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3671 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3672 }
3673 }
3674
3675 /* Always report dynamic locking */
3676 if(Usage & WINED3DUSAGE_DYNAMIC)
3677 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3678
3679 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3680 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3681 {
3682 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3683 } else {
3684 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3685 return WINED3DERR_NOTAVAILABLE;
3686 }
3687 }
3688
3689 /* Always report software processing */
3690 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3691 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3692
3693 /* Check QUERY_FILTER support */
3694 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3695 if (CheckFilterCapability(adapter, format_desc))
3696 {
3697 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3698 } else {
3699 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3700 return WINED3DERR_NOTAVAILABLE;
3701 }
3702 }
3703
3704 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3705 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3706 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3707 {
3708 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3709 } else {
3710 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3711 return WINED3DERR_NOTAVAILABLE;
3712 }
3713 }
3714
3715 /* Check QUERY_SRGBREAD support */
3716 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3717 if (CheckSrgbReadCapability(adapter, format_desc))
3718 {
3719 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3720 } else {
3721 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3722 return WINED3DERR_NOTAVAILABLE;
3723 }
3724 }
3725
3726 /* Check QUERY_SRGBWRITE support */
3727 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3728 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3729 {
3730 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3731 } else {
3732 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3733 return WINED3DERR_NOTAVAILABLE;
3734 }
3735 }
3736
3737 /* Check QUERY_VERTEXTEXTURE support */
3738 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3739 if (CheckVertexTextureCapability(adapter, format_desc))
3740 {
3741 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3742 } else {
3743 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3744 return WINED3DERR_NOTAVAILABLE;
3745 }
3746 }
3747
3748 /* Check QUERY_WRAPANDMIP support */
3749 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3750 if (CheckWrapAndMipCapability(adapter, format_desc))
3751 {
3752 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3753 } else {
3754 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3755 return WINED3DERR_NOTAVAILABLE;
3756 }
3757 }
3758 } else {
3759 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3760 return WINED3DERR_NOTAVAILABLE;
3761 }
3762 } else {
3763 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3764 return WINED3DERR_NOTAVAILABLE;
3765 }
3766 } else if(RType == WINED3DRTYPE_SURFACE) {
3767 /* Surface allows:
3768 * - D3DUSAGE_DEPTHSTENCIL
3769 * - D3DUSAGE_NONSECURE (d3d9ex)
3770 * - D3DUSAGE_RENDERTARGET
3771 */
3772
3773 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3774 {
3775 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3776 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3777 {
3778 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3779 } else {
3780 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3781 return WINED3DERR_NOTAVAILABLE;
3782 }
3783 }
3784
3785 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3786 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3787 {
3788 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3789 } else {
3790 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3791 return WINED3DERR_NOTAVAILABLE;
3792 }
3793 }
3794
3795 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3796 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3797 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3798 {
3799 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3800 } else {
3801 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3802 return WINED3DERR_NOTAVAILABLE;
3803 }
3804 }
3805 } else {
3806 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3807 return WINED3DERR_NOTAVAILABLE;
3808 }
3809
3810 } else if(RType == WINED3DRTYPE_TEXTURE) {
3811 /* Texture allows:
3812 * - D3DUSAGE_AUTOGENMIPMAP
3813 * - D3DUSAGE_DEPTHSTENCIL
3814 * - D3DUSAGE_DMAP
3815 * - D3DUSAGE_DYNAMIC
3816 * - D3DUSAGE_NONSECURE (d3d9ex)
3817 * - D3DUSAGE_RENDERTARGET
3818 * - D3DUSAGE_SOFTWAREPROCESSING
3819 * - D3DUSAGE_TEXTAPI (d3d9ex)
3820 * - D3DUSAGE_QUERY_WRAPANDMIP
3821 */
3822
3823 if(SurfaceType != SURFACE_OPENGL) {
3824 TRACE("[FAILED]\n");
3825 return WINED3DERR_NOTAVAILABLE;
3826 }
3827
3828 /* Check if the texture format is around */
3829 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3830 {
3831 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3832 /* Check for automatic mipmap generation support */
3833 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3834 {
3835 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3836 } else {
3837 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3838 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3839 }
3840 }
3841
3842 /* Always report dynamic locking */
3843 if(Usage & WINED3DUSAGE_DYNAMIC)
3844 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3845
3846 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3847 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3848 {
3849 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3850 } else {
3851 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3852 return WINED3DERR_NOTAVAILABLE;
3853 }
3854 }
3855
3856 /* Always report software processing */
3857 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3858 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3859
3860 /* Check QUERY_FILTER support */
3861 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3862 if (CheckFilterCapability(adapter, format_desc))
3863 {
3864 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3865 } else {
3866 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3867 return WINED3DERR_NOTAVAILABLE;
3868 }
3869 }
3870
3871 /* Check QUERY_LEGACYBUMPMAP support */
3872 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3873 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3874 {
3875 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3876 } else {
3877 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3878 return WINED3DERR_NOTAVAILABLE;
3879 }
3880 }
3881
3882 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3883 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3884 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3885 {
3886 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3887 } else {
3888 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3889 return WINED3DERR_NOTAVAILABLE;
3890 }
3891 }
3892
3893 /* Check QUERY_SRGBREAD support */
3894 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3895 if (CheckSrgbReadCapability(adapter, format_desc))
3896 {
3897 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3898 } else {
3899 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3900 return WINED3DERR_NOTAVAILABLE;
3901 }
3902 }
3903
3904 /* Check QUERY_SRGBWRITE support */
3905 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3906 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3907 {
3908 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3909 } else {
3910 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3911 return WINED3DERR_NOTAVAILABLE;
3912 }
3913 }
3914
3915 /* Check QUERY_VERTEXTEXTURE support */
3916 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3917 if (CheckVertexTextureCapability(adapter, format_desc))
3918 {
3919 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3920 } else {
3921 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3922 return WINED3DERR_NOTAVAILABLE;
3923 }
3924 }
3925
3926 /* Check QUERY_WRAPANDMIP support */
3927 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3928 if (CheckWrapAndMipCapability(adapter, format_desc))
3929 {
3930 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3931 } else {
3932 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3933 return WINED3DERR_NOTAVAILABLE;
3934 }
3935 }
3936
3937 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3938 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3939 {
3940 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3941 } else {
3942 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3943 return WINED3DERR_NOTAVAILABLE;
3944 }
3945 }
3946 } else {
3947 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3948 return WINED3DERR_NOTAVAILABLE;
3949 }
3950 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3951 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3952 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3953 *
3954 * Volumetexture allows:
3955 * - D3DUSAGE_DYNAMIC
3956 * - D3DUSAGE_NONSECURE (d3d9ex)
3957 * - D3DUSAGE_SOFTWAREPROCESSING
3958 * - D3DUSAGE_QUERY_WRAPANDMIP
3959 */
3960
3961 if(SurfaceType != SURFACE_OPENGL) {
3962 TRACE("[FAILED]\n");
3963 return WINED3DERR_NOTAVAILABLE;
3964 }
3965
3966 /* Check volume texture and volume usage caps */
3967 if (gl_info->supported[EXT_TEXTURE3D])
3968 {
3969 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3970 {
3971 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3972 return WINED3DERR_NOTAVAILABLE;
3973 }
3974
3975 /* Always report dynamic locking */
3976 if(Usage & WINED3DUSAGE_DYNAMIC)
3977 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3978
3979 /* Always report software processing */
3980 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3981 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3982
3983 /* Check QUERY_FILTER support */
3984 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3985 if (CheckFilterCapability(adapter, format_desc))
3986 {
3987 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3988 } else {
3989 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3990 return WINED3DERR_NOTAVAILABLE;
3991 }
3992 }
3993
3994 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3995 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3996 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3997 {
3998 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3999 } else {
4000 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4001 return WINED3DERR_NOTAVAILABLE;
4002 }
4003 }
4004
4005 /* Check QUERY_SRGBREAD support */
4006 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
4007 if (CheckSrgbReadCapability(adapter, format_desc))
4008 {
4009 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4010 } else {
4011 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4012 return WINED3DERR_NOTAVAILABLE;
4013 }
4014 }
4015
4016 /* Check QUERY_SRGBWRITE support */
4017 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
4018 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
4019 {
4020 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4021 } else {
4022 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4023 return WINED3DERR_NOTAVAILABLE;
4024 }
4025 }
4026
4027 /* Check QUERY_VERTEXTEXTURE support */
4028 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4029 if (CheckVertexTextureCapability(adapter, format_desc))
4030 {
4031 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4032 } else {
4033 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4034 return WINED3DERR_NOTAVAILABLE;
4035 }
4036 }
4037
4038 /* Check QUERY_WRAPANDMIP support */
4039 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4040 if (CheckWrapAndMipCapability(adapter, format_desc))
4041 {
4042 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4043 } else {
4044 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4045 return WINED3DERR_NOTAVAILABLE;
4046 }
4047 }
4048 } else {
4049 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4050 return WINED3DERR_NOTAVAILABLE;
4051 }
4052
4053 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
4054 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
4055 * app needing one of those formats, don't advertize them to avoid leading apps into
4056 * temptation. The windows drivers don't support most of those formats on volumes anyway,
4057 * except of R32F.
4058 */
4059 switch(CheckFormat) {
4060 case WINED3DFMT_P8_UINT:
4061 case WINED3DFMT_L4A4_UNORM:
4062 case WINED3DFMT_R32_FLOAT:
4063 case WINED3DFMT_R16_FLOAT:
4064 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4065 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4066 case WINED3DFMT_R16G16_UNORM:
4067 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4068 return WINED3DERR_NOTAVAILABLE;
4069
4070 case WINED3DFMT_R8G8B8A8_SNORM:
4071 case WINED3DFMT_R16G16_SNORM:
4072 if (!gl_info->supported[NV_TEXTURE_SHADER])
4073 {
4074 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4075 return WINED3DERR_NOTAVAILABLE;
4076 }
4077 break;
4078
4079 case WINED3DFMT_R8G8_SNORM:
4080 if (!gl_info->supported[NV_TEXTURE_SHADER])
4081 {
4082 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4083 return WINED3DERR_NOTAVAILABLE;
4084 }
4085 break;
4086
4087 case WINED3DFMT_DXT1:
4088 case WINED3DFMT_DXT2:
4089 case WINED3DFMT_DXT3:
4090 case WINED3DFMT_DXT4:
4091 case WINED3DFMT_DXT5:
4092 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
4093 * compressed texture results in an error. While the D3D refrast does
4094 * support s3tc volumes, at least the nvidia windows driver does not, so
4095 * we're free not to support this format.
4096 */
4097 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4098 return WINED3DERR_NOTAVAILABLE;
4099
4100 default:
4101 /* Do nothing, continue with checking the format below */
4102 break;
4103 }
4104 } else if(RType == WINED3DRTYPE_BUFFER){
4105 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
4106 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
4107 return WINED3DERR_NOTAVAILABLE;
4108 }
4109
4110 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
4111 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
4112 * usage flags match. */
4113 if(UsageCaps == Usage) {
4114 return WINED3D_OK;
4115 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
4116 return WINED3DOK_NOAUTOGEN;
4117 } else {
4118 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);
4119 return WINED3DERR_NOTAVAILABLE;
4120 }
4121 }
4122
4123 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4124 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4125 {
4126 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4127 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4128 debug_d3dformat(dst_format));
4129
4130 return WINED3D_OK;
4131 }
4132
4133 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4134 subset of a D3DCAPS9 structure. However, it has to come via a void *
4135 as the d3d8 interface cannot import the d3d9 header */
4136 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4137
4138 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4139 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4140 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4141 int vs_selected_mode;
4142 int ps_selected_mode;
4143 struct shader_caps shader_caps;
4144 struct fragment_caps fragment_caps;
4145 DWORD ckey_caps, blit_caps, fx_caps;
4146
4147 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4148
4149 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4150 return WINED3DERR_INVALIDCALL;
4151 }
4152
4153 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4154
4155 /* ------------------------------------------------
4156 The following fields apply to both d3d8 and d3d9
4157 ------------------------------------------------ */
4158 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4159 pCaps->AdapterOrdinal = Adapter;
4160
4161 pCaps->Caps = 0;
4162 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4163 WINED3DCAPS2_FULLSCREENGAMMA |
4164 WINED3DCAPS2_DYNAMICTEXTURES;
4165 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4166 {
4167 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4168 }
4169
4170 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4171 WINED3DCAPS3_COPY_TO_VIDMEM |
4172 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4173
4174 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4175 WINED3DPRESENT_INTERVAL_ONE;
4176
4177 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4178 WINED3DCURSORCAPS_LOWRES;
4179
4180 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4181 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4182 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4183 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4184 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4185 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4186 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4187 WINED3DDEVCAPS_PUREDEVICE |
4188 WINED3DDEVCAPS_HWRASTERIZATION |
4189 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4190 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4191 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4192 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4193 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4194 WINED3DDEVCAPS_RTPATCHES;
4195
4196 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4197 WINED3DPMISCCAPS_CULLCCW |
4198 WINED3DPMISCCAPS_CULLCW |
4199 WINED3DPMISCCAPS_COLORWRITEENABLE |
4200 WINED3DPMISCCAPS_CLIPTLVERTS |
4201 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4202 WINED3DPMISCCAPS_MASKZ |
4203 WINED3DPMISCCAPS_BLENDOP |
4204 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4205 /* TODO:
4206 WINED3DPMISCCAPS_NULLREFERENCE
4207 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
4208 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4209 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4210 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4211
4212 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4213 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4214
4215 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4216 WINED3DPRASTERCAPS_PAT |
4217 WINED3DPRASTERCAPS_WFOG |
4218 WINED3DPRASTERCAPS_ZFOG |
4219 WINED3DPRASTERCAPS_FOGVERTEX |
4220 WINED3DPRASTERCAPS_FOGTABLE |
4221 WINED3DPRASTERCAPS_STIPPLE |
4222 WINED3DPRASTERCAPS_SUBPIXEL |
4223 WINED3DPRASTERCAPS_ZTEST |
4224 WINED3DPRASTERCAPS_SCISSORTEST |
4225 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4226 WINED3DPRASTERCAPS_DEPTHBIAS;
4227
4228 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4229 {
4230 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4231 WINED3DPRASTERCAPS_ZBIAS |
4232 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4233 }
4234 if (gl_info->supported[NV_FOG_DISTANCE])
4235 {
4236 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4237 }
4238 /* FIXME Add:
4239 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4240 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4241 WINED3DPRASTERCAPS_ANTIALIASEDGES
4242 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4243 WINED3DPRASTERCAPS_WBUFFER */
4244
4245 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4246 WINED3DPCMPCAPS_EQUAL |
4247 WINED3DPCMPCAPS_GREATER |
4248 WINED3DPCMPCAPS_GREATEREQUAL |
4249 WINED3DPCMPCAPS_LESS |
4250 WINED3DPCMPCAPS_LESSEQUAL |
4251 WINED3DPCMPCAPS_NEVER |
4252 WINED3DPCMPCAPS_NOTEQUAL;
4253
4254 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4255 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4256 WINED3DPBLENDCAPS_DESTALPHA |
4257 WINED3DPBLENDCAPS_DESTCOLOR |
4258 WINED3DPBLENDCAPS_INVDESTALPHA |
4259 WINED3DPBLENDCAPS_INVDESTCOLOR |
4260 WINED3DPBLENDCAPS_INVSRCALPHA |
4261 WINED3DPBLENDCAPS_INVSRCCOLOR |
4262 WINED3DPBLENDCAPS_ONE |
4263 WINED3DPBLENDCAPS_SRCALPHA |
4264 WINED3DPBLENDCAPS_SRCALPHASAT |
4265 WINED3DPBLENDCAPS_SRCCOLOR |
4266 WINED3DPBLENDCAPS_ZERO;
4267
4268 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4269 WINED3DPBLENDCAPS_DESTCOLOR |
4270 WINED3DPBLENDCAPS_INVDESTALPHA |
4271 WINED3DPBLENDCAPS_INVDESTCOLOR |
4272 WINED3DPBLENDCAPS_INVSRCALPHA |
4273 WINED3DPBLENDCAPS_INVSRCCOLOR |
4274 WINED3DPBLENDCAPS_ONE |
4275 WINED3DPBLENDCAPS_SRCALPHA |
4276 WINED3DPBLENDCAPS_SRCCOLOR |
4277 WINED3DPBLENDCAPS_ZERO;
4278 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4279 * according to the glBlendFunc manpage
4280 *
4281 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4282 * legacy settings for srcblend only
4283 */
4284
4285 if (gl_info->supported[EXT_BLEND_COLOR])
4286 {
4287 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4288 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4289 }
4290
4291
4292 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4293 WINED3DPCMPCAPS_EQUAL |
4294 WINED3DPCMPCAPS_GREATER |
4295 WINED3DPCMPCAPS_GREATEREQUAL |
4296 WINED3DPCMPCAPS_LESS |
4297 WINED3DPCMPCAPS_LESSEQUAL |
4298 WINED3DPCMPCAPS_NEVER |
4299 WINED3DPCMPCAPS_NOTEQUAL;
4300
4301 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4302 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4303 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4304 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4305 WINED3DPSHADECAPS_COLORFLATRGB |
4306 WINED3DPSHADECAPS_FOGFLAT |
4307 WINED3DPSHADECAPS_FOGGOURAUD |
4308 WINED3DPSHADECAPS_SPECULARFLATRGB;
4309
4310 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4311 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4312 WINED3DPTEXTURECAPS_TRANSPARENCY |
4313 WINED3DPTEXTURECAPS_BORDER |
4314 WINED3DPTEXTURECAPS_MIPMAP |
4315 WINED3DPTEXTURECAPS_PROJECTED |
4316 WINED3DPTEXTURECAPS_PERSPECTIVE;
4317
4318 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4319 {
4320 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4321 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4322 }
4323
4324 if (gl_info->supported[EXT_TEXTURE3D])
4325 {
4326 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4327 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4328 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4329 }
4330
4331 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4332 {
4333 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4334 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4335 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4336
4337 }
4338
4339 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4340 WINED3DPTFILTERCAPS_MAGFPOINT |
4341 WINED3DPTFILTERCAPS_MINFLINEAR |
4342 WINED3DPTFILTERCAPS_MINFPOINT |
4343 WINED3DPTFILTERCAPS_MIPFLINEAR |
4344 WINED3DPTFILTERCAPS_MIPFPOINT |
4345 WINED3DPTFILTERCAPS_LINEAR |
4346 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4347 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4348 WINED3DPTFILTERCAPS_MIPLINEAR |
4349 WINED3DPTFILTERCAPS_MIPNEAREST |
4350 WINED3DPTFILTERCAPS_NEAREST;
4351
4352 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4353 {
4354 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4355 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4356 }
4357
4358 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4359 {
4360 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4361 WINED3DPTFILTERCAPS_MAGFPOINT |
4362 WINED3DPTFILTERCAPS_MINFLINEAR |
4363 WINED3DPTFILTERCAPS_MINFPOINT |
4364 WINED3DPTFILTERCAPS_MIPFLINEAR |
4365 WINED3DPTFILTERCAPS_MIPFPOINT |
4366 WINED3DPTFILTERCAPS_LINEAR |
4367 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4368 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4369 WINED3DPTFILTERCAPS_MIPLINEAR |
4370 WINED3DPTFILTERCAPS_MIPNEAREST |
4371 WINED3DPTFILTERCAPS_NEAREST;
4372
4373 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4374 {
4375 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4376 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4377 }
4378 } else
4379 pCaps->CubeTextureFilterCaps = 0;
4380
4381 if (gl_info->supported[EXT_TEXTURE3D])
4382 {
4383 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4384 WINED3DPTFILTERCAPS_MAGFPOINT |
4385 WINED3DPTFILTERCAPS_MINFLINEAR |
4386 WINED3DPTFILTERCAPS_MINFPOINT |
4387 WINED3DPTFILTERCAPS_MIPFLINEAR |
4388 WINED3DPTFILTERCAPS_MIPFPOINT |
4389 WINED3DPTFILTERCAPS_LINEAR |
4390 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4391 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4392 WINED3DPTFILTERCAPS_MIPLINEAR |
4393 WINED3DPTFILTERCAPS_MIPNEAREST |
4394 WINED3DPTFILTERCAPS_NEAREST;
4395 } else
4396 pCaps->VolumeTextureFilterCaps = 0;
4397
4398 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4399 WINED3DPTADDRESSCAPS_CLAMP |
4400 WINED3DPTADDRESSCAPS_WRAP;
4401
4402 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4403 {
4404 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4405 }
4406 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4407 {
4408 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4409 }
4410 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4411 {
4412 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4413 }
4414
4415 if (gl_info->supported[EXT_TEXTURE3D])
4416 {
4417 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4418 WINED3DPTADDRESSCAPS_CLAMP |
4419 WINED3DPTADDRESSCAPS_WRAP;
4420 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4421 {
4422 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4423 }
4424 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4425 {
4426 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4427 }
4428 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4429 {
4430 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4431 }
4432 } else
4433 pCaps->VolumeTextureAddressCaps = 0;
4434
4435 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4436 WINED3DLINECAPS_ZTEST |
4437 WINED3DLINECAPS_BLEND |
4438 WINED3DLINECAPS_ALPHACMP |
4439 WINED3DLINECAPS_FOG;
4440 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4441 * idea how generating the smoothing alpha values works; the result is different
4442 */
4443
4444 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4445 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4446
4447 if (gl_info->supported[EXT_TEXTURE3D])
4448 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4449 else
4450 pCaps->MaxVolumeExtent = 0;
4451
4452 pCaps->MaxTextureRepeat = 32768;
4453 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4454 pCaps->MaxVertexW = 1.0f;
4455
4456 pCaps->GuardBandLeft = 0.0f;
4457 pCaps->GuardBandTop = 0.0f;
4458 pCaps->GuardBandRight = 0.0f;
4459 pCaps->GuardBandBottom = 0.0f;
4460
4461 pCaps->ExtentsAdjust = 0.0f;
4462
4463 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4464 WINED3DSTENCILCAPS_INCRSAT |
4465 WINED3DSTENCILCAPS_INVERT |
4466 WINED3DSTENCILCAPS_KEEP |
4467 WINED3DSTENCILCAPS_REPLACE |
4468 WINED3DSTENCILCAPS_ZERO;
4469 if (gl_info->supported[EXT_STENCIL_WRAP])
4470 {
4471 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4472 WINED3DSTENCILCAPS_INCR;
4473 }
4474 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4475 {
4476 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4477 }
4478
4479 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4480
4481 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4482 pCaps->MaxActiveLights = gl_info->limits.lights;
4483
4484 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4485 pCaps->MaxVertexBlendMatrixIndex = 0;
4486
4487 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4488 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4489
4490
4491 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4492 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4493 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4494 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4495 WINED3DVTXPCAPS_LOCALVIEWER |
4496 WINED3DVTXPCAPS_VERTEXFOG |
4497 WINED3DVTXPCAPS_TEXGEN;
4498
4499 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4500 pCaps->MaxVertexIndex = 0xFFFFF;
4501 pCaps->MaxStreams = MAX_STREAMS;
4502 pCaps->MaxStreamStride = 1024;
4503
4504 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4505 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4506 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4507 pCaps->MaxNpatchTessellationLevel = 0;
4508 pCaps->MasterAdapterOrdinal = 0;
4509 pCaps->AdapterOrdinalInGroup = 0;
4510 pCaps->NumberOfAdaptersInGroup = 1;
4511
4512 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4513
4514 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4515 WINED3DPTFILTERCAPS_MAGFPOINT |
4516 WINED3DPTFILTERCAPS_MINFLINEAR |
4517 WINED3DPTFILTERCAPS_MAGFLINEAR;
4518 pCaps->VertexTextureFilterCaps = 0;
4519
4520 memset(&shader_caps, 0, sizeof(shader_caps));
4521 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4522
4523 memset(&fragment_caps, 0, sizeof(fragment_caps));
4524 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4525
4526 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4527 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4528
4529 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4530 * Ignore shader model capabilities if disabled in config
4531 */
4532 if(vs_selected_mode == SHADER_NONE) {
4533 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4534 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4535 pCaps->MaxVertexShaderConst = 0;
4536 } else {
4537 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4538 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4539 }
4540
4541 if(ps_selected_mode == SHADER_NONE) {
4542 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4543 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4544 pCaps->PixelShader1xMaxValue = 0.0f;
4545 } else {
4546 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4547 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4548 }
4549
4550 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4551 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4552 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4553
4554 pCaps->VS20Caps = shader_caps.VS20Caps;
4555 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4556 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4557 pCaps->PS20Caps = shader_caps.PS20Caps;
4558 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4559 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4560
4561 /* The following caps are shader specific, but they are things we cannot detect, or which
4562 * are the same among all shader models. So to avoid code duplication set the shader version
4563 * specific, but otherwise constant caps here
4564 */
4565 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4566 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4567 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4568 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4569 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4570 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4571 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4572
4573 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4574 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4575 }
4576 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4577 {
4578 pCaps->VS20Caps.Caps = 0;
4579 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4580 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4581 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4582
4583 pCaps->MaxVShaderInstructionsExecuted = 65535;
4584 pCaps->MaxVertexShader30InstructionSlots = 0;
4585 } else { /* VS 1.x */
4586 pCaps->VS20Caps.Caps = 0;
4587 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4588 pCaps->VS20Caps.NumTemps = 0;
4589 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4590
4591 pCaps->MaxVShaderInstructionsExecuted = 0;
4592 pCaps->MaxVertexShader30InstructionSlots = 0;
4593 }
4594
4595 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4596 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4597 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4598
4599 /* 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 */
4600 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4601 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4602 WINED3DPS20CAPS_PREDICATION |
4603 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4604 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4605 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4606 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4607 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4608 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4609
4610 pCaps->MaxPShaderInstructionsExecuted = 65535;
4611 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4612 adapter->gl_info.limits.arb_ps_instructions);
4613 }
4614 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4615 {
4616 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4617 pCaps->PS20Caps.Caps = 0;
4618 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4619 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4620 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4621 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4622
4623 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4624 pCaps->MaxPixelShader30InstructionSlots = 0;
4625 } else { /* PS 1.x */
4626 pCaps->PS20Caps.Caps = 0;
4627 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4628 pCaps->PS20Caps.NumTemps = 0;
4629 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4630 pCaps->PS20Caps.NumInstructionSlots = 0;
4631
4632 pCaps->MaxPShaderInstructionsExecuted = 0;
4633 pCaps->MaxPixelShader30InstructionSlots = 0;
4634 }
4635
4636 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4637 /* OpenGL supports all the formats below, perhaps not always
4638 * without conversion, but it supports them.
4639 * Further GLSL doesn't seem to have an official unsigned type so
4640 * don't advertise it yet as I'm not sure how we handle it.
4641 * We might need to add some clamping in the shader engine to
4642 * support it.
4643 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4644 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4645 WINED3DDTCAPS_UBYTE4N |
4646 WINED3DDTCAPS_SHORT2N |
4647 WINED3DDTCAPS_SHORT4N;
4648 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4649 {
4650 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4651 WINED3DDTCAPS_FLOAT16_4;
4652 }
4653 } else
4654 pCaps->DeclTypes = 0;
4655
4656 /* Set DirectDraw helper Caps */
4657 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4658 WINEDDCKEYCAPS_SRCBLT;
4659 fx_caps = WINEDDFXCAPS_BLTALPHA |
4660 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4661 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4662 WINEDDFXCAPS_BLTROTATION90 |
4663 WINEDDFXCAPS_BLTSHRINKX |
4664 WINEDDFXCAPS_BLTSHRINKXN |
4665 WINEDDFXCAPS_BLTSHRINKY |
4666 WINEDDFXCAPS_BLTSHRINKXN |
4667 WINEDDFXCAPS_BLTSTRETCHX |
4668 WINEDDFXCAPS_BLTSTRETCHXN |
4669 WINEDDFXCAPS_BLTSTRETCHY |
4670 WINEDDFXCAPS_BLTSTRETCHYN;
4671 blit_caps = WINEDDCAPS_BLT |
4672 WINEDDCAPS_BLTCOLORFILL |
4673 WINEDDCAPS_BLTDEPTHFILL |
4674 WINEDDCAPS_BLTSTRETCH |
4675 WINEDDCAPS_CANBLTSYSMEM |
4676 WINEDDCAPS_CANCLIP |
4677 WINEDDCAPS_CANCLIPSTRETCHED |
4678 WINEDDCAPS_COLORKEY |
4679 WINEDDCAPS_COLORKEYHWASSIST |
4680 WINEDDCAPS_ALIGNBOUNDARYSRC;
4681
4682 /* Fill the ddraw caps structure */
4683 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4684 WINEDDCAPS_PALETTE |
4685 blit_caps;
4686 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4687 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4688 WINEDDCAPS2_PRIMARYGAMMA |
4689 WINEDDCAPS2_WIDESURFACES |
4690 WINEDDCAPS2_CANRENDERWINDOWED;
4691 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4692 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4693 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4694 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4695 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4696 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4697 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4698 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4699 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4700
4701 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4702 WINEDDSCAPS_BACKBUFFER |
4703 WINEDDSCAPS_FLIP |
4704 WINEDDSCAPS_FRONTBUFFER |
4705 WINEDDSCAPS_OFFSCREENPLAIN |
4706 WINEDDSCAPS_PALETTE |
4707 WINEDDSCAPS_PRIMARYSURFACE |
4708 WINEDDSCAPS_SYSTEMMEMORY |
4709 WINEDDSCAPS_VIDEOMEMORY |
4710 WINEDDSCAPS_VISIBLE;
4711 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4712
4713 /* Set D3D caps if OpenGL is available. */
4714 if (adapter->opengl)
4715 {
4716 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4717 WINEDDSCAPS_MIPMAP |
4718 WINEDDSCAPS_TEXTURE |
4719 WINEDDSCAPS_ZBUFFER;
4720 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4721 }
4722
4723 return WINED3D_OK;
4724 }
4725
4726 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4727 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4728 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4729 {
4730 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4731 IWineD3DDeviceImpl *object;
4732 HRESULT hr;
4733
4734 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4735 "parent %p, device_parent %p, device %p.\n",
4736 iface, adapter_idx, device_type, focus_window, flags,
4737 parent, device_parent, device);
4738
4739 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4740 * number and create a device without a 3D adapter for 2D only operation. */
4741 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4742 {
4743 return WINED3DERR_INVALIDCALL;
4744 }
4745
4746 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4747 if (!object)
4748 {
4749 ERR("Failed to allocate device memory.\n");
4750 return E_OUTOFMEMORY;
4751 }
4752
4753 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4754 if (FAILED(hr))
4755 {
4756 WARN("Failed to initialize device, hr %#x.\n", hr);
4757 HeapFree(GetProcessHeap(), 0, object);
4758 return hr;
4759 }
4760
4761 TRACE("Created device %p.\n", object);
4762 *device = (IWineD3DDevice *)object;
4763
4764 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4765
4766 return WINED3D_OK;
4767 }
4768
4769 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4770 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4771 IUnknown_AddRef(This->parent);
4772 *pParent = This->parent;
4773 return WINED3D_OK;
4774 }
4775
4776 static void WINE_GLAPI invalid_func(const void *data)
4777 {
4778 ERR("Invalid vertex attribute function called\n");
4779 DebugBreak();
4780 }
4781
4782 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4783 {
4784 ERR("Invalid texcoord function called\n");
4785 DebugBreak();
4786 }
4787
4788 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4789 * the extension detection and are used in drawStridedSlow
4790 */
4791 static void WINE_GLAPI position_d3dcolor(const void *data)
4792 {
4793 DWORD pos = *((const DWORD *)data);
4794
4795 FIXME("Add a test for fixed function position from d3dcolor type\n");
4796 glVertex4s(D3DCOLOR_B_R(pos),
4797 D3DCOLOR_B_G(pos),
4798 D3DCOLOR_B_B(pos),
4799 D3DCOLOR_B_A(pos));
4800 }
4801
4802 static void WINE_GLAPI position_float4(const void *data)
4803 {
4804 const GLfloat *pos = data;
4805
4806 if (pos[3] != 0.0f && pos[3] != 1.0f)
4807 {
4808 float w = 1.0f / pos[3];
4809
4810 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4811 }
4812 else
4813 {
4814 glVertex3fv(pos);
4815 }
4816 }
4817
4818 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4819 {
4820 DWORD diffuseColor = *((const DWORD *)data);
4821
4822 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4823 D3DCOLOR_B_G(diffuseColor),
4824 D3DCOLOR_B_B(diffuseColor),
4825 D3DCOLOR_B_A(diffuseColor));
4826 }
4827
4828 static void WINE_GLAPI specular_d3dcolor(const void *data)
4829 {
4830 DWORD specularColor = *((const DWORD *)data);
4831 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4832 D3DCOLOR_B_G(specularColor),
4833 D3DCOLOR_B_B(specularColor)};
4834
4835 specular_func_3ubv(d);
4836 }
4837
4838 static void WINE_GLAPI warn_no_specular_func(const void *data)
4839 {
4840 WARN("GL_EXT_secondary_color not supported\n");
4841 }
4842
4843 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4844 {
4845 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4846 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4847 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4848 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4849 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4850 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4851 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4852 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4853 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4854 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4855 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4856 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4857 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4858 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4859 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4860 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4861 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4862
4863 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4864 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4865 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4866 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4867 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4868 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4869 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4870 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4871 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4872 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4873 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4874 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4875 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4876 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4877 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4878 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4879 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4880
4881 /* No 4 component entry points here */
4882 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4883 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4884 if (gl_info->supported[EXT_SECONDARY_COLOR])
4885 {
4886 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4887 }
4888 else
4889 {
4890 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4891 }
4892 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4893 if (gl_info->supported[EXT_SECONDARY_COLOR])
4894 {
4895 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4896 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4897 }
4898 else
4899 {
4900 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4901 }
4902 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4903 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4904 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4905 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4906 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4907 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4908 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4909 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4910 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4911 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4912 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4913 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4914
4915 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4916 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4917 */
4918 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4919 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4920 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4921 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4922 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4923 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4924 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4925 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4926 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4927 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4928 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4929 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4930 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4931 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4932 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4933 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4934 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4935
4936 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4937 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4938 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4939 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4940 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4941 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4942 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4943 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4944 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4945 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4946 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4947 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4948 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4949 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4950 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4951 if (gl_info->supported[NV_HALF_FLOAT])
4952 {
4953 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4954 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4955 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4956 } else {
4957 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4958 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4959 }
4960 }
4961
4962 BOOL InitAdapters(IWineD3DImpl *This)
4963 {
4964 static HMODULE mod_gl;
4965 BOOL ret;
4966 int ps_selected_mode, vs_selected_mode;
4967
4968 /* No need to hold any lock. The calling library makes sure only one thread calls
4969 * wined3d simultaneously
4970 */
4971
4972 TRACE("Initializing adapters\n");
4973
4974 if(!mod_gl) {
4975 #ifdef USE_WIN32_OPENGL
4976 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4977 mod_gl = LoadLibraryA("opengl32.dll");
4978 if(!mod_gl) {
4979 ERR("Can't load opengl32.dll!\n");
4980 goto nogl_adapter;
4981 }
4982 #else
4983 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4984 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4985 mod_gl = GetModuleHandleA("gdi32.dll");
4986 #endif
4987 }
4988
4989 /* Load WGL core functions from opengl32.dll */
4990 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4991 WGL_FUNCS_GEN;
4992 #undef USE_WGL_FUNC
4993
4994 if(!pwglGetProcAddress) {
4995 ERR("Unable to load wglGetProcAddress!\n");
4996 goto nogl_adapter;
4997 }
4998
4999 /* Dynamically load all GL core functions */
5000 GL_FUNCS_GEN;
5001 #undef USE_GL_FUNC
5002
5003 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5004 * otherwise because we have to use winex11.drv's override
5005 */
5006 #ifdef USE_WIN32_OPENGL
5007 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5008 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5009 #else
5010 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5011 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5012 #endif
5013
5014 glEnableWINE = glEnable;
5015 glDisableWINE = glDisable;
5016
5017 /* For now only one default adapter */
5018 {
5019 struct wined3d_adapter *adapter = &This->adapters[0];
5020 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5021 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5022 int iPixelFormat;
5023 int res;
5024 int i;
5025 WineD3D_PixelFormat *cfgs;
5026 DISPLAY_DEVICEW DisplayDevice;
5027 HDC hdc;
5028
5029 TRACE("Initializing default adapter\n");
5030 adapter->ordinal = 0;
5031 adapter->monitorPoint.x = -1;
5032 adapter->monitorPoint.y = -1;
5033
5034 if (!AllocateLocallyUniqueId(&adapter->luid))
5035 {
5036 DWORD err = GetLastError();
5037 ERR("Failed to set adapter LUID (%#x).\n", err);
5038 goto nogl_adapter;
5039 }
5040 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5041 adapter->luid.HighPart, adapter->luid.LowPart);
5042
5043 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5044 {
5045 ERR("Failed to get a gl context for default adapter\n");
5046 goto nogl_adapter;
5047 }
5048
5049 ret = IWineD3DImpl_FillGLCaps(adapter);
5050 if(!ret) {
5051 ERR("Failed to initialize gl caps for default adapter\n");
5052 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5053 goto nogl_adapter;
5054 }
5055 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5056 if(!ret) {
5057 ERR("Failed to init gl formats\n");
5058 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5059 goto nogl_adapter;
5060 }
5061
5062 hdc = fake_gl_ctx.dc;
5063
5064 /* Use the VideoRamSize registry setting when set */
5065 if(wined3d_settings.emulated_textureram)
5066 adapter->TextureRam = wined3d_settings.emulated_textureram;
5067 else
5068 adapter->TextureRam = adapter->gl_info.vidmem;
5069 adapter->UsedTextureRam = 0;
5070 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5071
5072 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5073 DisplayDevice.cb = sizeof(DisplayDevice);
5074 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5075 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5076 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5077
5078 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5079 {
5080 int attribute;
5081 int attribs[11];
5082 int values[11];
5083 int nAttribs = 0;
5084
5085 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5086 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5087
5088 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5089 cfgs = adapter->cfgs;
5090 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5091 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5092 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5093 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5094 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5095 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5096 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5097 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5098 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5099 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5100 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5101
5102 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5103 {
5104 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5105
5106 if(!res)
5107 continue;
5108
5109 /* Cache the pixel format */
5110 cfgs->iPixelFormat = iPixelFormat;
5111 cfgs->redSize = values[0];
5112 cfgs->greenSize = values[1];
5113 cfgs->blueSize = values[2];
5114 cfgs->alphaSize = values[3];
5115 cfgs->colorSize = values[4];
5116 cfgs->depthSize = values[5];
5117 cfgs->stencilSize = values[6];
5118 cfgs->windowDrawable = values[7];
5119 cfgs->iPixelType = values[8];
5120 cfgs->doubleBuffer = values[9];
5121 cfgs->auxBuffers = values[10];
5122
5123 cfgs->pbufferDrawable = FALSE;
5124 /* Check for pbuffer support when it is around as
5125 * wglGetPixelFormatAttribiv fails for unknown attributes. */
5126 if (gl_info->supported[WGL_ARB_PBUFFER])
5127 {
5128 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
5129 int value;
5130 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
5131 cfgs->pbufferDrawable = value;
5132 }
5133
5134 cfgs->numSamples = 0;
5135 /* Check multisample support */
5136 if (gl_info->supported[ARB_MULTISAMPLE])
5137 {
5138 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5139 int value[2];
5140 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5141 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5142 * value[1] = number of multi sample buffers*/
5143 if(value[0])
5144 cfgs->numSamples = value[1];
5145 }
5146 }
5147
5148 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, samples=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable, cfgs->pbufferDrawable);
5149 cfgs++;
5150 }
5151 }
5152 else
5153 {
5154 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5155 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5156 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5157
5158 cfgs = adapter->cfgs;
5159 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5160 {
5161 PIXELFORMATDESCRIPTOR ppfd;
5162
5163 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5164 if(!res)
5165 continue;
5166
5167 /* We only want HW acceleration using an OpenGL ICD driver.
5168 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5169 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5170 */
5171 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5172 {
5173 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5174 continue;
5175 }
5176
5177 cfgs->iPixelFormat = iPixelFormat;
5178 cfgs->redSize = ppfd.cRedBits;
5179 cfgs->greenSize = ppfd.cGreenBits;
5180 cfgs->blueSize = ppfd.cBlueBits;
5181 cfgs->alphaSize = ppfd.cAlphaBits;
5182 cfgs->colorSize = ppfd.cColorBits;
5183 cfgs->depthSize = ppfd.cDepthBits;
5184 cfgs->stencilSize = ppfd.cStencilBits;
5185 cfgs->pbufferDrawable = 0;
5186 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5187 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5188 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5189 cfgs->auxBuffers = ppfd.cAuxBuffers;
5190 cfgs->numSamples = 0;
5191
5192 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
5193 cfgs++;
5194 adapter->nCfgs++;
5195 }
5196
5197 /* 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 */
5198 if(!adapter->nCfgs)
5199 {
5200 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5201
5202 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5203 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5204 goto nogl_adapter;
5205 }
5206 }
5207
5208 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5209 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5210 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5211 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5212 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5213 * driver is allowed to consume more bits EXCEPT for stencil bits.
5214 *
5215 * Mark an adapter with this broken stencil behavior.
5216 */
5217 adapter->brokenStencil = TRUE;
5218 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5219 {
5220 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5221 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5222 adapter->brokenStencil = FALSE;
5223 break;
5224 }
5225 }
5226
5227 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5228
5229 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5230 fillGLAttribFuncs(&adapter->gl_info);
5231 adapter->opengl = TRUE;
5232 }
5233 This->adapter_count = 1;
5234 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5235
5236 return TRUE;
5237
5238 nogl_adapter:
5239 /* Initialize an adapter for ddraw-only memory counting */
5240 memset(This->adapters, 0, sizeof(This->adapters));
5241 This->adapters[0].ordinal = 0;
5242 This->adapters[0].opengl = FALSE;
5243 This->adapters[0].monitorPoint.x = -1;
5244 This->adapters[0].monitorPoint.y = -1;
5245
5246 This->adapters[0].driver_info.name = "Display";
5247 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5248 if(wined3d_settings.emulated_textureram) {
5249 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5250 } else {
5251 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5252 }
5253
5254 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5255
5256 This->adapter_count = 1;
5257 return FALSE;
5258 }
5259
5260 /**********************************************************
5261 * IWineD3D VTbl follows
5262 **********************************************************/
5263
5264 const IWineD3DVtbl IWineD3D_Vtbl =
5265 {
5266 /* IUnknown */
5267 IWineD3DImpl_QueryInterface,
5268 IWineD3DImpl_AddRef,
5269 IWineD3DImpl_Release,
5270 /* IWineD3D */
5271 IWineD3DImpl_GetParent,
5272 IWineD3DImpl_GetAdapterCount,
5273 IWineD3DImpl_RegisterSoftwareDevice,
5274 IWineD3DImpl_GetAdapterMonitor,
5275 IWineD3DImpl_GetAdapterModeCount,
5276 IWineD3DImpl_EnumAdapterModes,
5277 IWineD3DImpl_GetAdapterDisplayMode,
5278 IWineD3DImpl_GetAdapterIdentifier,
5279 IWineD3DImpl_CheckDeviceMultiSampleType,
5280 IWineD3DImpl_CheckDepthStencilMatch,
5281 IWineD3DImpl_CheckDeviceType,
5282 IWineD3DImpl_CheckDeviceFormat,
5283 IWineD3DImpl_CheckDeviceFormatConversion,
5284 IWineD3DImpl_GetDeviceCaps,
5285 IWineD3DImpl_CreateDevice
5286 };
5287
5288 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5289
5290 const struct wined3d_parent_ops wined3d_null_parent_ops =
5291 {
5292 wined3d_null_wined3d_object_destroyed,
5293 };