- Sync wined3d, ddraw, d3d8, d3d9 with Wine
[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 * Copyright 2009 Henri Verbeet for CodeWeavers
10 *
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
15 *
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
20 *
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37
38 /* Extension detection */
39 static const struct {
40 const char *extension_string;
41 GL_SupportedExt extension;
42 DWORD version;
43 } EXTENSION_MAP[] = {
44 /* APPLE */
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
51
52 /* ARB */
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
90 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
91 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
92 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
93 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
94
95 /* ATI */
96 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
97 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
98 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
99 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
100 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
101
102 /* EXT */
103 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
104 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
105 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
106 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
107 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
108 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
109 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
110 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
111 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
112 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
113 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
114 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
115 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
116 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
117 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
118 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
119 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
120 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
121 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
122 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
123 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
124 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
125 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
126 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
127 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
128 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
129 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
130 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
131
132 /* NV */
133 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
134 {"GL_NV_fence", NV_FENCE, 0 },
135 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
136 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
137 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
138 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
139 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
140 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
141 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
142 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
143 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
144 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
145 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
146 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
147 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
148 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
149 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
150 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
151 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
152
153 /* SGI */
154 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
155 };
156
157 /**********************************************************
158 * Utility functions follow
159 **********************************************************/
160
161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
162
163 const struct min_lookup minMipLookup[] =
164 {
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
169 };
170
171 const struct min_lookup minMipLookup_noFilter[] =
172 {
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
177 };
178
179 const struct min_lookup minMipLookup_noMip[] =
180 {
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
185 };
186
187 const GLenum magLookup[] =
188 {
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
191 };
192
193 const GLenum magLookup_noFilter[] =
194 {
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
197 };
198
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
206
207 /**
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
211 */
212
213 struct wined3d_fake_gl_ctx
214 {
215 HDC dc;
216 HWND wnd;
217 HGLRC gl_ctx;
218 HDC restore_dc;
219 HGLRC restore_gl_ctx;
220 };
221
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
223 {
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
225
226 if (!pwglMakeCurrent(NULL, NULL))
227 {
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
229 }
230 #if 0
231 if (!pwglDeleteContext(ctx->gl_ctx))
232 {
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
235 }
236 #endif
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
239
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
241 {
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
243 }
244 }
245
246 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
247 {
248 PIXELFORMATDESCRIPTOR pfd;
249 int iPixelFormat;
250
251 TRACE("getting context...\n");
252
253 ctx->restore_dc = pwglGetCurrentDC();
254 ctx->restore_gl_ctx = pwglGetCurrentContext();
255
256 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
257 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
258 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
259 if (!ctx->wnd)
260 {
261 ERR_(d3d_caps)("Failed to create a window.\n");
262 goto fail;
263 }
264
265 ctx->dc = GetDC(ctx->wnd);
266 if (!ctx->dc)
267 {
268 ERR_(d3d_caps)("Failed to get a DC.\n");
269 goto fail;
270 }
271
272 /* PixelFormat selection */
273 ZeroMemory(&pfd, sizeof(pfd));
274 pfd.nSize = sizeof(pfd);
275 pfd.nVersion = 1;
276 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
277 pfd.iPixelType = PFD_TYPE_RGBA;
278 pfd.cColorBits = 32;
279 pfd.iLayerType = PFD_MAIN_PLANE;
280
281 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
282 if (!iPixelFormat)
283 {
284 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
285 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
286 goto fail;
287 }
288 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
289 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
290
291 /* Create a GL context. */
292 ctx->gl_ctx = pwglCreateContext(ctx->dc);
293 if (!ctx->gl_ctx)
294 {
295 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
296 goto fail;
297 }
298
299 /* Make it the current GL context. */
300 if (!context_set_current(NULL))
301 {
302 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
303 }
304
305 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
306 {
307 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
308 goto fail;
309 }
310
311 return TRUE;
312
313 fail:
314 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
315 ctx->gl_ctx = NULL;
316 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
317 ctx->dc = NULL;
318 if (ctx->wnd) DestroyWindow(ctx->wnd);
319 ctx->wnd = NULL;
320 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
321 {
322 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
323 }
324
325 return FALSE;
326 }
327
328 /* Adjust the amount of used texture memory */
329 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
330 {
331 struct wined3d_adapter *adapter = device->adapter;
332
333 adapter->UsedTextureRam += glram;
334 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
335 return adapter->UsedTextureRam;
336 }
337
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
339 {
340 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
342 }
343
344 /**********************************************************
345 * IUnknown parts follows
346 **********************************************************/
347
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
349 {
350 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
351
352 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353 if (IsEqualGUID(riid, &IID_IUnknown)
354 || IsEqualGUID(riid, &IID_IWineD3DBase)
355 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356 IUnknown_AddRef(iface);
357 *ppobj = This;
358 return S_OK;
359 }
360 *ppobj = NULL;
361 return E_NOINTERFACE;
362 }
363
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365 IWineD3DImpl *This = (IWineD3DImpl *)iface;
366 ULONG refCount = InterlockedIncrement(&This->ref);
367
368 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
369 return refCount;
370 }
371
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373 IWineD3DImpl *This = (IWineD3DImpl *)iface;
374 ULONG ref;
375 TRACE("(%p) : Releasing from %d\n", This, This->ref);
376 ref = InterlockedDecrement(&This->ref);
377 if (ref == 0) {
378 unsigned int i;
379
380 for (i = 0; i < This->adapter_count; ++i)
381 {
382 wined3d_adapter_cleanup(&This->adapters[i]);
383 }
384 HeapFree(GetProcessHeap(), 0, This);
385 }
386
387 return ref;
388 }
389
390 /**********************************************************
391 * IWineD3D parts follows
392 **********************************************************/
393
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
396 {
397 GLuint prog;
398 BOOL ret = FALSE;
399 const char *testcode =
400 "!!ARBvp1.0\n"
401 "PARAM C[66] = { program.env[0..65] };\n"
402 "ADDRESS A0;"
403 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404 "ARL A0.x, zero.x;\n"
405 "MOV result.position, C[A0.x + 65];\n"
406 "END\n";
407
408 while(glGetError());
409 GL_EXTCALL(glGenProgramsARB(1, &prog));
410 if(!prog) {
411 ERR("Failed to create an ARB offset limit test program\n");
412 }
413 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415 strlen(testcode), testcode));
416 if(glGetError() != 0) {
417 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
419 ret = TRUE;
420 } else TRACE("OpenGL implementation allows offsets > 63\n");
421
422 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424 checkGLcall("ARB vp offset limit test cleanup");
425
426 return ret;
427 }
428
429 static DWORD ver_for_ext(GL_SupportedExt ext)
430 {
431 unsigned int i;
432 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433 if(EXTENSION_MAP[i].extension == ext) {
434 return EXTENSION_MAP[i].version;
435 }
436 }
437 return 0;
438 }
439
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
442 {
443 if (card_vendor != HW_VENDOR_ATI) return FALSE;
444 if (device == CARD_ATI_RADEON_9500) return TRUE;
445 if (device == CARD_ATI_RADEON_X700) return TRUE;
446 if (device == CARD_ATI_RADEON_X1600) return TRUE;
447 return FALSE;
448 }
449
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
452 {
453 if (card_vendor == HW_VENDOR_NVIDIA)
454 {
455 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
456 {
457 return TRUE;
458 }
459 }
460 return FALSE;
461 }
462
463 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
465 {
466 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
467 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
468 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
469 *
470 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
471 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
472 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
473 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
474 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
475 * the chance that other implementations support them is rather small since Win32 QuickTime uses
476 * DirectDraw, not OpenGL.
477 *
478 * This test has been moved into wined3d_guess_gl_vendor()
479 */
480 if (gl_vendor == GL_VENDOR_APPLE)
481 {
482 return TRUE;
483 }
484 return FALSE;
485 }
486
487 /* Context activation is done by the caller. */
488 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
489 {
490 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
491 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
492 * all the texture. This function detects this bug by its symptom and disables PBOs
493 * if the test fails.
494 *
495 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
496 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
497 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
498 * read back is compared to the original. If they are equal PBOs are assumed to work,
499 * otherwise the PBO extension is disabled. */
500 GLuint texture, pbo;
501 static const unsigned int pattern[] =
502 {
503 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
504 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
505 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
506 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
507 };
508 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
509
510 /* No PBO -> No point in testing them. */
511 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
512
513 ENTER_GL();
514
515 while (glGetError());
516 glGenTextures(1, &texture);
517 glBindTexture(GL_TEXTURE_2D, texture);
518
519 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
520 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
521 checkGLcall("Specifying the PBO test texture");
522
523 GL_EXTCALL(glGenBuffersARB(1, &pbo));
524 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
525 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
526 checkGLcall("Specifying the PBO test pbo");
527
528 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
529 checkGLcall("Loading the PBO test texture");
530
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
532 LEAVE_GL();
533
534 wglFinish(); /* just to be sure */
535
536 memset(check, 0, sizeof(check));
537 ENTER_GL();
538 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
539 checkGLcall("Reading back the PBO test texture");
540
541 glDeleteTextures(1, &texture);
542 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
543 checkGLcall("PBO test cleanup");
544
545 LEAVE_GL();
546
547 if (memcmp(check, pattern, sizeof(check)))
548 {
549 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
550 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
551 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
552 }
553 else
554 {
555 TRACE_(d3d_caps)("PBO test successful.\n");
556 }
557 }
558
559 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
560 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
561 {
562 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
563 }
564
565 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
566 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
567 {
568 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
569 if (card_vendor != HW_VENDOR_ATI) return FALSE;
570 if (device == CARD_ATI_RADEON_X1600) return FALSE;
571 return TRUE;
572 }
573
574 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
575 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
576 {
577 return gl_vendor == GL_VENDOR_FGLRX;
578
579 }
580
581 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 {
584 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
585 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
586 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
587 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
588 * hardcoded
589 *
590 * dx10 cards usually have 64 varyings */
591 return gl_info->limits.glsl_varyings > 44;
592 }
593
594 /* A GL context is provided by the caller */
595 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
596 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
597 {
598 GLenum error;
599 DWORD data[16];
600
601 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
602
603 ENTER_GL();
604 while(glGetError());
605 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
606 error = glGetError();
607 LEAVE_GL();
608
609 if(error == GL_NO_ERROR)
610 {
611 TRACE("GL Implementation accepts 4 component specular color pointers\n");
612 return TRUE;
613 }
614 else
615 {
616 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
617 debug_glerror(error));
618 return FALSE;
619 }
620 }
621
622 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
623 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
624 {
625 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
626 return gl_info->supported[NV_TEXTURE_SHADER];
627 }
628
629 /* A GL context is provided by the caller */
630 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
631 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
632 {
633 GLuint prog;
634 BOOL ret = FALSE;
635 GLint pos;
636 const char *testcode =
637 "!!ARBvp1.0\n"
638 "OPTION NV_vertex_program2;\n"
639 "MOV result.clip[0], 0.0;\n"
640 "MOV result.position, 0.0;\n"
641 "END\n";
642
643 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
644
645 ENTER_GL();
646 while(glGetError());
647
648 GL_EXTCALL(glGenProgramsARB(1, &prog));
649 if(!prog)
650 {
651 ERR("Failed to create the NVvp clip test program\n");
652 LEAVE_GL();
653 return FALSE;
654 }
655 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
656 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
657 strlen(testcode), testcode));
658 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
659 if(pos != -1)
660 {
661 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
662 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
663 ret = TRUE;
664 while(glGetError());
665 }
666 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
667
668 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
669 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
670 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
671
672 LEAVE_GL();
673 return ret;
674 }
675
676 /* Context activation is done by the caller. */
677 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
678 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
679 {
680 char data[4 * 4 * 4];
681 GLuint tex, fbo;
682 GLenum status;
683
684 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
685
686 memset(data, 0xcc, sizeof(data));
687
688 ENTER_GL();
689
690 glGenTextures(1, &tex);
691 glBindTexture(GL_TEXTURE_2D, tex);
692 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
693 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
694 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
695 checkGLcall("glTexImage2D");
696
697 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
698 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
699 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
700 checkGLcall("glFramebufferTexture2D");
701
702 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
703 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
704 checkGLcall("glCheckFramebufferStatus");
705
706 memset(data, 0x11, sizeof(data));
707 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
708 checkGLcall("glTexSubImage2D");
709
710 glClearColor(0.996, 0.729, 0.745, 0.792);
711 glClear(GL_COLOR_BUFFER_BIT);
712 checkGLcall("glClear");
713
714 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glGetTexImage");
716
717 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
718 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
719 glBindTexture(GL_TEXTURE_2D, 0);
720 checkGLcall("glBindTexture");
721
722 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
723 glDeleteTextures(1, &tex);
724 checkGLcall("glDeleteTextures");
725
726 LEAVE_GL();
727
728 return *(DWORD *)data == 0x11111111;
729 }
730
731 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
732 {
733 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
734 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
735 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
736 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
737 }
738
739 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
740 {
741 quirk_arb_constants(gl_info);
742 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
743 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
744 * allow 48 different offsets or other helper immediate values. */
745 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
746 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
747 }
748
749 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
750 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
751 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
752 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
753 * most games, but avoids the crash
754 *
755 * A more sophisticated way would be to find all units that need texture coordinates and enable
756 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
757 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
758 *
759 * Note that disabling the extension entirely does not gain predictability because there is no point
760 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
761 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
762 {
763 if (gl_info->supported[ARB_POINT_SPRITE])
764 {
765 TRACE("Limiting point sprites to one texture unit.\n");
766 gl_info->limits.point_sprite_units = 1;
767 }
768 }
769
770 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
771 {
772 quirk_arb_constants(gl_info);
773
774 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
775 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
776 * If real NP2 textures are used, the driver falls back to software. We could just remove the
777 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
778 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
779 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
780 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
781 *
782 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
783 * has this extension promoted to core. The extension loading code sets this extension supported
784 * due to that, so this code works on fglrx as well. */
785 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
786 {
787 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
788 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
789 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
790 }
791
792 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
793 * it is generally more efficient. Reserve just 8 constants. */
794 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
795 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
796 }
797
798 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
799 {
800 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
801 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
802 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
803 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
804 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
805 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
806 *
807 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
808 * triggering the software fallback. There is not much we can do here apart from disabling the
809 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
810 * in IWineD3DImpl_FillGLCaps).
811 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
812 * post-processing effects in the game "Max Payne 2").
813 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
814 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
815 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
816 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
817 }
818
819 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
820 {
821 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
822 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
823 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
824 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
825 * according to the spec.
826 *
827 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
828 * makes the shader slower and eats instruction slots which should be available to the d3d app.
829 *
830 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
831 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
832 * this workaround is activated on cards that do not need it, it won't break things, just affect
833 * performance negatively. */
834 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
835 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
836 }
837
838 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
839 {
840 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
841 }
842
843 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
844 {
845 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
846 }
847
848 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
849 {
850 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
851 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
852 }
853
854 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
855 {
856 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
857 }
858
859 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
860 {
861 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
862 }
863
864 struct driver_quirk
865 {
866 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
867 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
868 void (*apply)(struct wined3d_gl_info *gl_info);
869 const char *description;
870 };
871
872 static const struct driver_quirk quirk_table[] =
873 {
874 {
875 match_ati_r300_to_500,
876 quirk_ati_dx9,
877 "ATI GLSL constant and normalized texrect quirk"
878 },
879 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
880 * used it falls back to software. While the compiler can detect if the shader uses all declared
881 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
882 * using relative addressing falls back to software.
883 *
884 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
885 {
886 match_apple,
887 quirk_apple_glsl_constants,
888 "Apple GLSL uniform override"
889 },
890 {
891 match_geforce5,
892 quirk_no_np2,
893 "Geforce 5 NP2 disable"
894 },
895 {
896 match_apple_intel,
897 quirk_texcoord_w,
898 "Init texcoord .w for Apple Intel GPU driver"
899 },
900 {
901 match_apple_nonr500ati,
902 quirk_texcoord_w,
903 "Init texcoord .w for Apple ATI >= r600 GPU driver"
904 },
905 {
906 match_fglrx,
907 quirk_one_point_sprite,
908 "Fglrx point sprite crash workaround"
909 },
910 {
911 match_dx10_capable,
912 quirk_clip_varying,
913 "Reserved varying for gl_ClipPos"
914 },
915 {
916 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
917 * GL implementations accept it. The Mac GL is the only implementation known to
918 * reject it.
919 *
920 * If we can pass 4 component specular colors, do it, because (a) we don't have
921 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
922 * passes specular alpha to the pixel shader if any is used. Otherwise the
923 * specular alpha is used to pass the fog coordinate, which we pass to opengl
924 * via GL_EXT_fog_coord.
925 */
926 match_allows_spec_alpha,
927 quirk_allows_specular_alpha,
928 "Allow specular alpha quirk"
929 },
930 {
931 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
932 * (rdar://5682521).
933 */
934 match_apple_nvts,
935 quirk_apple_nvts,
936 "Apple NV_texture_shader disable"
937 },
938 {
939 match_broken_nv_clip,
940 quirk_disable_nvvp_clip,
941 "Apple NV_vertex_program clip bug quirk"
942 },
943 {
944 match_fbo_tex_update,
945 quirk_fbo_tex_update,
946 "FBO rebind for attachment updates"
947 },
948 };
949
950 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
951 * reporting a driver version is moot because we are not the Windows driver, and we have different
952 * bugs, features, etc.
953 *
954 * The driver version has the form "x.y.z.w".
955 *
956 * "x" is the Windows version the driver is meant for:
957 * 4 -> 95/98/NT4
958 * 5 -> 2000
959 * 6 -> 2000/XP
960 * 7 -> Vista
961 * 8 -> Win 7
962 *
963 * "y" is the Direct3D level the driver supports:
964 * 11 -> d3d6
965 * 12 -> d3d7
966 * 13 -> d3d8
967 * 14 -> d3d9
968 * 15 -> d3d10
969 *
970 * "z" is unknown, possibly vendor specific.
971 *
972 * "w" is the vendor specific driver version.
973 */
974 struct driver_version_information
975 {
976 WORD vendor; /* reported PCI card vendor ID */
977 WORD card; /* reported PCI card device ID */
978 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
979 WORD d3d_level; /* driver hiword to report */
980 WORD lopart_hi, lopart_lo; /* driver loword to report */
981 };
982
983 static const struct driver_version_information driver_version_table[] =
984 {
985 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
986 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
987 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
988 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
989 *
990 * All version numbers used below are from the Linux nvidia drivers. */
991 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
992 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
993 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
994 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
995 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
996 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
1019 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
1020 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
1021 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
1022
1023 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1024 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1025 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1026 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1027 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1028 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1029 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1030 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1031 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1032 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1033 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1034 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1035 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1036
1037 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1038 };
1039
1040 static void init_driver_info(struct wined3d_driver_info *driver_info,
1041 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1042 {
1043 OSVERSIONINFOW os_version;
1044 WORD driver_os_version;
1045 unsigned int i;
1046
1047 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1048 {
1049 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1050 vendor = wined3d_settings.pci_vendor_id;
1051 }
1052 driver_info->vendor = vendor;
1053
1054 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1055 {
1056 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1057 device = wined3d_settings.pci_device_id;
1058 }
1059 driver_info->device = device;
1060
1061 switch (vendor)
1062 {
1063 case HW_VENDOR_ATI:
1064 driver_info->name = "ati2dvag.dll";
1065 break;
1066
1067 case HW_VENDOR_NVIDIA:
1068 driver_info->name = "nv4_disp.dll";
1069 break;
1070
1071 case HW_VENDOR_INTEL:
1072 default:
1073 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1074 driver_info->name = "Display";
1075 break;
1076 }
1077
1078 memset(&os_version, 0, sizeof(os_version));
1079 os_version.dwOSVersionInfoSize = sizeof(os_version);
1080 if (!GetVersionExW(&os_version))
1081 {
1082 ERR("Failed to get OS version, reporting 2000/XP.\n");
1083 driver_os_version = 6;
1084 }
1085 else
1086 {
1087 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1088 switch (os_version.dwMajorVersion)
1089 {
1090 case 4:
1091 driver_os_version = 4;
1092 break;
1093
1094 case 5:
1095 driver_os_version = 6;
1096 break;
1097
1098 case 6:
1099 if (os_version.dwMinorVersion == 0)
1100 {
1101 driver_os_version = 7;
1102 }
1103 else
1104 {
1105 if (os_version.dwMinorVersion > 1)
1106 {
1107 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1108 os_version.dwMajorVersion, os_version.dwMinorVersion);
1109 }
1110 driver_os_version = 8;
1111 }
1112 break;
1113
1114 default:
1115 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1116 os_version.dwMajorVersion, os_version.dwMinorVersion);
1117 driver_os_version = 6;
1118 break;
1119 }
1120 }
1121
1122 driver_info->description = "Direct3D HAL";
1123 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1124 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1125
1126 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1127 {
1128 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1129 {
1130 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1131
1132 driver_info->description = driver_version_table[i].description;
1133 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1134 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1135 driver_version_table[i].lopart_lo);
1136 break;
1137 }
1138 }
1139
1140 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1141 driver_info->version_high, driver_info->version_low);
1142 }
1143
1144 /* Context activation is done by the caller. */
1145 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1146 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1147 {
1148 unsigned int i;
1149
1150 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1151 {
1152 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1153 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1154 quirk_table[i].apply(gl_info);
1155 }
1156
1157 /* Find out if PBOs work as they are supposed to. */
1158 test_pbo_functionality(gl_info);
1159 }
1160
1161 static DWORD wined3d_parse_gl_version(const char *gl_version)
1162 {
1163 const char *ptr = gl_version;
1164 int major, minor;
1165
1166 major = atoi(ptr);
1167 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1168
1169 while (isdigit(*ptr)) ++ptr;
1170 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1171
1172 minor = atoi(ptr);
1173
1174 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1175
1176 return MAKEDWORD_VERSION(major, minor);
1177 }
1178
1179 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1180 {
1181
1182 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1183 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1184 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1185 *
1186 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1187 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1188 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1189 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1190 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1191 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1192 * DirectDraw, not OpenGL. */
1193 if (gl_info->supported[APPLE_FENCE]
1194 && gl_info->supported[APPLE_CLIENT_STORAGE]
1195 && gl_info->supported[APPLE_FLUSH_RENDER]
1196 && gl_info->supported[APPLE_YCBCR_422])
1197 return GL_VENDOR_APPLE;
1198
1199 if (strstr(gl_vendor_string, "NVIDIA"))
1200 return GL_VENDOR_NVIDIA;
1201
1202 if (strstr(gl_vendor_string, "ATI"))
1203 return GL_VENDOR_FGLRX;
1204
1205 if (strstr(gl_vendor_string, "Intel(R)")
1206 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1207 || strstr(gl_renderer, "Intel")
1208 || strstr(gl_vendor_string, "Intel Inc."))
1209 return GL_VENDOR_INTEL;
1210
1211 if (strstr(gl_vendor_string, "Mesa")
1212 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1213 || strstr(gl_vendor_string, "DRI R300 Project")
1214 || strstr(gl_vendor_string, "X.Org R300 Project")
1215 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1216 || strstr(gl_vendor_string, "VMware, Inc.")
1217 || strstr(gl_renderer, "Mesa")
1218 || strstr(gl_renderer, "Gallium"))
1219 return GL_VENDOR_MESA;
1220
1221 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1222 debugstr_a(gl_vendor_string));
1223
1224 return GL_VENDOR_UNKNOWN;
1225 }
1226
1227 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1228 {
1229 if (strstr(gl_vendor_string, "NVIDIA"))
1230 return HW_VENDOR_NVIDIA;
1231
1232 if (strstr(gl_vendor_string, "ATI")
1233 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1234 || strstr(gl_vendor_string, "X.Org R300 Project")
1235 || strstr(gl_vendor_string, "DRI R300 Project"))
1236 return HW_VENDOR_ATI;
1237
1238 if (strstr(gl_vendor_string, "Intel(R)")
1239 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1240 || strstr(gl_renderer, "Intel")
1241 || strstr(gl_vendor_string, "Intel Inc."))
1242 return HW_VENDOR_INTEL;
1243
1244 if (strstr(gl_vendor_string, "Mesa")
1245 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1246 || strstr(gl_vendor_string, "VMware, Inc."))
1247 return HW_VENDOR_SOFTWARE;
1248
1249 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1250
1251 return HW_VENDOR_NVIDIA;
1252 }
1253
1254
1255
1256 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1257 const char *gl_renderer, unsigned int *vidmem)
1258 {
1259 if (WINE_D3D10_CAPABLE(gl_info))
1260 {
1261 /* Geforce 200 - highend */
1262 if (strstr(gl_renderer, "GTX 280")
1263 || strstr(gl_renderer, "GTX 285")
1264 || strstr(gl_renderer, "GTX 295"))
1265 {
1266 *vidmem = 1024;
1267 return CARD_NVIDIA_GEFORCE_GTX280;
1268 }
1269
1270 /* Geforce 200 - midend high */
1271 if (strstr(gl_renderer, "GTX 275"))
1272 {
1273 *vidmem = 896;
1274 return CARD_NVIDIA_GEFORCE_GTX275;
1275 }
1276
1277 /* Geforce 200 - midend */
1278 if (strstr(gl_renderer, "GTX 260"))
1279 {
1280 *vidmem = 1024;
1281 return CARD_NVIDIA_GEFORCE_GTX260;
1282 }
1283 /* Geforce 200 - midend */
1284 if (strstr(gl_renderer, "GT 240"))
1285 {
1286 *vidmem = 512;
1287 return CARD_NVIDIA_GEFORCE_GT240;
1288 }
1289
1290 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1291 if (strstr(gl_renderer, "9800")
1292 || strstr(gl_renderer, "GTS 150")
1293 || strstr(gl_renderer, "GTS 250"))
1294 {
1295 *vidmem = 512;
1296 return CARD_NVIDIA_GEFORCE_9800GT;
1297 }
1298
1299 /* Geforce9 - midend */
1300 if (strstr(gl_renderer, "9600"))
1301 {
1302 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1303 return CARD_NVIDIA_GEFORCE_9600GT;
1304 }
1305
1306 /* Geforce9 - midend low / Geforce 200 - low */
1307 if (strstr(gl_renderer, "9500")
1308 || strstr(gl_renderer, "GT 120")
1309 || strstr(gl_renderer, "GT 130"))
1310 {
1311 *vidmem = 256; /* The 9500GT has 256-1024MB */
1312 return CARD_NVIDIA_GEFORCE_9500GT;
1313 }
1314
1315 /* Geforce9 - lowend */
1316 if (strstr(gl_renderer, "9400"))
1317 {
1318 *vidmem = 256; /* The 9400GT has 256-1024MB */
1319 return CARD_NVIDIA_GEFORCE_9400GT;
1320 }
1321
1322 /* Geforce9 - lowend low */
1323 if (strstr(gl_renderer, "9100")
1324 || strstr(gl_renderer, "9200")
1325 || strstr(gl_renderer, "9300")
1326 || strstr(gl_renderer, "G 100"))
1327 {
1328 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1329 return CARD_NVIDIA_GEFORCE_9200;
1330 }
1331
1332 /* Geforce8 - highend */
1333 if (strstr(gl_renderer, "8800"))
1334 {
1335 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1336 return CARD_NVIDIA_GEFORCE_8800GTS;
1337 }
1338
1339 /* Geforce8 - midend mobile */
1340 if (strstr(gl_renderer, "8600 M"))
1341 {
1342 *vidmem = 512;
1343 return CARD_NVIDIA_GEFORCE_8600MGT;
1344 }
1345
1346 /* Geforce8 - midend */
1347 if (strstr(gl_renderer, "8600")
1348 || strstr(gl_renderer, "8700"))
1349 {
1350 *vidmem = 256;
1351 return CARD_NVIDIA_GEFORCE_8600GT;
1352 }
1353
1354 /* Geforce8 - lowend */
1355 if (strstr(gl_renderer, "8100")
1356 || strstr(gl_renderer, "8200")
1357 || strstr(gl_renderer, "8300")
1358 || strstr(gl_renderer, "8400")
1359 || strstr(gl_renderer, "8500"))
1360 {
1361 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1362 return CARD_NVIDIA_GEFORCE_8300GS;
1363 }
1364
1365 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1366 *vidmem = 128;
1367 return CARD_NVIDIA_GEFORCE_8300GS;
1368 }
1369
1370 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1371 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1372 */
1373 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1374 {
1375 /* Geforce7 - highend */
1376 if (strstr(gl_renderer, "7800")
1377 || strstr(gl_renderer, "7900")
1378 || strstr(gl_renderer, "7950")
1379 || strstr(gl_renderer, "Quadro FX 4")
1380 || strstr(gl_renderer, "Quadro FX 5"))
1381 {
1382 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1383 return CARD_NVIDIA_GEFORCE_7800GT;
1384 }
1385
1386 /* Geforce7 midend */
1387 if (strstr(gl_renderer, "7600")
1388 || strstr(gl_renderer, "7700"))
1389 {
1390 *vidmem = 256; /* The 7600 uses 256-512MB */
1391 return CARD_NVIDIA_GEFORCE_7600;
1392 }
1393
1394 /* Geforce7 lower medium */
1395 if (strstr(gl_renderer, "7400"))
1396 {
1397 *vidmem = 256; /* The 7400 uses 256-512MB */
1398 return CARD_NVIDIA_GEFORCE_7400;
1399 }
1400
1401 /* Geforce7 lowend */
1402 if (strstr(gl_renderer, "7300"))
1403 {
1404 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1405 return CARD_NVIDIA_GEFORCE_7300;
1406 }
1407
1408 /* Geforce6 highend */
1409 if (strstr(gl_renderer, "6800"))
1410 {
1411 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1412 return CARD_NVIDIA_GEFORCE_6800;
1413 }
1414
1415 /* Geforce6 - midend */
1416 if (strstr(gl_renderer, "6600")
1417 || strstr(gl_renderer, "6610")
1418 || strstr(gl_renderer, "6700"))
1419 {
1420 *vidmem = 128; /* A 6600GT has 128-256MB */
1421 return CARD_NVIDIA_GEFORCE_6600GT;
1422 }
1423
1424 /* Geforce6/7 lowend */
1425 *vidmem = 64; /* */
1426 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1427 }
1428
1429 if (WINE_D3D9_CAPABLE(gl_info))
1430 {
1431 /* GeforceFX - highend */
1432 if (strstr(gl_renderer, "5800")
1433 || strstr(gl_renderer, "5900")
1434 || strstr(gl_renderer, "5950")
1435 || strstr(gl_renderer, "Quadro FX"))
1436 {
1437 *vidmem = 256; /* 5800-5900 cards use 256MB */
1438 return CARD_NVIDIA_GEFORCEFX_5800;
1439 }
1440
1441 /* GeforceFX - midend */
1442 if (strstr(gl_renderer, "5600")
1443 || strstr(gl_renderer, "5650")
1444 || strstr(gl_renderer, "5700")
1445 || strstr(gl_renderer, "5750"))
1446 {
1447 *vidmem = 128; /* A 5600 uses 128-256MB */
1448 return CARD_NVIDIA_GEFORCEFX_5600;
1449 }
1450
1451 /* GeforceFX - lowend */
1452 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1453 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1454 }
1455
1456 if (WINE_D3D8_CAPABLE(gl_info))
1457 {
1458 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1459 {
1460 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1461 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1462 }
1463
1464 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1465 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1466 }
1467
1468 if (WINE_D3D7_CAPABLE(gl_info))
1469 {
1470 if (strstr(gl_renderer, "GeForce4 MX"))
1471 {
1472 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1473 * early models had 32MB but most have 64MB or even 128MB. */
1474 *vidmem = 64;
1475 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1476 }
1477
1478 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1479 {
1480 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1481 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1482 }
1483
1484 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1485 {
1486 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1487 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1488 }
1489
1490 /* Most Geforce1 cards have 32MB, there are also some rare 16
1491 * and 64MB (Dell) models. */
1492 *vidmem = 32;
1493 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1494 }
1495
1496 if (strstr(gl_renderer, "TNT2"))
1497 {
1498 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1499 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1500 }
1501
1502 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1503 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1504
1505 }
1506
1507 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1508 const char *gl_renderer, unsigned int *vidmem)
1509 {
1510 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1511 *
1512 * Beware: renderer string do not match exact card model,
1513 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1514 if (WINE_D3D10_CAPABLE(gl_info))
1515 {
1516 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1517 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1518 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1519 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1520 {
1521 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1522 return CARD_ATI_RADEON_HD5800;
1523 }
1524
1525 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1526 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1527 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1528 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1529 {
1530 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1531 return CARD_ATI_RADEON_HD5700;
1532 }
1533
1534 /* Radeon R7xx HD4800 - highend */
1535 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1536 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1537 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1538 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1539 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1540 {
1541 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1542 return CARD_ATI_RADEON_HD4800;
1543 }
1544
1545 /* Radeon R740 HD4700 - midend */
1546 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1547 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1548 {
1549 *vidmem = 512;
1550 return CARD_ATI_RADEON_HD4700;
1551 }
1552
1553 /* Radeon R730 HD4600 - midend */
1554 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1555 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1556 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1557 {
1558 *vidmem = 512;
1559 return CARD_ATI_RADEON_HD4600;
1560 }
1561
1562 /* Radeon R710 HD4500/HD4350 - lowend */
1563 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1564 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1565 {
1566 *vidmem = 256;
1567 return CARD_ATI_RADEON_HD4350;
1568 }
1569
1570 /* Radeon R6xx HD2900/HD3800 - highend */
1571 if (strstr(gl_renderer, "HD 2900")
1572 || strstr(gl_renderer, "HD 3870")
1573 || strstr(gl_renderer, "HD 3850"))
1574 {
1575 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1576 return CARD_ATI_RADEON_HD2900;
1577 }
1578
1579 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1580 if (strstr(gl_renderer, "HD 2600")
1581 || strstr(gl_renderer, "HD 3830")
1582 || strstr(gl_renderer, "HD 3690")
1583 || strstr(gl_renderer, "HD 3650"))
1584 {
1585 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1586 return CARD_ATI_RADEON_HD2600;
1587 }
1588
1589 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1590 * Note HD2300=DX9, HD2350=DX10 */
1591 if (strstr(gl_renderer, "HD 2350")
1592 || strstr(gl_renderer, "HD 2400")
1593 || strstr(gl_renderer, "HD 3470")
1594 || strstr(gl_renderer, "HD 3450")
1595 || strstr(gl_renderer, "HD 3430")
1596 || strstr(gl_renderer, "HD 3400"))
1597 {
1598 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1599 return CARD_ATI_RADEON_HD2350;
1600 }
1601
1602 /* Radeon R6xx/R7xx integrated */
1603 if (strstr(gl_renderer, "HD 3100")
1604 || strstr(gl_renderer, "HD 3200")
1605 || strstr(gl_renderer, "HD 3300"))
1606 {
1607 *vidmem = 128; /* 128MB */
1608 return CARD_ATI_RADEON_HD3200;
1609 }
1610
1611 /* Default for when no GPU has been found */
1612 *vidmem = 128; /* 128MB */
1613 return CARD_ATI_RADEON_HD3200;
1614 }
1615
1616 if (WINE_D3D8_CAPABLE(gl_info))
1617 {
1618 /* Radeon R5xx */
1619 if (strstr(gl_renderer, "X1600")
1620 || strstr(gl_renderer, "X1650")
1621 || strstr(gl_renderer, "X1800")
1622 || strstr(gl_renderer, "X1900")
1623 || strstr(gl_renderer, "X1950"))
1624 {
1625 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1626 return CARD_ATI_RADEON_X1600;
1627 }
1628
1629 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1630 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1631 if (strstr(gl_renderer, "X700")
1632 || strstr(gl_renderer, "X800")
1633 || strstr(gl_renderer, "X850")
1634 || strstr(gl_renderer, "X1300")
1635 || strstr(gl_renderer, "X1400")
1636 || strstr(gl_renderer, "X1450")
1637 || strstr(gl_renderer, "X1550")
1638 || strstr(gl_renderer, "X2300")
1639 || strstr(gl_renderer, "X2500")
1640 || strstr(gl_renderer, "HD 2300")
1641 )
1642 {
1643 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1644 return CARD_ATI_RADEON_X700;
1645 }
1646
1647 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1648 if (strstr(gl_renderer, "Radeon Xpress"))
1649 {
1650 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1651 return CARD_ATI_RADEON_XPRESS_200M;
1652 }
1653
1654 /* Radeon R3xx */
1655 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1656 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1657 }
1658
1659 if (WINE_D3D8_CAPABLE(gl_info))
1660 {
1661 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1662 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1663 }
1664
1665 if (WINE_D3D7_CAPABLE(gl_info))
1666 {
1667 *vidmem = 32; /* There are models with up to 64MB */
1668 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1669 }
1670
1671 *vidmem = 16; /* There are 16-32MB models */
1672 return CARD_ATI_RAGE_128PRO;
1673
1674 }
1675
1676 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1677 const char *gl_renderer, unsigned int *vidmem)
1678 {
1679 if (strstr(gl_renderer, "X3100"))
1680 {
1681 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1682 *vidmem = 128;
1683 return CARD_INTEL_X3100;
1684 }
1685
1686 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1687 {
1688 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1689 *vidmem = 64;
1690 return CARD_INTEL_I945GM;
1691 }
1692
1693 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1694 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1695 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1696 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1697 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1698 return CARD_INTEL_I915G;
1699
1700 }
1701
1702 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1703 const char *gl_renderer, unsigned int *vidmem)
1704 {
1705 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1706 *
1707 * Beware: renderer string do not match exact card model,
1708 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1709 if (strstr(gl_renderer, "Gallium"))
1710 {
1711 /* Radeon R7xx HD4800 - highend */
1712 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1713 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1714 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1715 {
1716 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1717 return CARD_ATI_RADEON_HD4800;
1718 }
1719
1720 /* Radeon R740 HD4700 - midend */
1721 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1722 {
1723 *vidmem = 512;
1724 return CARD_ATI_RADEON_HD4700;
1725 }
1726
1727 /* Radeon R730 HD4600 - midend */
1728 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1729 {
1730 *vidmem = 512;
1731 return CARD_ATI_RADEON_HD4600;
1732 }
1733
1734 /* Radeon R710 HD4500/HD4350 - lowend */
1735 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1736 {
1737 *vidmem = 256;
1738 return CARD_ATI_RADEON_HD4350;
1739 }
1740
1741 /* Radeon R6xx HD2900/HD3800 - highend */
1742 if (strstr(gl_renderer, "R600")
1743 || strstr(gl_renderer, "RV670")
1744 || strstr(gl_renderer, "R680"))
1745 {
1746 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1747 return CARD_ATI_RADEON_HD2900;
1748 }
1749
1750 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1751 if (strstr(gl_renderer, "RV630")
1752 || strstr(gl_renderer, "RV635"))
1753 {
1754 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1755 return CARD_ATI_RADEON_HD2600;
1756 }
1757
1758 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1759 if (strstr(gl_renderer, "RV610")
1760 || strstr(gl_renderer, "RV620"))
1761 {
1762 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1763 return CARD_ATI_RADEON_HD2350;
1764 }
1765
1766 /* Radeon R6xx/R7xx integrated */
1767 if (strstr(gl_renderer, "RS780")
1768 || strstr(gl_renderer, "RS880"))
1769 {
1770 *vidmem = 128; /* 128MB */
1771 return CARD_ATI_RADEON_HD3200;
1772 }
1773
1774 /* Radeon R5xx */
1775 if (strstr(gl_renderer, "RV530")
1776 || strstr(gl_renderer, "RV535")
1777 || strstr(gl_renderer, "RV560")
1778 || strstr(gl_renderer, "R520")
1779 || strstr(gl_renderer, "RV570")
1780 || strstr(gl_renderer, "R580"))
1781 {
1782 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1783 return CARD_ATI_RADEON_X1600;
1784 }
1785
1786 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1787 if (strstr(gl_renderer, "R410")
1788 || strstr(gl_renderer, "R420")
1789 || strstr(gl_renderer, "R423")
1790 || strstr(gl_renderer, "R430")
1791 || strstr(gl_renderer, "R480")
1792 || strstr(gl_renderer, "R481")
1793 || strstr(gl_renderer, "RV410")
1794 || strstr(gl_renderer, "RV515")
1795 || strstr(gl_renderer, "RV516"))
1796 {
1797 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1798 return CARD_ATI_RADEON_X700;
1799 }
1800
1801 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1802 if (strstr(gl_renderer, "RS400")
1803 || strstr(gl_renderer, "RS480")
1804 || strstr(gl_renderer, "RS482")
1805 || strstr(gl_renderer, "RS485")
1806 || strstr(gl_renderer, "RS600")
1807 || strstr(gl_renderer, "RS690")
1808 || strstr(gl_renderer, "RS740"))
1809 {
1810 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1811 return CARD_ATI_RADEON_XPRESS_200M;
1812 }
1813
1814 /* Radeon R3xx */
1815 if (strstr(gl_renderer, "R300")
1816 || strstr(gl_renderer, "RV350")
1817 || strstr(gl_renderer, "RV351")
1818 || strstr(gl_renderer, "RV360")
1819 || strstr(gl_renderer, "RV370")
1820 || strstr(gl_renderer, "R350")
1821 || strstr(gl_renderer, "R360"))
1822 {
1823 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1824 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1825 }
1826 }
1827
1828 if (WINE_D3D9_CAPABLE(gl_info))
1829 {
1830 /* Radeon R7xx HD4800 - highend */
1831 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1832 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1833 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1834 {
1835 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1836 return CARD_ATI_RADEON_HD4800;
1837 }
1838
1839 /* Radeon R740 HD4700 - midend */
1840 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1841 {
1842 *vidmem = 512;
1843 return CARD_ATI_RADEON_HD4700;
1844 }
1845
1846 /* Radeon R730 HD4600 - midend */
1847 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1848 {
1849 *vidmem = 512;
1850 return CARD_ATI_RADEON_HD4600;
1851 }
1852
1853 /* Radeon R710 HD4500/HD4350 - lowend */
1854 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1855 {
1856 *vidmem = 256;
1857 return CARD_ATI_RADEON_HD4350;
1858 }
1859
1860 /* Radeon R6xx HD2900/HD3800 - highend */
1861 if (strstr(gl_renderer, "(R600")
1862 || strstr(gl_renderer, "(RV670")
1863 || strstr(gl_renderer, "(R680"))
1864 {
1865 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1866 return CARD_ATI_RADEON_HD2900;
1867 }
1868
1869 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1870 if (strstr(gl_renderer, "(RV630")
1871 || strstr(gl_renderer, "(RV635"))
1872 {
1873 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1874 return CARD_ATI_RADEON_HD2600;
1875 }
1876
1877 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1878 if (strstr(gl_renderer, "(RV610")
1879 || strstr(gl_renderer, "(RV620"))
1880 {
1881 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1882 return CARD_ATI_RADEON_HD2350;
1883 }
1884
1885 /* Radeon R6xx/R7xx integrated */
1886 if (strstr(gl_renderer, "(RS780")
1887 || strstr(gl_renderer, "(RS880"))
1888 {
1889 *vidmem = 128; /* 128MB */
1890 return CARD_ATI_RADEON_HD3200;
1891 }
1892 }
1893
1894 if (WINE_D3D8_CAPABLE(gl_info))
1895 {
1896 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1897 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1898 }
1899
1900 if (WINE_D3D7_CAPABLE(gl_info))
1901 {
1902 *vidmem = 32; /* There are models with up to 64MB */
1903 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1904 }
1905
1906 *vidmem = 16; /* There are 16-32MB models */
1907 return CARD_ATI_RAGE_128PRO;
1908
1909 }
1910
1911 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1912 const char *gl_renderer, unsigned int *vidmem)
1913 {
1914 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1915 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1916 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1917 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1918 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1919 return CARD_NVIDIA_RIVA_128;
1920 }
1921
1922 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1923 const char *gl_renderer, unsigned int *vidmem)
1924 {
1925 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1926 return CARD_INTEL_I915G;
1927 }
1928
1929
1930 struct vendor_card_selection
1931 {
1932 enum wined3d_gl_vendor gl_vendor;
1933 enum wined3d_pci_vendor card_vendor;
1934 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1935 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1936 unsigned int *vidmem );
1937 };
1938
1939 static const struct vendor_card_selection vendor_card_select_table[] =
1940 {
1941 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1942 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1943 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1944 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1945 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1946 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1947 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1948 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
1949 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1950 };
1951
1952
1953 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1954 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1955 {
1956 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1957 * different GPUs with roughly the same features. In most cases GPUs from a
1958 * certain family differ in clockspeeds, the amount of video memory and the
1959 * number of shader pipelines.
1960 *
1961 * A Direct3D device object contains the PCI id (vendor + device) of the
1962 * videocard which is used for rendering. Various applications use this
1963 * information to get a rough estimation of the features of the card and
1964 * some might use it for enabling 3d effects only on certain types of
1965 * videocards. In some cases games might even use it to work around bugs
1966 * which happen on certain videocards/driver combinations. The problem is
1967 * that OpenGL only exposes a rendering string containing the name of the
1968 * videocard and not the PCI id.
1969 *
1970 * Various games depend on the PCI id, so somehow we need to provide one.
1971 * A simple option is to parse the renderer string and translate this to
1972 * the right PCI id. This is a lot of work because there are more than 200
1973 * GPUs just for Nvidia. Various cards share the same renderer string, so
1974 * the amount of code might be 'small' but there are quite a number of
1975 * exceptions which would make this a pain to maintain. Another way would
1976 * be to query the PCI id from the operating system (assuming this is the
1977 * videocard which is used for rendering which is not always the case).
1978 * This would work but it is not very portable. Second it would not work
1979 * well in, let's say, a remote X situation in which the amount of 3d
1980 * features which can be used is limited.
1981 *
1982 * As said most games only use the PCI id to get an indication of the
1983 * capabilities of the card. It doesn't really matter if the given id is
1984 * the correct one if we return the id of a card with similar 3d features.
1985 *
1986 * The code below checks the OpenGL capabilities of a videocard and matches
1987 * that to a certain level of Direct3D functionality. Once a card passes
1988 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1989 * least a GeforceFX. To give a better estimate we do a basic check on the
1990 * renderer string but if that won't pass we return a default card. This
1991 * way is better than maintaining a full card database as even without a
1992 * full database we can return a card with similar features. Second the
1993 * size of the database can be made quite small because when you know what
1994 * type of 3d functionality a card has, you know to which GPU family the
1995 * GPU must belong. Because of this you only have to check a small part of
1996 * the renderer string to distinguishes between different models from that
1997 * family.
1998 *
1999 * The code also selects a default amount of video memory which we will
2000 * use for an estimation of the amount of free texture memory. In case of
2001 * real D3D the amount of texture memory includes video memory and system
2002 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2003 * HyperMemory). We don't know how much system memory can be addressed by
2004 * the system but we can make a reasonable estimation about the amount of
2005 * video memory. If the value is slightly wrong it doesn't matter as we
2006 * didn't include AGP-like memory which makes the amount of addressable
2007 * memory higher and second OpenGL isn't that critical it moves to system
2008 * memory behind our backs if really needed. Note that the amount of video
2009 * memory can be overruled using a registry setting. */
2010
2011 int i;
2012
2013 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2014 {
2015 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2016 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2017 continue;
2018 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2019 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2020 }
2021
2022 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2023 *gl_vendor, *card_vendor);
2024
2025 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2026 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2027 * them a good generic choice. */
2028 *card_vendor = HW_VENDOR_NVIDIA;
2029 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2030 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2031 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2032 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2033 return CARD_NVIDIA_RIVA_128;
2034 }
2035
2036 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2037 {
2038 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2039 int vs_selected_mode, ps_selected_mode;
2040
2041 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2042 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2043 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2044 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2045 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2046 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2047 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2048 else return &ffp_fragment_pipeline;
2049 }
2050
2051 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2052 {
2053 int vs_selected_mode, ps_selected_mode;
2054
2055 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2056 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2057 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2058 return &none_shader_backend;
2059 }
2060
2061 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2062 {
2063 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2064 int vs_selected_mode, ps_selected_mode;
2065
2066 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2067 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2068 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2069 else return &ffp_blit;
2070 }
2071
2072 /* Context activation is done by the caller. */
2073 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2074 {
2075 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2076 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2077 const char *GL_Extensions = NULL;
2078 const char *WGL_Extensions = NULL;
2079 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2080 struct fragment_caps fragment_caps;
2081 enum wined3d_gl_vendor gl_vendor;
2082 enum wined3d_pci_vendor card_vendor;
2083 enum wined3d_pci_device device;
2084 GLint gl_max;
2085 GLfloat gl_floatv[2];
2086 unsigned i;
2087 HDC hdc;
2088 unsigned int vidmem=0;
2089 DWORD gl_version;
2090 size_t len;
2091
2092 TRACE_(d3d_caps)("(%p)\n", gl_info);
2093
2094 ENTER_GL();
2095
2096 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2097 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2098 if (!gl_renderer_str)
2099 {
2100 LEAVE_GL();
2101 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2102 return FALSE;
2103 }
2104
2105 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2106 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2107 if (!gl_vendor_str)
2108 {
2109 LEAVE_GL();
2110 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2111 return FALSE;
2112 }
2113
2114 /* Parse the GL_VERSION field into major and minor information */
2115 gl_version_str = (const char *)glGetString(GL_VERSION);
2116 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2117 if (!gl_version_str)
2118 {
2119 LEAVE_GL();
2120 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2121 return FALSE;
2122 }
2123 gl_version = wined3d_parse_gl_version(gl_version_str);
2124
2125 /*
2126 * Initialize openGL extension related variables
2127 * with Default values
2128 */
2129 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2130 gl_info->limits.blends = 1;
2131 gl_info->limits.buffers = 1;
2132 gl_info->limits.textures = 1;
2133 gl_info->limits.fragment_samplers = 1;
2134 gl_info->limits.vertex_samplers = 0;
2135 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2136 gl_info->limits.sampler_stages = 1;
2137 gl_info->limits.glsl_vs_float_constants = 0;
2138 gl_info->limits.glsl_ps_float_constants = 0;
2139 gl_info->limits.arb_vs_float_constants = 0;
2140 gl_info->limits.arb_vs_native_constants = 0;
2141 gl_info->limits.arb_vs_instructions = 0;
2142 gl_info->limits.arb_vs_temps = 0;
2143 gl_info->limits.arb_ps_float_constants = 0;
2144 gl_info->limits.arb_ps_local_constants = 0;
2145 gl_info->limits.arb_ps_instructions = 0;
2146 gl_info->limits.arb_ps_temps = 0;
2147
2148 /* Retrieve opengl defaults */
2149 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2150 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2151 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2152
2153 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2154 gl_info->limits.lights = gl_max;
2155 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2156
2157 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2158 gl_info->limits.texture_size = gl_max;
2159 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2160
2161 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2162 gl_info->limits.pointsize_min = gl_floatv[0];
2163 gl_info->limits.pointsize_max = gl_floatv[1];
2164 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2165
2166 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2167 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2168 if (!GL_Extensions)
2169 {
2170 LEAVE_GL();
2171 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2172 return FALSE;
2173 }
2174
2175 LEAVE_GL();
2176
2177 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2178
2179 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2180
2181 while (*GL_Extensions)
2182 {
2183 const char *start;
2184 char current_ext[256];
2185
2186 while (isspace(*GL_Extensions)) ++GL_Extensions;
2187 start = GL_Extensions;
2188 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2189
2190 len = GL_Extensions - start;
2191 if (!len || len >= sizeof(current_ext)) continue;
2192
2193 memcpy(current_ext, start, len);
2194 current_ext[len] = '\0';
2195 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2196
2197 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2198 {
2199 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2200 {
2201 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2202 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2203 break;
2204 }
2205 }
2206 }
2207
2208 /* Now work out what GL support this card really has */
2209 #define USE_GL_FUNC(type, pfn, ext, replace) \
2210 { \
2211 DWORD ver = ver_for_ext(ext); \
2212 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2213 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2214 else gl_info->pfn = NULL; \
2215 }
2216 GL_EXT_FUNCS_GEN;
2217 #undef USE_GL_FUNC
2218
2219 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2220 WGL_EXT_FUNCS_GEN;
2221 #undef USE_GL_FUNC
2222
2223 ENTER_GL();
2224
2225 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2226 * loading the functions, otherwise the code above will load the extension entry points instead of the
2227 * core functions, which may not work. */
2228 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2229 {
2230 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2231 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2232 {
2233 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2234 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2235 }
2236 }
2237
2238 if (gl_info->supported[APPLE_FENCE])
2239 {
2240 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2241 * The apple extension interacts with some other apple exts. Disable the NV
2242 * extension if the apple one is support to prevent confusion in other parts
2243 * of the code. */
2244 gl_info->supported[NV_FENCE] = FALSE;
2245 }
2246 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2247 {
2248 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2249 *
2250 * The enums are the same:
2251 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2252 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2253 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2254 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2255 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2256 */
2257 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2258 {
2259 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2260 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2261 }
2262 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2263 {
2264 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2265 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2266 }
2267 }
2268 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2269 {
2270 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2271 * functionality. Prefer the ARB extension */
2272 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2273 }
2274 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2275 {
2276 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2277 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2278 }
2279 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2280 {
2281 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2282 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2283 }
2284 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2285 {
2286 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2287 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2288 }
2289 if (gl_info->supported[NV_TEXTURE_SHADER2])
2290 {
2291 if (gl_info->supported[NV_REGISTER_COMBINERS])
2292 {
2293 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2294 * are supported. The nv extensions provide the same functionality as the
2295 * ATI one, and a bit more(signed pixelformats). */
2296 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2297 }
2298 }
2299
2300 if (gl_info->supported[NV_REGISTER_COMBINERS])
2301 {
2302 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2303 gl_info->limits.general_combiners = gl_max;
2304 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2305 }
2306 if (gl_info->supported[ARB_DRAW_BUFFERS])
2307 {
2308 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2309 gl_info->limits.buffers = gl_max;
2310 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2311 }
2312 if (gl_info->supported[ARB_MULTITEXTURE])
2313 {
2314 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2315 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2316 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2317
2318 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2319 {
2320 GLint tmp;
2321 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2322 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2323 }
2324 else
2325 {
2326 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2327 }
2328 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2329
2330 if (gl_info->supported[ARB_VERTEX_SHADER])
2331 {
2332 GLint tmp;
2333 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2334 gl_info->limits.vertex_samplers = tmp;
2335 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2336 gl_info->limits.combined_samplers = tmp;
2337
2338 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2339 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2340 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2341 * shader is used with fixed function vertex processing we're fine too because fixed function
2342 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2343 * used we have to make sure that all vertex sampler setups are valid together with all
2344 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2345 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2346 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2347 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2348 * a fixed function pipeline anymore.
2349 *
2350 * So this is just a check to check that our assumption holds true. If not, write a warning
2351 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2352 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2353 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2354 {
2355 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2356 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2357 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2358 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2359 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2360 else
2361 gl_info->limits.vertex_samplers = 0;
2362 }
2363 }
2364 else
2365 {
2366 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2367 }
2368 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2369 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2370 }
2371 if (gl_info->supported[ARB_VERTEX_BLEND])
2372 {
2373 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2374 gl_info->limits.blends = gl_max;
2375 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2376 }
2377 if (gl_info->supported[EXT_TEXTURE3D])
2378 {
2379 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2380 gl_info->limits.texture3d_size = gl_max;
2381 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2382 }
2383 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2384 {
2385 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2386 gl_info->limits.anisotropy = gl_max;
2387 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2388 }
2389 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2390 {
2391 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2392 gl_info->limits.arb_ps_float_constants = gl_max;
2393 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2394 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2395 gl_info->limits.arb_ps_native_constants = gl_max;
2396 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2397 gl_info->limits.arb_ps_native_constants);
2398 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2399 gl_info->limits.arb_ps_temps = gl_max;
2400 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2401 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2402 gl_info->limits.arb_ps_instructions = gl_max;
2403 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2404 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2405 gl_info->limits.arb_ps_local_constants = gl_max;
2406 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2407 }
2408 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2409 {
2410 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2411 gl_info->limits.arb_vs_float_constants = gl_max;
2412 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2413 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2414 gl_info->limits.arb_vs_native_constants = gl_max;
2415 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2416 gl_info->limits.arb_vs_native_constants);
2417 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2418 gl_info->limits.arb_vs_temps = gl_max;
2419 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2420 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2421 gl_info->limits.arb_vs_instructions = gl_max;
2422 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2423
2424 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2425 }
2426 if (gl_info->supported[ARB_VERTEX_SHADER])
2427 {
2428 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2429 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2430 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2431 }
2432 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2433 {
2434 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2435 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2436 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2437 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2438 gl_info->limits.glsl_varyings = gl_max;
2439 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2440 }
2441 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2442 {
2443 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2444 unsigned int major, minor;
2445
2446 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2447
2448 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2449 sscanf(str, "%u.%u", &major, &minor);
2450 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2451 }
2452 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2453 {
2454 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2455 }
2456 else
2457 {
2458 gl_info->limits.shininess = 128.0f;
2459 }
2460 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2461 {
2462 /* If we have full NP2 texture support, disable
2463 * GL_ARB_texture_rectangle because we will never use it.
2464 * This saves a few redundant glDisable calls. */
2465 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2466 }
2467 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2468 {
2469 /* Disable NV_register_combiners and fragment shader if this is supported.
2470 * generally the NV extensions are preferred over the ATI ones, and this
2471 * extension is disabled if register_combiners and texture_shader2 are both
2472 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2473 * fragment processing support. */
2474 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2475 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2476 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2477 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2478 }
2479 if (gl_info->supported[NV_HALF_FLOAT])
2480 {
2481 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2482 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2483 }
2484 if (gl_info->supported[ARB_POINT_SPRITE])
2485 {
2486 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2487 }
2488 else
2489 {
2490 gl_info->limits.point_sprite_units = 0;
2491 }
2492 checkGLcall("extension detection");
2493
2494 LEAVE_GL();
2495
2496 adapter->fragment_pipe = select_fragment_implementation(adapter);
2497 adapter->shader_backend = select_shader_backend(adapter);
2498 adapter->blitter = select_blit_implementation(adapter);
2499
2500 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2501 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2502 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2503
2504 /* In some cases the number of texture stages can be larger than the number
2505 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2506 * shaders), but 8 texture stages (register combiners). */
2507 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2508
2509 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2510 {
2511 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2512 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2513 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2514 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2515 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2516 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2517 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2518 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2519 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2520 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2521 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2522 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2523 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2524 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2525 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2526 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2527 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2528 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2529 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2530 }
2531 else
2532 {
2533 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2534 {
2535 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2536 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2537 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2538 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2539 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2540 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2541 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2542 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2543 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2544 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2545 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2546 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2547 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2548 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2549 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2550 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2551 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2552 }
2553 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2554 {
2555 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2556 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2557 }
2558 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2559 {
2560 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2561 }
2562 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2563 {
2564 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2565 }
2566 }
2567
2568 /* MRTs are currently only supported when FBOs are used. */
2569 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2570 {
2571 gl_info->limits.buffers = 1;
2572 }
2573
2574 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2575 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2576 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2577
2578 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2579 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2580
2581 /* If we have an estimate use it, else default to 64MB; */
2582 if(vidmem)
2583 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2584 else
2585 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2586
2587 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2588 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2589 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2590 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2591 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2592 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2593 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2594 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2595
2596 /* Make sure there's an active HDC else the WGL extensions will fail */
2597 hdc = pwglGetCurrentDC();
2598 if (hdc) {
2599 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2600 if(GL_EXTCALL(wglGetExtensionsStringARB))
2601 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2602
2603 if (NULL == WGL_Extensions) {
2604 ERR(" WGL_Extensions returns NULL\n");
2605 } else {
2606 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2607 while (*WGL_Extensions != 0x00) {
2608 const char *Start;
2609 char ThisExtn[256];
2610
2611 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2612 Start = WGL_Extensions;
2613 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2614 WGL_Extensions++;
2615 }
2616
2617 len = WGL_Extensions - Start;
2618 if (len == 0 || len >= sizeof(ThisExtn))
2619 continue;
2620
2621 memcpy(ThisExtn, Start, len);
2622 ThisExtn[len] = '\0';
2623 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2624
2625 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2626 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2627 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2628 }
2629 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2630 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2631 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2632 }
2633 }
2634 }
2635 }
2636
2637 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2638 init_driver_info(driver_info, card_vendor, device);
2639 add_gl_compat_wrappers(gl_info);
2640
2641 return TRUE;
2642 }
2643
2644 /**********************************************************
2645 * IWineD3D implementation follows
2646 **********************************************************/
2647
2648 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2649 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2650
2651 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2652
2653 return This->adapter_count;
2654 }
2655
2656 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2657 {
2658 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2659
2660 return WINED3D_OK;
2661 }
2662
2663 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2664 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2665
2666 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2667
2668 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2669 return NULL;
2670 }
2671
2672 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2673 }
2674
2675 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2676 of the same bpp but different resolutions */
2677
2678 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2679 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2680 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2681 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2682
2683 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2684 return 0;
2685 }
2686
2687 /* TODO: Store modes per adapter and read it from the adapter structure */
2688 if (Adapter == 0) { /* Display */
2689 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2690 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2691 unsigned int i = 0;
2692 unsigned int j = 0;
2693 DEVMODEW mode;
2694
2695 memset(&mode, 0, sizeof(mode));
2696 mode.dmSize = sizeof(mode);
2697
2698 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2699 {
2700 ++j;
2701
2702 if (Format == WINED3DFMT_UNKNOWN)
2703 {
2704 /* This is for D3D8, do not enumerate P8 here */
2705 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2706 }
2707 else if (mode.dmBitsPerPel == format_bits)
2708 {
2709 ++i;
2710 }
2711 }
2712
2713 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2714 return i;
2715 } else {
2716 FIXME_(d3d_caps)("Adapter not primary display\n");
2717 }
2718 return 0;
2719 }
2720
2721 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2722 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2723 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2724 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2725
2726 /* Validate the parameters as much as possible */
2727 if (NULL == pMode ||
2728 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2729 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2730 return WINED3DERR_INVALIDCALL;
2731 }
2732
2733 /* TODO: Store modes per adapter and read it from the adapter structure */
2734 if (Adapter == 0)
2735 {
2736 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2737 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2738 DEVMODEW DevModeW;
2739 int ModeIdx = 0;
2740 UINT i = 0;
2741 int j = 0;
2742
2743 ZeroMemory(&DevModeW, sizeof(DevModeW));
2744 DevModeW.dmSize = sizeof(DevModeW);
2745
2746 /* If we are filtering to a specific format (D3D9), then need to skip
2747 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2748 just count through the ones with valid bit depths */
2749 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2750 {
2751 if (Format == WINED3DFMT_UNKNOWN)
2752 {
2753 /* This is for D3D8, do not enumerate P8 here */
2754 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2755 }
2756 else if (DevModeW.dmBitsPerPel == format_bits)
2757 {
2758 ++i;
2759 }
2760 }
2761
2762 if (i == 0) {
2763 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2764 return WINED3DERR_INVALIDCALL;
2765 }
2766 ModeIdx = j - 1;
2767
2768 /* Now get the display mode via the calculated index */
2769 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2770 pMode->Width = DevModeW.dmPelsWidth;
2771 pMode->Height = DevModeW.dmPelsHeight;
2772 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2773 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2774 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2775
2776 if (Format == WINED3DFMT_UNKNOWN) {
2777 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2778 } else {
2779 pMode->Format = Format;
2780 }
2781 } else {
2782 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2783 return WINED3DERR_INVALIDCALL;
2784 }
2785
2786 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2787 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2788 DevModeW.dmBitsPerPel);
2789
2790 }
2791 else
2792 {
2793 FIXME_(d3d_caps)("Adapter not primary display\n");
2794 }
2795
2796 return WINED3D_OK;
2797 }
2798
2799 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2800 {
2801 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2802
2803 if (NULL == pMode ||
2804 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2805 return WINED3DERR_INVALIDCALL;
2806 }
2807
2808 if (Adapter == 0) { /* Display */
2809 int bpp = 0;
2810 DEVMODEW DevModeW;
2811
2812 ZeroMemory(&DevModeW, sizeof(DevModeW));
2813 DevModeW.dmSize = sizeof(DevModeW);
2814
2815 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2816 pMode->Width = DevModeW.dmPelsWidth;
2817 pMode->Height = DevModeW.dmPelsHeight;
2818 bpp = DevModeW.dmBitsPerPel;
2819 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2820 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2821 {
2822 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2823 }
2824
2825 pMode->Format = pixelformat_for_depth(bpp);
2826 } else {
2827 FIXME_(d3d_caps)("Adapter not primary display\n");
2828 }
2829
2830 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2831 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2832 return WINED3D_OK;
2833 }
2834
2835 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2836 and fields being inserted in the middle, a new structure is used in place */
2837 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2838 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2839 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2840 struct wined3d_adapter *adapter;
2841 size_t len;
2842
2843 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2844
2845 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2846 return WINED3DERR_INVALIDCALL;
2847 }
2848
2849 adapter = &This->adapters[Adapter];
2850
2851 /* Return the information requested */
2852 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2853
2854 if (pIdentifier->driver_size)
2855 {
2856 const char *name = adapter->driver_info.name;
2857 len = min(strlen(name), pIdentifier->driver_size - 1);
2858 memcpy(pIdentifier->driver, name, len);
2859 pIdentifier->driver[len] = '\0';
2860 }
2861
2862 if (pIdentifier->description_size)
2863 {
2864 const char *description = adapter->driver_info.description;
2865 len = min(strlen(description), pIdentifier->description_size - 1);
2866 memcpy(pIdentifier->description, description, len);
2867 pIdentifier->description[len] = '\0';
2868 }
2869
2870 /* Note that d3d8 doesn't supply a device name. */
2871 if (pIdentifier->device_name_size)
2872 {
2873 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2874
2875 len = strlen(device_name);
2876 if (len >= pIdentifier->device_name_size)
2877 {
2878 ERR("Device name size too small.\n");
2879 return WINED3DERR_INVALIDCALL;
2880 }
2881
2882 memcpy(pIdentifier->device_name, device_name, len);
2883 pIdentifier->device_name[len] = '\0';
2884 }
2885
2886 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2887 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2888 pIdentifier->vendor_id = adapter->driver_info.vendor;
2889 pIdentifier->device_id = adapter->driver_info.device;
2890 pIdentifier->subsystem_id = 0;
2891 pIdentifier->revision = 0;
2892 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2893 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2894 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2895 pIdentifier->video_memory = adapter->TextureRam;
2896
2897 return WINED3D_OK;
2898 }
2899
2900 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2901 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2902 {
2903 short redSize, greenSize, blueSize, alphaSize, colorBits;
2904
2905 if(!cfg)
2906 return FALSE;
2907
2908 /* Float formats need FBOs. If FBOs are used this function isn't called */
2909 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2910
2911 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2912 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2913 {
2914 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2915 return FALSE;
2916 }
2917
2918 if(cfg->redSize < redSize)
2919 return FALSE;
2920
2921 if(cfg->greenSize < greenSize)
2922 return FALSE;
2923
2924 if(cfg->blueSize < blueSize)
2925 return FALSE;
2926
2927 if(cfg->alphaSize < alphaSize)
2928 return FALSE;
2929
2930 return TRUE;
2931 }
2932
2933 /* Probably a RGBA_float or color index mode */
2934 return FALSE;
2935 }
2936
2937 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2938 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2939 {
2940 short depthSize, stencilSize;
2941 BOOL lockable = FALSE;
2942
2943 if(!cfg)
2944 return FALSE;
2945
2946 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2947 {
2948 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2949 return FALSE;
2950 }
2951
2952 /* Float formats need FBOs. If FBOs are used this function isn't called */
2953 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2954
2955 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2956 lockable = TRUE;
2957
2958 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2959 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2960 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2961 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2962 return FALSE;
2963
2964 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2965 * allow more stencil bits than requested. */
2966 if(cfg->stencilSize < stencilSize)
2967 return FALSE;
2968
2969 return TRUE;
2970 }
2971
2972 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2973 WINED3DFORMAT AdapterFormat,
2974 WINED3DFORMAT RenderTargetFormat,
2975 WINED3DFORMAT DepthStencilFormat) {
2976 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2977 int nCfgs;
2978 const WineD3D_PixelFormat *cfgs;
2979 const struct wined3d_adapter *adapter;
2980 const struct wined3d_format_desc *rt_format_desc;
2981 const struct wined3d_format_desc *ds_format_desc;
2982 int it;
2983
2984 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2985 This, Adapter,
2986 DeviceType, debug_d3ddevicetype(DeviceType),
2987 AdapterFormat, debug_d3dformat(AdapterFormat),
2988 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2989 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2990
2991 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2992 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2993 return WINED3DERR_INVALIDCALL;
2994 }
2995
2996 adapter = &This->adapters[Adapter];
2997 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2998 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2999 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3000 {
3001 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
3002 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
3003 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3004 return WINED3D_OK;
3005 }
3006 }
3007 else
3008 {
3009 cfgs = adapter->cfgs;
3010 nCfgs = adapter->nCfgs;
3011 for (it = 0; it < nCfgs; ++it) {
3012 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3013 {
3014 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3015 {
3016 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3017 return WINED3D_OK;
3018 }
3019 }
3020 }
3021 }
3022 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3023
3024 return WINED3DERR_NOTAVAILABLE;
3025 }
3026
3027 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3028 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3029 {
3030 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3031 const struct wined3d_format_desc *glDesc;
3032 const struct wined3d_adapter *adapter;
3033
3034 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3035 This,
3036 Adapter,
3037 DeviceType, debug_d3ddevicetype(DeviceType),
3038 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3039 Windowed,
3040 MultiSampleType,
3041 pQualityLevels);
3042
3043 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3044 return WINED3DERR_INVALIDCALL;
3045 }
3046
3047 /* TODO: handle Windowed, add more quality levels */
3048
3049 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3050 if(pQualityLevels) *pQualityLevels = 1;
3051 return WINED3D_OK;
3052 }
3053
3054 /* By default multisampling is disabled right now as it causes issues
3055 * on some Nvidia driver versions and it doesn't work well in combination
3056 * with FBOs yet. */
3057 if(!wined3d_settings.allow_multisampling)
3058 return WINED3DERR_NOTAVAILABLE;
3059
3060 adapter = &This->adapters[Adapter];
3061 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3062 if (!glDesc) return WINED3DERR_INVALIDCALL;
3063
3064 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3065 int i, nCfgs;
3066 const WineD3D_PixelFormat *cfgs;
3067
3068 cfgs = adapter->cfgs;
3069 nCfgs = adapter->nCfgs;
3070 for(i=0; i<nCfgs; i++) {
3071 if(cfgs[i].numSamples != MultiSampleType)
3072 continue;
3073
3074 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3075 continue;
3076
3077 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3078
3079 if(pQualityLevels)
3080 *pQualityLevels = 1; /* Guess at a value! */
3081 return WINED3D_OK;
3082 }
3083 }
3084 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3085 short redSize, greenSize, blueSize, alphaSize, colorBits;
3086 int i, nCfgs;
3087 const WineD3D_PixelFormat *cfgs;
3088
3089 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3090 {
3091 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3092 return WINED3DERR_NOTAVAILABLE;
3093 }
3094
3095 cfgs = adapter->cfgs;
3096 nCfgs = adapter->nCfgs;
3097 for(i=0; i<nCfgs; i++) {
3098 if(cfgs[i].numSamples != MultiSampleType)
3099 continue;
3100 if(cfgs[i].redSize != redSize)
3101 continue;
3102 if(cfgs[i].greenSize != greenSize)
3103 continue;
3104 if(cfgs[i].blueSize != blueSize)
3105 continue;
3106 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3107 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3108 continue;
3109 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3110 continue;
3111
3112 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3113
3114 if(pQualityLevels)
3115 *pQualityLevels = 1; /* Guess at a value! */
3116 return WINED3D_OK;
3117 }
3118 }
3119 return WINED3DERR_NOTAVAILABLE;
3120 }
3121
3122 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3123 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3124 {
3125 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3126 UINT nmodes;
3127
3128 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3129 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3130 debug_d3dformat(BackBufferFormat), Windowed);
3131
3132 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3133 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3134 return WINED3DERR_INVALIDCALL;
3135 }
3136
3137 /* The task of this function is to check whether a certain display / backbuffer format
3138 * combination is available on the given adapter. In fullscreen mode microsoft specified
3139 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3140 * and display format should match exactly.
3141 * In windowed mode format conversion can occur and this depends on the driver. When format
3142 * conversion is done, this function should nevertheless fail and applications need to use
3143 * CheckDeviceFormatConversion.
3144 * At the moment we assume that fullscreen and windowed have the same capabilities */
3145
3146 /* There are only 4 display formats */
3147 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3148 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3149 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3150 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3151 {
3152 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3153 return WINED3DERR_NOTAVAILABLE;
3154 }
3155
3156 /* If the requested DisplayFormat is not available, don't continue */
3157 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3158 if(!nmodes) {
3159 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3160 return WINED3DERR_NOTAVAILABLE;
3161 }
3162
3163 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3164 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3165 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3166 return WINED3DERR_NOTAVAILABLE;
3167 }
3168
3169 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3170 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3171 {
3172 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3173 return WINED3DERR_NOTAVAILABLE;
3174 }
3175
3176 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3177 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3178 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3179 {
3180 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3181 return WINED3DERR_NOTAVAILABLE;
3182 }
3183
3184 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3185 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3186 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3187 {
3188 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3189 return WINED3DERR_NOTAVAILABLE;
3190 }
3191
3192 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3193 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3194 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3195 {
3196 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3197 return WINED3DERR_NOTAVAILABLE;
3198 }
3199
3200 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3201 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3202 if(FAILED(hr))
3203 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3204
3205 return hr;
3206 }
3207
3208
3209 /* Check if we support bumpmapping for a format */
3210 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3211 {
3212 /* Ask the fixed function pipeline implementation if it can deal
3213 * with the conversion. If we've got a GL extension giving native
3214 * support this will be an identity conversion. */
3215 return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3216 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3217 }
3218
3219 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3220 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3221 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3222 {
3223 int it=0;
3224
3225 /* Only allow depth/stencil formats */
3226 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3227
3228 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3229 {
3230 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3231 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3232 }
3233 else
3234 {
3235 /* Walk through all WGL pixel formats to find a match */
3236 for (it = 0; it < adapter->nCfgs; ++it)
3237 {
3238 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3239 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3240 {
3241 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3242 {
3243 return TRUE;
3244 }
3245 }
3246 }
3247 }
3248
3249 return FALSE;
3250 }
3251
3252 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3253 {
3254 /* The flags entry of a format contains the filtering capability */
3255 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3256
3257 return FALSE;
3258 }
3259
3260 /* Check the render target capabilities of a format */
3261 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3262 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3263 {
3264 /* Filter out non-RT formats */
3265 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3266 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3267 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3268 int it;
3269 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3270 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3271
3272 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3273 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3274
3275 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3276 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3277 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3278 TRACE_(d3d_caps)("[FAILED]\n");
3279 return FALSE;
3280 }
3281
3282 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3283 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3284 for (it = 0; it < adapter->nCfgs; ++it)
3285 {
3286 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3287 &cfgs[it], check_format_desc))
3288 {
3289 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3290 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3291 return TRUE;
3292 }
3293 }
3294 }
3295 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3296 {
3297 /* For now return TRUE for FBOs until we have some proper checks.
3298 * Note that this function will only be called when the format is around for texturing. */
3299 return TRUE;
3300 }
3301 return FALSE;
3302 }
3303
3304 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3305 {
3306 return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3307 && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3308 }
3309
3310 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3311 {
3312 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3313 * doing the color fixup in shaders.
3314 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3315 if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3316 {
3317 int vs_selected_mode;
3318 int ps_selected_mode;
3319 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3320
3321 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3322 TRACE_(d3d_caps)("[OK]\n");
3323 return TRUE;
3324 }
3325 }
3326
3327 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3328 return FALSE;
3329 }
3330
3331 /* Check if a format support blending in combination with pixel shaders */
3332 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3333 const struct wined3d_format_desc *format_desc)
3334 {
3335 /* The flags entry of a format contains the post pixel shader blending capability */
3336 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3337
3338 return FALSE;
3339 }
3340
3341 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3342 {
3343 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3344 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3345 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3346 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3347 * capability anyway.
3348 *
3349 * For now lets report this on all formats, but in the future we may want to
3350 * restrict it to some should games need that
3351 */
3352 return TRUE;
3353 }
3354
3355 /* Check if a texture format is supported on the given adapter */
3356 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3357 {
3358 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3359
3360 switch (format_desc->format)
3361 {
3362 /*****
3363 * supported: RGB(A) formats
3364 */
3365 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3366 case WINED3DFMT_B8G8R8A8_UNORM:
3367 case WINED3DFMT_B8G8R8X8_UNORM:
3368 case WINED3DFMT_B5G6R5_UNORM:
3369 case WINED3DFMT_B5G5R5X1_UNORM:
3370 case WINED3DFMT_B5G5R5A1_UNORM:
3371 case WINED3DFMT_B4G4R4A4_UNORM:
3372 case WINED3DFMT_A8_UNORM:
3373 case WINED3DFMT_B4G4R4X4_UNORM:
3374 case WINED3DFMT_R8G8B8A8_UNORM:
3375 case WINED3DFMT_R8G8B8X8_UNORM:
3376 case WINED3DFMT_B10G10R10A2_UNORM:
3377 case WINED3DFMT_R10G10B10A2_UNORM:
3378 case WINED3DFMT_R16G16_UNORM:
3379 TRACE_(d3d_caps)("[OK]\n");
3380 return TRUE;
3381
3382 case WINED3DFMT_B2G3R3_UNORM:
3383 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3384 return FALSE;
3385
3386 /*****
3387 * Not supported: Palettized
3388 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3389 * Since it is not widely available, don't offer it. Further no Windows driver offers
3390 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3391 */
3392 case WINED3DFMT_P8_UINT:
3393 case WINED3DFMT_P8_UINT_A8_UNORM:
3394 return FALSE;
3395
3396 /*****
3397 * Supported: (Alpha)-Luminance
3398 */
3399 case WINED3DFMT_L8_UNORM:
3400 case WINED3DFMT_L8A8_UNORM:
3401 case WINED3DFMT_L16_UNORM:
3402 TRACE_(d3d_caps)("[OK]\n");
3403 return TRUE;
3404
3405 /* Not supported on Windows, thus disabled */
3406 case WINED3DFMT_L4A4_UNORM:
3407 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3408 return FALSE;
3409
3410 /*****
3411 * Supported: Depth/Stencil formats
3412 */
3413 case WINED3DFMT_D16_LOCKABLE:
3414 case WINED3DFMT_D16_UNORM:
3415 case WINED3DFMT_S1_UINT_D15_UNORM:
3416 case WINED3DFMT_X8D24_UNORM:
3417 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3418 case WINED3DFMT_D24_UNORM_S8_UINT:
3419 case WINED3DFMT_S8_UINT_D24_FLOAT:
3420 case WINED3DFMT_D32_UNORM:
3421 case WINED3DFMT_D32_FLOAT:
3422 return TRUE;
3423
3424 /*****
3425 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3426 * GL_NV_texture_shader). Emulated by shaders
3427 */
3428 case WINED3DFMT_R8G8_SNORM:
3429 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3430 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3431 case WINED3DFMT_R8G8B8A8_SNORM:
3432 case WINED3DFMT_R16G16_SNORM:
3433 /* Ask the shader backend if it can deal with the conversion. If
3434 * we've got a GL extension giving native support this will be an
3435 * identity conversion. */
3436 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3437 {
3438 TRACE_(d3d_caps)("[OK]\n");
3439 return TRUE;
3440 }
3441 TRACE_(d3d_caps)("[FAILED]\n");
3442 return FALSE;
3443
3444 case WINED3DFMT_DXT1:
3445 case WINED3DFMT_DXT2:
3446 case WINED3DFMT_DXT3:
3447 case WINED3DFMT_DXT4:
3448 case WINED3DFMT_DXT5:
3449 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3450 {
3451 TRACE_(d3d_caps)("[OK]\n");
3452 return TRUE;
3453 }
3454 TRACE_(d3d_caps)("[FAILED]\n");
3455 return FALSE;
3456
3457
3458 /*****
3459 * Odd formats - not supported
3460 */
3461 case WINED3DFMT_VERTEXDATA:
3462 case WINED3DFMT_R16_UINT:
3463 case WINED3DFMT_R32_UINT:
3464 case WINED3DFMT_R16G16B16A16_SNORM:
3465 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3466 case WINED3DFMT_R10G11B11_SNORM:
3467 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3468 return FALSE;
3469
3470 /*****
3471 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3472 */
3473 case WINED3DFMT_R8G8_SNORM_Cx:
3474 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3475 return FALSE;
3476
3477 /* YUV formats */
3478 case WINED3DFMT_UYVY:
3479 case WINED3DFMT_YUY2:
3480 if (gl_info->supported[APPLE_YCBCR_422])
3481 {
3482 TRACE_(d3d_caps)("[OK]\n");
3483 return TRUE;
3484 }
3485 TRACE_(d3d_caps)("[FAILED]\n");
3486 return FALSE;
3487 case WINED3DFMT_YV12:
3488 TRACE_(d3d_caps)("[FAILED]\n");
3489 return FALSE;
3490
3491 /* Not supported */
3492 case WINED3DFMT_R16G16B16A16_UNORM:
3493 case WINED3DFMT_B2G3R3A8_UNORM:
3494 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3495 return FALSE;
3496
3497 /* Floating point formats */
3498 case WINED3DFMT_R16_FLOAT:
3499 case WINED3DFMT_R16G16_FLOAT:
3500 case WINED3DFMT_R16G16B16A16_FLOAT:
3501 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3502 {
3503 TRACE_(d3d_caps)("[OK]\n");
3504 return TRUE;
3505 }
3506 TRACE_(d3d_caps)("[FAILED]\n");
3507 return FALSE;
3508
3509 case WINED3DFMT_R32_FLOAT:
3510 case WINED3DFMT_R32G32_FLOAT:
3511 case WINED3DFMT_R32G32B32A32_FLOAT:
3512 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3513 {
3514 TRACE_(d3d_caps)("[OK]\n");
3515 return TRUE;
3516 }
3517 TRACE_(d3d_caps)("[FAILED]\n");
3518 return FALSE;
3519
3520 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3521 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3522 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3523 * We can do instancing with all shader versions, but we need vertex shaders.
3524 *
3525 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3526 * to enable instancing. WineD3D doesn't need that and just ignores it.
3527 *
3528 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3529 */
3530 case WINED3DFMT_INST:
3531 TRACE("ATI Instancing check hack\n");
3532 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3533 {
3534 TRACE_(d3d_caps)("[OK]\n");
3535 return TRUE;
3536 }
3537 TRACE_(d3d_caps)("[FAILED]\n");
3538 return FALSE;
3539
3540 /* Some weird FOURCC formats */
3541 case WINED3DFMT_R8G8_B8G8:
3542 case WINED3DFMT_G8R8_G8B8:
3543 case WINED3DFMT_MULTI2_ARGB8:
3544 TRACE_(d3d_caps)("[FAILED]\n");
3545 return FALSE;
3546
3547 /* Vendor specific formats */
3548 case WINED3DFMT_ATI2N:
3549 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3550 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3551 {
3552 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3553 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3554 {
3555 TRACE_(d3d_caps)("[OK]\n");
3556 return TRUE;
3557 }
3558
3559 TRACE_(d3d_caps)("[OK]\n");
3560 return TRUE;
3561 }
3562 TRACE_(d3d_caps)("[FAILED]\n");
3563 return FALSE;
3564
3565 case WINED3DFMT_NVHU:
3566 case WINED3DFMT_NVHS:
3567 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3568 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3569 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3570 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3571 * Applications have to deal with not having NVHS and NVHU.
3572 */
3573 TRACE_(d3d_caps)("[FAILED]\n");
3574 return FALSE;
3575
3576 case WINED3DFMT_UNKNOWN:
3577 return FALSE;
3578
3579 default:
3580 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3581 break;
3582 }
3583 return FALSE;
3584 }
3585
3586 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3587 const struct wined3d_format_desc *adapter_format_desc,
3588 const struct wined3d_format_desc *check_format_desc,
3589 WINED3DSURFTYPE SurfaceType)
3590 {
3591 if(SurfaceType == SURFACE_GDI) {
3592 switch(check_format_desc->format)
3593 {
3594 case WINED3DFMT_B8G8R8_UNORM:
3595 case WINED3DFMT_B8G8R8A8_UNORM:
3596 case WINED3DFMT_B8G8R8X8_UNORM:
3597 case WINED3DFMT_B5G6R5_UNORM:
3598 case WINED3DFMT_B5G5R5X1_UNORM:
3599 case WINED3DFMT_B5G5R5A1_UNORM:
3600 case WINED3DFMT_B4G4R4A4_UNORM:
3601 case WINED3DFMT_B2G3R3_UNORM:
3602 case WINED3DFMT_A8_UNORM:
3603 case WINED3DFMT_B2G3R3A8_UNORM:
3604 case WINED3DFMT_B4G4R4X4_UNORM:
3605 case WINED3DFMT_R10G10B10A2_UNORM:
3606 case WINED3DFMT_R8G8B8A8_UNORM:
3607 case WINED3DFMT_R8G8B8X8_UNORM:
3608 case WINED3DFMT_R16G16_UNORM:
3609 case WINED3DFMT_B10G10R10A2_UNORM:
3610 case WINED3DFMT_R16G16B16A16_UNORM:
3611 case WINED3DFMT_P8_UINT:
3612 TRACE_(d3d_caps)("[OK]\n");
3613 return TRUE;
3614 default:
3615 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3616 return FALSE;
3617 }
3618 }
3619
3620 /* All format that are supported for textures are supported for surfaces as well */
3621 if (CheckTextureCapability(adapter, check_format_desc)) return TRUE;
3622 /* All depth stencil formats are supported on surfaces */
3623 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3624
3625 /* If opengl can't process the format natively, the blitter may be able to convert it */
3626 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3627 NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3628 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3629 {
3630 TRACE_(d3d_caps)("[OK]\n");
3631 return TRUE;
3632 }
3633
3634 /* Reject other formats */
3635 TRACE_(d3d_caps)("[FAILED]\n");
3636 return FALSE;
3637 }
3638
3639 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3640 const struct wined3d_format_desc *format_desc)
3641 {
3642 return adapter->gl_info.limits.vertex_samplers
3643 && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3644 }
3645
3646 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3647 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3648 WINED3DSURFTYPE SurfaceType)
3649 {
3650 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3651 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3652 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3653 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3654 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3655 DWORD UsageCaps = 0;
3656
3657 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3658 This,
3659 Adapter,
3660 DeviceType, debug_d3ddevicetype(DeviceType),
3661 AdapterFormat, debug_d3dformat(AdapterFormat),
3662 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3663 RType, debug_d3dresourcetype(RType),
3664 CheckFormat, debug_d3dformat(CheckFormat));
3665
3666 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3667 return WINED3DERR_INVALIDCALL;
3668 }
3669
3670 switch (RType)
3671 {
3672 case WINED3DRTYPE_CUBETEXTURE:
3673 /* Cubetexture allows:
3674 * - WINED3DUSAGE_AUTOGENMIPMAP
3675 * - WINED3DUSAGE_DEPTHSTENCIL
3676 * - WINED3DUSAGE_DYNAMIC
3677 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3678 * - WINED3DUSAGE_RENDERTARGET
3679 * - WINED3DUSAGE_SOFTWAREPROCESSING
3680 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3681 */
3682 if (SurfaceType != SURFACE_OPENGL)
3683 {
3684 TRACE_(d3d_caps)("[FAILED]\n");
3685 return WINED3DERR_NOTAVAILABLE;
3686 }
3687
3688 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3689 {
3690 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3691 return WINED3DERR_NOTAVAILABLE;
3692 }
3693
3694 if (!CheckTextureCapability(adapter, format_desc))
3695 {
3696 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3697 return WINED3DERR_NOTAVAILABLE;
3698 }
3699
3700 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3701 {
3702 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3703 /* When autogenmipmap isn't around continue and return
3704 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3705 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3706 else
3707 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3708 }
3709
3710 /* Always report dynamic locking. */
3711 if (Usage & WINED3DUSAGE_DYNAMIC)
3712 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3713
3714 if (Usage & WINED3DUSAGE_RENDERTARGET)
3715 {
3716 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3717 {
3718 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3719 return WINED3DERR_NOTAVAILABLE;
3720 }
3721 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3722 }
3723
3724 /* Always report software processing. */
3725 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3726 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3727
3728 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3729 {
3730 if (!CheckFilterCapability(adapter, format_desc))
3731 {
3732 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3733 return WINED3DERR_NOTAVAILABLE;
3734 }
3735 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3736 }
3737
3738 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3739 {
3740 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3741 {
3742 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3743 return WINED3DERR_NOTAVAILABLE;
3744 }
3745 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3746 }
3747
3748 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3749 {
3750 if (!CheckSrgbReadCapability(adapter, format_desc))
3751 {
3752 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3753 return WINED3DERR_NOTAVAILABLE;
3754 }
3755 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3756 }
3757
3758 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3759 {
3760 if (!CheckSrgbWriteCapability(adapter, format_desc))
3761 {
3762 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3763 return WINED3DERR_NOTAVAILABLE;
3764 }
3765 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3766 }
3767
3768 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3769 {
3770 if (!CheckVertexTextureCapability(adapter, format_desc))
3771 {
3772 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3773 return WINED3DERR_NOTAVAILABLE;
3774 }
3775 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3776 }
3777
3778 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3779 {
3780 if (!CheckWrapAndMipCapability(adapter, format_desc))
3781 {
3782 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3783 return WINED3DERR_NOTAVAILABLE;
3784 }
3785 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3786 }
3787 break;
3788
3789 case WINED3DRTYPE_SURFACE:
3790 /* Surface allows:
3791 * - WINED3DUSAGE_DEPTHSTENCIL
3792 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3793 * - WINED3DUSAGE_RENDERTARGET
3794 */
3795 if (!CheckSurfaceCapability(adapter, adapter_format_desc, format_desc, SurfaceType))
3796 {
3797 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3798 return WINED3DERR_NOTAVAILABLE;
3799 }
3800
3801 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3802 {
3803 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3804 {
3805 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3806 return WINED3DERR_NOTAVAILABLE;
3807 }
3808 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3809 }
3810
3811 if (Usage & WINED3DUSAGE_RENDERTARGET)
3812 {
3813 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3814 {
3815 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3816 return WINED3DERR_NOTAVAILABLE;
3817 }
3818 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3819 }
3820
3821 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3822 {
3823 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3824 {
3825 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3826 return WINED3DERR_NOTAVAILABLE;
3827 }
3828 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3829 }
3830 break;
3831
3832 case WINED3DRTYPE_TEXTURE:
3833 /* Texture allows:
3834 * - WINED3DUSAGE_AUTOGENMIPMAP
3835 * - WINED3DUSAGE_DEPTHSTENCIL
3836 * - WINED3DUSAGE_DMAP
3837 * - WINED3DUSAGE_DYNAMIC
3838 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3839 * - WINED3DUSAGE_RENDERTARGET
3840 * - WINED3DUSAGE_SOFTWAREPROCESSING
3841 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3842 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3843 */
3844 if (SurfaceType != SURFACE_OPENGL)
3845 {
3846 TRACE_(d3d_caps)("[FAILED]\n");
3847 return WINED3DERR_NOTAVAILABLE;
3848 }
3849
3850 if (!CheckTextureCapability(adapter, format_desc))
3851 {
3852 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3853 return WINED3DERR_NOTAVAILABLE;
3854 }
3855
3856 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3857 {
3858 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3859 /* When autogenmipmap isn't around continue and return
3860 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3861 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3862 else
3863 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3864 }
3865
3866 /* Always report dynamic locking. */
3867 if (Usage & WINED3DUSAGE_DYNAMIC)
3868 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3869
3870 if (Usage & WINED3DUSAGE_RENDERTARGET)
3871 {
3872 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3873 {
3874 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3875 return WINED3DERR_NOTAVAILABLE;
3876 }
3877 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3878 }
3879
3880 /* Always report software processing. */
3881 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3882 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3883
3884 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3885 {
3886 if (!CheckFilterCapability(adapter, format_desc))
3887 {
3888 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3889 return WINED3DERR_NOTAVAILABLE;
3890 }
3891 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3892 }
3893
3894 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3895 {
3896 if (!CheckBumpMapCapability(adapter, format_desc))
3897 {
3898 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3899 return WINED3DERR_NOTAVAILABLE;
3900 }
3901 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3902 }
3903
3904 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3905 {
3906 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3907 {
3908 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3909 return WINED3DERR_NOTAVAILABLE;
3910 }
3911 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3912 }
3913
3914 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3915 {
3916 if (!CheckSrgbReadCapability(adapter, format_desc))
3917 {
3918 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3919 return WINED3DERR_NOTAVAILABLE;
3920 }
3921 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3922 }
3923
3924 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3925 {
3926 if (!CheckSrgbWriteCapability(adapter, format_desc))
3927 {
3928 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3929 return WINED3DERR_NOTAVAILABLE;
3930 }
3931 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3932 }
3933
3934 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3935 {
3936 if (!CheckVertexTextureCapability(adapter, format_desc))
3937 {
3938 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3939 return WINED3DERR_NOTAVAILABLE;
3940 }
3941 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3942 }
3943
3944 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3945 {
3946 if (!CheckWrapAndMipCapability(adapter, format_desc))
3947 {
3948 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3949 return WINED3DERR_NOTAVAILABLE;
3950 }
3951 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3952 }
3953
3954 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3955 {
3956 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3957 {
3958 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3959 return WINED3DERR_NOTAVAILABLE;
3960 }
3961 if ((format_desc->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3962 {
3963 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3964 return WINED3DERR_NOTAVAILABLE;
3965 }
3966 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3967 }
3968 break;
3969
3970 case WINED3DRTYPE_VOLUMETEXTURE:
3971 case WINED3DRTYPE_VOLUME:
3972 /* Volume is to VolumeTexture what Surface is to Texture, but its
3973 * usage caps are not documented. Most driver seem to offer
3974 * (nearly) the same on Volume and VolumeTexture, so do that too.
3975 *
3976 * Volumetexture allows:
3977 * - D3DUSAGE_DYNAMIC
3978 * - D3DUSAGE_NONSECURE (d3d9ex)
3979 * - D3DUSAGE_SOFTWAREPROCESSING
3980 * - D3DUSAGE_QUERY_WRAPANDMIP
3981 */
3982 if (SurfaceType != SURFACE_OPENGL)
3983 {
3984 TRACE_(d3d_caps)("[FAILED]\n");
3985 return WINED3DERR_NOTAVAILABLE;
3986 }
3987
3988 if (!gl_info->supported[EXT_TEXTURE3D])
3989 {
3990 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3991 return WINED3DERR_NOTAVAILABLE;
3992 }
3993
3994 if (!CheckTextureCapability(adapter, format_desc))
3995 {
3996 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3997 return WINED3DERR_NOTAVAILABLE;
3998 }
3999
4000 /* Filter formats that need conversion; For one part, this
4001 * conversion is unimplemented, and volume textures are huge, so
4002 * it would be a big performance hit. Unless we hit an application
4003 * needing one of those formats, don't advertize them to avoid
4004 * leading applications into temptation. The windows drivers don't
4005 * support most of those formats on volumes anyway, except for
4006 * WINED3DFMT_R32_FLOAT. */
4007 switch (CheckFormat)
4008 {
4009 case WINED3DFMT_P8_UINT:
4010 case WINED3DFMT_L4A4_UNORM:
4011 case WINED3DFMT_R32_FLOAT:
4012 case WINED3DFMT_R16_FLOAT:
4013 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4014 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4015 case WINED3DFMT_R16G16_UNORM:
4016 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4017 return WINED3DERR_NOTAVAILABLE;
4018
4019 case WINED3DFMT_R8G8B8A8_SNORM:
4020 case WINED3DFMT_R16G16_SNORM:
4021 if (!gl_info->supported[NV_TEXTURE_SHADER])
4022 {
4023 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4024 return WINED3DERR_NOTAVAILABLE;
4025 }
4026 break;
4027
4028 case WINED3DFMT_R8G8_SNORM:
4029 if (!gl_info->supported[NV_TEXTURE_SHADER])
4030 {
4031 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4032 return WINED3DERR_NOTAVAILABLE;
4033 }
4034 break;
4035
4036 case WINED3DFMT_DXT1:
4037 case WINED3DFMT_DXT2:
4038 case WINED3DFMT_DXT3:
4039 case WINED3DFMT_DXT4:
4040 case WINED3DFMT_DXT5:
4041 /* The GL_EXT_texture_compression_s3tc spec requires that
4042 * loading an s3tc compressed texture results in an error.
4043 * While the D3D refrast does support s3tc volumes, at
4044 * least the nvidia windows driver does not, so we're free
4045 * not to support this format. */
4046 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4047 return WINED3DERR_NOTAVAILABLE;
4048
4049 default:
4050 /* Do nothing, continue with checking the format below */
4051 break;
4052 }
4053
4054 /* Always report dynamic locking. */
4055 if (Usage & WINED3DUSAGE_DYNAMIC)
4056 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4057
4058 /* Always report software processing. */
4059 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4060 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4061
4062 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4063 {
4064 if (!CheckFilterCapability(adapter, format_desc))
4065 {
4066 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4067 return WINED3DERR_NOTAVAILABLE;
4068 }
4069 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4070 }
4071
4072 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4073 {
4074 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4075 {
4076 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4077 return WINED3DERR_NOTAVAILABLE;
4078 }
4079 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4080 }
4081
4082 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4083 {
4084 if (!CheckSrgbReadCapability(adapter, format_desc))
4085 {
4086 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4087 return WINED3DERR_NOTAVAILABLE;
4088 }
4089 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4090 }
4091
4092 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4093 {
4094 if (!CheckSrgbWriteCapability(adapter, format_desc))
4095 {
4096 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4097 return WINED3DERR_NOTAVAILABLE;
4098 }
4099 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4100 }
4101
4102 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4103 {
4104 if (!CheckVertexTextureCapability(adapter, format_desc))
4105 {
4106 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4107 return WINED3DERR_NOTAVAILABLE;
4108 }
4109 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4110 }
4111
4112 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4113 {
4114 if (!CheckWrapAndMipCapability(adapter, format_desc))
4115 {
4116 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4117 return WINED3DERR_NOTAVAILABLE;
4118 }
4119 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4120 }
4121 break;
4122
4123 default:
4124 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4125 return WINED3DERR_NOTAVAILABLE;
4126 }
4127
4128 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4129 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4130 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4131 if (UsageCaps == Usage)
4132 return WINED3D_OK;
4133 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4134 return WINED3DOK_NOAUTOGEN;
4135
4136 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4137 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4138
4139 return WINED3DERR_NOTAVAILABLE;
4140 }
4141
4142 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4143 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4144 {
4145 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4146 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4147 debug_d3dformat(dst_format));
4148
4149 return WINED3D_OK;
4150 }
4151
4152 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4153 subset of a D3DCAPS9 structure. However, it has to come via a void *
4154 as the d3d8 interface cannot import the d3d9 header */
4155 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4156
4157 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4158 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4159 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4160 int vs_selected_mode;
4161 int ps_selected_mode;
4162 struct shader_caps shader_caps;
4163 struct fragment_caps fragment_caps;
4164 DWORD ckey_caps, blit_caps, fx_caps;
4165
4166 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4167
4168 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4169 return WINED3DERR_INVALIDCALL;
4170 }
4171
4172 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4173
4174 /* ------------------------------------------------
4175 The following fields apply to both d3d8 and d3d9
4176 ------------------------------------------------ */
4177 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4178 pCaps->AdapterOrdinal = Adapter;
4179
4180 pCaps->Caps = 0;
4181 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4182 WINED3DCAPS2_FULLSCREENGAMMA |
4183 WINED3DCAPS2_DYNAMICTEXTURES;
4184 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4185 {
4186 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4187 }
4188
4189 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4190 WINED3DCAPS3_COPY_TO_VIDMEM |
4191 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4192
4193 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4194 WINED3DPRESENT_INTERVAL_ONE;
4195
4196 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4197 WINED3DCURSORCAPS_LOWRES;
4198
4199 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4200 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4201 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4202 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4203 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4204 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4205 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4206 WINED3DDEVCAPS_PUREDEVICE |
4207 WINED3DDEVCAPS_HWRASTERIZATION |
4208 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4209 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4210 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4211 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4212 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4213 WINED3DDEVCAPS_RTPATCHES;
4214
4215 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4216 WINED3DPMISCCAPS_CULLCCW |
4217 WINED3DPMISCCAPS_CULLCW |
4218 WINED3DPMISCCAPS_COLORWRITEENABLE |
4219 WINED3DPMISCCAPS_CLIPTLVERTS |
4220 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4221 WINED3DPMISCCAPS_MASKZ |
4222 WINED3DPMISCCAPS_BLENDOP |
4223 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4224 /* TODO:
4225 WINED3DPMISCCAPS_NULLREFERENCE
4226 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4227 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4228 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4229
4230 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4231 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4232 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4233 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4234
4235 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4236 WINED3DPRASTERCAPS_PAT |
4237 WINED3DPRASTERCAPS_WFOG |
4238 WINED3DPRASTERCAPS_ZFOG |
4239 WINED3DPRASTERCAPS_FOGVERTEX |
4240 WINED3DPRASTERCAPS_FOGTABLE |
4241 WINED3DPRASTERCAPS_STIPPLE |
4242 WINED3DPRASTERCAPS_SUBPIXEL |
4243 WINED3DPRASTERCAPS_ZTEST |
4244 WINED3DPRASTERCAPS_SCISSORTEST |
4245 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4246 WINED3DPRASTERCAPS_DEPTHBIAS;
4247
4248 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4249 {
4250 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4251 WINED3DPRASTERCAPS_ZBIAS |
4252 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4253 }
4254 if (gl_info->supported[NV_FOG_DISTANCE])
4255 {
4256 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4257 }
4258 /* FIXME Add:
4259 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4260 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4261 WINED3DPRASTERCAPS_ANTIALIASEDGES
4262 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4263 WINED3DPRASTERCAPS_WBUFFER */
4264
4265 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4266 WINED3DPCMPCAPS_EQUAL |
4267 WINED3DPCMPCAPS_GREATER |
4268 WINED3DPCMPCAPS_GREATEREQUAL |
4269 WINED3DPCMPCAPS_LESS |
4270 WINED3DPCMPCAPS_LESSEQUAL |
4271 WINED3DPCMPCAPS_NEVER |
4272 WINED3DPCMPCAPS_NOTEQUAL;
4273
4274 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4275 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4276 WINED3DPBLENDCAPS_DESTALPHA |
4277 WINED3DPBLENDCAPS_DESTCOLOR |
4278 WINED3DPBLENDCAPS_INVDESTALPHA |
4279 WINED3DPBLENDCAPS_INVDESTCOLOR |
4280 WINED3DPBLENDCAPS_INVSRCALPHA |
4281 WINED3DPBLENDCAPS_INVSRCCOLOR |
4282 WINED3DPBLENDCAPS_ONE |
4283 WINED3DPBLENDCAPS_SRCALPHA |
4284 WINED3DPBLENDCAPS_SRCALPHASAT |
4285 WINED3DPBLENDCAPS_SRCCOLOR |
4286 WINED3DPBLENDCAPS_ZERO;
4287
4288 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4289 WINED3DPBLENDCAPS_DESTCOLOR |
4290 WINED3DPBLENDCAPS_INVDESTALPHA |
4291 WINED3DPBLENDCAPS_INVDESTCOLOR |
4292 WINED3DPBLENDCAPS_INVSRCALPHA |
4293 WINED3DPBLENDCAPS_INVSRCCOLOR |
4294 WINED3DPBLENDCAPS_ONE |
4295 WINED3DPBLENDCAPS_SRCALPHA |
4296 WINED3DPBLENDCAPS_SRCCOLOR |
4297 WINED3DPBLENDCAPS_ZERO;
4298 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4299 * according to the glBlendFunc manpage
4300 *
4301 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4302 * legacy settings for srcblend only
4303 */
4304
4305 if (gl_info->supported[EXT_BLEND_COLOR])
4306 {
4307 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4308 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4309 }
4310
4311
4312 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4313 WINED3DPCMPCAPS_EQUAL |
4314 WINED3DPCMPCAPS_GREATER |
4315 WINED3DPCMPCAPS_GREATEREQUAL |
4316 WINED3DPCMPCAPS_LESS |
4317 WINED3DPCMPCAPS_LESSEQUAL |
4318 WINED3DPCMPCAPS_NEVER |
4319 WINED3DPCMPCAPS_NOTEQUAL;
4320
4321 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4322 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4323 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4324 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4325 WINED3DPSHADECAPS_COLORFLATRGB |
4326 WINED3DPSHADECAPS_FOGFLAT |
4327 WINED3DPSHADECAPS_FOGGOURAUD |
4328 WINED3DPSHADECAPS_SPECULARFLATRGB;
4329
4330 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4331 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4332 WINED3DPTEXTURECAPS_TRANSPARENCY |
4333 WINED3DPTEXTURECAPS_BORDER |
4334 WINED3DPTEXTURECAPS_MIPMAP |
4335 WINED3DPTEXTURECAPS_PROJECTED |
4336 WINED3DPTEXTURECAPS_PERSPECTIVE;
4337
4338 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4339 {
4340 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4341 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4342 }
4343
4344 if (gl_info->supported[EXT_TEXTURE3D])
4345 {
4346 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4347 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4348 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4349 }
4350
4351 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4352 {
4353 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4354 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4355 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4356
4357 }
4358
4359 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4360 WINED3DPTFILTERCAPS_MAGFPOINT |
4361 WINED3DPTFILTERCAPS_MINFLINEAR |
4362 WINED3DPTFILTERCAPS_MINFPOINT |
4363 WINED3DPTFILTERCAPS_MIPFLINEAR |
4364 WINED3DPTFILTERCAPS_MIPFPOINT |
4365 WINED3DPTFILTERCAPS_LINEAR |
4366 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4367 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4368 WINED3DPTFILTERCAPS_MIPLINEAR |
4369 WINED3DPTFILTERCAPS_MIPNEAREST |
4370 WINED3DPTFILTERCAPS_NEAREST;
4371
4372 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4373 {
4374 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4375 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4376 }
4377
4378 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4379 {
4380 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4381 WINED3DPTFILTERCAPS_MAGFPOINT |
4382 WINED3DPTFILTERCAPS_MINFLINEAR |
4383 WINED3DPTFILTERCAPS_MINFPOINT |
4384 WINED3DPTFILTERCAPS_MIPFLINEAR |
4385 WINED3DPTFILTERCAPS_MIPFPOINT |
4386 WINED3DPTFILTERCAPS_LINEAR |
4387 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4388 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4389 WINED3DPTFILTERCAPS_MIPLINEAR |
4390 WINED3DPTFILTERCAPS_MIPNEAREST |
4391 WINED3DPTFILTERCAPS_NEAREST;
4392
4393 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4394 {
4395 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4396 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4397 }
4398 } else
4399 pCaps->CubeTextureFilterCaps = 0;
4400
4401 if (gl_info->supported[EXT_TEXTURE3D])
4402 {
4403 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4404 WINED3DPTFILTERCAPS_MAGFPOINT |
4405 WINED3DPTFILTERCAPS_MINFLINEAR |
4406 WINED3DPTFILTERCAPS_MINFPOINT |
4407 WINED3DPTFILTERCAPS_MIPFLINEAR |
4408 WINED3DPTFILTERCAPS_MIPFPOINT |
4409 WINED3DPTFILTERCAPS_LINEAR |
4410 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4411 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4412 WINED3DPTFILTERCAPS_MIPLINEAR |
4413 WINED3DPTFILTERCAPS_MIPNEAREST |
4414 WINED3DPTFILTERCAPS_NEAREST;
4415 } else
4416 pCaps->VolumeTextureFilterCaps = 0;
4417
4418 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4419 WINED3DPTADDRESSCAPS_CLAMP |
4420 WINED3DPTADDRESSCAPS_WRAP;
4421
4422 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4423 {
4424 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4425 }
4426 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4427 {
4428 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4429 }
4430 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4431 {
4432 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4433 }
4434
4435 if (gl_info->supported[EXT_TEXTURE3D])
4436 {
4437 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4438 WINED3DPTADDRESSCAPS_CLAMP |
4439 WINED3DPTADDRESSCAPS_WRAP;
4440 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4441 {
4442 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4443 }
4444 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4445 {
4446 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4447 }
4448 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4449 {
4450 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4451 }
4452 } else
4453 pCaps->VolumeTextureAddressCaps = 0;
4454
4455 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4456 WINED3DLINECAPS_ZTEST |
4457 WINED3DLINECAPS_BLEND |
4458 WINED3DLINECAPS_ALPHACMP |
4459 WINED3DLINECAPS_FOG;
4460 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4461 * idea how generating the smoothing alpha values works; the result is different
4462 */
4463
4464 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4465 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4466
4467 if (gl_info->supported[EXT_TEXTURE3D])
4468 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4469 else
4470 pCaps->MaxVolumeExtent = 0;
4471
4472 pCaps->MaxTextureRepeat = 32768;
4473 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4474 pCaps->MaxVertexW = 1.0f;
4475
4476 pCaps->GuardBandLeft = 0.0f;
4477 pCaps->GuardBandTop = 0.0f;
4478 pCaps->GuardBandRight = 0.0f;
4479 pCaps->GuardBandBottom = 0.0f;
4480
4481 pCaps->ExtentsAdjust = 0.0f;
4482
4483 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4484 WINED3DSTENCILCAPS_INCRSAT |
4485 WINED3DSTENCILCAPS_INVERT |
4486 WINED3DSTENCILCAPS_KEEP |
4487 WINED3DSTENCILCAPS_REPLACE |
4488 WINED3DSTENCILCAPS_ZERO;
4489 if (gl_info->supported[EXT_STENCIL_WRAP])
4490 {
4491 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4492 WINED3DSTENCILCAPS_INCR;
4493 }
4494 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4495 {
4496 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4497 }
4498
4499 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4500
4501 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4502 pCaps->MaxActiveLights = gl_info->limits.lights;
4503
4504 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4505 pCaps->MaxVertexBlendMatrixIndex = 0;
4506
4507 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4508 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4509
4510
4511 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4512 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4513 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4514 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4515 WINED3DVTXPCAPS_LOCALVIEWER |
4516 WINED3DVTXPCAPS_VERTEXFOG |
4517 WINED3DVTXPCAPS_TEXGEN;
4518
4519 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4520 pCaps->MaxVertexIndex = 0xFFFFF;
4521 pCaps->MaxStreams = MAX_STREAMS;
4522 pCaps->MaxStreamStride = 1024;
4523
4524 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4525 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4526 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4527 pCaps->MaxNpatchTessellationLevel = 0;
4528 pCaps->MasterAdapterOrdinal = 0;
4529 pCaps->AdapterOrdinalInGroup = 0;
4530 pCaps->NumberOfAdaptersInGroup = 1;
4531
4532 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4533
4534 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4535 WINED3DPTFILTERCAPS_MAGFPOINT |
4536 WINED3DPTFILTERCAPS_MINFLINEAR |
4537 WINED3DPTFILTERCAPS_MAGFLINEAR;
4538 pCaps->VertexTextureFilterCaps = 0;
4539
4540 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4541 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4542
4543 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4544 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4545
4546 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4547 * Ignore shader model capabilities if disabled in config
4548 */
4549 if(vs_selected_mode == SHADER_NONE) {
4550 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4551 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4552 pCaps->MaxVertexShaderConst = 0;
4553 } else {
4554 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4555 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4556 }
4557
4558 if(ps_selected_mode == SHADER_NONE) {
4559 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4560 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4561 pCaps->PixelShader1xMaxValue = 0.0f;
4562 } else {
4563 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4564 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4565 }
4566
4567 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4568 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4569 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4570
4571 /* The following caps are shader specific, but they are things we cannot detect, or which
4572 * are the same among all shader models. So to avoid code duplication set the shader version
4573 * specific, but otherwise constant caps here
4574 */
4575 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4576 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4577 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4578 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4579 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4580 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4581 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4582
4583 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4584 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4585 }
4586 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4587 {
4588 pCaps->VS20Caps.Caps = 0;
4589 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4590 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4591 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4592
4593 pCaps->MaxVShaderInstructionsExecuted = 65535;
4594 pCaps->MaxVertexShader30InstructionSlots = 0;
4595 } else { /* VS 1.x */
4596 pCaps->VS20Caps.Caps = 0;
4597 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4598 pCaps->VS20Caps.NumTemps = 0;
4599 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4600
4601 pCaps->MaxVShaderInstructionsExecuted = 0;
4602 pCaps->MaxVertexShader30InstructionSlots = 0;
4603 }
4604
4605 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4606 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4607 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4608
4609 /* 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 */
4610 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4611 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4612 WINED3DPS20CAPS_PREDICATION |
4613 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4614 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4615 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4616 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4617 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4618 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4619
4620 pCaps->MaxPShaderInstructionsExecuted = 65535;
4621 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4622 adapter->gl_info.limits.arb_ps_instructions);
4623 }
4624 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4625 {
4626 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4627 pCaps->PS20Caps.Caps = 0;
4628 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4629 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4630 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4631 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4632
4633 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4634 pCaps->MaxPixelShader30InstructionSlots = 0;
4635 } else { /* PS 1.x */
4636 pCaps->PS20Caps.Caps = 0;
4637 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4638 pCaps->PS20Caps.NumTemps = 0;
4639 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4640 pCaps->PS20Caps.NumInstructionSlots = 0;
4641
4642 pCaps->MaxPShaderInstructionsExecuted = 0;
4643 pCaps->MaxPixelShader30InstructionSlots = 0;
4644 }
4645
4646 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4647 /* OpenGL supports all the formats below, perhaps not always
4648 * without conversion, but it supports them.
4649 * Further GLSL doesn't seem to have an official unsigned type so
4650 * don't advertise it yet as I'm not sure how we handle it.
4651 * We might need to add some clamping in the shader engine to
4652 * support it.
4653 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4654 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4655 WINED3DDTCAPS_UBYTE4N |
4656 WINED3DDTCAPS_SHORT2N |
4657 WINED3DDTCAPS_SHORT4N;
4658 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4659 {
4660 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4661 WINED3DDTCAPS_FLOAT16_4;
4662 }
4663 } else
4664 pCaps->DeclTypes = 0;
4665
4666 /* Set DirectDraw helper Caps */
4667 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4668 WINEDDCKEYCAPS_SRCBLT;
4669 fx_caps = WINEDDFXCAPS_BLTALPHA |
4670 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4671 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4672 WINEDDFXCAPS_BLTROTATION90 |
4673 WINEDDFXCAPS_BLTSHRINKX |
4674 WINEDDFXCAPS_BLTSHRINKXN |
4675 WINEDDFXCAPS_BLTSHRINKY |
4676 WINEDDFXCAPS_BLTSHRINKXN |
4677 WINEDDFXCAPS_BLTSTRETCHX |
4678 WINEDDFXCAPS_BLTSTRETCHXN |
4679 WINEDDFXCAPS_BLTSTRETCHY |
4680 WINEDDFXCAPS_BLTSTRETCHYN;
4681 blit_caps = WINEDDCAPS_BLT |
4682 WINEDDCAPS_BLTCOLORFILL |
4683 WINEDDCAPS_BLTDEPTHFILL |
4684 WINEDDCAPS_BLTSTRETCH |
4685 WINEDDCAPS_CANBLTSYSMEM |
4686 WINEDDCAPS_CANCLIP |
4687 WINEDDCAPS_CANCLIPSTRETCHED |
4688 WINEDDCAPS_COLORKEY |
4689 WINEDDCAPS_COLORKEYHWASSIST |
4690 WINEDDCAPS_ALIGNBOUNDARYSRC;
4691
4692 /* Fill the ddraw caps structure */
4693 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4694 WINEDDCAPS_PALETTE |
4695 blit_caps;
4696 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4697 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4698 WINEDDCAPS2_PRIMARYGAMMA |
4699 WINEDDCAPS2_WIDESURFACES |
4700 WINEDDCAPS2_CANRENDERWINDOWED;
4701 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4702 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4703 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4704 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4705 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4706 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4707 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4708 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4709 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4710
4711 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4712 WINEDDSCAPS_BACKBUFFER |
4713 WINEDDSCAPS_FLIP |
4714 WINEDDSCAPS_FRONTBUFFER |
4715 WINEDDSCAPS_OFFSCREENPLAIN |
4716 WINEDDSCAPS_PALETTE |
4717 WINEDDSCAPS_PRIMARYSURFACE |
4718 WINEDDSCAPS_SYSTEMMEMORY |
4719 WINEDDSCAPS_VIDEOMEMORY |
4720 WINEDDSCAPS_VISIBLE;
4721 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4722
4723 /* Set D3D caps if OpenGL is available. */
4724 if (adapter->opengl)
4725 {
4726 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4727 WINEDDSCAPS_MIPMAP |
4728 WINEDDSCAPS_TEXTURE |
4729 WINEDDSCAPS_ZBUFFER;
4730 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4731 }
4732
4733 return WINED3D_OK;
4734 }
4735
4736 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4737 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4738 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4739 {
4740 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4741 IWineD3DDeviceImpl *object;
4742 HRESULT hr;
4743
4744 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4745 "parent %p, device_parent %p, device %p.\n",
4746 iface, adapter_idx, device_type, focus_window, flags,
4747 parent, device_parent, device);
4748
4749 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4750 * number and create a device without a 3D adapter for 2D only operation. */
4751 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4752 {
4753 return WINED3DERR_INVALIDCALL;
4754 }
4755
4756 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4757 if (!object)
4758 {
4759 ERR("Failed to allocate device memory.\n");
4760 return E_OUTOFMEMORY;
4761 }
4762
4763 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4764 if (FAILED(hr))
4765 {
4766 WARN("Failed to initialize device, hr %#x.\n", hr);
4767 HeapFree(GetProcessHeap(), 0, object);
4768 return hr;
4769 }
4770
4771 TRACE("Created device %p.\n", object);
4772 *device = (IWineD3DDevice *)object;
4773
4774 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4775
4776 return WINED3D_OK;
4777 }
4778
4779 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4780 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4781 IUnknown_AddRef(This->parent);
4782 *pParent = This->parent;
4783 return WINED3D_OK;
4784 }
4785
4786 static void WINE_GLAPI invalid_func(const void *data)
4787 {
4788 ERR("Invalid vertex attribute function called\n");
4789 DebugBreak();
4790 }
4791
4792 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4793 {
4794 ERR("Invalid texcoord function called\n");
4795 DebugBreak();
4796 }
4797
4798 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4799 * the extension detection and are used in drawStridedSlow
4800 */
4801 static void WINE_GLAPI position_d3dcolor(const void *data)
4802 {
4803 DWORD pos = *((const DWORD *)data);
4804
4805 FIXME("Add a test for fixed function position from d3dcolor type\n");
4806 glVertex4s(D3DCOLOR_B_R(pos),
4807 D3DCOLOR_B_G(pos),
4808 D3DCOLOR_B_B(pos),
4809 D3DCOLOR_B_A(pos));
4810 }
4811
4812 static void WINE_GLAPI position_float4(const void *data)
4813 {
4814 const GLfloat *pos = data;
4815
4816 if (pos[3] != 0.0f && pos[3] != 1.0f)
4817 {
4818 float w = 1.0f / pos[3];
4819
4820 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4821 }
4822 else
4823 {
4824 glVertex3fv(pos);
4825 }
4826 }
4827
4828 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4829 {
4830 DWORD diffuseColor = *((const DWORD *)data);
4831
4832 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4833 D3DCOLOR_B_G(diffuseColor),
4834 D3DCOLOR_B_B(diffuseColor),
4835 D3DCOLOR_B_A(diffuseColor));
4836 }
4837
4838 static void WINE_GLAPI specular_d3dcolor(const void *data)
4839 {
4840 DWORD specularColor = *((const DWORD *)data);
4841 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4842 D3DCOLOR_B_G(specularColor),
4843 D3DCOLOR_B_B(specularColor)};
4844
4845 specular_func_3ubv(d);
4846 }
4847
4848 static void WINE_GLAPI warn_no_specular_func(const void *data)
4849 {
4850 WARN("GL_EXT_secondary_color not supported\n");
4851 }
4852
4853 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4854 {
4855 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4856 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4857 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4858 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4859 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4860 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4861 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4862 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4863 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4864 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4865 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4866 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4867 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4868 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4869 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4870 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4871 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4872
4873 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4874 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4875 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4876 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4877 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4878 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4879 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4880 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4881 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4882 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4883 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4884 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4885 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4886 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4887 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4888 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4889 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4890
4891 /* No 4 component entry points here */
4892 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4893 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4894 if (gl_info->supported[EXT_SECONDARY_COLOR])
4895 {
4896 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4897 }
4898 else
4899 {
4900 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4901 }
4902 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4903 if (gl_info->supported[EXT_SECONDARY_COLOR])
4904 {
4905 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4906 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4907 }
4908 else
4909 {
4910 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4911 }
4912 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4913 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4914 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4915 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4916 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4917 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4918 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4919 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4920 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4921 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4922 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4923 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4924
4925 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4926 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4927 */
4928 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4929 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4930 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4931 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4932 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4933 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4934 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4935 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4936 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4937 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4938 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4939 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4940 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4941 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4942 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4943 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4944 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4945
4946 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4947 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4948 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4949 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4950 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4951 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4952 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4953 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4954 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4955 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4956 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4957 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4958 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4959 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4960 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4961 if (gl_info->supported[NV_HALF_FLOAT])
4962 {
4963 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4964 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4965 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4966 } else {
4967 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4968 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4969 }
4970 }
4971
4972 static BOOL InitAdapters(IWineD3DImpl *This)
4973 {
4974 static HMODULE mod_gl;
4975 BOOL ret;
4976 int ps_selected_mode, vs_selected_mode;
4977
4978 /* No need to hold any lock. The calling library makes sure only one thread calls
4979 * wined3d simultaneously
4980 */
4981
4982 TRACE("Initializing adapters\n");
4983
4984 if(!mod_gl) {
4985 #ifdef USE_WIN32_OPENGL
4986 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4987 mod_gl = LoadLibraryA("opengl32.dll");
4988 if(!mod_gl) {
4989 ERR("Can't load opengl32.dll!\n");
4990 goto nogl_adapter;
4991 }
4992 #else
4993 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4994 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4995 mod_gl = GetModuleHandleA("gdi32.dll");
4996 #endif
4997 }
4998
4999 /* Load WGL core functions from opengl32.dll */
5000 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5001 WGL_FUNCS_GEN;
5002 #undef USE_WGL_FUNC
5003
5004 if(!pwglGetProcAddress) {
5005 ERR("Unable to load wglGetProcAddress!\n");
5006 goto nogl_adapter;
5007 }
5008
5009 /* Dynamically load all GL core functions */
5010 GL_FUNCS_GEN;
5011 #undef USE_GL_FUNC
5012
5013 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5014 * otherwise because we have to use winex11.drv's override
5015 */
5016 #ifdef USE_WIN32_OPENGL
5017 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5018 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5019 #else
5020 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5021 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5022 #endif
5023
5024 glEnableWINE = glEnable;
5025 glDisableWINE = glDisable;
5026
5027 /* For now only one default adapter */
5028 {
5029 struct wined3d_adapter *adapter = &This->adapters[0];
5030 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5031 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5032 int iPixelFormat;
5033 int res;
5034 int i;
5035 WineD3D_PixelFormat *cfgs;
5036 DISPLAY_DEVICEW DisplayDevice;
5037 HDC hdc;
5038
5039 TRACE("Initializing default adapter\n");
5040 adapter->ordinal = 0;
5041 adapter->monitorPoint.x = -1;
5042 adapter->monitorPoint.y = -1;
5043
5044 if (!AllocateLocallyUniqueId(&adapter->luid))
5045 {
5046 DWORD err = GetLastError();
5047 ERR("Failed to set adapter LUID (%#x).\n", err);
5048 goto nogl_adapter;
5049 }
5050 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5051 adapter->luid.HighPart, adapter->luid.LowPart);
5052
5053 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5054 {
5055 ERR("Failed to get a gl context for default adapter\n");
5056 goto nogl_adapter;
5057 }
5058
5059 ret = IWineD3DImpl_FillGLCaps(adapter);
5060 if(!ret) {
5061 ERR("Failed to initialize gl caps for default adapter\n");
5062 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5063 goto nogl_adapter;
5064 }
5065 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5066 if(!ret) {
5067 ERR("Failed to init gl formats\n");
5068 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5069 goto nogl_adapter;
5070 }
5071
5072 hdc = fake_gl_ctx.dc;
5073
5074 /* Use the VideoRamSize registry setting when set */
5075 if(wined3d_settings.emulated_textureram)
5076 adapter->TextureRam = wined3d_settings.emulated_textureram;
5077 else
5078 adapter->TextureRam = adapter->gl_info.vidmem;
5079 adapter->UsedTextureRam = 0;
5080 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5081
5082 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5083 DisplayDevice.cb = sizeof(DisplayDevice);
5084 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5085 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5086 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5087
5088 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5089 {
5090 int attribute;
5091 int attribs[11];
5092 int values[11];
5093 int nAttribs = 0;
5094
5095 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5096 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5097
5098 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5099 cfgs = adapter->cfgs;
5100 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5101 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5102 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5103 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5104 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5105 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5106 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5107 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5108 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5109 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5110 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5111
5112 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5113 {
5114 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5115
5116 if(!res)
5117 continue;
5118
5119 /* Cache the pixel format */
5120 cfgs->iPixelFormat = iPixelFormat;
5121 cfgs->redSize = values[0];
5122 cfgs->greenSize = values[1];
5123 cfgs->blueSize = values[2];
5124 cfgs->alphaSize = values[3];
5125 cfgs->colorSize = values[4];
5126 cfgs->depthSize = values[5];
5127 cfgs->stencilSize = values[6];
5128 cfgs->windowDrawable = values[7];
5129 cfgs->iPixelType = values[8];
5130 cfgs->doubleBuffer = values[9];
5131 cfgs->auxBuffers = values[10];
5132
5133 cfgs->numSamples = 0;
5134 /* Check multisample support */
5135 if (gl_info->supported[ARB_MULTISAMPLE])
5136 {
5137 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5138 int value[2];
5139 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5140 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5141 * value[1] = number of multi sample buffers*/
5142 if(value[0])
5143 cfgs->numSamples = value[1];
5144 }
5145 }
5146
5147 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5148 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5149 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5150 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5151 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5152 cfgs++;
5153 }
5154 }
5155 else
5156 {
5157 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5158 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5159 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5160
5161 cfgs = adapter->cfgs;
5162 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5163 {
5164 PIXELFORMATDESCRIPTOR ppfd;
5165
5166 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5167 if(!res)
5168 continue;
5169
5170 /* We only want HW acceleration using an OpenGL ICD driver.
5171 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5172 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5173 */
5174 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5175 {
5176 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5177 continue;
5178 }
5179
5180 cfgs->iPixelFormat = iPixelFormat;
5181 cfgs->redSize = ppfd.cRedBits;
5182 cfgs->greenSize = ppfd.cGreenBits;
5183 cfgs->blueSize = ppfd.cBlueBits;
5184 cfgs->alphaSize = ppfd.cAlphaBits;
5185 cfgs->colorSize = ppfd.cColorBits;
5186 cfgs->depthSize = ppfd.cDepthBits;
5187 cfgs->stencilSize = ppfd.cStencilBits;
5188 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5189 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5190 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5191 cfgs->auxBuffers = ppfd.cAuxBuffers;
5192 cfgs->numSamples = 0;
5193
5194 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5195 "depth=%d, stencil=%d, windowDrawable=%d\n",
5196 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5197 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5198 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5199 cfgs++;
5200 adapter->nCfgs++;
5201 }
5202
5203 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5204 if(!adapter->nCfgs)
5205 {
5206 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5207
5208 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5209 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5210 goto nogl_adapter;
5211 }
5212 }
5213
5214 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5215 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5216 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5217 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5218 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5219 * driver is allowed to consume more bits EXCEPT for stencil bits.
5220 *
5221 * Mark an adapter with this broken stencil behavior.
5222 */
5223 adapter->brokenStencil = TRUE;
5224 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5225 {
5226 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5227 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5228 adapter->brokenStencil = FALSE;
5229 break;
5230 }
5231 }
5232
5233 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5234
5235 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5236 fillGLAttribFuncs(&adapter->gl_info);
5237 adapter->opengl = TRUE;
5238 }
5239 This->adapter_count = 1;
5240 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5241
5242 return TRUE;
5243
5244 nogl_adapter:
5245 /* Initialize an adapter for ddraw-only memory counting */
5246 memset(This->adapters, 0, sizeof(This->adapters));
5247 This->adapters[0].ordinal = 0;
5248 This->adapters[0].opengl = FALSE;
5249 This->adapters[0].monitorPoint.x = -1;
5250 This->adapters[0].monitorPoint.y = -1;
5251
5252 This->adapters[0].driver_info.name = "Display";
5253 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5254 if(wined3d_settings.emulated_textureram) {
5255 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5256 } else {
5257 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5258 }
5259
5260 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5261
5262 This->adapter_count = 1;
5263 return FALSE;
5264 }
5265
5266 /**********************************************************
5267 * IWineD3D VTbl follows
5268 **********************************************************/
5269
5270 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5271 {
5272 /* IUnknown */
5273 IWineD3DImpl_QueryInterface,
5274 IWineD3DImpl_AddRef,
5275 IWineD3DImpl_Release,
5276 /* IWineD3D */
5277 IWineD3DImpl_GetParent,
5278 IWineD3DImpl_GetAdapterCount,
5279 IWineD3DImpl_RegisterSoftwareDevice,
5280 IWineD3DImpl_GetAdapterMonitor,
5281 IWineD3DImpl_GetAdapterModeCount,
5282 IWineD3DImpl_EnumAdapterModes,
5283 IWineD3DImpl_GetAdapterDisplayMode,
5284 IWineD3DImpl_GetAdapterIdentifier,
5285 IWineD3DImpl_CheckDeviceMultiSampleType,
5286 IWineD3DImpl_CheckDepthStencilMatch,
5287 IWineD3DImpl_CheckDeviceType,
5288 IWineD3DImpl_CheckDeviceFormat,
5289 IWineD3DImpl_CheckDeviceFormatConversion,
5290 IWineD3DImpl_GetDeviceCaps,
5291 IWineD3DImpl_CreateDevice
5292 };
5293
5294 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5295
5296 const struct wined3d_parent_ops wined3d_null_parent_ops =
5297 {
5298 wined3d_null_wined3d_object_destroyed,
5299 };
5300
5301 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5302 {
5303 wined3d->lpVtbl = &IWineD3D_Vtbl;
5304 wined3d->dxVersion = version;
5305 wined3d->ref = 1;
5306 wined3d->parent = parent;
5307
5308 if (!InitAdapters(wined3d))
5309 {
5310 WARN("Failed to initialize adapters.\n");
5311 if (version > 7)
5312 {
5313 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5314 return E_FAIL;
5315 }
5316 }
5317
5318 return WINED3D_OK;
5319 }