253860fce4eca92cef096316d675da3fb103ddca
[reactos.git] / reactos / 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 *
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
14 *
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
19 *
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
25 /* Compile time diagnostics: */
26
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
31
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
35
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
38
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
41
42 /* Extension detection */
43 static const struct {
44 const char *extension_string;
45 GL_SupportedExt extension;
46 DWORD version;
47 } EXTENSION_MAP[] = {
48 /* APPLE */
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
54
55 /* ATI */
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
59 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
60 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
61
62 /* ARB */
63 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
64 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
65 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
66 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
67 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
68 {"GL_ARB_imaging", ARB_IMAGING, 0 },
69 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
70 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
71 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
72 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
73 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
74 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
75 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
76 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
77 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
78 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
79 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
80 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
81 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
82 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
83 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
84 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
85 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
86 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
87 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
88 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
89 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
90
91 /* EXT */
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
98 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
101 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
102 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
103 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
104 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
105 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
106 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
107 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
108 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
109 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
110 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
111 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
112 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
113 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
114 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
115 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
116 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
117
118 /* NV */
119 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
120 {"GL_NV_fence", NV_FENCE, 0 },
121 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
122 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
123 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
124 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
125 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
126 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
127 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
128 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
129 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
130 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
131 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
132 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
133 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
134 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
135 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
136 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
137 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
138
139 /* SGI */
140 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
141 };
142
143 /**********************************************************
144 * Utility functions follow
145 **********************************************************/
146
147 /* Adapters */
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
150
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
152 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
153 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
154 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
155
156 /* lookup tables */
157 const int minLookup[MAX_LOOKUPS] =
158 {
159 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
160 };
161
162 const int maxLookup[MAX_LOOKUPS] =
163 {
164 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
165 };
166
167 DWORD *stateLookup[MAX_LOOKUPS];
168
169 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
170 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
171 {
172 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
173 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176 };
177
178 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
179 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
180 {
181 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
182 };
183
184 /* drawStridedSlow attributes */
185 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
186 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
187 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
188 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
189 glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
190 glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
191
192 /**
193 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
194 * i.e., there is no GL Context - Get a default rendering context to enable the
195 * function query some info from GL.
196 */
197
198 static int wined3d_fake_gl_context_ref = 0;
199 static BOOL wined3d_fake_gl_context_foreign;
200 static BOOL wined3d_fake_gl_context_available = FALSE;
201 static HDC wined3d_fake_gl_context_hdc = NULL;
202 static HWND wined3d_fake_gl_context_hwnd = NULL;
203
204 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
205 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
206 {
207 0, 0, &wined3d_fake_gl_context_cs,
208 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
209 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
210 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
211 };
212 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
213
214 static void WineD3D_ReleaseFakeGLContext(void) {
215 HGLRC glCtx;
216
217 EnterCriticalSection(&wined3d_fake_gl_context_cs);
218
219 if(!wined3d_fake_gl_context_available) {
220 TRACE_(d3d_caps)("context not available\n");
221 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
222 return;
223 }
224
225 glCtx = pwglGetCurrentContext();
226
227 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
228 if (0 == (--wined3d_fake_gl_context_ref) ) {
229 if(!wined3d_fake_gl_context_foreign && glCtx) {
230 TRACE_(d3d_caps)("destroying fake GL context\n");
231 pwglMakeCurrent(NULL, NULL);
232 //ros hack, this line does destire the real icd interface in windows and reactos
233 // pwglDeleteContext(glCtx);
234 }
235 if(wined3d_fake_gl_context_hdc)
236 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
237 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
238 if(wined3d_fake_gl_context_hwnd)
239 DestroyWindow(wined3d_fake_gl_context_hwnd);
240 wined3d_fake_gl_context_hwnd = NULL;
241 wined3d_fake_gl_context_available = FALSE;
242 }
243 assert(wined3d_fake_gl_context_ref >= 0);
244
245 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
246 }
247
248 static BOOL WineD3D_CreateFakeGLContext(void) {
249 HGLRC glCtx = NULL;
250
251 EnterCriticalSection(&wined3d_fake_gl_context_cs);
252
253 TRACE("getting context...\n");
254 if(wined3d_fake_gl_context_ref > 0) goto ret;
255 assert(0 == wined3d_fake_gl_context_ref);
256
257 wined3d_fake_gl_context_foreign = TRUE;
258
259 glCtx = pwglGetCurrentContext();
260 if (!glCtx) {
261 PIXELFORMATDESCRIPTOR pfd;
262 int iPixelFormat;
263
264 wined3d_fake_gl_context_foreign = FALSE;
265
266 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
267 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
268 if(!wined3d_fake_gl_context_hwnd) {
269 ERR("HWND creation failed!\n");
270 goto fail;
271 }
272 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
273 if(!wined3d_fake_gl_context_hdc) {
274 ERR("GetDC failed!\n");
275 goto fail;
276 }
277
278 /* PixelFormat selection */
279 ZeroMemory(&pfd, sizeof(pfd));
280 pfd.nSize = sizeof(pfd);
281 pfd.nVersion = 1;
282 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
283 pfd.iPixelType = PFD_TYPE_RGBA;
284 pfd.cColorBits = 32;
285 pfd.iLayerType = PFD_MAIN_PLANE;
286
287 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
288 if(!iPixelFormat) {
289 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
290 ERR("Can't find a suitable iPixelFormat\n");
291 goto fail;
292 }
293 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
294 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
295
296 /* Create a GL context */
297 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
298 if (!glCtx) {
299 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
300 goto fail;
301 }
302
303 /* Make it the current GL context */
304 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
305 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
306 goto fail;
307 }
308 }
309
310 ret:
311 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
312 wined3d_fake_gl_context_ref++;
313 wined3d_fake_gl_context_available = TRUE;
314 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
315 return TRUE;
316 fail:
317 if(wined3d_fake_gl_context_hdc)
318 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
319 wined3d_fake_gl_context_hdc = NULL;
320 if(wined3d_fake_gl_context_hwnd)
321 DestroyWindow(wined3d_fake_gl_context_hwnd);
322 wined3d_fake_gl_context_hwnd = NULL;
323 if(glCtx) pwglDeleteContext(glCtx);
324 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
325 return FALSE;
326 }
327
328 /* Adjust the amount of used texture memory */
329 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
330 UINT Adapter = D3DDevice->adapterNo;
331
332 Adapters[Adapter].UsedTextureRam += glram;
333 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
334 return Adapters[Adapter].UsedTextureRam;
335 }
336
337 /**********************************************************
338 * IUnknown parts follows
339 **********************************************************/
340
341 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
342 {
343 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
344
345 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
346 if (IsEqualGUID(riid, &IID_IUnknown)
347 || IsEqualGUID(riid, &IID_IWineD3DBase)
348 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
349 IUnknown_AddRef(iface);
350 *ppobj = This;
351 return S_OK;
352 }
353 *ppobj = NULL;
354 return E_NOINTERFACE;
355 }
356
357 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
358 IWineD3DImpl *This = (IWineD3DImpl *)iface;
359 ULONG refCount = InterlockedIncrement(&This->ref);
360
361 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
362 return refCount;
363 }
364
365 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
366 IWineD3DImpl *This = (IWineD3DImpl *)iface;
367 ULONG ref;
368 TRACE("(%p) : Releasing from %d\n", This, This->ref);
369 ref = InterlockedDecrement(&This->ref);
370 if (ref == 0) {
371 HeapFree(GetProcessHeap(), 0, This);
372 }
373
374 return ref;
375 }
376
377 /* Set the shader type for this device, depending on the given capabilities,
378 * the device type, and the user preferences in wined3d_settings */
379
380 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
381 {
382 if (wined3d_settings.vs_mode == VS_NONE) {
383 *vs_selected = SHADER_NONE;
384 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
385 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
386 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
387 * shaders only on this card. */
388 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
389 *vs_selected = SHADER_ARB;
390 else
391 *vs_selected = SHADER_GLSL;
392 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
393 *vs_selected = SHADER_ARB;
394 } else {
395 *vs_selected = SHADER_NONE;
396 }
397
398 if (wined3d_settings.ps_mode == PS_NONE) {
399 *ps_selected = SHADER_NONE;
400 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
401 *ps_selected = SHADER_GLSL;
402 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
403 *ps_selected = SHADER_ARB;
404 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
405 *ps_selected = SHADER_ATI;
406 } else {
407 *ps_selected = SHADER_NONE;
408 }
409 }
410
411 /** Select the number of report maximum shader constants based on the selected shader modes */
412 static void select_shader_max_constants(
413 int ps_selected_mode,
414 int vs_selected_mode,
415 WineD3D_GL_Info *gl_info) {
416
417 switch (vs_selected_mode) {
418 case SHADER_GLSL:
419 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
420 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
421 break;
422 case SHADER_ARB:
423 /* We have to subtract any other PARAMs that we might use in our shader programs.
424 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
425 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
426 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
427 break;
428 default:
429 gl_info->max_vshader_constantsF = 0;
430 break;
431 }
432
433 switch (ps_selected_mode) {
434 case SHADER_GLSL:
435 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
436 * In theory the texbem instruction may need one more shader constant too. But lets assume
437 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
438 * and lets not take away a uniform needlessly from all other shaders.
439 */
440 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
441 break;
442 case SHADER_ARB:
443 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
444 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
445 */
446 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
447 break;
448 default:
449 gl_info->max_pshader_constantsF = 0;
450 break;
451 }
452 }
453
454 /**********************************************************
455 * IWineD3D parts follows
456 **********************************************************/
457
458 #define GLINFO_LOCATION (*gl_info)
459 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
460 {
461 GLuint prog;
462 BOOL ret = FALSE;
463 const char *testcode =
464 "!!ARBvp1.0\n"
465 "PARAM C[66] = { program.env[0..65] };\n"
466 "ADDRESS A0;"
467 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
468 "ARL A0.x, zero.x;\n"
469 "MOV result.position, C[A0.x + 65];\n"
470 "END\n";
471
472 while(glGetError());
473 GL_EXTCALL(glGenProgramsARB(1, &prog));
474 if(!prog) {
475 ERR("Failed to create an ARB offset limit test program\n");
476 }
477 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
478 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
479 strlen(testcode), testcode));
480 if(glGetError() != 0) {
481 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
482 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
483 ret = TRUE;
484 } else TRACE("OpenGL implementation allows offsets > 63\n");
485
486 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
487 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
488 checkGLcall("ARB vp offset limit test cleanup\n");
489
490 return ret;
491 }
492
493 static DWORD ver_for_ext(GL_SupportedExt ext)
494 {
495 unsigned int i;
496 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
497 if(EXTENSION_MAP[i].extension == ext) {
498 return EXTENSION_MAP[i].version;
499 }
500 }
501 return 0;
502 }
503
504 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
505 const char *GL_Extensions = NULL;
506 const char *WGL_Extensions = NULL;
507 const char *gl_string = NULL;
508 const char *gl_string_cursor = NULL;
509 GLint gl_max;
510 GLfloat gl_floatv[2];
511 int major = 1, minor = 0;
512 BOOL return_value = TRUE;
513 unsigned i;
514 HDC hdc;
515 unsigned int vidmem=0;
516
517 TRACE_(d3d_caps)("(%p)\n", gl_info);
518
519 ENTER_GL();
520
521 gl_string = (const char *) glGetString(GL_RENDERER);
522 if (NULL == gl_string)
523 gl_string = "None";
524 strcpy(gl_info->gl_renderer, gl_string);
525
526 gl_string = (const char *) glGetString(GL_VENDOR);
527 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
528 if (gl_string != NULL) {
529 /* Fill in the GL vendor */
530 if (strstr(gl_string, "NVIDIA")) {
531 gl_info->gl_vendor = VENDOR_NVIDIA;
532 } else if (strstr(gl_string, "ATI")) {
533 gl_info->gl_vendor = VENDOR_ATI;
534 } else if (strstr(gl_string, "Intel(R)") ||
535 strstr(gl_info->gl_renderer, "Intel(R)") ||
536 strstr(gl_string, "Intel Inc.")) {
537 gl_info->gl_vendor = VENDOR_INTEL;
538 } else if (strstr(gl_string, "Mesa")) {
539 gl_info->gl_vendor = VENDOR_MESA;
540 } else {
541 gl_info->gl_vendor = VENDOR_WINE;
542 }
543 } else {
544 gl_info->gl_vendor = VENDOR_WINE;
545 }
546
547
548 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
549
550 /* Parse the GL_VERSION field into major and minor information */
551 gl_string = (const char *) glGetString(GL_VERSION);
552 if (gl_string != NULL) {
553
554 /* First, parse the generic opengl version. This is supposed not to be convoluted with
555 * driver specific information
556 */
557 gl_string_cursor = gl_string;
558 major = atoi(gl_string_cursor);
559 if(major <= 0) {
560 ERR("Invalid opengl major version: %d\n", major);
561 }
562 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
563 ++gl_string_cursor;
564 }
565 if (*gl_string_cursor++ != '.') {
566 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
567 }
568 minor = atoi(gl_string_cursor);
569 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
570 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
571
572 /* Now parse the driver specific string which we'll report to the app */
573 switch (gl_info->gl_vendor) {
574 case VENDOR_NVIDIA:
575 gl_string_cursor = strstr(gl_string, "NVIDIA");
576 if (!gl_string_cursor) {
577 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
578 break;
579 }
580
581 gl_string_cursor = strstr(gl_string_cursor, " ");
582 if (!gl_string_cursor) {
583 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
584 break;
585 }
586
587 while (*gl_string_cursor == ' ') {
588 ++gl_string_cursor;
589 }
590
591 if (!*gl_string_cursor) {
592 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
593 break;
594 }
595
596 major = atoi(gl_string_cursor);
597 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
598 ++gl_string_cursor;
599 }
600
601 if (*gl_string_cursor++ != '.') {
602 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
603 break;
604 }
605
606 minor = atoi(gl_string_cursor);
607 minor = major*100+minor;
608 major = 10;
609
610 break;
611
612 case VENDOR_ATI:
613 major = minor = 0;
614 gl_string_cursor = strchr(gl_string, '-');
615 if (gl_string_cursor) {
616 int error = 0;
617 gl_string_cursor++;
618
619 /* Check if version number is of the form x.y.z */
620 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
621 error = 1;
622 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
623 error = 1;
624 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
625 error = 1;
626 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
627 error = 1;
628
629 /* Mark version number as malformed */
630 if (error)
631 gl_string_cursor = 0;
632 }
633
634 if (!gl_string_cursor)
635 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
636 else {
637 major = *gl_string_cursor - '0';
638 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
639 }
640 break;
641
642 case VENDOR_INTEL:
643 /* Apple and Mesa version strings look differently, but both provide intel drivers */
644 if(strstr(gl_string, "APPLE")) {
645 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
646 * We only need the first part, and use the APPLE as identification
647 * "1.2 APPLE-1.4.56"
648 */
649 gl_string_cursor = gl_string;
650 major = atoi(gl_string_cursor);
651 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
652 ++gl_string_cursor;
653 }
654
655 if (*gl_string_cursor++ != '.') {
656 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
657 break;
658 }
659
660 minor = atoi(gl_string_cursor);
661 break;
662 }
663
664 case VENDOR_MESA:
665 gl_string_cursor = strstr(gl_string, "Mesa");
666 gl_string_cursor = strstr(gl_string_cursor, " ");
667 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
668 if (*gl_string_cursor) {
669 char tmp[16];
670 int cursor = 0;
671
672 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
673 tmp[cursor++] = *gl_string_cursor;
674 ++gl_string_cursor;
675 }
676 tmp[cursor] = 0;
677 major = atoi(tmp);
678
679 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
680 ++gl_string_cursor;
681
682 cursor = 0;
683 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
684 tmp[cursor++] = *gl_string_cursor;
685 ++gl_string_cursor;
686 }
687 tmp[cursor] = 0;
688 minor = atoi(tmp);
689 }
690 break;
691
692 default:
693 major = 0;
694 minor = 9;
695 }
696 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
697 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
698 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
699 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
700 } else {
701 FIXME("OpenGL driver did not return version information\n");
702 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
703 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
704 }
705
706 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
707
708 /*
709 * Initialize openGL extension related variables
710 * with Default values
711 */
712 memset(gl_info->supported, 0, sizeof(gl_info->supported));
713 gl_info->max_buffers = 1;
714 gl_info->max_textures = 1;
715 gl_info->max_texture_stages = 1;
716 gl_info->max_fragment_samplers = 1;
717 gl_info->max_vertex_samplers = 0;
718 gl_info->max_combined_samplers = 0;
719 gl_info->max_sampler_stages = 1;
720 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
721 gl_info->ps_arb_max_temps = 0;
722 gl_info->ps_arb_max_instructions = 0;
723 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
724 gl_info->vs_arb_max_temps = 0;
725 gl_info->vs_arb_max_instructions = 0;
726 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
727 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
728 gl_info->vs_glsl_constantsF = 0;
729 gl_info->ps_glsl_constantsF = 0;
730 gl_info->vs_arb_constantsF = 0;
731 gl_info->ps_arb_constantsF = 0;
732
733 /* Retrieve opengl defaults */
734 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
735 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
736 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
737
738 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
739 gl_info->max_lights = gl_max;
740 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
741
742 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
743 gl_info->max_texture_size = gl_max;
744 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
745
746 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
747 gl_info->max_pointsizemin = gl_floatv[0];
748 gl_info->max_pointsize = gl_floatv[1];
749 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
750
751 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
752 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
753 TRACE_(d3d_caps)("GL_Extensions reported:\n");
754
755 if (NULL == GL_Extensions) {
756 ERR(" GL_Extensions returns NULL\n");
757 } else {
758 while (*GL_Extensions != 0x00) {
759 const char *Start;
760 char ThisExtn[256];
761 size_t len;
762
763 while (isspace(*GL_Extensions)) GL_Extensions++;
764 Start = GL_Extensions;
765 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
766 GL_Extensions++;
767 }
768
769 len = GL_Extensions - Start;
770 if (len == 0 || len >= sizeof(ThisExtn))
771 continue;
772
773 memcpy(ThisExtn, Start, len);
774 ThisExtn[len] = '\0';
775 TRACE_(d3d_caps)("- %s\n", ThisExtn);
776
777 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
778 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
779 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
780 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
781 break;
782 }
783 }
784 }
785
786 LEAVE_GL();
787
788 /* Now work out what GL support this card really has */
789 #define USE_GL_FUNC(type, pfn, ext, replace) { \
790 DWORD ver = ver_for_ext(ext); \
791 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
792 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
793 else gl_info->pfn = NULL; \
794 }
795 GL_EXT_FUNCS_GEN;
796 #undef USE_GL_FUNC
797
798 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
799 WGL_EXT_FUNCS_GEN;
800 #undef USE_GL_FUNC
801
802 ENTER_GL();
803 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
804 * loading the functions, otherwise the code above will load the extension entry points instead of the
805 * core functions, which may not work
806 */
807 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
808 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
809 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
810 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
811 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
812 }
813 }
814
815 if (gl_info->supported[APPLE_FENCE]) {
816 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
817 * The apple extension interacts with some other apple exts. Disable the NV
818 * extension if the apple one is support to prevent confusion in other parts
819 * of the code
820 */
821 gl_info->supported[NV_FENCE] = FALSE;
822 }
823 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
824 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
825 *
826 * The enums are the same:
827 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
828 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
829 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
830 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
831 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
832 */
833 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
834 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
835 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
836 }
837 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
838 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
839 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
840 }
841 }
842 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
843 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
844 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
845 }
846 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
847 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
848 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
849 * are supported. The nv extensions provide the same functionality as the
850 * ATI one, and a bit more(signed pixelformats)
851 */
852 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
853 }
854 }
855 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
856 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
857 gl_info->max_buffers = gl_max;
858 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
859 }
860 if (gl_info->supported[ARB_MULTITEXTURE]) {
861 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
862 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
863 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
864
865 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
866 GLint tmp;
867 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
868 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
869 } else {
870 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
871 }
872 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
873
874 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
875 GLint tmp;
876 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
877 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
878 } else {
879 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
880 }
881 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
882
883 if (gl_info->supported[ARB_VERTEX_SHADER]) {
884 GLint tmp;
885 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
886 gl_info->max_vertex_samplers = tmp;
887 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
888 gl_info->max_combined_samplers = tmp;
889
890 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
891 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
892 * an issue because then the sampler setup only depends on the two shaders. If a pixel
893 * shader is used with fixed function vertex processing we're fine too because fixed function
894 * vertex processing doesn't use any samplers. If fixed function fragment processing is
895 * used we have to make sure that all vertex sampler setups are valid together with all
896 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
897 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
898 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
899 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
900 * a fixed function pipeline anymore.
901 *
902 * So this is just a check to check that our assumption holds true. If not, write a warning
903 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
904 */
905 if(gl_info->max_vertex_samplers &&
906 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
907 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
908 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
909 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
910 if( gl_info->max_combined_samplers > MAX_TEXTURES )
911 gl_info->max_vertex_samplers =
912 gl_info->max_combined_samplers - MAX_TEXTURES;
913 else
914 gl_info->max_vertex_samplers = 0;
915 }
916 } else {
917 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
918 }
919 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
920 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
921 }
922 if (gl_info->supported[ARB_VERTEX_BLEND]) {
923 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
924 gl_info->max_blends = gl_max;
925 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
926 }
927 if (gl_info->supported[EXT_TEXTURE3D]) {
928 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
929 gl_info->max_texture3d_size = gl_max;
930 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
931 }
932 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
933 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
934 gl_info->max_anisotropy = gl_max;
935 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
936 }
937 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
938 gl_info->ps_arb_version = PS_VERSION_11;
939 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
940 gl_info->ps_arb_constantsF = gl_max;
941 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
942 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
943 gl_info->ps_arb_max_temps = gl_max;
944 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
945 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
946 gl_info->ps_arb_max_instructions = gl_max;
947 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
948 }
949 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
950 gl_info->vs_arb_version = VS_VERSION_11;
951 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
952 gl_info->vs_arb_constantsF = gl_max;
953 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
954 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
955 gl_info->vs_arb_max_temps = gl_max;
956 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
957 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
958 gl_info->vs_arb_max_instructions = gl_max;
959 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
960
961 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
962 }
963 if (gl_info->supported[ARB_VERTEX_SHADER]) {
964 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
965 gl_info->vs_glsl_constantsF = gl_max / 4;
966 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
967 }
968 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
969 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
970 gl_info->ps_glsl_constantsF = gl_max / 4;
971 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
972 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
973 gl_info->max_glsl_varyings = gl_max;
974 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
975 }
976 if (gl_info->supported[EXT_VERTEX_SHADER]) {
977 gl_info->vs_ati_version = VS_VERSION_11;
978 }
979 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
980 gl_info->vs_nv_version = VS_VERSION_30;
981 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
982 gl_info->vs_nv_version = VS_VERSION_20;
983 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
984 gl_info->vs_nv_version = VS_VERSION_11;
985 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
986 gl_info->vs_nv_version = VS_VERSION_10;
987 }
988 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
989 gl_info->ps_nv_version = PS_VERSION_30;
990 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
991 gl_info->ps_nv_version = PS_VERSION_20;
992 }
993 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
994 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
995 } else {
996 gl_info->max_shininess = 128.0;
997 }
998 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
999 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
1000 * This saves a few redundant glDisable calls
1001 */
1002 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1003 }
1004 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1005 /* Disable NV_register_combiners and fragment shader if this is supported.
1006 * generally the NV extensions are preferred over the ATI ones, and this
1007 * extension is disabled if register_combiners and texture_shader2 are both
1008 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1009 * fragment processing support
1010 */
1011 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1012 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1013 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1014 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1015 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1016 }
1017
1018 }
1019 checkGLcall("extension detection\n");
1020
1021 /* In some cases the number of texture stages can be larger than the number
1022 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1023 * shaders), but 8 texture stages (register combiners). */
1024 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1025
1026 /* We can only use ORM_FBO when the hardware supports it. */
1027 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1028 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1029 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1030 }
1031
1032 /* MRTs are currently only supported when FBOs are used. */
1033 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1034 gl_info->max_buffers = 1;
1035 }
1036
1037 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1038 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1039 * in case of the latest videocards in the number of pixel/vertex pipelines.
1040 *
1041 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1042 * rendering. Various games use this information to get a rough estimation of the features of the card
1043 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1044 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1045 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1046 * not the PCI id.
1047 *
1048 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1049 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1050 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1051 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1052 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1053 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1054 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1055 * is limited.
1056 *
1057 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1058 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1059 * similar 3d features.
1060 *
1061 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1062 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1063 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1064 * won't pass we return a default card. This way is better than maintaining a full card database as even
1065 * without a full database we can return a card with similar features. Second the size of the database
1066 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1067 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1068 * to distinguishes between different models from that family.
1069 *
1070 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1071 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1072 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1073 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1074 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1075 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1076 * memory behind our backs if really needed.
1077 * Note that the amount of video memory can be overruled using a registry setting.
1078 */
1079 switch (gl_info->gl_vendor) {
1080 case VENDOR_NVIDIA:
1081 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1082 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1083 */
1084 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1085 /* Geforce GTX - highend */
1086 if(strstr(gl_info->gl_renderer, "GTX 280")) {
1087 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1088 vidmem = 1024;
1089 }
1090 /* Geforce9 - highend */
1091 else if(strstr(gl_info->gl_renderer, "9800")) {
1092 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1093 vidmem = 512;
1094 }
1095 /* Geforce9 - midend */
1096 else if(strstr(gl_info->gl_renderer, "9600")) {
1097 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1098 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1099 }
1100 /* Geforce8 - highend */
1101 else if (strstr(gl_info->gl_renderer, "8800")) {
1102 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1103 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1104 }
1105 /* Geforce8 - midend mobile */
1106 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1107 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1108 vidmem = 512;
1109 }
1110 /* Geforce8 - midend */
1111 else if(strstr(gl_info->gl_renderer, "8600") ||
1112 strstr(gl_info->gl_renderer, "8700"))
1113 {
1114 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1115 vidmem = 256;
1116 }
1117 /* Geforce8 - lowend */
1118 else if(strstr(gl_info->gl_renderer, "8300") ||
1119 strstr(gl_info->gl_renderer, "8400") ||
1120 strstr(gl_info->gl_renderer, "8500"))
1121 {
1122 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1123 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1124 }
1125 /* Geforce7 - highend */
1126 else if(strstr(gl_info->gl_renderer, "7800") ||
1127 strstr(gl_info->gl_renderer, "7900") ||
1128 strstr(gl_info->gl_renderer, "7950") ||
1129 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1130 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1131 {
1132 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1133 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1134 }
1135 /* Geforce7 midend */
1136 else if(strstr(gl_info->gl_renderer, "7600") ||
1137 strstr(gl_info->gl_renderer, "7700")) {
1138 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1139 vidmem = 256; /* The 7600 uses 256-512MB */
1140 /* Geforce7 lower medium */
1141 } else if(strstr(gl_info->gl_renderer, "7400")) {
1142 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1143 vidmem = 256; /* The 7400 uses 256-512MB */
1144 }
1145 /* Geforce7 lowend */
1146 else if(strstr(gl_info->gl_renderer, "7300")) {
1147 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1148 vidmem = 256; /* Mac Pros with this card have 256 MB */
1149 }
1150 /* Geforce6 highend */
1151 else if(strstr(gl_info->gl_renderer, "6800"))
1152 {
1153 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1154 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1155 }
1156 /* Geforce6 - midend */
1157 else if(strstr(gl_info->gl_renderer, "6600") ||
1158 strstr(gl_info->gl_renderer, "6610") ||
1159 strstr(gl_info->gl_renderer, "6700"))
1160 {
1161 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1162 vidmem = 128; /* A 6600GT has 128-256MB */
1163 }
1164 /* Geforce6/7 lowend */
1165 else {
1166 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1167 vidmem = 64; /* */
1168 }
1169 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1170 /* GeforceFX - highend */
1171 if (strstr(gl_info->gl_renderer, "5800") ||
1172 strstr(gl_info->gl_renderer, "5900") ||
1173 strstr(gl_info->gl_renderer, "5950") ||
1174 strstr(gl_info->gl_renderer, "Quadro FX"))
1175 {
1176 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1177 vidmem = 256; /* 5800-5900 cards use 256MB */
1178 }
1179 /* GeforceFX - midend */
1180 else if(strstr(gl_info->gl_renderer, "5600") ||
1181 strstr(gl_info->gl_renderer, "5650") ||
1182 strstr(gl_info->gl_renderer, "5700") ||
1183 strstr(gl_info->gl_renderer, "5750"))
1184 {
1185 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1186 vidmem = 128; /* A 5600 uses 128-256MB */
1187 }
1188 /* GeforceFX - lowend */
1189 else {
1190 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1191 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1192 }
1193 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1194 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1195 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1196 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1197 }
1198 else {
1199 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1200 vidmem = 64; /* Geforce3 cards have 64-128MB */
1201 }
1202 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1203 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1204 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1205 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1206 }
1207 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1208 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1209 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1210 }
1211 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1212 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1213 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1214 }
1215 else {
1216 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1217 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1218 }
1219 } else {
1220 if (strstr(gl_info->gl_renderer, "TNT2")) {
1221 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1222 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1223 }
1224 else {
1225 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1226 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1227 }
1228 }
1229 break;
1230 case VENDOR_ATI:
1231 if(WINE_D3D9_CAPABLE(gl_info)) {
1232 /* Radeon R6xx HD2900/HD3800 - highend */
1233 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1234 strstr(gl_info->gl_renderer, "HD 3870") ||
1235 strstr(gl_info->gl_renderer, "HD 3850"))
1236 {
1237 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1238 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1239 }
1240 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1241 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1242 strstr(gl_info->gl_renderer, "HD 3830") ||
1243 strstr(gl_info->gl_renderer, "HD 3690") ||
1244 strstr(gl_info->gl_renderer, "HD 3650"))
1245 {
1246 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1247 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1248 }
1249 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1250 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1251 strstr(gl_info->gl_renderer, "HD 2400") ||
1252 strstr(gl_info->gl_renderer, "HD 3470") ||
1253 strstr(gl_info->gl_renderer, "HD 3450") ||
1254 strstr(gl_info->gl_renderer, "HD 3430"))
1255 {
1256 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1257 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1258 }
1259 /* Radeon R6xx/R7xx integrated */
1260 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1261 strstr(gl_info->gl_renderer, "HD 3200") ||
1262 strstr(gl_info->gl_renderer, "HD 3300"))
1263 {
1264 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1265 vidmem = 128; /* 128MB */
1266 }
1267 /* Radeon R5xx */
1268 else if (strstr(gl_info->gl_renderer, "X1600") ||
1269 strstr(gl_info->gl_renderer, "X1650") ||
1270 strstr(gl_info->gl_renderer, "X1800") ||
1271 strstr(gl_info->gl_renderer, "X1900") ||
1272 strstr(gl_info->gl_renderer, "X1950"))
1273 {
1274 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1275 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1276 }
1277 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1278 else if(strstr(gl_info->gl_renderer, "X700") ||
1279 strstr(gl_info->gl_renderer, "X800") ||
1280 strstr(gl_info->gl_renderer, "X850") ||
1281 strstr(gl_info->gl_renderer, "X1300") ||
1282 strstr(gl_info->gl_renderer, "X1400") ||
1283 strstr(gl_info->gl_renderer, "X1450") ||
1284 strstr(gl_info->gl_renderer, "X1550"))
1285 {
1286 gl_info->gl_card = CARD_ATI_RADEON_X700;
1287 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1288 }
1289 /* Radeon R3xx */
1290 else {
1291 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1292 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1293 }
1294 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1295 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1296 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1297 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1298 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1299 vidmem = 32; /* There are models with up to 64MB */
1300 } else {
1301 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1302 vidmem = 16; /* There are 16-32MB models */
1303 }
1304 break;
1305 case VENDOR_INTEL:
1306 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1307 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1308 gl_info->gl_card = CARD_INTEL_I945GM;
1309 vidmem = 64;
1310 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1311 gl_info->gl_card = CARD_INTEL_I915GM;
1312 } else if (strstr(gl_info->gl_renderer, "915G")) {
1313 gl_info->gl_card = CARD_INTEL_I915G;
1314 } else if (strstr(gl_info->gl_renderer, "865G")) {
1315 gl_info->gl_card = CARD_INTEL_I865G;
1316 } else if (strstr(gl_info->gl_renderer, "855G")) {
1317 gl_info->gl_card = CARD_INTEL_I855G;
1318 } else if (strstr(gl_info->gl_renderer, "830G")) {
1319 gl_info->gl_card = CARD_INTEL_I830G;
1320 } else {
1321 gl_info->gl_card = CARD_INTEL_I915G;
1322 }
1323 break;
1324 case VENDOR_MESA:
1325 case VENDOR_WINE:
1326 default:
1327 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1328 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1329 * them a good generic choice.
1330 */
1331 gl_info->gl_vendor = VENDOR_NVIDIA;
1332 if(WINE_D3D9_CAPABLE(gl_info))
1333 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1334 else if(WINE_D3D8_CAPABLE(gl_info))
1335 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1336 else if(WINE_D3D7_CAPABLE(gl_info))
1337 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1338 else if(WINE_D3D6_CAPABLE(gl_info))
1339 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1340 else
1341 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1342 }
1343 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1344
1345 /* If we have an estimate use it, else default to 64MB; */
1346 if(vidmem)
1347 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1348 else
1349 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1350
1351 /* Load all the lookup tables */
1352 for (i = 0; i < MAX_LOOKUPS; i++) {
1353 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1354 }
1355
1356 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1357 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1358 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1359 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1360 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1361 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1362 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1363 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1364 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1365 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1366
1367 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1368 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1369 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1370 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1371 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1372
1373
1374 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1375 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1376 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1377 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1378 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1379 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1380 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1381 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1382 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1383 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1384 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1385 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1386 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1387 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1388 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1389
1390 /* TODO: config lookups */
1391
1392 /* Make sure there's an active HDC else the WGL extensions will fail */
1393 hdc = pwglGetCurrentDC();
1394 if (hdc) {
1395 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1396 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1397
1398 if (NULL == WGL_Extensions) {
1399 ERR(" WGL_Extensions returns NULL\n");
1400 } else {
1401 while (*WGL_Extensions != 0x00) {
1402 const char *Start;
1403 char ThisExtn[256];
1404 size_t len;
1405
1406 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1407 Start = WGL_Extensions;
1408 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1409 WGL_Extensions++;
1410 }
1411
1412 len = WGL_Extensions - Start;
1413 if (len == 0 || len >= sizeof(ThisExtn))
1414 continue;
1415
1416 memcpy(ThisExtn, Start, len);
1417 ThisExtn[len] = '\0';
1418 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1419
1420 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1421 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1422 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1423 }
1424 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1425 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1426 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1427 }
1428 }
1429 }
1430 }
1431 LEAVE_GL();
1432
1433 return return_value;
1434 }
1435 #undef GLINFO_LOCATION
1436
1437 /**********************************************************
1438 * IWineD3D implementation follows
1439 **********************************************************/
1440
1441 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1442 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1443
1444 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1445 return numAdapters;
1446 }
1447
1448 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1449 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1450 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1451 return WINED3D_OK;
1452 }
1453
1454 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1455 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1456
1457 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1458
1459 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1460 return NULL;
1461 }
1462
1463 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1464 }
1465
1466 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1467 of the same bpp but different resolutions */
1468
1469 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1470 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1471 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1472 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1473
1474 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1475 return 0;
1476 }
1477
1478 /* TODO: Store modes per adapter and read it from the adapter structure */
1479 if (Adapter == 0) { /* Display */
1480 int i = 0;
1481 int j = 0;
1482
1483 if (!DEBUG_SINGLE_MODE) {
1484 DEVMODEW DevModeW;
1485
1486 ZeroMemory(&DevModeW, sizeof(DevModeW));
1487 DevModeW.dmSize = sizeof(DevModeW);
1488 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1489 j++;
1490 switch (Format)
1491 {
1492 case WINED3DFMT_UNKNOWN:
1493 /* This is for D3D8, do not enumerate P8 here */
1494 if (DevModeW.dmBitsPerPel == 32 ||
1495 DevModeW.dmBitsPerPel == 16) i++;
1496 break;
1497 case WINED3DFMT_X8R8G8B8:
1498 if (DevModeW.dmBitsPerPel == 32) i++;
1499 break;
1500 case WINED3DFMT_R5G6B5:
1501 if (DevModeW.dmBitsPerPel == 16) i++;
1502 break;
1503 case WINED3DFMT_P8:
1504 if (DevModeW.dmBitsPerPel == 8) i++;
1505 break;
1506 default:
1507 /* Skip other modes as they do not match the requested format */
1508 break;
1509 }
1510 }
1511 } else {
1512 i = 1;
1513 j = 1;
1514 }
1515
1516 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1517 return i;
1518 } else {
1519 FIXME_(d3d_caps)("Adapter not primary display\n");
1520 }
1521 return 0;
1522 }
1523
1524 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1525 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1526 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1527 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1528
1529 /* Validate the parameters as much as possible */
1530 if (NULL == pMode ||
1531 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1532 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1533 return WINED3DERR_INVALIDCALL;
1534 }
1535
1536 /* TODO: Store modes per adapter and read it from the adapter structure */
1537 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1538 DEVMODEW DevModeW;
1539 int ModeIdx = 0;
1540 UINT i = 0;
1541 int j = 0;
1542
1543 ZeroMemory(&DevModeW, sizeof(DevModeW));
1544 DevModeW.dmSize = sizeof(DevModeW);
1545
1546 /* If we are filtering to a specific format (D3D9), then need to skip
1547 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1548 just count through the ones with valid bit depths */
1549 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1550 switch (Format)
1551 {
1552 case WINED3DFMT_UNKNOWN:
1553 /* This is D3D8. Do not enumerate P8 here */
1554 if (DevModeW.dmBitsPerPel == 32 ||
1555 DevModeW.dmBitsPerPel == 16) i++;
1556 break;
1557 case WINED3DFMT_X8R8G8B8:
1558 if (DevModeW.dmBitsPerPel == 32) i++;
1559 break;
1560 case WINED3DFMT_R5G6B5:
1561 if (DevModeW.dmBitsPerPel == 16) i++;
1562 break;
1563 case WINED3DFMT_P8:
1564 if (DevModeW.dmBitsPerPel == 8) i++;
1565 break;
1566 default:
1567 /* Modes that don't match what we support can get an early-out */
1568 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1569 return WINED3DERR_INVALIDCALL;
1570 }
1571 }
1572
1573 if (i == 0) {
1574 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1575 return WINED3DERR_INVALIDCALL;
1576 }
1577 ModeIdx = j - 1;
1578
1579 /* Now get the display mode via the calculated index */
1580 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1581 pMode->Width = DevModeW.dmPelsWidth;
1582 pMode->Height = DevModeW.dmPelsHeight;
1583 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1584 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1585 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1586
1587 if (Format == WINED3DFMT_UNKNOWN) {
1588 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1589 } else {
1590 pMode->Format = Format;
1591 }
1592 } else {
1593 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1594 return WINED3DERR_INVALIDCALL;
1595 }
1596
1597 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1598 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1599 DevModeW.dmBitsPerPel);
1600
1601 } else if (DEBUG_SINGLE_MODE) {
1602 /* Return one setting of the format requested */
1603 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1604 pMode->Width = 800;
1605 pMode->Height = 600;
1606 pMode->RefreshRate = 60;
1607 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1608 } else {
1609 FIXME_(d3d_caps)("Adapter not primary display\n");
1610 }
1611
1612 return WINED3D_OK;
1613 }
1614
1615 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1616 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1617 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1618
1619 if (NULL == pMode ||
1620 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1621 return WINED3DERR_INVALIDCALL;
1622 }
1623
1624 if (Adapter == 0) { /* Display */
1625 int bpp = 0;
1626 DEVMODEW DevModeW;
1627
1628 ZeroMemory(&DevModeW, sizeof(DevModeW));
1629 DevModeW.dmSize = sizeof(DevModeW);
1630
1631 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1632 pMode->Width = DevModeW.dmPelsWidth;
1633 pMode->Height = DevModeW.dmPelsHeight;
1634 bpp = DevModeW.dmBitsPerPel;
1635 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1636 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1637 {
1638 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1639 }
1640
1641 pMode->Format = pixelformat_for_depth(bpp);
1642 } else {
1643 FIXME_(d3d_caps)("Adapter not primary display\n");
1644 }
1645
1646 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1647 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1648 return WINED3D_OK;
1649 }
1650
1651 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1652 and fields being inserted in the middle, a new structure is used in place */
1653 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1654 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1655 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1656
1657 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1658
1659 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1660 return WINED3DERR_INVALIDCALL;
1661 }
1662
1663 /* Return the information requested */
1664 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1665 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1666 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1667
1668 /* Note dx8 doesn't supply a DeviceName */
1669 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1670 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1671 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1672 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1673 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1674 *(pIdentifier->SubSysId) = 0;
1675 *(pIdentifier->Revision) = 0;
1676 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1677
1678 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1679 {
1680 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1681 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1682 }
1683
1684 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1685 {
1686 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1687 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1688 }
1689
1690 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1691 *(pIdentifier->WHQLLevel) = 0;
1692 } else {
1693 *(pIdentifier->WHQLLevel) = 1;
1694 }
1695
1696 return WINED3D_OK;
1697 }
1698
1699 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1700 short redSize, greenSize, blueSize, alphaSize, colorBits;
1701
1702 if(!cfg)
1703 return FALSE;
1704
1705 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1706 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1707 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1708 return FALSE;
1709 }
1710
1711 if(cfg->redSize < redSize)
1712 return FALSE;
1713
1714 if(cfg->greenSize < greenSize)
1715 return FALSE;
1716
1717 if(cfg->blueSize < blueSize)
1718 return FALSE;
1719
1720 if(cfg->alphaSize < alphaSize)
1721 return FALSE;
1722
1723 return TRUE;
1724 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1725 if(Format == WINED3DFMT_R16F)
1726 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1727 if(Format == WINED3DFMT_G16R16F)
1728 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1729 if(Format == WINED3DFMT_A16B16G16R16F)
1730 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1731 if(Format == WINED3DFMT_R32F)
1732 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1733 if(Format == WINED3DFMT_G32R32F)
1734 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1735 if(Format == WINED3DFMT_A32B32G32R32F)
1736 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1737 } else {
1738 /* Probably a color index mode */
1739 return FALSE;
1740 }
1741
1742 return FALSE;
1743 }
1744
1745 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1746 short depthSize, stencilSize;
1747 BOOL lockable = FALSE;
1748
1749 if(!cfg)
1750 return FALSE;
1751
1752 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1753 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1754 return FALSE;
1755 }
1756
1757 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1758 lockable = TRUE;
1759
1760 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1761 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1762 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1763 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1764 return FALSE;
1765
1766 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1767 * allow more stencil bits than requested. */
1768 if(cfg->stencilSize < stencilSize)
1769 return FALSE;
1770
1771 return TRUE;
1772 }
1773
1774 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1775 WINED3DFORMAT AdapterFormat,
1776 WINED3DFORMAT RenderTargetFormat,
1777 WINED3DFORMAT DepthStencilFormat) {
1778 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1779 int nCfgs;
1780 const WineD3D_PixelFormat *cfgs;
1781 int it;
1782
1783 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1784 This, Adapter,
1785 DeviceType, debug_d3ddevicetype(DeviceType),
1786 AdapterFormat, debug_d3dformat(AdapterFormat),
1787 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1788 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1789
1790 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1791 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1792 return WINED3DERR_INVALIDCALL;
1793 }
1794
1795 cfgs = Adapters[Adapter].cfgs;
1796 nCfgs = Adapters[Adapter].nCfgs;
1797 for (it = 0; it < nCfgs; ++it) {
1798 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1799 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1800 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1801 return WINED3D_OK;
1802 }
1803 }
1804 }
1805 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1806
1807 return WINED3DERR_NOTAVAILABLE;
1808 }
1809
1810 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1811 WINED3DFORMAT SurfaceFormat,
1812 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1813
1814 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1815 const struct GlPixelFormatDesc *glDesc;
1816 const StaticPixelFormatDesc *desc;
1817
1818 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1819 This,
1820 Adapter,
1821 DeviceType, debug_d3ddevicetype(DeviceType),
1822 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1823 Windowed,
1824 MultiSampleType,
1825 pQualityLevels);
1826
1827 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1828 return WINED3DERR_INVALIDCALL;
1829 }
1830
1831 /* TODO: handle Windowed, add more quality levels */
1832
1833 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1834
1835 /* By default multisampling is disabled right now as it causes issues
1836 * on some Nvidia driver versions and it doesn't work well in combination
1837 * with FBOs yet. */
1838 if(!wined3d_settings.allow_multisampling)
1839 return WINED3DERR_NOTAVAILABLE;
1840
1841 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1842 if(!desc || !glDesc) {
1843 return WINED3DERR_INVALIDCALL;
1844 }
1845
1846 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1847 int i, nCfgs;
1848 const WineD3D_PixelFormat *cfgs;
1849
1850 cfgs = Adapters[Adapter].cfgs;
1851 nCfgs = Adapters[Adapter].nCfgs;
1852 for(i=0; i<nCfgs; i++) {
1853 if(cfgs[i].numSamples != MultiSampleType)
1854 continue;
1855
1856 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1857 continue;
1858
1859 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1860
1861 if(pQualityLevels)
1862 *pQualityLevels = 1; /* Guess at a value! */
1863 return WINED3D_OK;
1864 }
1865 }
1866 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1867 short redSize, greenSize, blueSize, alphaSize, colorBits;
1868 int i, nCfgs;
1869 const WineD3D_PixelFormat *cfgs;
1870
1871 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1872 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1873 return WINED3DERR_NOTAVAILABLE;
1874 }
1875
1876 cfgs = Adapters[Adapter].cfgs;
1877 nCfgs = Adapters[Adapter].nCfgs;
1878 for(i=0; i<nCfgs; i++) {
1879 if(cfgs[i].numSamples != MultiSampleType)
1880 continue;
1881 if(cfgs[i].redSize != redSize)
1882 continue;
1883 if(cfgs[i].greenSize != greenSize)
1884 continue;
1885 if(cfgs[i].blueSize != blueSize)
1886 continue;
1887 if(cfgs[i].alphaSize != alphaSize)
1888 continue;
1889
1890 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1891
1892 if(pQualityLevels)
1893 *pQualityLevels = 1; /* Guess at a value! */
1894 return WINED3D_OK;
1895 }
1896 }
1897 return WINED3DERR_NOTAVAILABLE;
1898 }
1899
1900 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1901 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1902
1903 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1904 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1905 UINT nmodes;
1906
1907 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1908 This,
1909 Adapter,
1910 DeviceType, debug_d3ddevicetype(DeviceType),
1911 DisplayFormat, debug_d3dformat(DisplayFormat),
1912 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1913 Windowed);
1914
1915 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1916 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1917 return WINED3DERR_INVALIDCALL;
1918 }
1919
1920 /* The task of this function is to check whether a certain display / backbuffer format
1921 * combination is available on the given adapter. In fullscreen mode microsoft specified
1922 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1923 * and display format should match exactly.
1924 * In windowed mode format conversion can occur and this depends on the driver. When format
1925 * conversion is done, this function should nevertheless fail and applications need to use
1926 * CheckDeviceFormatConversion.
1927 * At the moment we assume that fullscreen and windowed have the same capabilities */
1928
1929 /* There are only 4 display formats */
1930 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1931 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1932 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1933 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1934 {
1935 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1936 return WINED3DERR_NOTAVAILABLE;
1937 }
1938
1939 /* If the requested DisplayFormat is not available, don't continue */
1940 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1941 if(!nmodes) {
1942 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1943 return WINED3DERR_NOTAVAILABLE;
1944 }
1945
1946 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1947 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1948 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1949 return WINED3DERR_NOTAVAILABLE;
1950 }
1951
1952 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1953 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1954 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1955 return WINED3DERR_NOTAVAILABLE;
1956 }
1957
1958 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1959 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1960 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1961 return WINED3DERR_NOTAVAILABLE;
1962 }
1963
1964 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1965 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1966 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1967 return WINED3DERR_NOTAVAILABLE;
1968 }
1969
1970 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1971 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1972 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1973 return WINED3DERR_NOTAVAILABLE;
1974 }
1975
1976 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1977 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
1978 if(FAILED(hr))
1979 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1980
1981 return hr;
1982 }
1983
1984
1985 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1986 /* Check if we support bumpmapping for a format */
1987 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1988 {
1989 const struct fragment_pipeline *fp;
1990 const struct GlPixelFormatDesc *glDesc;
1991
1992 switch(CheckFormat) {
1993 case WINED3DFMT_V8U8:
1994 case WINED3DFMT_V16U16:
1995 case WINED3DFMT_L6V5U5:
1996 case WINED3DFMT_X8L8V8U8:
1997 case WINED3DFMT_Q8W8V8U8:
1998 /* Ask the fixed function pipeline implementation if it can deal
1999 * with the conversion. If we've got a GL extension giving native
2000 * support this will be an identity conversion. */
2001 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2002 fp = select_fragment_implementation(Adapter, DeviceType);
2003 if (fp->color_fixup_supported(glDesc->color_fixup))
2004 {
2005 TRACE_(d3d_caps)("[OK]\n");
2006 return TRUE;
2007 }
2008 TRACE_(d3d_caps)("[FAILED]\n");
2009 return FALSE;
2010
2011 default:
2012 TRACE_(d3d_caps)("[FAILED]\n");
2013 return FALSE;
2014 }
2015 }
2016
2017 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2018 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2019 {
2020 int it=0;
2021 const struct GlPixelFormatDesc *glDesc;
2022 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2023
2024 /* Fail if we weren't able to get a description of the format */
2025 if(!desc || !glDesc)
2026 return FALSE;
2027
2028 /* Only allow depth/stencil formats */
2029 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2030 return FALSE;
2031
2032 /* Walk through all WGL pixel formats to find a match */
2033 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2034 WineD3D_PixelFormat *cfg = &Adapters[Adapter].cfgs[it];
2035 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(cfg, DisplayFormat)) {
2036 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(cfg, DepthStencilFormat)) {
2037 return TRUE;
2038 }
2039 }
2040 }
2041
2042 return FALSE;
2043 }
2044
2045 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2046 {
2047 const struct GlPixelFormatDesc *glDesc;
2048 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2049
2050 /* Fail if we weren't able to get a description of the format */
2051 if(!desc || !glDesc)
2052 return FALSE;
2053
2054 /* The flags entry of a format contains the filtering capability */
2055 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2056 return TRUE;
2057
2058 return FALSE;
2059 }
2060
2061 /* Check the render target capabilities of a format */
2062 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2063 {
2064 UINT Adapter = 0;
2065 const struct GlPixelFormatDesc *glDesc;
2066 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2067
2068 /* Fail if we weren't able to get a description of the format */
2069 if(!desc || !glDesc)
2070 return FALSE;
2071
2072 /* Filter out non-RT formats */
2073 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2074 return FALSE;
2075
2076 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2077 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2078 int it;
2079 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2080 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2081
2082 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2083 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2084
2085 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2086 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2087 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2088 TRACE_(d3d_caps)("[FAILED]\n");
2089 return FALSE;
2090 }
2091
2092 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2093 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2094 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2095 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2096 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2097 return TRUE;
2098 }
2099 }
2100 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2101 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2102 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2103 int it;
2104
2105 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2106 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2107 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2108 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2109 return TRUE;
2110 }
2111 }
2112 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2113 /* For now return TRUE for FBOs until we have some proper checks.
2114 * Note that this function will only be called when the format is around for texturing. */
2115 return TRUE;
2116 }
2117 return FALSE;
2118 }
2119
2120 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2121 {
2122 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2123 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2124 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2125 return FALSE;
2126 }
2127
2128 switch (CheckFormat) {
2129 case WINED3DFMT_A8R8G8B8:
2130 case WINED3DFMT_X8R8G8B8:
2131 case WINED3DFMT_A4R4G4B4:
2132 case WINED3DFMT_L8:
2133 case WINED3DFMT_A8L8:
2134 case WINED3DFMT_DXT1:
2135 case WINED3DFMT_DXT2:
2136 case WINED3DFMT_DXT3:
2137 case WINED3DFMT_DXT4:
2138 case WINED3DFMT_DXT5:
2139 TRACE_(d3d_caps)("[OK]\n");
2140 return TRUE;
2141
2142 default:
2143 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2144 return FALSE;
2145 }
2146 return FALSE;
2147 }
2148
2149 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2150 {
2151 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2152 * doing the color fixup in shaders.
2153 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2154 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2155 int vs_selected_mode;
2156 int ps_selected_mode;
2157 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2158
2159 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2160 TRACE_(d3d_caps)("[OK]\n");
2161 return TRUE;
2162 }
2163 }
2164
2165 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2166 return FALSE;
2167 }
2168
2169 /* Check if a format support blending in combination with pixel shaders */
2170 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2171 {
2172 const struct GlPixelFormatDesc *glDesc;
2173 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2174
2175 /* Fail if we weren't able to get a description of the format */
2176 if(!desc || !glDesc)
2177 return FALSE;
2178
2179 /* The flags entry of a format contains the post pixel shader blending capability */
2180 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2181 return TRUE;
2182
2183 return FALSE;
2184 }
2185
2186 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2187 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2188 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2189 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2190 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2191 * capability anyway.
2192 *
2193 * For now lets report this on all formats, but in the future we may want to
2194 * restrict it to some should games need that
2195 */
2196 return TRUE;
2197 }
2198
2199 /* Check if a texture format is supported on the given adapter */
2200 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2201 {
2202 const shader_backend_t *shader_backend;
2203 const struct fragment_pipeline *fp;
2204 const struct GlPixelFormatDesc *glDesc;
2205
2206 switch (CheckFormat) {
2207
2208 /*****
2209 * supported: RGB(A) formats
2210 */
2211 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2212 case WINED3DFMT_A8R8G8B8:
2213 case WINED3DFMT_X8R8G8B8:
2214 case WINED3DFMT_R5G6B5:
2215 case WINED3DFMT_X1R5G5B5:
2216 case WINED3DFMT_A1R5G5B5:
2217 case WINED3DFMT_A4R4G4B4:
2218 case WINED3DFMT_A8:
2219 case WINED3DFMT_X4R4G4B4:
2220 case WINED3DFMT_A8B8G8R8:
2221 case WINED3DFMT_X8B8G8R8:
2222 case WINED3DFMT_A2R10G10B10:
2223 case WINED3DFMT_A2B10G10R10:
2224 case WINED3DFMT_G16R16:
2225 TRACE_(d3d_caps)("[OK]\n");
2226 return TRUE;
2227
2228 case WINED3DFMT_R3G3B2:
2229 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2230 return FALSE;
2231
2232 /*****
2233 * supported: Palettized
2234 */
2235 case WINED3DFMT_P8:
2236 TRACE_(d3d_caps)("[OK]\n");
2237 return TRUE;
2238 /* No Windows driver offers A8P8, so don't offer it either */
2239 case WINED3DFMT_A8P8:
2240 return FALSE;
2241
2242 /*****
2243 * Supported: (Alpha)-Luminance
2244 */
2245 case WINED3DFMT_L8:
2246 case WINED3DFMT_A8L8:
2247 case WINED3DFMT_L16:
2248 TRACE_(d3d_caps)("[OK]\n");
2249 return TRUE;
2250
2251 /* Not supported on Windows, thus disabled */
2252 case WINED3DFMT_A4L4:
2253 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2254 return FALSE;
2255
2256 /*****
2257 * Supported: Depth/Stencil formats
2258 */
2259 case WINED3DFMT_D16_LOCKABLE:
2260 case WINED3DFMT_D16:
2261 case WINED3DFMT_D15S1:
2262 case WINED3DFMT_D24X8:
2263 case WINED3DFMT_D24X4S4:
2264 case WINED3DFMT_D24S8:
2265 case WINED3DFMT_D24FS8:
2266 case WINED3DFMT_D32:
2267 case WINED3DFMT_D32F_LOCKABLE:
2268 return TRUE;
2269
2270 /*****
2271 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2272 * GL_NV_texture_shader). Emulated by shaders
2273 */
2274 case WINED3DFMT_V8U8:
2275 case WINED3DFMT_X8L8V8U8:
2276 case WINED3DFMT_L6V5U5:
2277 case WINED3DFMT_Q8W8V8U8:
2278 case WINED3DFMT_V16U16:
2279 /* Ask the shader backend if it can deal with the conversion. If
2280 * we've got a GL extension giving native support this will be an
2281 * identity conversion. */
2282 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2283 shader_backend = select_shader_backend(Adapter, DeviceType);
2284 if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup))
2285 {
2286 TRACE_(d3d_caps)("[OK]\n");
2287 return TRUE;
2288 }
2289 TRACE_(d3d_caps)("[FAILED]\n");
2290 return FALSE;
2291
2292 case WINED3DFMT_DXT1:
2293 case WINED3DFMT_DXT2:
2294 case WINED3DFMT_DXT3:
2295 case WINED3DFMT_DXT4:
2296 case WINED3DFMT_DXT5:
2297 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2298 TRACE_(d3d_caps)("[OK]\n");
2299 return TRUE;
2300 }
2301 TRACE_(d3d_caps)("[FAILED]\n");
2302 return FALSE;
2303
2304
2305 /*****
2306 * Odd formats - not supported
2307 */
2308 case WINED3DFMT_VERTEXDATA:
2309 case WINED3DFMT_INDEX16:
2310 case WINED3DFMT_INDEX32:
2311 case WINED3DFMT_Q16W16V16U16:
2312 case WINED3DFMT_A2W10V10U10:
2313 case WINED3DFMT_W11V11U10:
2314 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2315 return FALSE;
2316
2317 /*****
2318 * WINED3DFMT_CxV8U8: Not supported right now
2319 */
2320 case WINED3DFMT_CxV8U8:
2321 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2322 return FALSE;
2323
2324 /* YUV formats */
2325 case WINED3DFMT_UYVY:
2326 case WINED3DFMT_YUY2:
2327 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2328 TRACE_(d3d_caps)("[OK]\n");
2329 return TRUE;
2330 }
2331 TRACE_(d3d_caps)("[FAILED]\n");
2332 return FALSE;
2333 case WINED3DFMT_YV12:
2334 TRACE_(d3d_caps)("[FAILED]\n");
2335 return FALSE;
2336
2337 /* Not supported */
2338 case WINED3DFMT_A16B16G16R16:
2339 case WINED3DFMT_A8R3G3B2:
2340 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2341 return FALSE;
2342
2343 /* Floating point formats */
2344 case WINED3DFMT_R16F:
2345 case WINED3DFMT_A16B16G16R16F:
2346 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2347 TRACE_(d3d_caps)("[OK]\n");
2348 return TRUE;
2349 }
2350 TRACE_(d3d_caps)("[FAILED]\n");
2351 return FALSE;
2352
2353 case WINED3DFMT_R32F:
2354 case WINED3DFMT_A32B32G32R32F:
2355 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2356 TRACE_(d3d_caps)("[OK]\n");
2357 return TRUE;
2358 }
2359 TRACE_(d3d_caps)("[FAILED]\n");
2360 return FALSE;
2361
2362 case WINED3DFMT_G16R16F:
2363 case WINED3DFMT_G32R32F:
2364 TRACE_(d3d_caps)("[FAILED]\n");
2365 return FALSE;
2366
2367 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2368 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2369 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2370 * We can do instancing with all shader versions, but we need vertex shaders.
2371 *
2372 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2373 * to enable instancing. WineD3D doesn't need that and just ignores it.
2374 *
2375 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2376 */
2377 case WINEMAKEFOURCC('I','N','S','T'):
2378 TRACE("ATI Instancing check hack\n");
2379 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2380 TRACE_(d3d_caps)("[OK]\n");
2381 return TRUE;
2382 }
2383 TRACE_(d3d_caps)("[FAILED]\n");
2384 return FALSE;
2385
2386 /* Some weird FOURCC formats */
2387 case WINED3DFMT_R8G8_B8G8:
2388 case WINED3DFMT_G8R8_G8B8:
2389 case WINED3DFMT_MULTI2_ARGB8:
2390 TRACE_(d3d_caps)("[FAILED]\n");
2391 return FALSE;
2392
2393 /* Vendor specific formats */
2394 case WINED3DFMT_ATI2N:
2395 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2396 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2397 shader_backend = select_shader_backend(Adapter, DeviceType);
2398 fp = select_fragment_implementation(Adapter, DeviceType);
2399 if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup)
2400 && fp->color_fixup_supported(glDesc->color_fixup))
2401 {
2402 TRACE_(d3d_caps)("[OK]\n");
2403 return TRUE;
2404 }
2405
2406 TRACE_(d3d_caps)("[OK]\n");
2407 return TRUE;
2408 }
2409 TRACE_(d3d_caps)("[FAILED]\n");
2410 return FALSE;
2411
2412 case WINED3DFMT_NVHU:
2413 case WINED3DFMT_NVHS:
2414 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2415 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2416 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2417 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2418 * Applications have to deal with not having NVHS and NVHU.
2419 */
2420 TRACE_(d3d_caps)("[FAILED]\n");
2421 return FALSE;
2422
2423 case WINED3DFMT_UNKNOWN:
2424 return FALSE;
2425
2426 default:
2427 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2428 break;
2429 }
2430 return FALSE;
2431 }
2432
2433 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType) {
2434 const struct GlPixelFormatDesc *format_desc;
2435 const struct blit_shader *blitter;
2436
2437 if(SurfaceType == SURFACE_GDI) {
2438 switch(CheckFormat) {
2439 case WINED3DFMT_R8G8B8:
2440 case WINED3DFMT_A8R8G8B8:
2441 case WINED3DFMT_X8R8G8B8:
2442 case WINED3DFMT_R5G6B5:
2443 case WINED3DFMT_X1R5G5B5:
2444 case WINED3DFMT_A1R5G5B5:
2445 case WINED3DFMT_A4R4G4B4:
2446 case WINED3DFMT_R3G3B2:
2447 case WINED3DFMT_A8:
2448 case WINED3DFMT_A8R3G3B2:
2449 case WINED3DFMT_X4R4G4B4:
2450 case WINED3DFMT_A2B10G10R10:
2451 case WINED3DFMT_A8B8G8R8:
2452 case WINED3DFMT_X8B8G8R8:
2453 case WINED3DFMT_G16R16:
2454 case WINED3DFMT_A2R10G10B10:
2455 case WINED3DFMT_A16B16G16R16:
2456 case WINED3DFMT_P8:
2457 TRACE_(d3d_caps)("[OK]\n");
2458 return TRUE;
2459 default:
2460 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2461 return FALSE;
2462 }
2463 }
2464
2465 /* All format that are supported for textures are supported for surfaces as well */
2466 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2467 /* All depth stencil formats are supported on surfaces */
2468 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2469
2470 /* If opengl can't process the format natively, the blitter may be able to convert it */
2471 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &format_desc);
2472 blitter = select_blit_implementation(Adapter, DeviceType);
2473 if (blitter->color_fixup_supported(format_desc->color_fixup))
2474 {
2475 TRACE_(d3d_caps)("[OK]\n");
2476 return TRUE;
2477 }
2478
2479 /* Reject other formats */
2480 TRACE_(d3d_caps)("[FAILED]\n");
2481 return FALSE;
2482 }
2483
2484 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2485 {
2486 if (!GL_LIMITS(vertex_samplers)) {
2487 TRACE_(d3d_caps)("[FAILED]\n");
2488 return FALSE;
2489 }
2490
2491 switch (CheckFormat) {
2492 case WINED3DFMT_A32B32G32R32F:
2493 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2494 TRACE_(d3d_caps)("[FAILED]\n");
2495 return FALSE;
2496 }
2497 TRACE_(d3d_caps)("[OK]\n");
2498 return TRUE;
2499
2500 default:
2501 TRACE_(d3d_caps)("[FAILED]\n");
2502 return FALSE;
2503 }
2504 return FALSE;
2505 }
2506
2507 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2508 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2509 WINED3DSURFTYPE SurfaceType) {
2510 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2511 DWORD UsageCaps = 0;
2512
2513 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2514 This,
2515 Adapter,
2516 DeviceType, debug_d3ddevicetype(DeviceType),
2517 AdapterFormat, debug_d3dformat(AdapterFormat),
2518 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2519 RType, debug_d3dresourcetype(RType),
2520 CheckFormat, debug_d3dformat(CheckFormat));
2521
2522 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2523 return WINED3DERR_INVALIDCALL;
2524 }
2525
2526 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2527
2528 if(SurfaceType != SURFACE_OPENGL) {
2529 TRACE("[FAILED]\n");
2530 return WINED3DERR_NOTAVAILABLE;
2531 }
2532
2533 /* Cubetexture allows:
2534 * - D3DUSAGE_AUTOGENMIPMAP
2535 * - D3DUSAGE_DEPTHSTENCIL
2536 * - D3DUSAGE_DYNAMIC
2537 * - D3DUSAGE_NONSECURE (d3d9ex)
2538 * - D3DUSAGE_RENDERTARGET
2539 * - D3DUSAGE_SOFTWAREPROCESSING
2540 * - D3DUSAGE_QUERY_WRAPANDMIP
2541 */
2542 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2543 /* Check if the texture format is around */
2544 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2545 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2546 /* Check for automatic mipmap generation support */
2547 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2548 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2549 } else {
2550 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2551 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2552 }
2553 }
2554
2555 /* Always report dynamic locking */
2556 if(Usage & WINED3DUSAGE_DYNAMIC)
2557 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2558
2559 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2560 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2561 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2562 } else {
2563 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2564 return WINED3DERR_NOTAVAILABLE;
2565 }
2566 }
2567
2568 /* Always report software processing */
2569 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2570 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2571
2572 /* Check QUERY_FILTER support */
2573 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2574 if(CheckFilterCapability(Adapter, CheckFormat)) {
2575 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2576 } else {
2577 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2578 return WINED3DERR_NOTAVAILABLE;
2579 }
2580 }
2581
2582 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2583 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2584 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2585 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2586 } else {
2587 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2588 return WINED3DERR_NOTAVAILABLE;
2589 }
2590 }
2591
2592 /* Check QUERY_SRGBREAD support */
2593 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2594 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2595 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2596 } else {
2597 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2598 return WINED3DERR_NOTAVAILABLE;
2599 }
2600 }
2601
2602 /* Check QUERY_SRGBWRITE support */
2603 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2604 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2605 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2606 } else {
2607 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2608 return WINED3DERR_NOTAVAILABLE;
2609 }
2610 }
2611
2612 /* Check QUERY_VERTEXTEXTURE support */
2613 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2614 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2615 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2616 } else {
2617 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2618 return WINED3DERR_NOTAVAILABLE;
2619 }
2620 }
2621
2622 /* Check QUERY_WRAPANDMIP support */
2623 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2624 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2625 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2626 } else {
2627 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2628 return WINED3DERR_NOTAVAILABLE;
2629 }
2630 }
2631 } else {
2632 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2633 return WINED3DERR_NOTAVAILABLE;
2634 }
2635 } else {
2636 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2637 return WINED3DERR_NOTAVAILABLE;
2638 }
2639 } else if(RType == WINED3DRTYPE_SURFACE) {
2640 /* Surface allows:
2641 * - D3DUSAGE_DEPTHSTENCIL
2642 * - D3DUSAGE_NONSECURE (d3d9ex)
2643 * - D3DUSAGE_RENDERTARGET
2644 */
2645
2646 if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat, SurfaceType)) {
2647 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2648 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2649 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2650 } else {
2651 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2652 return WINED3DERR_NOTAVAILABLE;
2653 }
2654 }
2655
2656 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2657 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2658 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2659 } else {
2660 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2661 return WINED3DERR_NOTAVAILABLE;
2662 }
2663 }
2664
2665 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2666 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2667 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2668 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2669 } else {
2670 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2671 return WINED3DERR_NOTAVAILABLE;
2672 }
2673 }
2674 } else {
2675 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2676 return WINED3DERR_NOTAVAILABLE;
2677 }
2678
2679 } else if(RType == WINED3DRTYPE_TEXTURE) {
2680 /* Texture allows:
2681 * - D3DUSAGE_AUTOGENMIPMAP
2682 * - D3DUSAGE_DEPTHSTENCIL
2683 * - D3DUSAGE_DMAP
2684 * - D3DUSAGE_DYNAMIC
2685 * - D3DUSAGE_NONSECURE (d3d9ex)
2686 * - D3DUSAGE_RENDERTARGET
2687 * - D3DUSAGE_SOFTWAREPROCESSING
2688 * - D3DUSAGE_TEXTAPI (d3d9ex)
2689 * - D3DUSAGE_QUERY_WRAPANDMIP
2690 */
2691
2692 if(SurfaceType != SURFACE_OPENGL) {
2693 TRACE("[FAILED]\n");
2694 return WINED3DERR_NOTAVAILABLE;
2695 }
2696
2697 /* Check if the texture format is around */
2698 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2699 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2700 /* Check for automatic mipmap generation support */
2701 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2702 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2703 } else {
2704 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2705 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2706 }
2707 }
2708
2709 /* Always report dynamic locking */
2710 if(Usage & WINED3DUSAGE_DYNAMIC)
2711 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2712
2713 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2714 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2715 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2716 } else {
2717 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2718 return WINED3DERR_NOTAVAILABLE;
2719 }
2720 }
2721
2722 /* Always report software processing */
2723 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2724 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2725
2726 /* Check QUERY_FILTER support */
2727 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2728 if(CheckFilterCapability(Adapter, CheckFormat)) {
2729 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2730 } else {
2731 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2732 return WINED3DERR_NOTAVAILABLE;
2733 }
2734 }
2735
2736 /* Check QUERY_LEGACYBUMPMAP support */
2737 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2738 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2739 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2740 } else {
2741 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2742 return WINED3DERR_NOTAVAILABLE;
2743 }
2744 }
2745
2746 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2747 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2748 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2749 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2750 } else {
2751 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2752 return WINED3DERR_NOTAVAILABLE;
2753 }
2754 }
2755
2756 /* Check QUERY_SRGBREAD support */
2757 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2758 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2759 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2760 } else {
2761 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2762 return WINED3DERR_NOTAVAILABLE;
2763 }
2764 }
2765
2766 /* Check QUERY_SRGBWRITE support */
2767 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2768 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2769 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2770 } else {
2771 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2772 return WINED3DERR_NOTAVAILABLE;
2773 }
2774 }
2775
2776 /* Check QUERY_VERTEXTEXTURE support */
2777 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2778 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2779 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2780 } else {
2781 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2782 return WINED3DERR_NOTAVAILABLE;
2783 }
2784 }
2785
2786 /* Check QUERY_WRAPANDMIP support */
2787 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2788 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2789 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2790 } else {
2791 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2792 return WINED3DERR_NOTAVAILABLE;
2793 }
2794 }
2795
2796 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2797 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2798 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2799 } else {
2800 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2801 return WINED3DERR_NOTAVAILABLE;
2802 }
2803 }
2804 } else {
2805 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2806 return WINED3DERR_NOTAVAILABLE;
2807 }
2808 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2809 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2810 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2811 *
2812 * Volumetexture allows:
2813 * - D3DUSAGE_DYNAMIC
2814 * - D3DUSAGE_NONSECURE (d3d9ex)
2815 * - D3DUSAGE_SOFTWAREPROCESSING
2816 * - D3DUSAGE_QUERY_WRAPANDMIP
2817 */
2818
2819 if(SurfaceType != SURFACE_OPENGL) {
2820 TRACE("[FAILED]\n");
2821 return WINED3DERR_NOTAVAILABLE;
2822 }
2823
2824 /* Check volume texture and volume usage caps */
2825 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2826 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2827 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2828 return WINED3DERR_NOTAVAILABLE;
2829 }
2830
2831 /* Always report dynamic locking */
2832 if(Usage & WINED3DUSAGE_DYNAMIC)
2833 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2834
2835 /* Always report software processing */
2836 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2837 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2838
2839 /* Check QUERY_FILTER support */
2840 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2841 if(CheckFilterCapability(Adapter, CheckFormat)) {
2842 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2843 } else {
2844 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2845 return WINED3DERR_NOTAVAILABLE;
2846 }
2847 }
2848
2849 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2850 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2851 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2852 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2853 } else {
2854 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2855 return WINED3DERR_NOTAVAILABLE;
2856 }
2857 }
2858
2859 /* Check QUERY_SRGBREAD support */
2860 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2861 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2862 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2863 } else {
2864 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2865 return WINED3DERR_NOTAVAILABLE;
2866 }
2867 }
2868
2869 /* Check QUERY_SRGBWRITE support */
2870 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2871 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2872 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2873 } else {
2874 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2875 return WINED3DERR_NOTAVAILABLE;
2876 }
2877 }
2878
2879 /* Check QUERY_VERTEXTEXTURE support */
2880 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2881 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2882 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2883 } else {
2884 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2885 return WINED3DERR_NOTAVAILABLE;
2886 }
2887 }
2888
2889 /* Check QUERY_WRAPANDMIP support */
2890 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2891 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2892 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2893 } else {
2894 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2895 return WINED3DERR_NOTAVAILABLE;
2896 }
2897 }
2898 } else {
2899 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2900 return WINED3DERR_NOTAVAILABLE;
2901 }
2902
2903 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2904 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2905 * app needing one of those formats, don't advertize them to avoid leading apps into
2906 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2907 * except of R32F.
2908 */
2909 switch(CheckFormat) {
2910 case WINED3DFMT_P8:
2911 case WINED3DFMT_A4L4:
2912 case WINED3DFMT_R32F:
2913 case WINED3DFMT_R16F:
2914 case WINED3DFMT_X8L8V8U8:
2915 case WINED3DFMT_L6V5U5:
2916 case WINED3DFMT_G16R16:
2917 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2918 return WINED3DERR_NOTAVAILABLE;
2919
2920 case WINED3DFMT_Q8W8V8U8:
2921 case WINED3DFMT_V16U16:
2922 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2923 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2924 return WINED3DERR_NOTAVAILABLE;
2925 }
2926 break;
2927
2928 case WINED3DFMT_V8U8:
2929 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2930 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2931 return WINED3DERR_NOTAVAILABLE;
2932 }
2933 break;
2934
2935 case WINED3DFMT_DXT1:
2936 case WINED3DFMT_DXT2:
2937 case WINED3DFMT_DXT3:
2938 case WINED3DFMT_DXT4:
2939 case WINED3DFMT_DXT5:
2940 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2941 * compressed texture results in an error. While the D3D refrast does
2942 * support s3tc volumes, at least the nvidia windows driver does not, so
2943 * we're free not to support this format.
2944 */
2945 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2946 return WINED3DERR_NOTAVAILABLE;
2947
2948 default:
2949 /* Do nothing, continue with checking the format below */
2950 break;
2951 }
2952 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2953 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2954 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2955 return WINED3DERR_NOTAVAILABLE;
2956 }
2957
2958 /* This format is nothing special and it is supported perfectly.
2959 * However, ati and nvidia driver on windows do not mark this format as
2960 * supported (tested with the dxCapsViewer) and pretending to
2961 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2962 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2963 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2964 */
2965 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2966 TRACE_(d3d_caps)("[FAILED]\n");
2967 return WINED3DERR_NOTAVAILABLE;
2968 }
2969
2970 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2971 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2972 * usage flags match. */
2973 if(UsageCaps == Usage) {
2974 return WINED3D_OK;
2975 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2976 return WINED3DOK_NOAUTOGEN;
2977 } else {
2978 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);
2979 return WINED3DERR_NOTAVAILABLE;
2980 }
2981 }
2982
2983 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2984 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2985 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2986
2987 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2988 This,
2989 Adapter,
2990 DeviceType, debug_d3ddevicetype(DeviceType),
2991 SourceFormat, debug_d3dformat(SourceFormat),
2992 TargetFormat, debug_d3dformat(TargetFormat));
2993 return WINED3D_OK;
2994 }
2995
2996 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2997 const shader_backend_t *ret;
2998 int vs_selected_mode;
2999 int ps_selected_mode;
3000
3001 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3002 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3003 ret = &glsl_shader_backend;
3004 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3005 ret = &arb_program_shader_backend;
3006 } else {
3007 ret = &none_shader_backend;
3008 }
3009 return ret;
3010 }
3011
3012 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3013 int vs_selected_mode;
3014 int ps_selected_mode;
3015
3016 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3017 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3018 return &arbfp_fragment_pipeline;
3019 } else if(ps_selected_mode == SHADER_ATI) {
3020 return &atifs_fragment_pipeline;
3021 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3022 return &nvts_fragment_pipeline;
3023 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3024 return &nvrc_fragment_pipeline;
3025 } else {
3026 return &ffp_fragment_pipeline;
3027 }
3028 }
3029
3030 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3031 int vs_selected_mode;
3032 int ps_selected_mode;
3033
3034 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3035 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3036 return &arbfp_blit;
3037 } else {
3038 return &ffp_blit;
3039 }
3040 }
3041
3042 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3043 subset of a D3DCAPS9 structure. However, it has to come via a void *
3044 as the d3d8 interface cannot import the d3d9 header */
3045 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3046
3047 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3048 int vs_selected_mode;
3049 int ps_selected_mode;
3050 struct shader_caps shader_caps;
3051 struct fragment_caps fragment_caps;
3052 const shader_backend_t *shader_backend;
3053 const struct fragment_pipeline *frag_pipeline = NULL;
3054 DWORD ckey_caps, blit_caps, fx_caps;
3055
3056 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3057
3058 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3059 return WINED3DERR_INVALIDCALL;
3060 }
3061
3062 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3063
3064 /* This function should *not* be modifying GL caps
3065 * TODO: move the functionality where it belongs */
3066 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
3067
3068 /* ------------------------------------------------
3069 The following fields apply to both d3d8 and d3d9
3070 ------------------------------------------------ */
3071 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3072 pCaps->AdapterOrdinal = Adapter;
3073
3074 pCaps->Caps = 0;
3075 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3076 WINED3DCAPS2_FULLSCREENGAMMA |
3077 WINED3DCAPS2_DYNAMICTEXTURES;
3078 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3079 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3080 }
3081
3082 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3083 WINED3DCAPS3_COPY_TO_VIDMEM |
3084 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3085
3086 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3087 WINED3DPRESENT_INTERVAL_ONE;
3088
3089 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3090 WINED3DCURSORCAPS_LOWRES;
3091
3092 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3093 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3094 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3095 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3096 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3097 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3098 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3099 WINED3DDEVCAPS_PUREDEVICE |
3100 WINED3DDEVCAPS_HWRASTERIZATION |
3101 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3102 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3103 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3104 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3105 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3106 WINED3DDEVCAPS_RTPATCHES;
3107
3108 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3109 WINED3DPMISCCAPS_CULLCCW |
3110 WINED3DPMISCCAPS_CULLCW |
3111 WINED3DPMISCCAPS_COLORWRITEENABLE |
3112 WINED3DPMISCCAPS_CLIPTLVERTS |
3113 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3114 WINED3DPMISCCAPS_MASKZ |
3115 WINED3DPMISCCAPS_BLENDOP |
3116 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3117 /* TODO:
3118 WINED3DPMISCCAPS_NULLREFERENCE
3119 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3120 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3121 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3122 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3123
3124 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3125 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3126
3127 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3128 WINED3DPRASTERCAPS_PAT |
3129 WINED3DPRASTERCAPS_WFOG |
3130 WINED3DPRASTERCAPS_ZFOG |
3131 WINED3DPRASTERCAPS_FOGVERTEX |
3132 WINED3DPRASTERCAPS_FOGTABLE |
3133 WINED3DPRASTERCAPS_STIPPLE |
3134 WINED3DPRASTERCAPS_SUBPIXEL |
3135 WINED3DPRASTERCAPS_ZTEST |
3136 WINED3DPRASTERCAPS_SCISSORTEST |
3137 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3138 WINED3DPRASTERCAPS_DEPTHBIAS;
3139
3140 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3141 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3142 WINED3DPRASTERCAPS_ZBIAS |
3143 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3144 }
3145 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3146 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3147 }
3148 /* FIXME Add:
3149 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3150 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3151 WINED3DPRASTERCAPS_ANTIALIASEDGES
3152 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3153 WINED3DPRASTERCAPS_WBUFFER */
3154
3155 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3156 WINED3DPCMPCAPS_EQUAL |
3157 WINED3DPCMPCAPS_GREATER |
3158 WINED3DPCMPCAPS_GREATEREQUAL |
3159 WINED3DPCMPCAPS_LESS |
3160 WINED3DPCMPCAPS_LESSEQUAL |
3161 WINED3DPCMPCAPS_NEVER |
3162 WINED3DPCMPCAPS_NOTEQUAL;
3163
3164 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3165 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3166 WINED3DPBLENDCAPS_DESTALPHA |
3167 WINED3DPBLENDCAPS_DESTCOLOR |
3168 WINED3DPBLENDCAPS_INVDESTALPHA |
3169 WINED3DPBLENDCAPS_INVDESTCOLOR |
3170 WINED3DPBLENDCAPS_INVSRCALPHA |
3171 WINED3DPBLENDCAPS_INVSRCCOLOR |
3172 WINED3DPBLENDCAPS_ONE |
3173 WINED3DPBLENDCAPS_SRCALPHA |
3174 WINED3DPBLENDCAPS_SRCALPHASAT |
3175 WINED3DPBLENDCAPS_SRCCOLOR |
3176 WINED3DPBLENDCAPS_ZERO;
3177
3178 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3179 WINED3DPBLENDCAPS_DESTCOLOR |
3180 WINED3DPBLENDCAPS_INVDESTALPHA |
3181 WINED3DPBLENDCAPS_INVDESTCOLOR |
3182 WINED3DPBLENDCAPS_INVSRCALPHA |
3183 WINED3DPBLENDCAPS_INVSRCCOLOR |
3184 WINED3DPBLENDCAPS_ONE |
3185 WINED3DPBLENDCAPS_SRCALPHA |
3186 WINED3DPBLENDCAPS_SRCCOLOR |
3187 WINED3DPBLENDCAPS_ZERO;
3188 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3189 * according to the glBlendFunc manpage
3190 *
3191 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3192 * legacy settings for srcblend only
3193 */
3194
3195 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3196 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3197 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3198 }
3199
3200
3201 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3202 WINED3DPCMPCAPS_EQUAL |
3203 WINED3DPCMPCAPS_GREATER |
3204 WINED3DPCMPCAPS_GREATEREQUAL |
3205 WINED3DPCMPCAPS_LESS |
3206 WINED3DPCMPCAPS_LESSEQUAL |
3207 WINED3DPCMPCAPS_NEVER |
3208 WINED3DPCMPCAPS_NOTEQUAL;
3209
3210 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3211 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3212 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3213 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3214 WINED3DPSHADECAPS_COLORFLATRGB |
3215 WINED3DPSHADECAPS_FOGFLAT |
3216 WINED3DPSHADECAPS_FOGGOURAUD |
3217 WINED3DPSHADECAPS_SPECULARFLATRGB;
3218
3219 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3220 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3221 WINED3DPTEXTURECAPS_TRANSPARENCY |
3222 WINED3DPTEXTURECAPS_BORDER |
3223 WINED3DPTEXTURECAPS_MIPMAP |
3224 WINED3DPTEXTURECAPS_PROJECTED |
3225 WINED3DPTEXTURECAPS_PERSPECTIVE;
3226
3227 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3228 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3229 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3230 }
3231
3232 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3233 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3234 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3235 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3236 }
3237
3238 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3239 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3240 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3241 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3242
3243 }
3244
3245 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3246 WINED3DPTFILTERCAPS_MAGFPOINT |
3247 WINED3DPTFILTERCAPS_MINFLINEAR |
3248 WINED3DPTFILTERCAPS_MINFPOINT |
3249 WINED3DPTFILTERCAPS_MIPFLINEAR |
3250 WINED3DPTFILTERCAPS_MIPFPOINT |
3251 WINED3DPTFILTERCAPS_LINEAR |
3252 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3253 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3254 WINED3DPTFILTERCAPS_MIPLINEAR |
3255 WINED3DPTFILTERCAPS_MIPNEAREST |
3256 WINED3DPTFILTERCAPS_NEAREST;
3257
3258 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3259 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3260 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3261 }
3262
3263 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3264 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3265 WINED3DPTFILTERCAPS_MAGFPOINT |
3266 WINED3DPTFILTERCAPS_MINFLINEAR |
3267 WINED3DPTFILTERCAPS_MINFPOINT |
3268 WINED3DPTFILTERCAPS_MIPFLINEAR |
3269 WINED3DPTFILTERCAPS_MIPFPOINT |
3270 WINED3DPTFILTERCAPS_LINEAR |
3271 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3272 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3273 WINED3DPTFILTERCAPS_MIPLINEAR |
3274 WINED3DPTFILTERCAPS_MIPNEAREST |
3275 WINED3DPTFILTERCAPS_NEAREST;
3276
3277 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3278 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3279 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3280 }
3281 } else
3282 pCaps->CubeTextureFilterCaps = 0;
3283
3284 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3285 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3286 WINED3DPTFILTERCAPS_MAGFPOINT |
3287 WINED3DPTFILTERCAPS_MINFLINEAR |
3288 WINED3DPTFILTERCAPS_MINFPOINT |
3289 WINED3DPTFILTERCAPS_MIPFLINEAR |
3290 WINED3DPTFILTERCAPS_MIPFPOINT |
3291 WINED3DPTFILTERCAPS_LINEAR |
3292 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3293 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3294 WINED3DPTFILTERCAPS_MIPLINEAR |
3295 WINED3DPTFILTERCAPS_MIPNEAREST |
3296 WINED3DPTFILTERCAPS_NEAREST;
3297 } else
3298 pCaps->VolumeTextureFilterCaps = 0;
3299
3300 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3301 WINED3DPTADDRESSCAPS_CLAMP |
3302 WINED3DPTADDRESSCAPS_WRAP;
3303
3304 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3305 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3306 }
3307 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3308 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3309 }
3310 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3311 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3312 }
3313
3314 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3315 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3316 WINED3DPTADDRESSCAPS_CLAMP |
3317 WINED3DPTADDRESSCAPS_WRAP;
3318 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3319 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3320 }
3321 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3322 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3323 }
3324 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3325 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3326 }
3327 } else
3328 pCaps->VolumeTextureAddressCaps = 0;
3329
3330 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3331 WINED3DLINECAPS_ZTEST |
3332 WINED3DLINECAPS_BLEND |
3333 WINED3DLINECAPS_ALPHACMP |
3334 WINED3DLINECAPS_FOG;
3335 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3336 * idea how generating the smoothing alpha values works; the result is different
3337 */
3338
3339 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3340 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3341
3342 if(GL_SUPPORT(EXT_TEXTURE3D))
3343 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3344 else
3345 pCaps->MaxVolumeExtent = 0;
3346
3347 pCaps->MaxTextureRepeat = 32768;
3348 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3349 pCaps->MaxVertexW = 1.0;
3350
3351 pCaps->GuardBandLeft = 0;
3352 pCaps->GuardBandTop = 0;
3353 pCaps->GuardBandRight = 0;
3354 pCaps->GuardBandBottom = 0;
3355
3356 pCaps->ExtentsAdjust = 0;
3357
3358 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3359 WINED3DSTENCILCAPS_INCRSAT |
3360 WINED3DSTENCILCAPS_INVERT |
3361 WINED3DSTENCILCAPS_KEEP |
3362 WINED3DSTENCILCAPS_REPLACE |
3363 WINED3DSTENCILCAPS_ZERO;
3364 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3365 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3366 WINED3DSTENCILCAPS_INCR;
3367 }
3368 if ( This->dxVersion > 8 &&
3369 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3370 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3371 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3372 }
3373
3374 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3375
3376 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3377 pCaps->MaxActiveLights = GL_LIMITS(lights);
3378
3379 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3380 pCaps->MaxVertexBlendMatrixIndex = 0;
3381
3382 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3383 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3384
3385
3386 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3387 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3388 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3389 WINED3DVTXPCAPS_LOCALVIEWER |
3390 WINED3DVTXPCAPS_VERTEXFOG |
3391 WINED3DVTXPCAPS_TEXGEN;
3392 /* FIXME: Add
3393 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3394
3395 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3396 pCaps->MaxVertexIndex = 0xFFFFF;
3397 pCaps->MaxStreams = MAX_STREAMS;
3398 pCaps->MaxStreamStride = 1024;
3399
3400 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3401 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3402 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3403 pCaps->MaxNpatchTessellationLevel = 0;
3404 pCaps->MasterAdapterOrdinal = 0;
3405 pCaps->AdapterOrdinalInGroup = 0;
3406 pCaps->NumberOfAdaptersInGroup = 1;
3407
3408 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3409
3410 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3411 WINED3DPTFILTERCAPS_MAGFPOINT |
3412 WINED3DPTFILTERCAPS_MINFLINEAR |
3413 WINED3DPTFILTERCAPS_MAGFLINEAR;
3414 pCaps->VertexTextureFilterCaps = 0;
3415
3416 memset(&shader_caps, 0, sizeof(shader_caps));
3417 shader_backend = select_shader_backend(Adapter, DeviceType);
3418 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3419
3420 memset(&fragment_caps, 0, sizeof(fragment_caps));
3421 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3422 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3423
3424 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3425 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3426
3427 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3428 * Ignore shader model capabilities if disabled in config
3429 */
3430 if(vs_selected_mode == SHADER_NONE) {
3431 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3432 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3433 pCaps->MaxVertexShaderConst = 0;
3434 } else {
3435 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3436 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3437 }
3438
3439 if(ps_selected_mode == SHADER_NONE) {
3440 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3441 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3442 pCaps->PixelShader1xMaxValue = 0.0;
3443 } else {
3444 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3445 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3446 }
3447
3448 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3449 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3450 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3451
3452 pCaps->VS20Caps = shader_caps.VS20Caps;
3453 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3454 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3455 pCaps->PS20Caps = shader_caps.PS20Caps;
3456 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3457 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3458
3459 /* The following caps are shader specific, but they are things we cannot detect, or which
3460 * are the same among all shader models. So to avoid code duplication set the shader version
3461 * specific, but otherwise constant caps here
3462 */
3463 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3464 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3465 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3466 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3467 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3468 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3469 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3470
3471 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3472 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3473 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3474 pCaps->VS20Caps.Caps = 0;
3475 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3476 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3477 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3478
3479 pCaps->MaxVShaderInstructionsExecuted = 65535;
3480 pCaps->MaxVertexShader30InstructionSlots = 0;
3481 } else { /* VS 1.x */
3482 pCaps->VS20Caps.Caps = 0;
3483 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3484 pCaps->VS20Caps.NumTemps = 0;
3485 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3486
3487 pCaps->MaxVShaderInstructionsExecuted = 0;
3488 pCaps->MaxVertexShader30InstructionSlots = 0;
3489 }
3490
3491 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3492 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3493 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3494
3495 /* 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 */
3496 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3497 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3498 WINED3DPS20CAPS_PREDICATION |
3499 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3500 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3501 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3502 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3503 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3504 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3505
3506 pCaps->MaxPShaderInstructionsExecuted = 65535;
3507 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3508 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3509 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3510 pCaps->PS20Caps.Caps = 0;
3511 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3512 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3513 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3514 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3515
3516 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3517 pCaps->MaxPixelShader30InstructionSlots = 0;
3518 } else { /* PS 1.x */
3519 pCaps->PS20Caps.Caps = 0;
3520 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3521 pCaps->PS20Caps.NumTemps = 0;
3522 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3523 pCaps->PS20Caps.NumInstructionSlots = 0;
3524
3525 pCaps->MaxPShaderInstructionsExecuted = 0;
3526 pCaps->MaxPixelShader30InstructionSlots = 0;
3527 }
3528
3529 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3530 /* OpenGL supports all the formats below, perhaps not always
3531 * without conversion, but it supports them.
3532 * Further GLSL doesn't seem to have an official unsigned type so
3533 * don't advertise it yet as I'm not sure how we handle it.
3534 * We might need to add some clamping in the shader engine to
3535 * support it.
3536 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3537 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3538 WINED3DDTCAPS_UBYTE4N |
3539 WINED3DDTCAPS_SHORT2N |
3540 WINED3DDTCAPS_SHORT4N;
3541 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3542 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3543 WINED3DDTCAPS_FLOAT16_4;
3544 }
3545 } else
3546 pCaps->DeclTypes = 0;
3547
3548 /* Set DirectDraw helper Caps */
3549 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3550 WINEDDCKEYCAPS_SRCBLT;
3551 fx_caps = WINEDDFXCAPS_BLTALPHA |
3552 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3553 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3554 WINEDDFXCAPS_BLTROTATION90 |
3555 WINEDDFXCAPS_BLTSHRINKX |
3556 WINEDDFXCAPS_BLTSHRINKXN |
3557 WINEDDFXCAPS_BLTSHRINKY |
3558 WINEDDFXCAPS_BLTSHRINKXN |
3559 WINEDDFXCAPS_BLTSTRETCHX |
3560 WINEDDFXCAPS_BLTSTRETCHXN |
3561 WINEDDFXCAPS_BLTSTRETCHY |
3562 WINEDDFXCAPS_BLTSTRETCHYN;
3563 blit_caps = WINEDDCAPS_BLT |
3564 WINEDDCAPS_BLTCOLORFILL |
3565 WINEDDCAPS_BLTDEPTHFILL |
3566 WINEDDCAPS_BLTSTRETCH |
3567 WINEDDCAPS_CANBLTSYSMEM |
3568 WINEDDCAPS_CANCLIP |
3569 WINEDDCAPS_CANCLIPSTRETCHED |
3570 WINEDDCAPS_COLORKEY |
3571 WINEDDCAPS_COLORKEYHWASSIST |
3572 WINEDDCAPS_ALIGNBOUNDARYSRC;
3573
3574 /* Fill the ddraw caps structure */
3575 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3576 WINEDDCAPS_PALETTE |
3577 blit_caps;
3578 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3579 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3580 WINEDDCAPS2_PRIMARYGAMMA |
3581 WINEDDCAPS2_WIDESURFACES |
3582 WINEDDCAPS2_CANRENDERWINDOWED;
3583 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3584 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3585 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3586 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3587 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3588 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3589 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3590 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3591 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3592
3593 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3594 WINEDDSCAPS_BACKBUFFER |
3595 WINEDDSCAPS_FLIP |
3596 WINEDDSCAPS_FRONTBUFFER |
3597 WINEDDSCAPS_OFFSCREENPLAIN |
3598 WINEDDSCAPS_PALETTE |
3599 WINEDDSCAPS_PRIMARYSURFACE |
3600 WINEDDSCAPS_SYSTEMMEMORY |
3601 WINEDDSCAPS_VIDEOMEMORY |
3602 WINEDDSCAPS_VISIBLE;
3603 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3604
3605 /* Set D3D caps if OpenGL is available. */
3606 if(Adapters[Adapter].opengl) {
3607 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3608 WINEDDSCAPS_MIPMAP |
3609 WINEDDSCAPS_TEXTURE |
3610 WINEDDSCAPS_ZBUFFER;
3611 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3612 }
3613
3614 return WINED3D_OK;
3615 }
3616
3617 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3618 and fields being inserted in the middle, a new structure is used in place */
3619 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3620 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3621 IUnknown *parent) {
3622
3623 IWineD3DDeviceImpl *object = NULL;
3624 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3625 WINED3DDISPLAYMODE mode;
3626 const struct fragment_pipeline *frag_pipeline = NULL;
3627 int i;
3628 struct fragment_caps ffp_caps;
3629
3630 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3631 * number and create a device without a 3D adapter for 2D only operation.
3632 */
3633 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3634 return WINED3DERR_INVALIDCALL;
3635 }
3636
3637 /* Create a WineD3DDevice object */
3638 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3639 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3640 TRACE("Created WineD3DDevice object @ %p\n", object);
3641 if (NULL == object) {
3642 return WINED3DERR_OUTOFVIDEOMEMORY;
3643 }
3644
3645 /* Set up initial COM information */
3646 object->lpVtbl = &IWineD3DDevice_Vtbl;
3647 object->ref = 1;
3648 object->wineD3D = iface;
3649 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3650 IWineD3D_AddRef(object->wineD3D);
3651 object->parent = parent;
3652 list_init(&object->resources);
3653 list_init(&object->shaders);
3654
3655 if(This->dxVersion == 7) {
3656 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3657 } else {
3658 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3659 }
3660 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3661
3662 /* Set the state up as invalid until the device is fully created */
3663 object->state = WINED3DERR_DRIVERINTERNALERROR;
3664
3665 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3666 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3667
3668 /* Save the creation parameters */
3669 object->createParms.AdapterOrdinal = Adapter;
3670 object->createParms.DeviceType = DeviceType;
3671 object->createParms.hFocusWindow = hFocusWindow;
3672 object->createParms.BehaviorFlags = BehaviourFlags;
3673
3674 /* Initialize other useful values */
3675 object->adapterNo = Adapter;
3676 object->devType = DeviceType;
3677
3678 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3679 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3680
3681 memset(&ffp_caps, 0, sizeof(ffp_caps));
3682 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3683 object->frag_pipe = frag_pipeline;
3684 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
3685 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3686 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3687 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3688 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3689
3690 object->blitter = select_blit_implementation(Adapter, DeviceType);
3691
3692 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3693 * model can deal with that. It is essentially the same, just with adjusted
3694 * Set*ShaderConstantF implementations
3695 */
3696 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3697 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3698 }
3699
3700 /* set the state of the device to valid */
3701 object->state = WINED3D_OK;
3702
3703 /* Get the initial screen setup for ddraw */
3704 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3705
3706 object->ddraw_width = mode.Width;
3707 object->ddraw_height = mode.Height;
3708 object->ddraw_format = mode.Format;
3709
3710 for(i = 0; i < PATCHMAP_SIZE; i++) {
3711 list_init(&object->patches[i]);
3712 }
3713 return WINED3D_OK;
3714 }
3715 #undef GLINFO_LOCATION
3716
3717 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3718 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3719 IUnknown_AddRef(This->parent);
3720 *pParent = This->parent;
3721 return WINED3D_OK;
3722 }
3723
3724 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3725 IUnknown* surfaceParent;
3726 TRACE("(%p) call back\n", pSurface);
3727
3728 /* Now, release the parent, which will take care of cleaning up the surface for us */
3729 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3730 IUnknown_Release(surfaceParent);
3731 return IUnknown_Release(surfaceParent);
3732 }
3733
3734 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3735 IUnknown* volumeParent;
3736 TRACE("(%p) call back\n", pVolume);
3737
3738 /* Now, release the parent, which will take care of cleaning up the volume for us */
3739 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3740 IUnknown_Release(volumeParent);
3741 return IUnknown_Release(volumeParent);
3742 }
3743
3744 static BOOL implementation_is_apple(const WineD3D_GL_Info *gl_info)
3745 {
3746 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3747 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3748 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3749 *
3750 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3751 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3752 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3753 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3754 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3755 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3756 * DirectDraw, not OpenGL.
3757 */
3758 if(gl_info->supported[APPLE_FENCE] &&
3759 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3760 gl_info->supported[APPLE_FLUSH_RENDER] &&
3761 gl_info->supported[APPLE_YCBCR_422]) {
3762 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3763 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3764 return TRUE;
3765 } else {
3766 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3767 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3768 return FALSE;
3769 }
3770 }
3771
3772 #define GLINFO_LOCATION (*gl_info)
3773 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3774 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3775 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3776 * all the texture. This function detects this bug by its symptom and disables PBOs
3777 * if the test fails.
3778 *
3779 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3780 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3781 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3782 * read back is compared to the original. If they are equal PBOs are assumed to work,
3783 * otherwise the PBO extension is disabled.
3784 */
3785 GLuint texture, pbo;
3786 static const unsigned int pattern[] = {
3787 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3788 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3789 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3790 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3791 };
3792 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3793
3794 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3795 /* No PBO -> No point in testing them */
3796 return;
3797 }
3798
3799 while(glGetError());
3800 glGenTextures(1, &texture);
3801 glBindTexture(GL_TEXTURE_2D, texture);
3802 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3803 checkGLcall("Specifying the PBO test texture\n");
3804
3805 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3806 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3807 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3808 checkGLcall("Specifying the PBO test pbo\n");
3809
3810 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3811 checkGLcall("Loading the PBO test texture\n");
3812
3813 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3814 glFinish(); /* just to be sure */
3815
3816 memset(check, 0, sizeof(check));
3817 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3818 checkGLcall("Reading back the PBO test texture\n");
3819
3820 glDeleteTextures(1, &texture);
3821 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3822 checkGLcall("PBO test cleanup\n");
3823
3824 if(memcmp(check, pattern, sizeof(check)) != 0) {
3825 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3826 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3827 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3828 } else {
3829 TRACE_(d3d_caps)("PBO test successful\n");
3830 }
3831 }
3832 #undef GLINFO_LOCATION
3833
3834 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3835 * reporting a driver version is moot because we are not the Windows driver, and we have different
3836 * bugs, features, etc.
3837 *
3838 * If a card is not found in this table, the gl driver version is reported
3839 */
3840 struct driver_version_information {
3841 WORD vendor; /* reported PCI card vendor ID */
3842 WORD card; /* reported PCI card device ID */
3843 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3844 WORD lopart_hi, lopart_lo; /* driver loword to report */
3845 };
3846
3847 static const struct driver_version_information driver_version_table[] = {
3848 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3849 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3850 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3851 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3852 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3853 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3854 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3855 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3856 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3857 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3858 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3859 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3860 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3861 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3862 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3863 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3864 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3865 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3866 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3867 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, 7, 15, 11, 7341 },
3868
3869 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3870 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3871 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3872 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3873 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3874 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3875 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3876
3877 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3878 };
3879
3880 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3881 unsigned int i;
3882 BOOL apple = implementation_is_apple(gl_info);
3883
3884 if(apple) {
3885 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3886 * used it falls back to software. While the compiler can detect if the shader uses all declared
3887 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3888 * using relative addressing falls back to software.
3889 *
3890 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3891 */
3892 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3893 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3894 } else {
3895 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3896 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3897 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3898 }
3899
3900 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3901 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3902 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3903 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3904 * according to the spec.
3905 *
3906 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3907 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3908 *
3909 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3910 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3911 * this workaround is activated on cards that do not need it, it won't break things, just affect
3912 * performance negatively.
3913 */
3914 if(gl_info->gl_vendor == VENDOR_INTEL ||
3915 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3916 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3917 gl_info->set_texcoord_w = TRUE;
3918 }
3919 }
3920
3921 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3922 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3923 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3924 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3925 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3926 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3927 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3928 *
3929 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3930 * has this extension promoted to core. The extension loading code sets this extension supported
3931 * due to that, so this code works on fglrx as well.
3932 */
3933 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3934 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3935 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3936 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3937 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3938 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3939 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3940 }
3941 }
3942
3943 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3944 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3945 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3946 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3947 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3948 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
3949 *
3950 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3951 * triggering the software fallback. There is not much we can do here apart from disabling the
3952 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3953 * in IWineD3DImpl_FillGLCaps).
3954 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3955 * post-processing effects in the game "Max Payne 2").
3956 * The behaviour can be verified through a simple test app attached in bugreport #14724.
3957 */
3958 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3959 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3960 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3961 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3962 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3963 }
3964 }
3965
3966 /* Find out if PBOs work as they are supposed to */
3967 test_pbo_functionality(gl_info);
3968
3969 /* Fixup the driver version */
3970 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3971 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3972 gl_info->gl_card == driver_version_table[i].card) {
3973 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3974
3975 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3976 driver_version_table[i].lopart_lo);
3977 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3978 driver_version_table[i].hipart_lo);
3979 break;
3980 }
3981 }
3982 }
3983
3984 static void WINE_GLAPI invalid_func(const void *data)
3985 {
3986 ERR("Invalid vertex attribute function called\n");
3987 DebugBreak();
3988 }
3989
3990 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
3991 {
3992 ERR("Invalid texcoord function called\n");
3993 DebugBreak();
3994 }
3995
3996 #define GLINFO_LOCATION (Adapters[0].gl_info)
3997
3998 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3999 * the extension detection and are used in drawStridedSlow
4000 */
4001 static void WINE_GLAPI position_d3dcolor(const void *data)
4002 {
4003 DWORD pos = *((const DWORD *)data);
4004
4005 FIXME("Add a test for fixed function position from d3dcolor type\n");
4006 glVertex4s(D3DCOLOR_B_R(pos),
4007 D3DCOLOR_B_G(pos),
4008 D3DCOLOR_B_B(pos),
4009 D3DCOLOR_B_A(pos));
4010 }
4011
4012 static void WINE_GLAPI position_float4(const void *data)
4013 {
4014 const GLfloat *pos = data;
4015
4016 if (pos[3] < eps && pos[3] > -eps)
4017 glVertex3fv(pos);
4018 else {
4019 float w = 1.0 / pos[3];
4020
4021 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4022 }
4023 }
4024
4025 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4026 {
4027 DWORD diffuseColor = *((const DWORD *)data);
4028
4029 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4030 D3DCOLOR_B_G(diffuseColor),
4031 D3DCOLOR_B_B(diffuseColor),
4032 D3DCOLOR_B_A(diffuseColor));
4033 }
4034
4035 static void WINE_GLAPI specular_d3dcolor(const void *data)
4036 {
4037 DWORD specularColor = *((const DWORD *)data);
4038
4039 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
4040 D3DCOLOR_B_G(specularColor),
4041 D3DCOLOR_B_B(specularColor));
4042 }
4043
4044 static void WINE_GLAPI warn_no_specular_func(const void *data)
4045 {
4046 WARN("GL_EXT_secondary_color not supported\n");
4047 }
4048
4049 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4050 {
4051 position_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4052 position_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4053 position_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glVertex3fv;
4054 position_funcs[WINED3DDECLTYPE_FLOAT4] = position_float4;
4055 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = position_d3dcolor;
4056 position_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4057 position_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4058 position_funcs[WINED3DDECLTYPE_SHORT4] = (glAttribFunc)glVertex2sv;
4059 position_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4060 position_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4061 position_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4062 position_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4063 position_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4064 position_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4065 position_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4066 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4067 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4068
4069 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4070 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4071 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glColor3fv;
4072 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glColor4fv;
4073 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = diffuse_d3dcolor;
4074 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4075 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4076 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
4077 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (glAttribFunc)glColor4ubv;
4078 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4079 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (glAttribFunc)glColor4sv;
4080 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4081 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (glAttribFunc)glColor4usv;
4082 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4083 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4084 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4085 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4086
4087 /* No 4 component entry points here */
4088 specular_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4089 specular_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4090 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4091 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4092 } else {
4093 specular_funcs[WINED3DDECLTYPE_FLOAT3] = warn_no_specular_func;
4094 }
4095 specular_funcs[WINED3DDECLTYPE_FLOAT4] = invalid_func;
4096 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4097 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = specular_d3dcolor;
4098 } else {
4099 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = warn_no_specular_func;
4100 }
4101 specular_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4102 specular_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4103 specular_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
4104 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4105 specular_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4106 specular_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4107 specular_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4108 specular_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4109 specular_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4110 specular_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4111 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4112 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4113
4114 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4115 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4116 */
4117 normal_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4118 normal_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4119 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glNormal3fv;
4120 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4121 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_func;
4122 normal_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4123 normal_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4124 normal_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
4125 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4126 normal_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4127 normal_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4128 normal_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4129 normal_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4130 normal_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4131 normal_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4132 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4133 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4134
4135 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4136 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4137 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4138 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4139 multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_texcoord_func;
4140 multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_texcoord_func;
4141 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4142 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4143 multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_texcoord_func;
4144 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_texcoord_func;
4145 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_texcoord_func;
4146 multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_texcoord_func;
4147 multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_texcoord_func;
4148 multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3] = invalid_texcoord_func;
4149 multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N] = invalid_texcoord_func;
4150 if (GL_SUPPORT(NV_HALF_FLOAT))
4151 {
4152 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4153 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4154 } else {
4155 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_texcoord_func;
4156 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_texcoord_func;
4157 }
4158
4159 texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (glAttribFunc)glTexCoord1fv;
4160 texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (glAttribFunc)glTexCoord2fv;
4161 texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glTexCoord3fv;
4162 texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glTexCoord4fv;
4163 texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_func;
4164 texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4165 texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (glAttribFunc)glTexCoord2sv;
4166 texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (glAttribFunc)glTexCoord4sv;
4167 texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4168 texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4169 texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4170 texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4171 texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4172 texcoord_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4173 texcoord_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4174 if (GL_SUPPORT(NV_HALF_FLOAT))
4175 {
4176 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (glAttribFunc)GL_EXTCALL(glTexCoord2hvNV);
4177 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (glAttribFunc)GL_EXTCALL(glTexCoord4hvNV);
4178 } else {
4179 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4180 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4181 }
4182 }
4183
4184 #define PUSH1(att) attribs[nAttribs++] = (att);
4185 BOOL InitAdapters(void) {
4186 static HMODULE mod_gl, mod_win32gl;
4187 BOOL ret;
4188 int ps_selected_mode, vs_selected_mode;
4189
4190 /* No need to hold any lock. The calling library makes sure only one thread calls
4191 * wined3d simultaneously
4192 */
4193 if(numAdapters > 0) return Adapters[0].opengl;
4194
4195 TRACE("Initializing adapters\n");
4196
4197 if(!mod_gl) {
4198 #ifdef USE_WIN32_OPENGL
4199 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4200 mod_gl = LoadLibraryA("opengl32.dll");
4201 if(!mod_gl) {
4202 ERR("Can't load opengl32.dll!\n");
4203 goto nogl_adapter;
4204 }
4205 mod_win32gl = mod_gl;
4206 #else
4207 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4208 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4209 mod_gl = GetModuleHandleA("gdi32.dll");
4210 mod_win32gl = LoadLibraryA("opengl32.dll");
4211 if(!mod_win32gl) {
4212 ERR("Can't load opengl32.dll!\n");
4213 goto nogl_adapter;
4214 }
4215 #endif
4216 }
4217
4218 /* Load WGL core functions from opengl32.dll */
4219 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4220 WGL_FUNCS_GEN;
4221 #undef USE_WGL_FUNC
4222
4223 if(!pwglGetProcAddress) {
4224 ERR("Unable to load wglGetProcAddress!\n");
4225 goto nogl_adapter;
4226 }
4227
4228 /* Dynamically load all GL core functions */
4229 GL_FUNCS_GEN;
4230 #undef USE_GL_FUNC
4231
4232 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4233 * otherwise because we have to use winex11.drv's override
4234 */
4235 glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4236 glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4237
4238 /* For now only one default adapter */
4239 {
4240 int iPixelFormat;
4241 int attribs[10];
4242 int values[10];
4243 int nAttribs = 0;
4244 int res;
4245 int i;
4246 WineD3D_PixelFormat *cfgs;
4247 int attribute;
4248 DISPLAY_DEVICEW DisplayDevice;
4249 HDC hdc;
4250
4251 TRACE("Initializing default adapter\n");
4252 Adapters[0].num = 0;
4253 Adapters[0].monitorPoint.x = -1;
4254 Adapters[0].monitorPoint.y = -1;
4255
4256 if (!WineD3D_CreateFakeGLContext()) {
4257 ERR("Failed to get a gl context for default adapter\n");
4258 WineD3D_ReleaseFakeGLContext();
4259 goto nogl_adapter;
4260 }
4261
4262 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4263 if(!ret) {
4264 ERR("Failed to initialize gl caps for default adapter\n");
4265 WineD3D_ReleaseFakeGLContext();
4266 goto nogl_adapter;
4267 }
4268 ret = initPixelFormats(&Adapters[0].gl_info);
4269 if(!ret) {
4270 ERR("Failed to init gl formats\n");
4271 WineD3D_ReleaseFakeGLContext();
4272 goto nogl_adapter;
4273 }
4274
4275 hdc = pwglGetCurrentDC();
4276 if(!hdc) {
4277 ERR("Failed to get gl HDC\n");
4278 WineD3D_ReleaseFakeGLContext();
4279 goto nogl_adapter;
4280 }
4281
4282 Adapters[0].driver = "Display";
4283 Adapters[0].description = "Direct3D HAL";
4284
4285 /* Use the VideoRamSize registry setting when set */
4286 if(wined3d_settings.emulated_textureram)
4287 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4288 else
4289 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4290 Adapters[0].UsedTextureRam = 0;
4291 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4292
4293 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4294 DisplayDevice.cb = sizeof(DisplayDevice);
4295 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4296 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4297 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4298
4299 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4300 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4301
4302 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4303 cfgs = Adapters[0].cfgs;
4304 PUSH1(WGL_RED_BITS_ARB)
4305 PUSH1(WGL_GREEN_BITS_ARB)
4306 PUSH1(WGL_BLUE_BITS_ARB)
4307 PUSH1(WGL_ALPHA_BITS_ARB)
4308 PUSH1(WGL_DEPTH_BITS_ARB)
4309 PUSH1(WGL_STENCIL_BITS_ARB)
4310 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4311 PUSH1(WGL_PIXEL_TYPE_ARB)
4312 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4313 PUSH1(WGL_AUX_BUFFERS_ARB)
4314
4315 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4316 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4317
4318 if(!res)
4319 continue;
4320
4321 /* Cache the pixel format */
4322 cfgs->iPixelFormat = iPixelFormat;
4323 cfgs->redSize = values[0];
4324 cfgs->greenSize = values[1];
4325 cfgs->blueSize = values[2];
4326 cfgs->alphaSize = values[3];
4327 cfgs->depthSize = values[4];
4328 cfgs->stencilSize = values[5];
4329 cfgs->windowDrawable = values[6];
4330 cfgs->iPixelType = values[7];
4331 cfgs->doubleBuffer = values[8];
4332 cfgs->auxBuffers = values[9];
4333
4334 cfgs->pbufferDrawable = FALSE;
4335 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4336 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4337 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4338 int value;
4339 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4340 cfgs->pbufferDrawable = value;
4341 }
4342
4343 cfgs->numSamples = 0;
4344 /* Check multisample support */
4345 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4346 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4347 int value[2];
4348 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4349 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4350 * value[1] = number of multi sample buffers*/
4351 if(value[0])
4352 cfgs->numSamples = value[1];
4353 }
4354 }
4355
4356 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);
4357 cfgs++;
4358 }
4359
4360 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4361 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4362 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4363 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4364 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4365 * driver is allowed to consume more bits EXCEPT for stencil bits.
4366 *
4367 * Mark an adapter with this broken stencil behavior.
4368 */
4369 Adapters[0].brokenStencil = TRUE;
4370 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4371 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4372 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4373 Adapters[0].brokenStencil = FALSE;
4374 break;
4375 }
4376 }
4377
4378 fixup_extensions(&Adapters[0].gl_info);
4379
4380 WineD3D_ReleaseFakeGLContext();
4381
4382 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4383 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4384 fillGLAttribFuncs(&Adapters[0].gl_info);
4385 init_type_lookup(&Adapters[0].gl_info);
4386 Adapters[0].opengl = TRUE;
4387 }
4388 numAdapters = 1;
4389 TRACE("%d adapters successfully initialized\n", numAdapters);
4390
4391 return TRUE;
4392
4393 nogl_adapter:
4394 /* Initialize an adapter for ddraw-only memory counting */
4395 memset(Adapters, 0, sizeof(Adapters));
4396 Adapters[0].num = 0;
4397 Adapters[0].opengl = FALSE;
4398 Adapters[0].monitorPoint.x = -1;
4399 Adapters[0].monitorPoint.y = -1;
4400
4401 Adapters[0].driver = "Display";
4402 Adapters[0].description = "WineD3D DirectDraw Emulation";
4403 if(wined3d_settings.emulated_textureram) {
4404 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4405 } else {
4406 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4407 }
4408
4409 numAdapters = 1;
4410 return FALSE;
4411 }
4412 #undef PUSH1
4413 #undef GLINFO_LOCATION
4414
4415 /**********************************************************
4416 * IWineD3D VTbl follows
4417 **********************************************************/
4418
4419 const IWineD3DVtbl IWineD3D_Vtbl =
4420 {
4421 /* IUnknown */
4422 IWineD3DImpl_QueryInterface,
4423 IWineD3DImpl_AddRef,
4424 IWineD3DImpl_Release,
4425 /* IWineD3D */
4426 IWineD3DImpl_GetParent,
4427 IWineD3DImpl_GetAdapterCount,
4428 IWineD3DImpl_RegisterSoftwareDevice,
4429 IWineD3DImpl_GetAdapterMonitor,
4430 IWineD3DImpl_GetAdapterModeCount,
4431 IWineD3DImpl_EnumAdapterModes,
4432 IWineD3DImpl_GetAdapterDisplayMode,
4433 IWineD3DImpl_GetAdapterIdentifier,
4434 IWineD3DImpl_CheckDeviceMultiSampleType,
4435 IWineD3DImpl_CheckDepthStencilMatch,
4436 IWineD3DImpl_CheckDeviceType,
4437 IWineD3DImpl_CheckDeviceFormat,
4438 IWineD3DImpl_CheckDeviceFormatConversion,
4439 IWineD3DImpl_GetDeviceCaps,
4440 IWineD3DImpl_CreateDevice
4441 };