5a78b1b53fbda7741b84f8d0df7eac03c9793fff
[reactos.git] / reactos / dll / directx / wine / wined3d / directx.c
1 /*
2 * Copyright 2002-2004 Jason Edmeades
3 * Copyright 2003-2004 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 *
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
13 *
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
18 *
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24 #include "wined3d_private.h"
25 #include <winternl.h>
26
27 #include <wine/unicode.h>
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
31 WINE_DECLARE_DEBUG_CHANNEL(winediag);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34 #define DEFAULT_REFRESH_RATE 0
35
36 /* The driver names reflect the lowest GPU supported
37 * by a certain driver, so DRIVER_AMD_R300 supports
38 * R3xx, R4xx and R5xx GPUs. */
39 enum wined3d_display_driver
40 {
41 DRIVER_AMD_RAGE_128PRO,
42 DRIVER_AMD_R100,
43 DRIVER_AMD_R300,
44 DRIVER_AMD_R600,
45 DRIVER_INTEL_GMA800,
46 DRIVER_INTEL_GMA900,
47 DRIVER_INTEL_GMA950,
48 DRIVER_INTEL_GMA3000,
49 DRIVER_NVIDIA_TNT,
50 DRIVER_NVIDIA_GEFORCE2MX,
51 DRIVER_NVIDIA_GEFORCEFX,
52 DRIVER_NVIDIA_GEFORCE6,
53 DRIVER_NVIDIA_GEFORCE8,
54 DRIVER_VMWARE,
55 DRIVER_UNKNOWN
56 };
57
58 enum wined3d_driver_model
59 {
60 DRIVER_MODEL_WIN9X,
61 DRIVER_MODEL_NT40,
62 DRIVER_MODEL_NT5X,
63 DRIVER_MODEL_NT6X
64 };
65
66 enum wined3d_gl_vendor
67 {
68 GL_VENDOR_UNKNOWN,
69 GL_VENDOR_APPLE,
70 GL_VENDOR_FGLRX,
71 GL_VENDOR_MESA,
72 GL_VENDOR_NVIDIA,
73 };
74
75 enum wined3d_d3d_level
76 {
77 WINED3D_D3D_LEVEL_5,
78 WINED3D_D3D_LEVEL_6,
79 WINED3D_D3D_LEVEL_7,
80 WINED3D_D3D_LEVEL_8,
81 WINED3D_D3D_LEVEL_9_SM2,
82 WINED3D_D3D_LEVEL_9_SM3,
83 WINED3D_D3D_LEVEL_10,
84 WINED3D_D3D_LEVEL_11,
85 WINED3D_D3D_LEVEL_COUNT
86 };
87
88 /* The d3d device ID */
89 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
90
91 /* Extension detection */
92 struct wined3d_extension_map
93 {
94 const char *extension_string;
95 enum wined3d_gl_extension extension;
96 };
97
98 static const struct wined3d_extension_map gl_extension_map[] =
99 {
100 /* APPLE */
101 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE },
102 {"GL_APPLE_fence", APPLE_FENCE },
103 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS },
104 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE },
105 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422 },
106
107 /* ARB */
108 {"GL_ARB_blend_func_extended", ARB_BLEND_FUNC_EXTENDED },
109 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT },
110 {"GL_ARB_debug_output", ARB_DEBUG_OUTPUT },
111 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT },
112 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE },
113 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS },
114 {"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX },
115 {"GL_ARB_draw_instanced", ARB_DRAW_INSTANCED },
116 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM },
117 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER },
118 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT },
119 {"GL_ARB_framebuffer_sRGB", ARB_FRAMEBUFFER_SRGB },
120 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4 },
121 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL },
122 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX },
123 {"GL_ARB_instanced_arrays", ARB_INSTANCED_ARRAYS, },
124 {"GL_ARB_internalformat_query2", ARB_INTERNALFORMAT_QUERY2, },
125 {"GL_ARB_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT },
126 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE },
127 {"GL_ARB_multisample", ARB_MULTISAMPLE },
128 {"GL_ARB_multitexture", ARB_MULTITEXTURE },
129 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY },
130 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT },
131 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS },
132 {"GL_ARB_point_sprite", ARB_POINT_SPRITE },
133 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX },
134 {"GL_ARB_sampler_objects", ARB_SAMPLER_OBJECTS },
135 {"GL_ARB_shader_bit_encoding", ARB_SHADER_BIT_ENCODING },
136 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD },
137 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100 },
138 {"GL_ARB_shadow", ARB_SHADOW },
139 {"GL_ARB_sync", ARB_SYNC },
140 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP },
141 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION },
142 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC },
143 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP },
144 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE },
145 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3 },
146 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT },
147 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT },
148 {"GL_ARB_texture_mirror_clamp_to_edge", ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE},
149 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO },
150 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE },
151 {"GL_ARB_texture_rg", ARB_TEXTURE_RG },
152 {"GL_ARB_timer_query", ARB_TIMER_QUERY },
153 {"GL_ARB_uniform_buffer_object", ARB_UNIFORM_BUFFER_OBJECT },
154 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA },
155 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND },
156 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT },
157 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM },
158 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER },
159
160 /* ATI */
161 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER },
162 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL },
163 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC },
164 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3 },
165 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE },
166
167 /* EXT */
168 {"GL_EXT_blend_color", EXT_BLEND_COLOR },
169 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE },
170 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE },
171 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX },
172 {"GL_EXT_blend_subtract", EXT_BLEND_SUBTRACT },
173 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST },
174 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2 },
175 {"GL_EXT_fog_coord", EXT_FOG_COORD },
176 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT },
177 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE },
178 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT },
179 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS },
180 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4 },
181 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL },
182 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS },
183 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX },
184 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR },
185 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE },
186 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP },
187 {"GL_EXT_texture3D", EXT_TEXTURE3D },
188 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC },
189 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC },
190 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE },
191 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3 },
192 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC},
193 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS },
194 {"GL_EXT_texture_mirror_clamp", EXT_TEXTURE_MIRROR_CLAMP },
195 {"GL_EXT_texture_snorm", EXT_TEXTURE_SNORM },
196 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB },
197 {"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE },
198 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA },
199
200 /* NV */
201 {"GL_NV_fence", NV_FENCE },
202 {"GL_NV_fog_distance", NV_FOG_DISTANCE },
203 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM },
204 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2 },
205 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION },
206 {"GL_NV_half_float", NV_HALF_FLOAT },
207 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT },
208 {"GL_NV_point_sprite", NV_POINT_SPRITE },
209 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS },
210 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2 },
211 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION },
212 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4 },
213 {"GL_NV_texture_shader", NV_TEXTURE_SHADER },
214 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2 },
215 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM },
216 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1 },
217 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2 },
218 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION },
219 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3 },
220 {"GL_NVX_gpu_memory_info", NVX_GPU_MEMORY_INFO },
221
222 /* SGI */
223 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP },
224 };
225
226 static const struct wined3d_extension_map wgl_extension_map[] =
227 {
228 {"WGL_ARB_pixel_format", WGL_ARB_PIXEL_FORMAT },
229 {"WGL_EXT_swap_control", WGL_EXT_SWAP_CONTROL },
230 {"WGL_WINE_pixel_format_passthrough", WGL_WINE_PIXEL_FORMAT_PASSTHROUGH},
231 {"WGL_WINE_gpu_info", WGL_WINE_GPU_INFO },
232 };
233
234 /**********************************************************
235 * Utility functions follow
236 **********************************************************/
237
238 const struct min_lookup minMipLookup[] =
239 {
240 /* NONE POINT LINEAR */
241 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
242 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
243 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
244 };
245
246 const GLenum magLookup[] =
247 {
248 /* NONE POINT LINEAR */
249 GL_NEAREST, GL_NEAREST, GL_LINEAR,
250 };
251
252 struct wined3d_caps_gl_ctx
253 {
254 HDC dc;
255 HWND wnd;
256 HGLRC gl_ctx;
257 HDC restore_dc;
258 HGLRC restore_gl_ctx;
259 };
260
261 static void wined3d_caps_gl_ctx_destroy(const struct wined3d_caps_gl_ctx *ctx)
262 {
263 TRACE("Destroying caps GL context.\n");
264
265 if (!wglMakeCurrent(NULL, NULL))
266 ERR("Failed to disable caps GL context.\n");
267
268 if (!wglDeleteContext(ctx->gl_ctx))
269 {
270 DWORD err = GetLastError();
271 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
272 }
273
274 wined3d_release_dc(ctx->wnd, ctx->dc);
275 DestroyWindow(ctx->wnd);
276
277 if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
278 ERR("Failed to restore previous GL context.\n");
279 }
280
281 static BOOL wined3d_caps_gl_ctx_create_attribs(struct wined3d_caps_gl_ctx *caps_gl_ctx,
282 struct wined3d_gl_info *gl_info)
283 {
284 HGLRC new_ctx;
285
286 if (!(gl_info->p_wglCreateContextAttribsARB = (void *)wglGetProcAddress("wglCreateContextAttribsARB")))
287 return TRUE;
288
289 if (!(new_ctx = context_create_wgl_attribs(gl_info, caps_gl_ctx->dc, NULL)))
290 {
291 gl_info->p_wglCreateContextAttribsARB = NULL;
292 return FALSE;
293 }
294
295 if (!wglMakeCurrent(caps_gl_ctx->dc, new_ctx))
296 {
297 ERR("Failed to make new context current, last error %#x.\n", GetLastError());
298 if (!wglDeleteContext(new_ctx))
299 ERR("Failed to delete new context, last error %#x.\n", GetLastError());
300 gl_info->p_wglCreateContextAttribsARB = NULL;
301 return TRUE;
302 }
303
304 if (!wglDeleteContext(caps_gl_ctx->gl_ctx))
305 ERR("Failed to delete old context, last error %#x.\n", GetLastError());
306 caps_gl_ctx->gl_ctx = new_ctx;
307
308 return TRUE;
309 }
310
311 static BOOL wined3d_caps_gl_ctx_create(struct wined3d_caps_gl_ctx *ctx)
312 {
313 PIXELFORMATDESCRIPTOR pfd;
314 int iPixelFormat;
315
316 TRACE("getting context...\n");
317
318 ctx->restore_dc = wglGetCurrentDC();
319 ctx->restore_gl_ctx = wglGetCurrentContext();
320
321 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
322 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
323 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
324 if (!ctx->wnd)
325 {
326 ERR("Failed to create a window.\n");
327 goto fail;
328 }
329
330 ctx->dc = GetDC(ctx->wnd);
331 if (!ctx->dc)
332 {
333 ERR("Failed to get a DC.\n");
334 goto fail;
335 }
336
337 /* PixelFormat selection */
338 ZeroMemory(&pfd, sizeof(pfd));
339 pfd.nSize = sizeof(pfd);
340 pfd.nVersion = 1;
341 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
342 pfd.iPixelType = PFD_TYPE_RGBA;
343 pfd.cColorBits = 32;
344 pfd.iLayerType = PFD_MAIN_PLANE;
345
346 if (!(iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd)))
347 {
348 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
349 ERR("Failed to find a suitable pixel format.\n");
350 goto fail;
351 }
352 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
353 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
354
355 /* Create a GL context. */
356 if (!(ctx->gl_ctx = wglCreateContext(ctx->dc)))
357 {
358 WARN("Failed to create default context for capabilities initialization.\n");
359 goto fail;
360 }
361
362 /* Make it the current GL context. */
363 if (!wglMakeCurrent(ctx->dc, ctx->gl_ctx))
364 {
365 ERR("Failed to make caps GL context current.\n");
366 goto fail;
367 }
368
369 return TRUE;
370
371 fail:
372 if (ctx->gl_ctx) wglDeleteContext(ctx->gl_ctx);
373 ctx->gl_ctx = NULL;
374 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
375 ctx->dc = NULL;
376 if (ctx->wnd) DestroyWindow(ctx->wnd);
377 ctx->wnd = NULL;
378 if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
379 ERR("Failed to restore previous GL context.\n");
380
381 return FALSE;
382 }
383
384 /* Adjust the amount of used texture memory */
385 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount)
386 {
387 adapter->vram_bytes_used += amount;
388 TRACE("Adjusted used adapter memory by 0x%s to 0x%s.\n",
389 wine_dbgstr_longlong(amount),
390 wine_dbgstr_longlong(adapter->vram_bytes_used));
391 return adapter->vram_bytes_used;
392 }
393
394 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
395 {
396 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
397 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
398 }
399
400 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
401 {
402 ULONG refcount = InterlockedIncrement(&wined3d->ref);
403
404 TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
405
406 return refcount;
407 }
408
409 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
410 {
411 ULONG refcount = InterlockedDecrement(&wined3d->ref);
412
413 TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
414
415 if (!refcount)
416 {
417 unsigned int i;
418
419 for (i = 0; i < wined3d->adapter_count; ++i)
420 {
421 wined3d_adapter_cleanup(&wined3d->adapters[i]);
422 }
423 HeapFree(GetProcessHeap(), 0, wined3d);
424 }
425
426 return refcount;
427 }
428
429 /* Context activation is done by the caller. */
430 static BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
431 {
432 GLuint prog;
433 BOOL ret = FALSE;
434 static const char testcode[] =
435 "!!ARBvp1.0\n"
436 "PARAM C[66] = { program.env[0..65] };\n"
437 "ADDRESS A0;"
438 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
439 "ARL A0.x, zero.x;\n"
440 "MOV result.position, C[A0.x + 65];\n"
441 "END\n";
442
443 while (gl_info->gl_ops.gl.p_glGetError());
444 GL_EXTCALL(glGenProgramsARB(1, &prog));
445 if(!prog) {
446 ERR("Failed to create an ARB offset limit test program\n");
447 }
448 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
449 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
450 strlen(testcode), testcode));
451 if (gl_info->gl_ops.gl.p_glGetError())
452 {
453 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
454 TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
455 ret = TRUE;
456 } else TRACE("OpenGL implementation allows offsets > 63\n");
457
458 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
459 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
460 checkGLcall("ARB vp offset limit test cleanup");
461
462 return ret;
463 }
464
465 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
466 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
467 {
468 if (card_vendor != HW_VENDOR_AMD) return FALSE;
469 if (device == CARD_AMD_RADEON_9500) return TRUE;
470 if (device == CARD_AMD_RADEON_X700) return TRUE;
471 if (device == CARD_AMD_RADEON_X1600) return TRUE;
472 return FALSE;
473 }
474
475 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
476 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
477 {
478 if (card_vendor == HW_VENDOR_NVIDIA)
479 {
480 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
481 device == CARD_NVIDIA_GEFORCEFX_5600 ||
482 device == CARD_NVIDIA_GEFORCEFX_5800)
483 {
484 return TRUE;
485 }
486 }
487 return FALSE;
488 }
489
490 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
491 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
492 {
493 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
494 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
495 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
496 *
497 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
498 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
499 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
500 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
501 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
502 * the chance that other implementations support them is rather small since Win32 QuickTime uses
503 * DirectDraw, not OpenGL.
504 *
505 * This test has been moved into wined3d_guess_gl_vendor()
506 */
507 if (gl_vendor == GL_VENDOR_APPLE)
508 {
509 return TRUE;
510 }
511 return FALSE;
512 }
513
514 /* Context activation is done by the caller. */
515 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
516 {
517 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
518 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
519 * all the texture. This function detects this bug by its symptom and disables PBOs
520 * if the test fails.
521 *
522 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
523 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
524 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
525 * read back is compared to the original. If they are equal PBOs are assumed to work,
526 * otherwise the PBO extension is disabled. */
527 GLuint texture, pbo;
528 static const unsigned int pattern[] =
529 {
530 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
531 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
532 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
533 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
534 };
535 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
536
537 /* No PBO -> No point in testing them. */
538 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
539
540 while (gl_info->gl_ops.gl.p_glGetError());
541 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
542 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
543
544 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
545 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
546 checkGLcall("Specifying the PBO test texture");
547
548 GL_EXTCALL(glGenBuffers(1, &pbo));
549 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo));
550 GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(pattern), pattern, GL_STREAM_DRAW));
551 checkGLcall("Specifying the PBO test pbo");
552
553 gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
554 checkGLcall("Loading the PBO test texture");
555
556 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
557
558 gl_info->gl_ops.gl.p_glFinish(); /* just to be sure */
559
560 memset(check, 0, sizeof(check));
561 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
562 checkGLcall("Reading back the PBO test texture");
563
564 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
565 GL_EXTCALL(glDeleteBuffers(1, &pbo));
566 checkGLcall("PBO test cleanup");
567
568 if (memcmp(check, pattern, sizeof(check)))
569 {
570 WARN_(d3d_perf)("PBO test failed, read back data doesn't match original.\n"
571 "Disabling PBOs. This may result in slower performance.\n");
572 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
573 }
574 else
575 {
576 TRACE("PBO test successful.\n");
577 }
578 }
579
580 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
581 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
582 {
583 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
584 }
585
586 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
587 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
588 {
589 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
590 if (card_vendor != HW_VENDOR_AMD) return FALSE;
591 if (device == CARD_AMD_RADEON_X1600) return FALSE;
592 return TRUE;
593 }
594
595 static BOOL match_dx10_capable(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 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
599 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
600 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
601 * varyings and we subtract one in dx9 shaders it's not going to hurt us because the dx9 limit is
602 * hardcoded
603 *
604 * dx10 cards usually have 64 varyings */
605 return gl_info->limits.glsl_varyings > 44;
606 }
607
608 static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
609 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
610 {
611 return !match_dx10_capable(gl_info, gl_renderer, gl_vendor, card_vendor, device);
612 }
613
614 /* A GL context is provided by the caller */
615 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
616 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
617 {
618 GLenum error;
619 DWORD data[16];
620
621 if (!gl_info->supported[EXT_SECONDARY_COLOR])
622 return FALSE;
623
624 while (gl_info->gl_ops.gl.p_glGetError());
625 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
626 error = gl_info->gl_ops.gl.p_glGetError();
627
628 if (error == GL_NO_ERROR)
629 {
630 TRACE("GL Implementation accepts 4 component specular color pointers\n");
631 return TRUE;
632 }
633 else
634 {
635 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
636 debug_glerror(error));
637 return FALSE;
638 }
639 }
640
641 /* A GL context is provided by the caller */
642 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
643 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
644 {
645 GLuint prog;
646 BOOL ret = FALSE;
647 GLint pos;
648 static const char testcode[] =
649 "!!ARBvp1.0\n"
650 "OPTION NV_vertex_program2;\n"
651 "MOV result.clip[0], 0.0;\n"
652 "MOV result.position, 0.0;\n"
653 "END\n";
654
655 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
656
657 while (gl_info->gl_ops.gl.p_glGetError());
658
659 GL_EXTCALL(glGenProgramsARB(1, &prog));
660 if(!prog)
661 {
662 ERR("Failed to create the NVvp clip test program\n");
663 return FALSE;
664 }
665 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
666 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
667 strlen(testcode), testcode));
668 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
669 if(pos != -1)
670 {
671 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
672 TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
673 ret = TRUE;
674 while (gl_info->gl_ops.gl.p_glGetError());
675 }
676 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
677
678 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
679 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
680 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
681
682 return ret;
683 }
684
685 /* Context activation is done by the caller. */
686 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
687 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
688 {
689 char data[4 * 4 * 4];
690 GLuint tex, fbo;
691 GLenum status;
692
693 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
694
695 memset(data, 0xcc, sizeof(data));
696
697 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
698 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
699 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702 checkGLcall("glTexImage2D");
703
704 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707 checkGLcall("glFramebufferTexture2D");
708
709 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711 checkGLcall("glCheckFramebufferStatus");
712
713 memset(data, 0x11, sizeof(data));
714 gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glTexSubImage2D");
716
717 gl_info->gl_ops.gl.p_glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
719 checkGLcall("glClear");
720
721 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722 checkGLcall("glGetTexImage");
723
724 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
727 checkGLcall("glBindTexture");
728
729 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
731 checkGLcall("glDeleteTextures");
732
733 return *(DWORD *)data == 0x11111111;
734 }
735
736 /* Context activation is done by the caller. */
737 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
738 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
739 {
740 /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
741 * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
742 GLuint tex;
743 GLint size;
744
745 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
746 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
747 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
748 checkGLcall("glTexImage2D");
749
750 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
751 checkGLcall("glGetTexLevelParameteriv");
752 TRACE("Real color depth is %d\n", size);
753
754 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
755 checkGLcall("glBindTexture");
756 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
757 checkGLcall("glDeleteTextures");
758
759 return size < 16;
760 }
761
762 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
763 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
764 {
765 return gl_vendor == GL_VENDOR_FGLRX;
766 }
767
768 static BOOL match_r200(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
769 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
770 {
771 if (card_vendor != HW_VENDOR_AMD) return FALSE;
772 if (device == CARD_AMD_RADEON_8500) return TRUE;
773 return FALSE;
774 }
775
776 static BOOL match_broken_arb_fog(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
777 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
778 {
779 DWORD data[4];
780 GLuint tex, fbo;
781 GLenum status;
782 float color[4] = {0.0f, 1.0f, 0.0f, 0.0f};
783 GLuint prog;
784 GLint err_pos;
785 static const char program_code[] =
786 "!!ARBfp1.0\n"
787 "OPTION ARB_fog_linear;\n"
788 "MOV result.color, {1.0, 0.0, 0.0, 0.0};\n"
789 "END\n";
790
791 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
792 return FALSE;
793 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
794 return FALSE;
795
796 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
797 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
798 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
799 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
800 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 4, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
801 checkGLcall("glTexImage2D");
802
803 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
804 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
805 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
806 checkGLcall("glFramebufferTexture2D");
807
808 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
809 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
810 checkGLcall("glCheckFramebufferStatus");
811
812 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
813 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
814 checkGLcall("glClear");
815 gl_info->gl_ops.gl.p_glViewport(0, 0, 4, 1);
816 checkGLcall("glViewport");
817
818 gl_info->gl_ops.gl.p_glEnable(GL_FOG);
819 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, 0.5f);
820 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, 0.5f);
821 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
822 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
823 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, color);
824 checkGLcall("fog setup");
825
826 GL_EXTCALL(glGenProgramsARB(1, &prog));
827 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog));
828 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
829 strlen(program_code), program_code));
830 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
831 checkGLcall("Test fragment program setup");
832
833 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &err_pos);
834 if (err_pos != -1)
835 {
836 const char *error_str;
837 error_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB);
838 FIXME("Fog test program error at position %d: %s\n\n", err_pos, debugstr_a(error_str));
839 }
840
841 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
842 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
843 gl_info->gl_ops.gl.p_glVertex3f( 1.0f, -1.0f, 1.0f);
844 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
845 gl_info->gl_ops.gl.p_glVertex3f( 1.0f, 1.0f, 1.0f);
846 gl_info->gl_ops.gl.p_glEnd();
847 checkGLcall("ARBfp fog test draw");
848
849 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
850 checkGLcall("glGetTexImage");
851 data[0] &= 0x00ffffff;
852 data[1] &= 0x00ffffff;
853 data[2] &= 0x00ffffff;
854 data[3] &= 0x00ffffff;
855
856 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
857 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
858
859 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
860 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
861 gl_info->gl_ops.gl.p_glDisable(GL_FOG);
862 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
863 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
864 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
865 checkGLcall("ARBfp fog test teardown");
866
867 TRACE("Fog test data: %08x %08x %08x %08x\n", data[0], data[1], data[2], data[3]);
868 return data[0] != 0x00ff0000 || data[3] != 0x0000ff00;
869 }
870
871 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
872 {
873 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
874 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
875 * allow 48 different offsets or other helper immediate values. */
876 TRACE("Reserving 12 GLSL constants for compiler private use.\n");
877 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
878 }
879
880 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
881 {
882 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
883 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
884 * If real NP2 textures are used, the driver falls back to software. We could just remove the
885 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
886 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
887 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
888 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
889 *
890 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
891 * has this extension promoted to core. The extension loading code sets this extension supported
892 * due to that, so this code works on fglrx as well. */
893 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
894 {
895 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
896 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
897 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
898 }
899 }
900
901 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
902 {
903 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
904 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
905 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
906 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
907 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
908 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
909 *
910 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
911 * triggering the software fallback. There is not much we can do here apart from disabling the
912 * software-emulated extension and re-enable ARB_tex_rect (which was previously disabled
913 * in wined3d_adapter_init_gl_caps).
914 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
915 * post-processing effects in the game "Max Payne 2").
916 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
917 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
918 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
919 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
920 }
921
922 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
923 {
924 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
925 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
926 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
927 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
928 * according to the spec.
929 *
930 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
931 * makes the shader slower and eats instruction slots which should be available to the d3d app.
932 *
933 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
934 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
935 * this workaround is activated on cards that do not need it, it won't break things, just affect
936 * performance negatively. */
937 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
938 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
939 }
940
941 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
942 {
943 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
944 }
945
946 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
947 {
948 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
949 }
950
951 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
952 {
953 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
954 }
955
956 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
957 {
958 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
959 }
960
961 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
962 {
963 gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
964 }
965
966 static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
967 {
968 gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
969 }
970
971 static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info)
972 {
973 /* Nvidia GeForce 6xxx and 7xxx support accelerated VTF only on a few
974 selected texture formats. They are apparently the only DX9 class GPUs
975 supporting VTF.
976 Also, DX9-era GPUs are somewhat limited with float textures
977 filtering and blending. */
978 gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING;
979 }
980
981 static void quirk_r200_constants(struct wined3d_gl_info *gl_info)
982 {
983 /* The Mesa r200 driver (and there is no other driver for this GPU Wine would run on)
984 * loads some fog parameters (start, end, exponent, but not the color) into the
985 * program.
986 *
987 * Apparently the fog hardware is only able to handle linear fog with a range of 0.0;1.0,
988 * and it is the responsibility of the vertex pipeline to handle non-linear fog and
989 * linear fog with start and end other than 0.0 and 1.0. */
990 TRACE("Reserving 1 ARB constant for compiler private use.\n");
991 gl_info->reserved_arb_constants = max(gl_info->reserved_arb_constants, 1);
992 }
993
994 static void quirk_broken_arb_fog(struct wined3d_gl_info *gl_info)
995 {
996 gl_info->quirks |= WINED3D_QUIRK_BROKEN_ARB_FOG;
997 }
998
999 struct driver_quirk
1000 {
1001 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1002 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
1003 void (*apply)(struct wined3d_gl_info *gl_info);
1004 const char *description;
1005 };
1006
1007 static const struct driver_quirk quirk_table[] =
1008 {
1009 {
1010 match_amd_r300_to_500,
1011 quirk_amd_dx9,
1012 "AMD normalized texrect quirk"
1013 },
1014 {
1015 match_apple,
1016 quirk_apple_glsl_constants,
1017 "Apple GLSL uniform override"
1018 },
1019 {
1020 match_geforce5,
1021 quirk_no_np2,
1022 "Geforce 5 NP2 disable"
1023 },
1024 {
1025 match_apple_intel,
1026 quirk_texcoord_w,
1027 "Init texcoord .w for Apple Intel GPU driver"
1028 },
1029 {
1030 match_apple_nonr500ati,
1031 quirk_texcoord_w,
1032 "Init texcoord .w for Apple ATI >= r600 GPU driver"
1033 },
1034 {
1035 match_dx10_capable,
1036 quirk_clip_varying,
1037 "Reserved varying for gl_ClipPos"
1038 },
1039 {
1040 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
1041 * GL implementations accept it. The Mac GL is the only implementation known to
1042 * reject it.
1043 *
1044 * If we can pass 4 component specular colors, do it, because (a) we don't have
1045 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
1046 * passes specular alpha to the pixel shader if any is used. Otherwise the
1047 * specular alpha is used to pass the fog coordinate, which we pass to opengl
1048 * via GL_EXT_fog_coord.
1049 */
1050 match_allows_spec_alpha,
1051 quirk_allows_specular_alpha,
1052 "Allow specular alpha quirk"
1053 },
1054 {
1055 match_broken_nv_clip,
1056 quirk_disable_nvvp_clip,
1057 "Apple NV_vertex_program clip bug quirk"
1058 },
1059 {
1060 match_fbo_tex_update,
1061 quirk_fbo_tex_update,
1062 "FBO rebind for attachment updates"
1063 },
1064 {
1065 match_broken_rgba16,
1066 quirk_broken_rgba16,
1067 "True RGBA16 is not available"
1068 },
1069 {
1070 match_fglrx,
1071 quirk_infolog_spam,
1072 "Not printing GLSL infolog"
1073 },
1074 {
1075 match_not_dx10_capable,
1076 quirk_limited_tex_filtering,
1077 "Texture filtering, blending and VTF support is limited"
1078 },
1079 {
1080 match_r200,
1081 quirk_r200_constants,
1082 "r200 vertex shader constants"
1083 },
1084 {
1085 match_broken_arb_fog,
1086 quirk_broken_arb_fog,
1087 "ARBfp fogstart == fogend workaround"
1088 },
1089 };
1090
1091 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
1092 * reporting a driver version is moot because we are not the Windows driver, and we have different
1093 * bugs, features, etc.
1094 *
1095 * The driver version has the form "x.y.z.w".
1096 *
1097 * "x" is the Windows version the driver is meant for:
1098 * 4 -> 95/98/NT4
1099 * 5 -> 2000
1100 * 6 -> 2000/XP
1101 * 7 -> Vista
1102 * 8 -> Win 7
1103 *
1104 * "y" is the maximum Direct3D version the driver supports.
1105 * y -> d3d version mapping:
1106 * 11 -> d3d6
1107 * 12 -> d3d7
1108 * 13 -> d3d8
1109 * 14 -> d3d9
1110 * 15 -> d3d10
1111 * 16 -> d3d10.1
1112 * 17 -> d3d11
1113 *
1114 * "z" is the subversion number.
1115 *
1116 * "w" is the vendor specific driver build number.
1117 */
1118
1119 struct driver_version_information
1120 {
1121 enum wined3d_display_driver driver;
1122 enum wined3d_driver_model driver_model;
1123 const char *driver_name; /* name of Windows driver */
1124 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
1125 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1126 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
1127 };
1128
1129 /* The driver version table contains driver information for different devices on several OS versions. */
1130 static const struct driver_version_information driver_version_table[] =
1131 {
1132 /* AMD
1133 * - Radeon HD2x00 (R600) and up supported by current drivers.
1134 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1135 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1136 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1137 {DRIVER_AMD_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1138 {DRIVER_AMD_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1139 {DRIVER_AMD_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1140 {DRIVER_AMD_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 17, 10, 1280},
1141 {DRIVER_AMD_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1142 {DRIVER_AMD_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 17, 10, 1280 },
1143
1144 /* Intel
1145 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1146 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1147 * igxprd32.dll but the GMA800 driver was never updated. */
1148 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1149 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1150 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1151 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1152 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1153 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1154
1155 /* Nvidia
1156 * - Geforce8 and newer is supported by the current 340.52 driver on XP-Win8
1157 * - Geforce6 and 7 support is up to 307.83 on XP-Win8
1158 * - GeforceFX support is up to 173.x on <= XP
1159 * - Geforce2MX/3/4 up to 96.x on <= XP
1160 * - TNT/Geforce1/2 up to 71.x on <= XP
1161 * All version numbers used below are from the Linux nvidia drivers. */
1162 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1163 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1164 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1165 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 18, 13, 783},
1166 {DRIVER_NVIDIA_GEFORCE8, DRIVER_MODEL_NT5X, "nv4_disp.dll", 18, 13, 4052},
1167 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 18, 13, 783},
1168 {DRIVER_NVIDIA_GEFORCE8, DRIVER_MODEL_NT6X, "nvd3dum.dll", 18, 13, 4052},
1169
1170 /* VMware */
1171 {DRIVER_VMWARE, DRIVER_MODEL_NT5X, "vm3dum.dll", 14, 1, 1134},
1172 };
1173
1174 struct gpu_description
1175 {
1176 WORD vendor; /* reported PCI card vendor ID */
1177 WORD card; /* reported PCI card device ID */
1178 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1179 enum wined3d_display_driver driver;
1180 unsigned int vidmem;
1181 };
1182
1183 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1184 * found on a board containing a specific GPU. */
1185 static const struct gpu_description gpu_description_table[] =
1186 {
1187 /* Nvidia cards */
1188 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_128, "NVIDIA RIVA 128", DRIVER_NVIDIA_TNT, 4 },
1189 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1190 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1191 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1192 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1193 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1194 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1195 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1196 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1197 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1198 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1199 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1200 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1201 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1202 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1203 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1204 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1205 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1206 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1207 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8200, "NVIDIA GeForce 8200", DRIVER_NVIDIA_GEFORCE8, 512 },
1208 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE8, 128 },
1209 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE8, 128 },
1210 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8500GT, "NVIDIA GeForce 8500 GT", DRIVER_NVIDIA_GEFORCE8, 256 },
1211 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE8, 256 },
1212 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE8, 512 },
1213 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE8, 320 },
1214 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE8, 768 },
1215 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE8, 256 },
1216 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9300, "NVIDIA GeForce 9300", DRIVER_NVIDIA_GEFORCE8, 256 },
1217 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400M, "NVIDIA GeForce 9400M", DRIVER_NVIDIA_GEFORCE8, 256 },
1218 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE8, 256 },
1219 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE8, 256 },
1220 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE8, 384 },
1221 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE8, 512 },
1222 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE8, 512 },
1223 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE8, 512 },
1224 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE8, 512 },
1225 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE8, 1024},
1226 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE8, 896 },
1227 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE8, 1024},
1228 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_315M, "NVIDIA GeForce 315M", DRIVER_NVIDIA_GEFORCE8, 512 },
1229 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_320M, "NVIDIA GeForce 320M", DRIVER_NVIDIA_GEFORCE8, 256},
1230 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE8, 1024},
1231 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE8, 1024},
1232 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE8, 1024},
1233 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE8, 1024},
1234 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_410M, "NVIDIA GeForce 410M", DRIVER_NVIDIA_GEFORCE8, 512},
1235 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT420, "NVIDIA GeForce GT 420", DRIVER_NVIDIA_GEFORCE8, 2048},
1236 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT430, "NVIDIA GeForce GT 430", DRIVER_NVIDIA_GEFORCE8, 1024},
1237 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT440, "NVIDIA GeForce GT 440", DRIVER_NVIDIA_GEFORCE8, 1024},
1238 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS450, "NVIDIA GeForce GTS 450", DRIVER_NVIDIA_GEFORCE8, 1024},
1239 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE8, 768 },
1240 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460M, "NVIDIA GeForce GTX 460M", DRIVER_NVIDIA_GEFORCE8, 1536},
1241 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE8, 1024},
1242 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE8, 1280},
1243 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE8, 1536},
1244 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT520, "NVIDIA GeForce GT 520", DRIVER_NVIDIA_GEFORCE8, 1024},
1245 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT540M, "NVIDIA GeForce GT 540M", DRIVER_NVIDIA_GEFORCE8, 1024},
1246 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX550, "NVIDIA GeForce GTX 550 Ti", DRIVER_NVIDIA_GEFORCE8, 1024},
1247 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT555M, "NVIDIA GeForce GT 555M", DRIVER_NVIDIA_GEFORCE8, 1024},
1248 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560TI, "NVIDIA GeForce GTX 560 Ti", DRIVER_NVIDIA_GEFORCE8, 1024},
1249 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560, "NVIDIA GeForce GTX 560", DRIVER_NVIDIA_GEFORCE8, 1024},
1250 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX570, "NVIDIA GeForce GTX 570", DRIVER_NVIDIA_GEFORCE8, 1280},
1251 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX580, "NVIDIA GeForce GTX 580", DRIVER_NVIDIA_GEFORCE8, 1536},
1252 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT610, "NVIDIA GeForce GT 610", DRIVER_NVIDIA_GEFORCE8, 1024},
1253 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT630, "NVIDIA GeForce GT 630", DRIVER_NVIDIA_GEFORCE8, 1024},
1254 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT630M, "NVIDIA GeForce GT 630M", DRIVER_NVIDIA_GEFORCE8, 1024},
1255 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT640M, "NVIDIA GeForce GT 640M", DRIVER_NVIDIA_GEFORCE8, 1024},
1256 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT650M, "NVIDIA GeForce GT 650M", DRIVER_NVIDIA_GEFORCE8, 2048},
1257 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX650, "NVIDIA GeForce GTX 650", DRIVER_NVIDIA_GEFORCE8, 1024},
1258 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX650TI, "NVIDIA GeForce GTX 650 Ti", DRIVER_NVIDIA_GEFORCE8, 1024},
1259 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660, "NVIDIA GeForce GTX 660", DRIVER_NVIDIA_GEFORCE8, 2048},
1260 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660M, "NVIDIA GeForce GTX 660M", DRIVER_NVIDIA_GEFORCE8, 2048},
1261 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660TI, "NVIDIA GeForce GTX 660 Ti", DRIVER_NVIDIA_GEFORCE8, 2048},
1262 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX670, "NVIDIA GeForce GTX 670", DRIVER_NVIDIA_GEFORCE8, 2048},
1263 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX670MX, "NVIDIA GeForce GTX 670MX", DRIVER_NVIDIA_GEFORCE8, 3072},
1264 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX680, "NVIDIA GeForce GTX 680", DRIVER_NVIDIA_GEFORCE8, 2048},
1265 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT750M, "NVIDIA GeForce GT 750M", DRIVER_NVIDIA_GEFORCE8, 1024},
1266 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX750, "NVIDIA GeForce GTX 750", DRIVER_NVIDIA_GEFORCE8, 1024},
1267 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX750TI, "NVIDIA GeForce GTX 750 Ti", DRIVER_NVIDIA_GEFORCE8, 2048},
1268 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX760, "NVIDIA Geforce GTX 760", DRIVER_NVIDIA_GEFORCE8, 2048},
1269 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX765M, "NVIDIA GeForce GTX 765M", DRIVER_NVIDIA_GEFORCE8, 2048},
1270 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX770M, "NVIDIA GeForce GTX 770M", DRIVER_NVIDIA_GEFORCE8, 3072},
1271 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX770, "NVIDIA GeForce GTX 770", DRIVER_NVIDIA_GEFORCE8, 2048},
1272 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX780, "NVIDIA GeForce GTX 780", DRIVER_NVIDIA_GEFORCE8, 3072},
1273 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX780TI, "NVIDIA GeForce GTX 780 Ti", DRIVER_NVIDIA_GEFORCE8, 3072},
1274 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX970, "NVIDIA GeForce GTX 970", DRIVER_NVIDIA_GEFORCE8, 4096},
1275 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX970M, "NVIDIA GeForce GTX 970M", DRIVER_NVIDIA_GEFORCE8, 3072},
1276
1277 /* AMD cards */
1278 {HW_VENDOR_AMD, CARD_AMD_RAGE_128PRO, "ATI Rage Fury", DRIVER_AMD_RAGE_128PRO, 16 },
1279 {HW_VENDOR_AMD, CARD_AMD_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_AMD_R100, 32 },
1280 {HW_VENDOR_AMD, CARD_AMD_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_AMD_R100, 64 },
1281 {HW_VENDOR_AMD, CARD_AMD_RADEON_9500, "ATI Radeon 9500", DRIVER_AMD_R300, 64 },
1282 {HW_VENDOR_AMD, CARD_AMD_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_AMD_R300, 64 },
1283 {HW_VENDOR_AMD, CARD_AMD_RADEON_X700, "ATI Radeon X700 SE", DRIVER_AMD_R300, 128 },
1284 {HW_VENDOR_AMD, CARD_AMD_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_AMD_R300, 128 },
1285 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_AMD_R600, 256 },
1286 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_AMD_R600, 256 },
1287 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_AMD_R600, 512 },
1288 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_AMD_R600, 128 },
1289 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4200M, "ATI Mobility Radeon HD 4200", DRIVER_AMD_R600, 256 },
1290 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_AMD_R600, 256 },
1291 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_AMD_R600, 512 },
1292 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_AMD_R600, 512 },
1293 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_AMD_R600, 512 },
1294 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_AMD_R600, 512 },
1295 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_AMD_R600, 512 },
1296 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_AMD_R600, 512 },
1297 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_AMD_R600, 1024},
1298 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_AMD_R600, 1024},
1299 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6300, "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600, 1024},
1300 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6400, "AMD Radeon HD 6400 Series", DRIVER_AMD_R600, 1024},
1301 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6410D, "AMD Radeon HD 6410D", DRIVER_AMD_R600, 1024},
1302 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6550D, "AMD Radeon HD 6550D", DRIVER_AMD_R600, 1024},
1303 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6600, "AMD Radeon HD 6600 Series", DRIVER_AMD_R600, 1024},
1304 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6600M, "AMD Radeon HD 6600M Series", DRIVER_AMD_R600, 512 },
1305 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6700, "AMD Radeon HD 6700 Series", DRIVER_AMD_R600, 1024},
1306 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6800, "AMD Radeon HD 6800 Series", DRIVER_AMD_R600, 1024},
1307 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6900, "AMD Radeon HD 6900 Series", DRIVER_AMD_R600, 2048},
1308 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD7660D, "AMD Radeon HD 7660D", DRIVER_AMD_R600, 2048},
1309 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD7700, "AMD Radeon HD 7700 Series", DRIVER_AMD_R600, 1024},
1310 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD7800, "AMD Radeon HD 7800 Series", DRIVER_AMD_R600, 2048},
1311 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD7900, "AMD Radeon HD 7900 Series", DRIVER_AMD_R600, 2048},
1312 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD8600M, "AMD Radeon HD 8600M Series", DRIVER_AMD_R600, 1024},
1313 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD8670, "AMD Radeon HD 8670", DRIVER_AMD_R600, 2048},
1314 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD8770, "AMD Radeon HD 8770", DRIVER_AMD_R600, 2048},
1315 {HW_VENDOR_AMD, CARD_AMD_RADEON_R3, "AMD Radeon HD 8400 / R3 Series", DRIVER_AMD_R600, 2048},
1316 {HW_VENDOR_AMD, CARD_AMD_RADEON_R7, "AMD Radeon(TM) R7 Graphics", DRIVER_AMD_R600, 2048},
1317 {HW_VENDOR_AMD, CARD_AMD_RADEON_R9, "AMD Radeon R9 290", DRIVER_AMD_R600, 4096},
1318
1319 /* VMware */
1320 {HW_VENDOR_VMWARE, CARD_VMWARE_SVGA3D, "VMware SVGA 3D (Microsoft Corporation - WDDM)", DRIVER_VMWARE, 1024},
1321
1322 /* Intel cards */
1323 {HW_VENDOR_INTEL, CARD_INTEL_830M, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1324 {HW_VENDOR_INTEL, CARD_INTEL_855GM, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1325 {HW_VENDOR_INTEL, CARD_INTEL_845G, "Intel(R) 845G", DRIVER_INTEL_GMA800, 32 },
1326 {HW_VENDOR_INTEL, CARD_INTEL_865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1327 {HW_VENDOR_INTEL, CARD_INTEL_915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1328 {HW_VENDOR_INTEL, CARD_INTEL_E7221G, "Intel(R) E7221G", DRIVER_INTEL_GMA900, 64 },
1329 {HW_VENDOR_INTEL, CARD_INTEL_915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1330 {HW_VENDOR_INTEL, CARD_INTEL_945G, "Intel(R) 945G", DRIVER_INTEL_GMA950, 64 },
1331 {HW_VENDOR_INTEL, CARD_INTEL_945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1332 {HW_VENDOR_INTEL, CARD_INTEL_945GME, "Intel(R) 945GME", DRIVER_INTEL_GMA950, 64 },
1333 {HW_VENDOR_INTEL, CARD_INTEL_Q35, "Intel(R) Q35", DRIVER_INTEL_GMA950, 64 },
1334 {HW_VENDOR_INTEL, CARD_INTEL_G33, "Intel(R) G33", DRIVER_INTEL_GMA950, 64 },
1335 {HW_VENDOR_INTEL, CARD_INTEL_Q33, "Intel(R) Q33", DRIVER_INTEL_GMA950, 64 },
1336 {HW_VENDOR_INTEL, CARD_INTEL_PNVG, "Intel(R) IGD", DRIVER_INTEL_GMA950, 64 },
1337 {HW_VENDOR_INTEL, CARD_INTEL_PNVM, "Intel(R) IGD", DRIVER_INTEL_GMA950, 64 },
1338 {HW_VENDOR_INTEL, CARD_INTEL_965Q, "Intel(R) 965Q", DRIVER_INTEL_GMA3000, 128},
1339 {HW_VENDOR_INTEL, CARD_INTEL_965G, "Intel(R) 965G", DRIVER_INTEL_GMA3000, 128},
1340 {HW_VENDOR_INTEL, CARD_INTEL_946GZ, "Intel(R) 946GZ", DRIVER_INTEL_GMA3000, 128},
1341 {HW_VENDOR_INTEL, CARD_INTEL_965GM, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
1342 {HW_VENDOR_INTEL, CARD_INTEL_965GME, "Intel(R) 965GME", DRIVER_INTEL_GMA3000, 128},
1343 {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512},
1344 {HW_VENDOR_INTEL, CARD_INTEL_IGD, "Intel(R) Integrated Graphics Device", DRIVER_INTEL_GMA3000, 512},
1345 {HW_VENDOR_INTEL, CARD_INTEL_G45, "Intel(R) G45/G43", DRIVER_INTEL_GMA3000, 512},
1346 {HW_VENDOR_INTEL, CARD_INTEL_Q45, "Intel(R) Q45/Q43", DRIVER_INTEL_GMA3000, 512},
1347 {HW_VENDOR_INTEL, CARD_INTEL_G41, "Intel(R) G41", DRIVER_INTEL_GMA3000, 512},
1348 {HW_VENDOR_INTEL, CARD_INTEL_B43, "Intel(R) B43", DRIVER_INTEL_GMA3000, 512},
1349 {HW_VENDOR_INTEL, CARD_INTEL_ILKD, "Intel(R) Ironlake Desktop", DRIVER_INTEL_GMA3000, 1024},
1350 {HW_VENDOR_INTEL, CARD_INTEL_ILKM, "Intel(R) Ironlake Mobile", DRIVER_INTEL_GMA3000, 1024},
1351 {HW_VENDOR_INTEL, CARD_INTEL_SNBD, "Intel(R) Sandybridge Desktop", DRIVER_INTEL_GMA3000, 1024},
1352 {HW_VENDOR_INTEL, CARD_INTEL_SNBM, "Intel(R) Sandybridge Mobile", DRIVER_INTEL_GMA3000, 1024},
1353 {HW_VENDOR_INTEL, CARD_INTEL_SNBS, "Intel(R) Sandybridge Server", DRIVER_INTEL_GMA3000, 1024},
1354 {HW_VENDOR_INTEL, CARD_INTEL_IVBD, "Intel(R) Ivybridge Desktop", DRIVER_INTEL_GMA3000, 1024},
1355 {HW_VENDOR_INTEL, CARD_INTEL_IVBM, "Intel(R) Ivybridge Mobile", DRIVER_INTEL_GMA3000, 1024},
1356 {HW_VENDOR_INTEL, CARD_INTEL_IVBS, "Intel(R) Ivybridge Server", DRIVER_INTEL_GMA3000, 1024},
1357 {HW_VENDOR_INTEL, CARD_INTEL_HWM, "Intel(R) Haswell Mobile", DRIVER_INTEL_GMA3000, 1024},
1358 };
1359
1360 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1361 enum wined3d_driver_model driver_model)
1362 {
1363 unsigned int i;
1364
1365 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1366 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1367 {
1368 const struct driver_version_information *entry = &driver_version_table[i];
1369
1370 if (entry->driver == driver && entry->driver_model == driver_model)
1371 {
1372 TRACE("Found driver \"%s\", version %u, subversion %u, build %u.\n",
1373 entry->driver_name, entry->version, entry->subversion, entry->build);
1374 return entry;
1375 }
1376 }
1377 return NULL;
1378 }
1379
1380 static const struct gpu_description *get_gpu_description(enum wined3d_pci_vendor vendor,
1381 enum wined3d_pci_device device)
1382 {
1383 unsigned int i;
1384
1385 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(*gpu_description_table)); ++i)
1386 {
1387 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1388 return &gpu_description_table[i];
1389 }
1390
1391 return NULL;
1392 }
1393
1394 /* Context activation is done by the caller. */
1395 static void init_driver_info(struct wined3d_gl_info *gl_info, struct wined3d_driver_info *driver_info,
1396 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1397 {
1398 OSVERSIONINFOW os_version;
1399 WORD driver_os_version;
1400 enum wined3d_display_driver driver;
1401 enum wined3d_driver_model driver_model;
1402 const struct driver_version_information *version_info;
1403 const struct gpu_description *gpu_desc;
1404
1405 if (driver_info->vendor != PCI_VENDOR_NONE || driver_info->device != PCI_DEVICE_NONE)
1406 {
1407 static unsigned int once;
1408 unsigned int real_vendor, real_device;
1409
1410 TRACE("GPU override %04x:%04x.\n", wined3d_settings.pci_vendor_id, wined3d_settings.pci_device_id);
1411
1412 if (gl_info->supported[WGL_WINE_GPU_INFO] &&
1413 gl_info->gl_ops.ext.p_wglGetPCIInfoWINE(&real_vendor, &real_device))
1414 {
1415 if (get_gpu_description(real_vendor, real_device))
1416 {
1417 vendor = real_vendor;
1418 device = real_device;
1419 }
1420 else if (!once++)
1421 ERR_(winediag)("Could not find GPU info for %04x:%04x.\n", real_vendor, real_device);
1422 }
1423
1424 driver_info->vendor = wined3d_settings.pci_vendor_id;
1425 if (driver_info->vendor == PCI_VENDOR_NONE)
1426 driver_info->vendor = vendor;
1427
1428 driver_info->device = wined3d_settings.pci_device_id;
1429 if (driver_info->device == PCI_DEVICE_NONE)
1430 driver_info->device = device;
1431
1432 if (get_gpu_description(driver_info->vendor, driver_info->device))
1433 {
1434 vendor = driver_info->vendor;
1435 device = driver_info->device;
1436 }
1437 else if (!once++)
1438 ERR_(winediag)("Invalid GPU override %04x:%04x specified, ignoring.\n",
1439 driver_info->vendor, driver_info->device);
1440 }
1441
1442 driver_info->vendor = vendor;
1443 driver_info->device = device;
1444
1445 memset(&os_version, 0, sizeof(os_version));
1446 os_version.dwOSVersionInfoSize = sizeof(os_version);
1447 if (!GetVersionExW(&os_version))
1448 {
1449 ERR("Failed to get OS version, reporting 2000/XP.\n");
1450 driver_os_version = 6;
1451 driver_model = DRIVER_MODEL_NT5X;
1452 }
1453 else
1454 {
1455 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1456 switch (os_version.dwMajorVersion)
1457 {
1458 case 4:
1459 /* If needed we could distinguish between 9x and NT4, but this code won't make
1460 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1461 */
1462 driver_os_version = 4;
1463 driver_model = DRIVER_MODEL_WIN9X;
1464 break;
1465
1466 case 5:
1467 driver_os_version = 6;
1468 driver_model = DRIVER_MODEL_NT5X;
1469 break;
1470
1471 case 6:
1472 if (os_version.dwMinorVersion == 0)
1473 {
1474 driver_os_version = 7;
1475 driver_model = DRIVER_MODEL_NT6X;
1476 }
1477 else if (os_version.dwMinorVersion == 1)
1478 {
1479 driver_os_version = 8;
1480 driver_model = DRIVER_MODEL_NT6X;
1481 }
1482 else
1483 {
1484 if (os_version.dwMinorVersion > 2)
1485 {
1486 FIXME("Unhandled OS version %u.%u, reporting Win 8.\n",
1487 os_version.dwMajorVersion, os_version.dwMinorVersion);
1488 }
1489 driver_os_version = 9;
1490 driver_model = DRIVER_MODEL_NT6X;
1491 }
1492 break;
1493
1494 default:
1495 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1496 os_version.dwMajorVersion, os_version.dwMinorVersion);
1497 driver_os_version = 6;
1498 driver_model = DRIVER_MODEL_NT5X;
1499 break;
1500 }
1501 }
1502
1503 if ((gpu_desc = get_gpu_description(driver_info->vendor, driver_info->device)))
1504 {
1505 driver_info->description = gpu_desc->description;
1506 driver_info->vram_bytes = (UINT64)gpu_desc->vidmem * 1024 * 1024;
1507 driver = gpu_desc->driver;
1508 }
1509 else
1510 {
1511 ERR("Card %04x:%04x not found in driver DB.\n", vendor, device);
1512 driver_info->description = "Direct3D HAL";
1513 driver_info->vram_bytes = WINE_DEFAULT_VIDMEM;
1514 driver = DRIVER_UNKNOWN;
1515 }
1516
1517 if (gl_info->supported[NVX_GPU_MEMORY_INFO])
1518 {
1519 GLint vram_kb;
1520 gl_info->gl_ops.gl.p_glGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &vram_kb);
1521
1522 driver_info->vram_bytes = (UINT64)vram_kb * 1024;
1523 TRACE("Got 0x%s as video memory from NVX_GPU_MEMORY_INFO extension.\n",
1524 wine_dbgstr_longlong(driver_info->vram_bytes));
1525 }
1526
1527 if (gl_info->supported[WGL_WINE_GPU_INFO])
1528 {
1529 unsigned int vram_mb;
1530 if (gl_info->gl_ops.ext.p_wglGetMemoryInfoWINE(&vram_mb))
1531 {
1532 driver_info->vram_bytes = (UINT64)vram_mb * 1024 * 1024;
1533 TRACE("Got 0x%s as video memory from wglGetGPUInfoWINE.\n",
1534 wine_dbgstr_longlong(driver_info->vram_bytes));
1535 }
1536 }
1537
1538 if (wined3d_settings.emulated_textureram)
1539 {
1540 TRACE("Overriding amount of video memory with 0x%s bytes.\n",
1541 wine_dbgstr_longlong(wined3d_settings.emulated_textureram));
1542 driver_info->vram_bytes = wined3d_settings.emulated_textureram;
1543 }
1544
1545 /* Try to obtain driver version information for the current Windows version. This fails in
1546 * some cases:
1547 * - the gpu is not available on the currently selected OS version:
1548 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1549 * version information for the current Windows version is returned instead of faked info.
1550 * We do the same and assume the default Windows version to emulate is WinXP.
1551 *
1552 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1553 * For now return the XP driver info. Perhaps later on we should return VESA.
1554 *
1555 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1556 * This could be an indication that our database is not up to date, so this should be fixed.
1557 */
1558 if ((version_info = get_driver_version_info(driver, driver_model))
1559 || (version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X)))
1560 {
1561 driver_info->name = version_info->driver_name;
1562 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1563 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1564 }
1565 else
1566 {
1567 ERR("No driver version info found for device %04x:%04x, driver model %#x.\n",
1568 vendor, device, driver_model);
1569 driver_info->name = "Display";
1570 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1571 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1572 }
1573
1574 TRACE("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1575 driver_info->version_high, driver_info->version_low);
1576 }
1577
1578 /* Context activation is done by the caller. */
1579 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1580 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1581 {
1582 unsigned int i;
1583
1584 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1585 {
1586 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1587 TRACE("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1588 quirk_table[i].apply(gl_info);
1589 }
1590
1591 /* Find out if PBOs work as they are supposed to. */
1592 test_pbo_functionality(gl_info);
1593 }
1594
1595 static DWORD wined3d_parse_gl_version(const char *gl_version)
1596 {
1597 const char *ptr = gl_version;
1598 int major, minor;
1599
1600 major = atoi(ptr);
1601 if (major <= 0)
1602 ERR("Invalid OpenGL major version %d.\n", major);
1603
1604 while (isdigit(*ptr)) ++ptr;
1605 if (*ptr++ != '.')
1606 ERR("Invalid OpenGL version string %s.\n", debugstr_a(gl_version));
1607
1608 minor = atoi(ptr);
1609
1610 TRACE("Found OpenGL version %d.%d.\n", major, minor);
1611
1612 return MAKEDWORD_VERSION(major, minor);
1613 }
1614
1615 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
1616 const char *gl_vendor_string, const char *gl_renderer)
1617 {
1618
1619 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1620 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1621 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1622 *
1623 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1624 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1625 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1626 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1627 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1628 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1629 * DirectDraw, not OpenGL. */
1630 if (gl_info->supported[APPLE_FENCE]
1631 && gl_info->supported[APPLE_CLIENT_STORAGE]
1632 && gl_info->supported[APPLE_YCBCR_422])
1633 return GL_VENDOR_APPLE;
1634
1635 if (strstr(gl_vendor_string, "NVIDIA"))
1636 return GL_VENDOR_NVIDIA;
1637
1638 if (strstr(gl_vendor_string, "ATI"))
1639 return GL_VENDOR_FGLRX;
1640
1641 if (strstr(gl_vendor_string, "Mesa")
1642 || strstr(gl_vendor_string, "X.Org")
1643 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1644 || strstr(gl_vendor_string, "DRI R300 Project")
1645 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1646 || strstr(gl_vendor_string, "VMware, Inc.")
1647 || strstr(gl_vendor_string, "Intel")
1648 || strstr(gl_renderer, "Mesa")
1649 || strstr(gl_renderer, "Gallium")
1650 || strstr(gl_renderer, "Intel"))
1651 return GL_VENDOR_MESA;
1652
1653 FIXME("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1654 debugstr_a(gl_vendor_string));
1655
1656 return GL_VENDOR_UNKNOWN;
1657 }
1658
1659 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1660 {
1661 if (strstr(gl_vendor_string, "NVIDIA")
1662 || strstr(gl_vendor_string, "Nouveau")
1663 || strstr(gl_vendor_string, "nouveau"))
1664 return HW_VENDOR_NVIDIA;
1665
1666 if (strstr(gl_vendor_string, "ATI")
1667 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1668 || strstr(gl_vendor_string, "X.Org R300 Project")
1669 || strstr(gl_renderer, "AMD")
1670 || strstr(gl_renderer, "R100")
1671 || strstr(gl_renderer, "R200")
1672 || strstr(gl_renderer, "R300")
1673 || strstr(gl_renderer, "R600")
1674 || strstr(gl_renderer, "R700"))
1675 return HW_VENDOR_AMD;
1676
1677 if (strstr(gl_vendor_string, "Intel(R)")
1678 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1679 || strstr(gl_renderer, "Intel")
1680 || strstr(gl_renderer, "i915")
1681 || strstr(gl_vendor_string, "Intel Inc."))
1682 return HW_VENDOR_INTEL;
1683
1684 if (strstr(gl_renderer, "SVGA3D"))
1685 return HW_VENDOR_VMWARE;
1686
1687 if (strstr(gl_vendor_string, "Mesa")
1688 || strstr(gl_vendor_string, "Brian Paul")
1689 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1690 || strstr(gl_vendor_string, "VMware, Inc."))
1691 return HW_VENDOR_SOFTWARE;
1692
1693 FIXME("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1694
1695 return HW_VENDOR_NVIDIA;
1696 }
1697
1698 static enum wined3d_d3d_level d3d_level_from_caps(const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps, DWORD glsl_version)
1699 {
1700 if (shader_caps->vs_version >= 5)
1701 return WINED3D_D3D_LEVEL_11;
1702 if (shader_caps->vs_version == 4)
1703 {
1704 /* No backed supports SM 5 at the moment */
1705 if (glsl_version >= MAKEDWORD_VERSION(4, 00))
1706 return WINED3D_D3D_LEVEL_11;
1707 return WINED3D_D3D_LEVEL_10;
1708 }
1709 if (shader_caps->vs_version == 3)
1710 {
1711 /* Wine cannot use SM 4 on mesa drivers as the necessary functionality
1712 * is not exposed on compatibility contexts */
1713 if (glsl_version >= MAKEDWORD_VERSION(1, 30))
1714 return WINED3D_D3D_LEVEL_10;
1715 return WINED3D_D3D_LEVEL_9_SM3;
1716 }
1717 if (shader_caps->vs_version == 2)
1718 return WINED3D_D3D_LEVEL_9_SM2;
1719 if (shader_caps->vs_version == 1)
1720 return WINED3D_D3D_LEVEL_8;
1721
1722 if (fragment_caps->TextureOpCaps & WINED3DTEXOPCAPS_DOTPRODUCT3)
1723 return WINED3D_D3D_LEVEL_7;
1724 if (fragment_caps->MaxSimultaneousTextures > 1)
1725 return WINED3D_D3D_LEVEL_6;
1726
1727 return WINED3D_D3D_LEVEL_5;
1728 }
1729
1730 static const struct wined3d_renderer_table
1731 {
1732 const char *renderer;
1733 enum wined3d_pci_device id;
1734 }
1735 cards_nvidia_binary[] =
1736 {
1737 /* Direct 3D 11 */
1738 {"GTX 970M", CARD_NVIDIA_GEFORCE_GTX970M}, /* GeForce 900 - highend mobile*/
1739 {"GTX 970", CARD_NVIDIA_GEFORCE_GTX970}, /* GeForce 900 - highend */
1740 {"GTX 780 Ti", CARD_NVIDIA_GEFORCE_GTX780TI}, /* Geforce 700 - highend */
1741 {"GTX 780", CARD_NVIDIA_GEFORCE_GTX780}, /* Geforce 700 - highend */
1742 {"GTX 770M", CARD_NVIDIA_GEFORCE_GTX770M}, /* Geforce 700 - midend high mobile */
1743 {"GTX 770", CARD_NVIDIA_GEFORCE_GTX770}, /* Geforce 700 - highend */
1744 {"GTX 765M", CARD_NVIDIA_GEFORCE_GTX765M}, /* Geforce 700 - midend high mobile */
1745 {"GTX 760", CARD_NVIDIA_GEFORCE_GTX760}, /* Geforce 700 - midend high */
1746 {"GTX 750 Ti", CARD_NVIDIA_GEFORCE_GTX750TI}, /* Geforce 700 - midend */
1747 {"GTX 750", CARD_NVIDIA_GEFORCE_GTX750}, /* Geforce 700 - midend */
1748 {"GT 750M", CARD_NVIDIA_GEFORCE_GT750M}, /* Geforce 700 - midend mobile */
1749 {"GTX 680", CARD_NVIDIA_GEFORCE_GTX680}, /* Geforce 600 - highend */
1750 {"GTX 670MX", CARD_NVIDIA_GEFORCE_GTX670MX}, /* Geforce 600 - highend */
1751 {"GTX 670", CARD_NVIDIA_GEFORCE_GTX670}, /* Geforce 600 - midend high */
1752 {"GTX 660 Ti", CARD_NVIDIA_GEFORCE_GTX660TI}, /* Geforce 600 - midend high */
1753 {"GTX 660M", CARD_NVIDIA_GEFORCE_GTX660M}, /* Geforce 600 - midend high mobile */
1754 {"GTX 660", CARD_NVIDIA_GEFORCE_GTX660}, /* Geforce 600 - midend high */
1755 {"GTX 650 Ti", CARD_NVIDIA_GEFORCE_GTX650TI}, /* Geforce 600 - lowend */
1756 {"GTX 650", CARD_NVIDIA_GEFORCE_GTX650}, /* Geforce 600 - lowend */
1757 {"GT 650M", CARD_NVIDIA_GEFORCE_GT650M}, /* Geforce 600 - midend mobile */
1758 {"GT 640M", CARD_NVIDIA_GEFORCE_GT640M}, /* Geforce 600 - midend mobile */
1759 {"GT 630M", CARD_NVIDIA_GEFORCE_GT630M}, /* Geforce 600 - midend mobile */
1760 {"GT 630", CARD_NVIDIA_GEFORCE_GT630}, /* Geforce 600 - lowend */
1761 {"GT 610", CARD_NVIDIA_GEFORCE_GT610}, /* Geforce 600 - lowend */
1762 {"GTX 580", CARD_NVIDIA_GEFORCE_GTX580}, /* Geforce 500 - highend */
1763 {"GTX 570", CARD_NVIDIA_GEFORCE_GTX570}, /* Geforce 500 - midend high */
1764 {"GTX 560 Ti", CARD_NVIDIA_GEFORCE_GTX560TI}, /* Geforce 500 - midend */
1765 {"GTX 560", CARD_NVIDIA_GEFORCE_GTX560}, /* Geforce 500 - midend */
1766 {"GT 555M", CARD_NVIDIA_GEFORCE_GT555M}, /* Geforce 500 - midend mobile */
1767 {"GTX 550 Ti", CARD_NVIDIA_GEFORCE_GTX550}, /* Geforce 500 - midend */
1768 {"GT 540M", CARD_NVIDIA_GEFORCE_GT540M}, /* Geforce 500 - midend mobile */
1769 {"GT 520", CARD_NVIDIA_GEFORCE_GT520}, /* Geforce 500 - lowend */
1770 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1771 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1772 /* Direct 3D 10 */
1773 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1774 {"GTX 460M", CARD_NVIDIA_GEFORCE_GTX460M}, /* Geforce 400 - highend mobile */
1775 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1776 {"GTS 450", CARD_NVIDIA_GEFORCE_GTS450}, /* Geforce 400 - midend low */
1777 {"GT 440", CARD_NVIDIA_GEFORCE_GT440}, /* Geforce 400 - lowend */
1778 {"GT 430", CARD_NVIDIA_GEFORCE_GT430}, /* Geforce 400 - lowend */
1779 {"GT 420", CARD_NVIDIA_GEFORCE_GT420}, /* Geforce 400 - lowend */
1780 {"410M", CARD_NVIDIA_GEFORCE_410M}, /* Geforce 400 - lowend mobile */
1781 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1782 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1783 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1784 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1785 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1786 {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
1787 {"320M", CARD_NVIDIA_GEFORCE_320M}, /* Geforce 300 - midend mobile */
1788 {"315M", CARD_NVIDIA_GEFORCE_315M}, /* Geforce 300 - midend mobile */
1789 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1790 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1791 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1792 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1793 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1794 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1795 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1796 {"GeForce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1797 {"GeForce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1798 {"GeForce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1799 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1800 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1801 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1802 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1803 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1804 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1805 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1806 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1807 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1808 {"9400M", CARD_NVIDIA_GEFORCE_9400M}, /* Geforce 9 - lowend */
1809 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1810 {"9300", CARD_NVIDIA_GEFORCE_9300}, /* Geforce 9 - lowend low */
1811 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1812 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1813 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1814 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1815 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1816 {"8600M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1817 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1818 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1819 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1820 {"8500", CARD_NVIDIA_GEFORCE_8500GT}, /* Geforce 8 - mid-lowend */
1821 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1822 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1823 {"8200", CARD_NVIDIA_GEFORCE_8200}, /* Geforce 8 - lowend */
1824 {"8100", CARD_NVIDIA_GEFORCE_8200}, /* Geforce 8 - lowend */
1825 /* Direct 3D 9 SM3 */
1826 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1827 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1828 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1829 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1830 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1831 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1832 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1833 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1834 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1835 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1836 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1837 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1838 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1839 /* Direct 3D 9 SM2 */
1840 {"Quadro FX", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1841 {"5950", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1842 {"5900", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1843 {"5800", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1844 {"5750", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1845 {"5700", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1846 {"5650", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1847 {"5600", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1848 {"5500", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1849 {"5300", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1850 {"5250", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1851 {"5200", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1852 {"5100", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1853 /* Direct 3D 8 */
1854 {"Quadro4", CARD_NVIDIA_GEFORCE4_TI4200},
1855 {"GeForce4 Ti", CARD_NVIDIA_GEFORCE4_TI4200}, /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800 */
1856 /* Direct 3D 7 */
1857 {"GeForce4 MX", CARD_NVIDIA_GEFORCE4_MX}, /* MX420/MX440/MX460/MX4000 */
1858 {"Quadro2 MXR", CARD_NVIDIA_GEFORCE2_MX},
1859 {"GeForce2 MX", CARD_NVIDIA_GEFORCE2_MX}, /* Geforce2 standard/MX100/MX200/MX400 */
1860 {"Quadro2", CARD_NVIDIA_GEFORCE2},
1861 {"GeForce2", CARD_NVIDIA_GEFORCE2}, /* Geforce2 GTS/Pro/Ti/Ultra */
1862 /* Direct 3D 6 */
1863 {"TNT2", CARD_NVIDIA_RIVA_TNT2}, /* Riva TNT2 standard/M64/Pro/Ultra */
1864 },
1865 /* See http://developer.amd.com/resources/hardware-drivers/ati-catalyst-pc-vendor-id-1002-li/
1866 *
1867 * Beware: renderer string do not match exact card model,
1868 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1869 cards_amd_binary[] =
1870 {
1871 /* Southern Islands */
1872 {"HD 7900", CARD_AMD_RADEON_HD7900},
1873 {"HD 7800", CARD_AMD_RADEON_HD7800},
1874 {"HD 7700", CARD_AMD_RADEON_HD7700},
1875 /* Northern Islands */
1876 {"HD 6970", CARD_AMD_RADEON_HD6900},
1877 {"HD 6900", CARD_AMD_RADEON_HD6900},
1878 {"HD 6800", CARD_AMD_RADEON_HD6800},
1879 {"HD 6770M", CARD_AMD_RADEON_HD6600M},
1880 {"HD 6750M", CARD_AMD_RADEON_HD6600M},
1881 {"HD 6700", CARD_AMD_RADEON_HD6700},
1882 {"HD 6670", CARD_AMD_RADEON_HD6600},
1883 {"HD 6630M", CARD_AMD_RADEON_HD6600M},
1884 {"HD 6600M", CARD_AMD_RADEON_HD6600M},
1885 {"HD 6600", CARD_AMD_RADEON_HD6600},
1886 {"HD 6570", CARD_AMD_RADEON_HD6600},
1887 {"HD 6500M", CARD_AMD_RADEON_HD6600M},
1888 {"HD 6500", CARD_AMD_RADEON_HD6600},
1889 {"HD 6400", CARD_AMD_RADEON_HD6400},
1890 {"HD 6300", CARD_AMD_RADEON_HD6300},
1891 {"HD 6200", CARD_AMD_RADEON_HD6300},
1892 /* Evergreen */
1893 {"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1894 {"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1895 {"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1896 {"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1897 {"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1898 {"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1899 {"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
1900 {"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1901 {"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
1902 {"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
1903 {"HD 5000", CARD_AMD_RADEON_HD5600}, /* Defaulting to HD 5600 */
1904 /* R700 */
1905 {"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */
1906 {"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1907 {"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1908 {"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1909 {"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1910 {"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */
1911 {"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1912 {"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1913 {"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1914 {"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1915 {"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1916 {"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1917 /* R600/R700 integrated */
1918 {"HD 4200M", CARD_AMD_RADEON_HD4200M},
1919 {"HD 3300", CARD_AMD_RADEON_HD3200},
1920 {"HD 3200", CARD_AMD_RADEON_HD3200},
1921 {"HD 3100", CARD_AMD_RADEON_HD3200},
1922 /* R600 */
1923 {"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1924 {"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1925 {"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1926 {"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */
1927 {"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1928 {"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1929 {"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1930 {"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1931 {"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1932 {"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1933 {"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1934 {"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1935 {"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1936 /* Radeon R5xx */
1937 {"X1950", CARD_AMD_RADEON_X1600},
1938 {"X1900", CARD_AMD_RADEON_X1600},
1939 {"X1800", CARD_AMD_RADEON_X1600},
1940 {"X1650", CARD_AMD_RADEON_X1600},
1941 {"X1600", CARD_AMD_RADEON_X1600},
1942 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1943 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1944 {"HD 2300", CARD_AMD_RADEON_X700},
1945 {"X2500", CARD_AMD_RADEON_X700},
1946 {"X2300", CARD_AMD_RADEON_X700},
1947 {"X1550", CARD_AMD_RADEON_X700},
1948 {"X1450", CARD_AMD_RADEON_X700},
1949 {"X1400", CARD_AMD_RADEON_X700},
1950 {"X1300", CARD_AMD_RADEON_X700},
1951 {"X850", CARD_AMD_RADEON_X700},
1952 {"X800", CARD_AMD_RADEON_X700},
1953 {"X700", CARD_AMD_RADEON_X700},
1954 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400 MHz */
1955 {"Radeon Xpress", CARD_AMD_RADEON_XPRESS_200M},
1956 },
1957 cards_intel[] =
1958 {
1959 /* Haswell */
1960 {"Haswell Mobile", CARD_INTEL_HWM},
1961 /* Ivybridge */
1962 {"Ivybridge Server", CARD_INTEL_IVBS},
1963 {"Ivybridge Mobile", CARD_INTEL_IVBM},
1964 {"Ivybridge Desktop", CARD_INTEL_IVBD},
1965 /* Sandybridge */
1966 {"Sandybridge Server", CARD_INTEL_SNBS},
1967 {"Sandybridge Mobile", CARD_INTEL_SNBM},
1968 {"Sandybridge Desktop", CARD_INTEL_SNBD},
1969 /* Ironlake */
1970 {"Ironlake Mobile", CARD_INTEL_ILKM},
1971 {"Ironlake Desktop", CARD_INTEL_ILKD},
1972 /* G4x */
1973 {"B43", CARD_INTEL_B43},
1974 {"G41", CARD_INTEL_G41},
1975 {"G45", CARD_INTEL_G45},
1976 {"Q45", CARD_INTEL_Q45},
1977 {"Integrated Graphics Device", CARD_INTEL_IGD},
1978 {"GM45", CARD_INTEL_GM45},
1979 /* i965 */
1980 {"965GME", CARD_INTEL_965GME},
1981 {"965GM", CARD_INTEL_965GM},
1982 {"X3100", CARD_INTEL_965GM}, /* MacOS */
1983 {"946GZ", CARD_INTEL_946GZ},
1984 {"965G", CARD_INTEL_965G},
1985 {"965Q", CARD_INTEL_965Q},
1986 /* i945 */
1987 {"Pineview M", CARD_INTEL_PNVM},
1988 {"Pineview G", CARD_INTEL_PNVG},
1989 {"IGD", CARD_INTEL_PNVG},
1990 {"Q33", CARD_INTEL_Q33},
1991 {"G33", CARD_INTEL_G33},
1992 {"Q35", CARD_INTEL_Q35},
1993 {"945GME", CARD_INTEL_945GME},
1994 {"945GM", CARD_INTEL_945GM},
1995 {"GMA 950", CARD_INTEL_945GM}, /* MacOS */
1996 {"945G", CARD_INTEL_945G},
1997 /* i915 */
1998 {"915GM", CARD_INTEL_915GM},
1999 {"E7221G", CARD_INTEL_E7221G},
2000 {"915G", CARD_INTEL_915G},
2001 /* i8xx */
2002 {"865G", CARD_INTEL_865G},
2003 {"845G", CARD_INTEL_845G},
2004 {"855GM", CARD_INTEL_855GM},
2005 {"830M", CARD_INTEL_830M},
2006 },
2007 /* 20101109 - These are never returned by current Gallium radeon
2008 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
2009 *
2010 * These are returned but not handled: RC410, RV380. */
2011 cards_amd_mesa[] =
2012 {
2013 /* Sea Islands */
2014 {"HAWAII", CARD_AMD_RADEON_R9 },
2015 {"KAVERI", CARD_AMD_RADEON_R7 },
2016 {"KABINI", CARD_AMD_RADEON_R3 },
2017 {"BONAIRE", CARD_AMD_RADEON_HD8770},
2018 /* Southern Islands */
2019 {"OLAND", CARD_AMD_RADEON_HD8670},
2020 {"HAINAN", CARD_AMD_RADEON_HD8600M},
2021 {"TAHITI", CARD_AMD_RADEON_HD7900},
2022 {"PITCAIRN", CARD_AMD_RADEON_HD7800},
2023 {"CAPE VERDE", CARD_AMD_RADEON_HD7700},
2024 /* Northern Islands */
2025 {"ARUBA", CARD_AMD_RADEON_HD7660D},
2026 {"CAYMAN", CARD_AMD_RADEON_HD6900},
2027 {"BARTS", CARD_AMD_RADEON_HD6800},
2028 {"TURKS", CARD_AMD_RADEON_HD6600},
2029 {"SUMO2", CARD_AMD_RADEON_HD6410D}, /* SUMO2 first, because we do a strstr(). */
2030 {"SUMO", CARD_AMD_RADEON_HD6550D},
2031 {"CAICOS", CARD_AMD_RADEON_HD6400},
2032 {"PALM", CARD_AMD_RADEON_HD6300},
2033 /* Evergreen */
2034 {"HEMLOCK", CARD_AMD_RADEON_HD5900},
2035 {"CYPRESS", CARD_AMD_RADEON_HD5800},
2036 {"JUNIPER", CARD_AMD_RADEON_HD5700},
2037 {"REDWOOD", CARD_AMD_RADEON_HD5600},
2038 {"CEDAR", CARD_AMD_RADEON_HD5400},
2039 /* R700 */
2040 {"R700", CARD_AMD_RADEON_HD4800},
2041 {"RV790", CARD_AMD_RADEON_HD4800},
2042 {"RV770", CARD_AMD_RADEON_HD4800},
2043 {"RV740", CARD_AMD_RADEON_HD4700},
2044 {"RV730", CARD_AMD_RADEON_HD4600},
2045 {"RV710", CARD_AMD_RADEON_HD4350},
2046 /* R600/R700 integrated */
2047 {"RS880", CARD_AMD_RADEON_HD4200M},
2048 {"RS780", CARD_AMD_RADEON_HD3200},
2049 /* R600 */
2050 {"R680", CARD_AMD_RADEON_HD2900},
2051 {"R600", CARD_AMD_RADEON_HD2900},
2052 {"RV670", CARD_AMD_RADEON_HD2900},
2053 {"RV635", CARD_AMD_RADEON_HD2600},
2054 {"RV630", CARD_AMD_RADEON_HD2600},
2055 {"RV620", CARD_AMD_RADEON_HD2350},
2056 {"RV610", CARD_AMD_RADEON_HD2350},
2057 /* R500 */
2058 {"R580", CARD_AMD_RADEON_X1600},
2059 {"R520", CARD_AMD_RADEON_X1600},
2060 {"RV570", CARD_AMD_RADEON_X1600},
2061 {"RV560", CARD_AMD_RADEON_X1600},
2062 {"RV535", CARD_AMD_RADEON_X1600},
2063 {"RV530", CARD_AMD_RADEON_X1600},
2064 {"RV516", CARD_AMD_RADEON_X700},
2065 {"RV515", CARD_AMD_RADEON_X700},
2066 /* R400 */
2067 {"R481", CARD_AMD_RADEON_X700},
2068 {"R480", CARD_AMD_RADEON_X700},
2069 {"R430", CARD_AMD_RADEON_X700},
2070 {"R423", CARD_AMD_RADEON_X700},
2071 {"R420", CARD_AMD_RADEON_X700},
2072 {"R410", CARD_AMD_RADEON_X700},
2073 {"RV410", CARD_AMD_RADEON_X700},
2074 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400 MHz */
2075 {"RS740", CARD_AMD_RADEON_XPRESS_200M},
2076 {"RS690", CARD_AMD_RADEON_XPRESS_200M},
2077 {"RS600", CARD_AMD_RADEON_XPRESS_200M},
2078 {"RS485", CARD_AMD_RADEON_XPRESS_200M},
2079 {"RS482", CARD_AMD_RADEON_XPRESS_200M},
2080 {"RS480", CARD_AMD_RADEON_XPRESS_200M},
2081 {"RS400", CARD_AMD_RADEON_XPRESS_200M},
2082 /* R300 */
2083 {"R360", CARD_AMD_RADEON_9500},
2084 {"R350", CARD_AMD_RADEON_9500},
2085 {"R300", CARD_AMD_RADEON_9500},
2086 {"RV370", CARD_AMD_RADEON_9500},
2087 {"RV360", CARD_AMD_RADEON_9500},
2088 {"RV351", CARD_AMD_RADEON_9500},
2089 {"RV350", CARD_AMD_RADEON_9500},
2090 },
2091 cards_nvidia_mesa[] =
2092 {
2093 /* Maxwell */
2094 {"NV124", CARD_NVIDIA_GEFORCE_GTX970},
2095 {"NV117", CARD_NVIDIA_GEFORCE_GTX750},
2096 /* Kepler */
2097 {"NVF1", CARD_NVIDIA_GEFORCE_GTX780TI},
2098 {"NVF0", CARD_NVIDIA_GEFORCE_GTX780},
2099 {"NVE6", CARD_NVIDIA_GEFORCE_GTX770M},
2100 {"NVE4", CARD_NVIDIA_GEFORCE_GTX680},
2101 /* Fermi */
2102 {"NVD9", CARD_NVIDIA_GEFORCE_GT520},
2103 {"NVCF", CARD_NVIDIA_GEFORCE_GTX550},
2104 {"NVCE", CARD_NVIDIA_GEFORCE_GTX560},
2105 {"NVC8", CARD_NVIDIA_GEFORCE_GTX570},
2106 {"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
2107 {"NVC3", CARD_NVIDIA_GEFORCE_GT440},
2108 {"NVC1", CARD_NVIDIA_GEFORCE_GT420},
2109 {"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
2110 /* Tesla */
2111 {"NVAF", CARD_NVIDIA_GEFORCE_GT320M},
2112 {"NVAC", CARD_NVIDIA_GEFORCE_8200},
2113 {"NVAA", CARD_NVIDIA_GEFORCE_8200}, /* 8100 */
2114 {"NVA8", CARD_NVIDIA_GEFORCE_210},
2115 {"NVA5", CARD_NVIDIA_GEFORCE_GT220},
2116 {"NVA3", CARD_NVIDIA_GEFORCE_GT240},
2117 {"NVA0", CARD_NVIDIA_GEFORCE_GTX280},
2118 {"NV98", CARD_NVIDIA_GEFORCE_9200},
2119 {"NV96", CARD_NVIDIA_GEFORCE_9400GT},
2120 {"NV94", CARD_NVIDIA_GEFORCE_9600GT},
2121 {"NV92", CARD_NVIDIA_GEFORCE_9800GT},
2122 {"NV86", CARD_NVIDIA_GEFORCE_8500GT},
2123 {"NV84", CARD_NVIDIA_GEFORCE_8600GT},
2124 {"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
2125 /* Curie */
2126 {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
2127 {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
2128 {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
2129 {"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */
2130 {"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */
2131 {"NV4B", CARD_NVIDIA_GEFORCE_7600},
2132 {"NV4A", CARD_NVIDIA_GEFORCE_6200},
2133 {"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */
2134 {"NV47", CARD_NVIDIA_GEFORCE_7800GT},
2135 {"NV46", CARD_NVIDIA_GEFORCE_7400},
2136 {"NV45", CARD_NVIDIA_GEFORCE_6800},
2137 {"NV44", CARD_NVIDIA_GEFORCE_6200},
2138 {"NV43", CARD_NVIDIA_GEFORCE_6600GT},
2139 {"NV42", CARD_NVIDIA_GEFORCE_6800},
2140 {"NV41", CARD_NVIDIA_GEFORCE_6800},
2141 {"NV40", CARD_NVIDIA_GEFORCE_6800},
2142 /* Rankine */
2143 {"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */
2144 {"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */
2145 {"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */
2146 {"NV34", CARD_NVIDIA_GEFORCEFX_5200},
2147 {"NV31", CARD_NVIDIA_GEFORCEFX_5600},
2148 {"NV30", CARD_NVIDIA_GEFORCEFX_5800},
2149 /* Kelvin */
2150 {"nv28", CARD_NVIDIA_GEFORCE4_TI4200},
2151 {"nv25", CARD_NVIDIA_GEFORCE4_TI4200},
2152 {"nv20", CARD_NVIDIA_GEFORCE3},
2153 /* Celsius */
2154 {"nv1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */
2155 {"nv1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */
2156 {"nv18", CARD_NVIDIA_GEFORCE4_MX},
2157 {"nv17", CARD_NVIDIA_GEFORCE4_MX},
2158 {"nv16", CARD_NVIDIA_GEFORCE2},
2159 {"nv15", CARD_NVIDIA_GEFORCE2},
2160 {"nv11", CARD_NVIDIA_GEFORCE2_MX},
2161 {"nv10", CARD_NVIDIA_GEFORCE},
2162 /* Fahrenheit */
2163 {"nv05", CARD_NVIDIA_RIVA_TNT2},
2164 {"nv04", CARD_NVIDIA_RIVA_TNT},
2165 {"nv03", CARD_NVIDIA_RIVA_128},
2166 },
2167 cards_vmware[] =
2168 {
2169 {"SVGA3D", CARD_VMWARE_SVGA3D},
2170 };
2171
2172 static const struct gl_vendor_selection
2173 {
2174 enum wined3d_gl_vendor gl_vendor;
2175 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2176 const struct wined3d_renderer_table *cards; /* To be used as cards[], pointer to the first member in an array */
2177 size_t cards_size; /* Number of entries in the array above */
2178 }
2179 amd_gl_vendor_table[] =
2180 {
2181 {GL_VENDOR_APPLE, "Apple OSX AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)},
2182 {GL_VENDOR_FGLRX, "AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)},
2183 {GL_VENDOR_MESA, "Mesa AMD/ATI driver", cards_amd_mesa, ARRAY_SIZE(cards_amd_mesa)},
2184 },
2185 nvidia_gl_vendor_table[] =
2186 {
2187 {GL_VENDOR_APPLE, "Apple OSX NVidia binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)},
2188 {GL_VENDOR_MESA, "Mesa Nouveau driver", cards_nvidia_mesa, ARRAY_SIZE(cards_nvidia_mesa)},
2189 {GL_VENDOR_NVIDIA, "Nvidia binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)},
2190 },
2191 vmware_gl_vendor_table[] =
2192 {
2193 {GL_VENDOR_MESA, "VMware driver", cards_vmware, ARRAY_SIZE(cards_vmware)},
2194 },
2195 intel_gl_vendor_table[] =
2196 {
2197 {GL_VENDOR_APPLE, "Apple OSX Intel binary driver", cards_intel, ARRAY_SIZE(cards_intel)},
2198 {GL_VENDOR_MESA, "Mesa Intel driver", cards_intel, ARRAY_SIZE(cards_intel)},
2199 };
2200
2201 static const enum wined3d_pci_device
2202 card_fallback_nvidia[] =
2203 {
2204 CARD_NVIDIA_RIVA_128, /* D3D5 */
2205 CARD_NVIDIA_RIVA_TNT, /* D3D6 */
2206 CARD_NVIDIA_GEFORCE, /* D3D7 */
2207 CARD_NVIDIA_GEFORCE3, /* D3D8 */
2208 CARD_NVIDIA_GEFORCEFX_5800, /* D3D9_SM2 */
2209 CARD_NVIDIA_GEFORCE_6800, /* D3D9_SM3 */
2210 CARD_NVIDIA_GEFORCE_8800GTX, /* D3D10 */
2211 CARD_NVIDIA_GEFORCE_GTX470, /* D3D11 */
2212 },
2213 card_fallback_amd[] =
2214 {
2215 CARD_AMD_RAGE_128PRO, /* D3D5 */
2216 CARD_AMD_RAGE_128PRO, /* D3D6 */
2217 CARD_AMD_RADEON_7200, /* D3D7 */
2218 CARD_AMD_RADEON_8500, /* D3D8 */
2219 CARD_AMD_RADEON_9500, /* D3D9_SM2 */
2220 CARD_AMD_RADEON_X1600, /* D3D9_SM3 */
2221 CARD_AMD_RADEON_HD2900, /* D3D10 */
2222 CARD_AMD_RADEON_HD5600, /* D3D11 */
2223 },
2224 card_fallback_intel[] =
2225 {
2226 CARD_INTEL_845G, /* D3D5 */
2227 CARD_INTEL_845G, /* D3D6 */
2228 CARD_INTEL_845G, /* D3D7 */
2229 CARD_INTEL_915G, /* D3D8 */
2230 CARD_INTEL_915G, /* D3D9_SM2 */
2231 CARD_INTEL_945G, /* D3D9_SM3 */
2232 CARD_INTEL_G45, /* D3D10 */
2233 CARD_INTEL_IVBD, /* D3D11 */
2234 };
2235 C_ASSERT(ARRAY_SIZE(card_fallback_nvidia) == WINED3D_D3D_LEVEL_COUNT);
2236 C_ASSERT(ARRAY_SIZE(card_fallback_amd) == WINED3D_D3D_LEVEL_COUNT);
2237 C_ASSERT(ARRAY_SIZE(card_fallback_intel) == WINED3D_D3D_LEVEL_COUNT);
2238
2239 static enum wined3d_pci_device select_card_handler(const struct gl_vendor_selection *table,
2240 unsigned int table_size, enum wined3d_gl_vendor gl_vendor, const char *gl_renderer)
2241 {
2242 unsigned int i, j;
2243
2244 for (i = 0; i < table_size; ++i)
2245 {
2246 if (table[i].gl_vendor != gl_vendor)
2247 continue;
2248
2249 TRACE("Applying card selector \"%s\".\n", table[i].description);
2250
2251 for (j = 0; j < table[i].cards_size; ++j)
2252 {
2253 if (strstr(gl_renderer, table[i].cards[j].renderer))
2254 return table[i].cards[j].id;
2255 }
2256 return PCI_DEVICE_NONE;
2257 }
2258 FIXME("Couldn't find a suitable card selector for GL vendor %04x (using GL_RENDERER %s)\n",
2259 gl_vendor, debugstr_a(gl_renderer));
2260
2261 return PCI_DEVICE_NONE;
2262 }
2263
2264 static const struct
2265 {
2266 enum wined3d_pci_vendor card_vendor;
2267 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2268 const struct gl_vendor_selection *gl_vendor_selection;
2269 unsigned int gl_vendor_count;
2270 const enum wined3d_pci_device *card_fallback; /* An array with D3D_LEVEL_COUNT elements */
2271 }
2272 card_vendor_table[] =
2273 {
2274 {HW_VENDOR_AMD, "AMD", amd_gl_vendor_table,
2275 sizeof(amd_gl_vendor_table) / sizeof(*amd_gl_vendor_table),
2276 card_fallback_amd},
2277 {HW_VENDOR_NVIDIA, "Nvidia", nvidia_gl_vendor_table,
2278 sizeof(nvidia_gl_vendor_table) / sizeof(*nvidia_gl_vendor_table),
2279 card_fallback_nvidia},
2280 {HW_VENDOR_VMWARE, "VMware", vmware_gl_vendor_table,
2281 sizeof(vmware_gl_vendor_table) / sizeof(*vmware_gl_vendor_table),
2282 card_fallback_amd},
2283 {HW_VENDOR_INTEL, "Intel", intel_gl_vendor_table,
2284 sizeof(intel_gl_vendor_table) / sizeof(*intel_gl_vendor_table),
2285 card_fallback_intel},
2286 };
2287
2288
2289 static enum wined3d_pci_device wined3d_guess_card(const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps,
2290 DWORD glsl_version, const char *gl_renderer, enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2291 {
2292 /* A Direct3D device object contains the PCI id (vendor + device) of the
2293 * videocard which is used for rendering. Various applications use this
2294 * information to get a rough estimation of the features of the card and
2295 * some might use it for enabling 3d effects only on certain types of
2296 * videocards. In some cases games might even use it to work around bugs
2297 * which happen on certain videocards/driver combinations. The problem is
2298 * that OpenGL only exposes a rendering string containing the name of the
2299 * videocard and not the PCI id.
2300 *
2301 * Various games depend on the PCI id, so somehow we need to provide one.
2302 * A simple option is to parse the renderer string and translate this to
2303 * the right PCI id. This is a lot of work because there are more than 200
2304 * GPUs just for Nvidia. Various cards share the same renderer string, so
2305 * the amount of code might be 'small' but there are quite a number of
2306 * exceptions which would make this a pain to maintain. Another way would
2307 * be to query the PCI id from the operating system (assuming this is the
2308 * videocard which is used for rendering which is not always the case).
2309 * This would work but it is not very portable. Second it would not work
2310 * well in, let's say, a remote X situation in which the amount of 3d
2311 * features which can be used is limited.
2312 *
2313 * As said most games only use the PCI id to get an indication of the
2314 * capabilities of the card. It doesn't really matter if the given id is
2315 * the correct one if we return the id of a card with similar 3d features.
2316 *
2317 * The code below checks the OpenGL capabilities of a videocard and matches
2318 * that to a certain level of Direct3D functionality. Once a card passes
2319 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2320 * least a GeforceFX. To give a better estimate we do a basic check on the
2321 * renderer string but if that won't pass we return a default card. This
2322 * way is better than maintaining a full card database as even without a
2323 * full database we can return a card with similar features. Second the
2324 * size of the database can be made quite small because when you know what
2325 * type of 3d functionality a card has, you know to which GPU family the
2326 * GPU must belong. Because of this you only have to check a small part of
2327 * the renderer string to distinguish between different models from that
2328 * family.
2329 *
2330 * The code also selects a default amount of video memory which we will
2331 * use for an estimation of the amount of free texture memory. In case of
2332 * real D3D the amount of texture memory includes video memory and system
2333 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2334 * HyperMemory). We don't know how much system memory can be addressed by
2335 * the system but we can make a reasonable estimation about the amount of
2336 * video memory. If the value is slightly wrong it doesn't matter as we
2337 * didn't include AGP-like memory which makes the amount of addressable
2338 * memory higher and second OpenGL isn't that critical it moves to system
2339 * memory behind our backs if really needed. Note that the amount of video
2340 * memory can be overruled using a registry setting. */
2341
2342 unsigned int i;
2343 enum wined3d_d3d_level d3d_level = d3d_level_from_caps(shader_caps, fragment_caps, glsl_version);
2344 enum wined3d_pci_device device;
2345
2346 for (i = 0; i < (sizeof(card_vendor_table) / sizeof(*card_vendor_table)); ++i)
2347 {
2348 if (card_vendor_table[i].card_vendor != *card_vendor)
2349 continue;
2350
2351 TRACE("Applying card selector \"%s\".\n", card_vendor_table[i].description);
2352 device = select_card_handler(card_vendor_table[i].gl_vendor_selection,
2353 card_vendor_table[i].gl_vendor_count, *gl_vendor, gl_renderer);
2354 if (device != PCI_DEVICE_NONE)
2355 return device;
2356
2357 TRACE("Unrecognized renderer %s, falling back to default.\n", debugstr_a(gl_renderer));
2358 return card_vendor_table[i].card_fallback[d3d_level];
2359 }
2360
2361 FIXME("No card selector available for card vendor %04x (using GL_RENDERER %s).\n",
2362 *card_vendor, debugstr_a(gl_renderer));
2363
2364 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. */
2365 *card_vendor = HW_VENDOR_NVIDIA;
2366 return card_fallback_nvidia[d3d_level];
2367 }
2368
2369 static const struct wined3d_vertex_pipe_ops *select_vertex_implementation(const struct wined3d_gl_info *gl_info,
2370 const struct wined3d_shader_backend_ops *shader_backend_ops)
2371 {
2372 if (shader_backend_ops == &glsl_shader_backend)
2373 return &glsl_vertex_pipe;
2374 return &ffp_vertex_pipe;
2375 }
2376
2377 static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info,
2378 const struct wined3d_shader_backend_ops *shader_backend_ops)
2379 {
2380 if (shader_backend_ops == &glsl_shader_backend)
2381 return &glsl_fragment_pipe;
2382 if (shader_backend_ops == &arb_program_shader_backend && gl_info->supported[ARB_FRAGMENT_PROGRAM])
2383 return &arbfp_fragment_pipeline;
2384 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2385 return &atifs_fragment_pipeline;
2386 if (gl_info->supported[NV_REGISTER_COMBINERS] && gl_info->supported[NV_TEXTURE_SHADER2])
2387 return &nvts_fragment_pipeline;
2388 if (gl_info->supported[NV_REGISTER_COMBINERS])
2389 return &nvrc_fragment_pipeline;
2390 return &ffp_fragment_pipeline;
2391 }
2392
2393 static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
2394 {
2395 BOOL glsl = wined3d_settings.glslRequested && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
2396
2397 if (glsl && gl_info->supported[ARB_FRAGMENT_SHADER])
2398 return &glsl_shader_backend;
2399 if (glsl && gl_info->supported[ARB_VERTEX_SHADER])
2400 {
2401 /* Geforce4 cards support GLSL but for vertex shaders only. Further
2402 * its reported GLSL caps are wrong. This combined with the fact that
2403 * GLSL won't offer more features or performance, use ARB shaders only
2404 * on this card. */
2405 if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2])
2406 return &arb_program_shader_backend;
2407 return &glsl_shader_backend;
2408 }
2409 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_FRAGMENT_PROGRAM])
2410 return &arb_program_shader_backend;
2411 return &none_shader_backend;
2412 }
2413
2414 static const struct blit_shader *select_blit_implementation(const struct wined3d_gl_info *gl_info,
2415 const struct wined3d_shader_backend_ops *shader_backend_ops)
2416 {
2417 if ((shader_backend_ops == &glsl_shader_backend
2418 || shader_backend_ops == &arb_program_shader_backend)
2419 && gl_info->supported[ARB_FRAGMENT_PROGRAM])
2420 return &arbfp_blit;
2421 return &ffp_blit;
2422 }
2423
2424 static void parse_extension_string(struct wined3d_gl_info *gl_info, const char *extensions,
2425 const struct wined3d_extension_map *map, UINT entry_count)
2426 {
2427 while (*extensions)
2428 {
2429 const char *start;
2430 size_t len;
2431 UINT i;
2432
2433 while (isspace(*extensions))
2434 ++extensions;
2435 start = extensions;
2436 while (!isspace(*extensions) && *extensions)
2437 ++extensions;
2438
2439 len = extensions - start;
2440 if (!len)
2441 continue;
2442
2443 TRACE("- %s.\n", debugstr_an(start, len));
2444
2445 for (i = 0; i < entry_count; ++i)
2446 {
2447 if (len == strlen(map[i].extension_string)
2448 && !memcmp(start, map[i].extension_string, len))
2449 {
2450 TRACE(" FOUND: %s support.\n", map[i].extension_string);
2451 gl_info->supported[map[i].extension] = TRUE;
2452 break;
2453 }
2454 }
2455 }
2456 }
2457
2458 static void enumerate_gl_extensions(struct wined3d_gl_info *gl_info,
2459 const struct wined3d_extension_map *map, unsigned int map_entries_count)
2460 {
2461 const char *gl_extension_name;
2462 unsigned int i, j;
2463 GLint extensions_count;
2464
2465 glGetIntegerv(GL_NUM_EXTENSIONS, &extensions_count);
2466 for (i = 0; i < extensions_count; ++i)
2467 {
2468 gl_extension_name = (const char *)GL_EXTCALL(glGetStringi(GL_EXTENSIONS, i));
2469 TRACE("- %s.\n", debugstr_a(gl_extension_name));
2470 for (j = 0; j < map_entries_count; ++j)
2471 {
2472 if (!strcmp(gl_extension_name, map[j].extension_string))
2473 {
2474 TRACE("FOUND: %s support.\n", map[j].extension_string);
2475 gl_info->supported[map[j].extension] = TRUE;
2476 break;
2477 }
2478 }
2479 }
2480 }
2481
2482 static void load_gl_funcs(struct wined3d_gl_info *gl_info)
2483 {
2484 #define USE_GL_FUNC(pfn) gl_info->gl_ops.ext.p_##pfn = (void *)wglGetProcAddress(#pfn);
2485 /* GL_APPLE_fence */
2486 USE_GL_FUNC(glDeleteFencesAPPLE)
2487 USE_GL_FUNC(glFinishFenceAPPLE)
2488 USE_GL_FUNC(glFinishObjectAPPLE)
2489 USE_GL_FUNC(glGenFencesAPPLE)
2490 USE_GL_FUNC(glIsFenceAPPLE)
2491 USE_GL_FUNC(glSetFenceAPPLE)
2492 USE_GL_FUNC(glTestFenceAPPLE)
2493 USE_GL_FUNC(glTestObjectAPPLE)
2494 /* GL_APPLE_flush_buffer_range */
2495 USE_GL_FUNC(glBufferParameteriAPPLE)
2496 USE_GL_FUNC(glFlushMappedBufferRangeAPPLE)
2497 /* GL_ARB_blend_func_extended */
2498 USE_GL_FUNC(glBindFragDataLocationIndexed)
2499 USE_GL_FUNC(glGetFragDataIndex)
2500 /* GL_ARB_color_buffer_float */
2501 USE_GL_FUNC(glClampColorARB)
2502 /* GL_ARB_debug_output */
2503 USE_GL_FUNC(glDebugMessageCallbackARB)
2504 USE_GL_FUNC(glDebugMessageControlARB)
2505 USE_GL_FUNC(glDebugMessageInsertARB)
2506 USE_GL_FUNC(glGetDebugMessageLogARB)
2507 /* GL_ARB_draw_buffers */
2508 USE_GL_FUNC(glDrawBuffersARB)
2509 /* GL_ARB_draw_elements_base_vertex */
2510 USE_GL_FUNC(glDrawElementsBaseVertex)
2511 USE_GL_FUNC(glDrawElementsInstancedBaseVertex)
2512 USE_GL_FUNC(glDrawRangeElementsBaseVertex)
2513 USE_GL_FUNC(glMultiDrawElementsBaseVertex)
2514 /* GL_ARB_draw_instanced */
2515 USE_GL_FUNC(glDrawArraysInstancedARB)
2516 USE_GL_FUNC(glDrawElementsInstancedARB)
2517 /* GL_ARB_framebuffer_object */
2518 USE_GL_FUNC(glBindFramebuffer)
2519 USE_GL_FUNC(glBindRenderbuffer)
2520 USE_GL_FUNC(glBlitFramebuffer)
2521 USE_GL_FUNC(glCheckFramebufferStatus)
2522 USE_GL_FUNC(glDeleteFramebuffers)
2523 USE_GL_FUNC(glDeleteRenderbuffers)
2524 USE_GL_FUNC(glFramebufferRenderbuffer)
2525 USE_GL_FUNC(glFramebufferTexture1D)
2526 USE_GL_FUNC(glFramebufferTexture2D)
2527 USE_GL_FUNC(glFramebufferTexture3D)
2528 USE_GL_FUNC(glFramebufferTextureLayer)
2529 USE_GL_FUNC(glGenFramebuffers)
2530 USE_GL_FUNC(glGenRenderbuffers)
2531 USE_GL_FUNC(glGenerateMipmap)
2532 USE_GL_FUNC(glGetFramebufferAttachmentParameteriv)
2533 USE_GL_FUNC(glGetRenderbufferParameteriv)
2534 USE_GL_FUNC(glIsFramebuffer)
2535 USE_GL_FUNC(glIsRenderbuffer)
2536 USE_GL_FUNC(glRenderbufferStorage)
2537 USE_GL_FUNC(glRenderbufferStorageMultisample)
2538 /* GL_ARB_geometry_shader4 */
2539 USE_GL_FUNC(glFramebufferTextureARB)
2540 USE_GL_FUNC(glFramebufferTextureFaceARB)
2541 USE_GL_FUNC(glFramebufferTextureLayerARB)
2542 USE_GL_FUNC(glProgramParameteriARB)
2543 /* GL_ARB_instanced_arrays */
2544 USE_GL_FUNC(glVertexAttribDivisorARB)
2545 /* GL_ARB_internalformat_query */
2546 USE_GL_FUNC(glGetInternalformativ)
2547 /* GL_ARB_internalformat_query2 */
2548 USE_GL_FUNC(glGetInternalformati64v)
2549 /* GL_ARB_map_buffer_range */
2550 USE_GL_FUNC(glFlushMappedBufferRange)
2551 USE_GL_FUNC(glMapBufferRange)
2552 /* GL_ARB_multisample */
2553 USE_GL_FUNC(glSampleCoverageARB)
2554 /* GL_ARB_multitexture */
2555 USE_GL_FUNC(glActiveTextureARB)
2556 USE_GL_FUNC(glClientActiveTextureARB)
2557 USE_GL_FUNC(glMultiTexCoord1fARB)
2558 USE_GL_FUNC(glMultiTexCoord1fvARB)
2559 USE_GL_FUNC(glMultiTexCoord2fARB)
2560 USE_GL_FUNC(glMultiTexCoord2fvARB)
2561 USE_GL_FUNC(glMultiTexCoord2svARB)
2562 USE_GL_FUNC(glMultiTexCoord3fARB)
2563 USE_GL_FUNC(glMultiTexCoord3fvARB)
2564 USE_GL_FUNC(glMultiTexCoord4fARB)
2565 USE_GL_FUNC(glMultiTexCoord4fvARB)
2566 USE_GL_FUNC(glMultiTexCoord4svARB)
2567 /* GL_ARB_occlusion_query */
2568 USE_GL_FUNC(glBeginQueryARB)
2569 USE_GL_FUNC(glDeleteQueriesARB)
2570 USE_GL_FUNC(glEndQueryARB)
2571 USE_GL_FUNC(glGenQueriesARB)
2572 USE_GL_FUNC(glGetQueryivARB)
2573 USE_GL_FUNC(glGetQueryObjectivARB)
2574 USE_GL_FUNC(glGetQueryObjectuivARB)
2575 USE_GL_FUNC(glIsQueryARB)
2576 /* GL_ARB_point_parameters */
2577 USE_GL_FUNC(glPointParameterfARB)
2578 USE_GL_FUNC(glPointParameterfvARB)
2579 /* GL_ARB_provoking_vertex */
2580 USE_GL_FUNC(glProvokingVertex)
2581 /* GL_ARB_sampler_objects */
2582 USE_GL_FUNC(glGenSamplers)
2583 USE_GL_FUNC(glDeleteSamplers)
2584 USE_GL_FUNC(glIsSampler)
2585 USE_GL_FUNC(glBindSampler)
2586 USE_GL_FUNC(glSamplerParameteri)
2587 USE_GL_FUNC(glSamplerParameterf)
2588 USE_GL_FUNC(glSamplerParameteriv)
2589 USE_GL_FUNC(glSamplerParameterfv)
2590 USE_GL_FUNC(glSamplerParameterIiv)
2591 USE_GL_FUNC(glSamplerParameterIuiv)
2592 USE_GL_FUNC(glGetSamplerParameteriv)
2593 USE_GL_FUNC(glGetSamplerParameterfv)
2594 USE_GL_FUNC(glGetSamplerParameterIiv)
2595 USE_GL_FUNC(glGetSamplerParameterIuiv)
2596 /* GL_ARB_shader_objects */
2597 USE_GL_FUNC(glAttachObjectARB)
2598 USE_GL_FUNC(glBindAttribLocationARB)
2599 USE_GL_FUNC(glCompileShaderARB)
2600 USE_GL_FUNC(glCreateProgramObjectARB)
2601 USE_GL_FUNC(glCreateShaderObjectARB)
2602 USE_GL_FUNC(glDeleteObjectARB)
2603 USE_GL_FUNC(glDetachObjectARB)
2604 USE_GL_FUNC(glGetActiveUniformARB)
2605 USE_GL_FUNC(glGetAttachedObjectsARB)
2606 USE_GL_FUNC(glGetAttribLocationARB)
2607 USE_GL_FUNC(glGetHandleARB)
2608 USE_GL_FUNC(glGetInfoLogARB)
2609 USE_GL_FUNC(glGetObjectParameterfvARB)
2610 USE_GL_FUNC(glGetObjectParameterivARB)
2611 USE_GL_FUNC(glGetShaderSourceARB)
2612 USE_GL_FUNC(glGetUniformLocationARB)
2613 USE_GL_FUNC(glGetUniformfvARB)
2614 USE_GL_FUNC(glGetUniformivARB)
2615 USE_GL_FUNC(glLinkProgramARB)
2616 USE_GL_FUNC(glShaderSourceARB)
2617 USE_GL_FUNC(glUniform1fARB)
2618 USE_GL_FUNC(glUniform1fvARB)
2619 USE_GL_FUNC(glUniform1iARB)
2620 USE_GL_FUNC(glUniform1ivARB)
2621 USE_GL_FUNC(glUniform2fARB)
2622 USE_GL_FUNC(glUniform2fvARB)
2623 USE_GL_FUNC(glUniform2iARB)
2624 USE_GL_FUNC(glUniform2ivARB)
2625 USE_GL_FUNC(glUniform3fARB)
2626 USE_GL_FUNC(glUniform3fvARB)
2627 USE_GL_FUNC(glUniform3iARB)
2628 USE_GL_FUNC(glUniform3ivARB)
2629 USE_GL_FUNC(glUniform4fARB)
2630 USE_GL_FUNC(glUniform4fvARB)
2631 USE_GL_FUNC(glUniform4iARB)
2632 USE_GL_FUNC(glUniform4ivARB)
2633 USE_GL_FUNC(glUniformMatrix2fvARB)
2634 USE_GL_FUNC(glUniformMatrix3fvARB)
2635 USE_GL_FUNC(glUniformMatrix4fvARB)
2636 USE_GL_FUNC(glUseProgramObjectARB)
2637 USE_GL_FUNC(glValidateProgramARB)
2638 /* GL_ARB_sync */
2639 USE_GL_FUNC(glClientWaitSync)
2640 USE_GL_FUNC(glDeleteSync)
2641 USE_GL_FUNC(glFenceSync)
2642 USE_GL_FUNC(glGetInteger64v)
2643 USE_GL_FUNC(glGetSynciv)
2644 USE_GL_FUNC(glIsSync)
2645 USE_GL_FUNC(glWaitSync)
2646 /* GL_ARB_texture_compression */
2647 USE_GL_FUNC(glCompressedTexImage2DARB)
2648 USE_GL_FUNC(glCompressedTexImage3DARB)
2649 USE_GL_FUNC(glCompressedTexSubImage2DARB)
2650 USE_GL_FUNC(glCompressedTexSubImage3DARB)
2651 USE_GL_FUNC(glGetCompressedTexImageARB)
2652 /* GL_ARB_timer_query */
2653 USE_GL_FUNC(glQueryCounter)
2654 USE_GL_FUNC(glGetQueryObjectui64v)
2655 /* GL_ARB_uniform_buffer_object */
2656 USE_GL_FUNC(glBindBufferBase)
2657 USE_GL_FUNC(glBindBufferRange)
2658 USE_GL_FUNC(glGetActiveUniformBlockName)
2659 USE_GL_FUNC(glGetActiveUniformBlockiv)
2660 USE_GL_FUNC(glGetActiveUniformName)
2661 USE_GL_FUNC(glGetActiveUniformsiv)
2662 USE_GL_FUNC(glGetIntegeri_v)
2663 USE_GL_FUNC(glGetUniformBlockIndex)
2664 USE_GL_FUNC(glGetUniformIndices)
2665 USE_GL_FUNC(glUniformBlockBinding)
2666 /* GL_ARB_vertex_blend */
2667 USE_GL_FUNC(glVertexBlendARB)
2668 USE_GL_FUNC(glWeightPointerARB)
2669 USE_GL_FUNC(glWeightbvARB)
2670 USE_GL_FUNC(glWeightdvARB)
2671 USE_GL_FUNC(glWeightfvARB)
2672 USE_GL_FUNC(glWeightivARB)
2673 USE_GL_FUNC(glWeightsvARB)
2674 USE_GL_FUNC(glWeightubvARB)
2675 USE_GL_FUNC(glWeightuivARB)
2676 USE_GL_FUNC(glWeightusvARB)
2677 /* GL_ARB_vertex_buffer_object */
2678 USE_GL_FUNC(glBindBufferARB)
2679 USE_GL_FUNC(glBufferDataARB)
2680 USE_GL_FUNC(glBufferSubDataARB)
2681 USE_GL_FUNC(glDeleteBuffersARB)
2682 USE_GL_FUNC(glGenBuffersARB)
2683 USE_GL_FUNC(glGetBufferParameterivARB)
2684 USE_GL_FUNC(glGetBufferPointervARB)
2685 USE_GL_FUNC(glGetBufferSubDataARB)
2686 USE_GL_FUNC(glIsBufferARB)
2687 USE_GL_FUNC(glMapBufferARB)
2688 USE_GL_FUNC(glUnmapBufferARB)
2689 /* GL_ARB_vertex_program */
2690 USE_GL_FUNC(glBindProgramARB)
2691 USE_GL_FUNC(glDeleteProgramsARB)
2692 USE_GL_FUNC(glDisableVertexAttribArrayARB)
2693 USE_GL_FUNC(glEnableVertexAttribArrayARB)
2694 USE_GL_FUNC(glGenProgramsARB)
2695 USE_GL_FUNC(glGetProgramivARB)
2696 USE_GL_FUNC(glProgramEnvParameter4fvARB)
2697 USE_GL_FUNC(glProgramLocalParameter4fvARB)
2698 USE_GL_FUNC(glProgramStringARB)
2699 USE_GL_FUNC(glVertexAttrib1dARB)
2700 USE_GL_FUNC(glVertexAttrib1dvARB)
2701 USE_GL_FUNC(glVertexAttrib1fARB)
2702 USE_GL_FUNC(glVertexAttrib1fvARB)
2703 USE_GL_FUNC(glVertexAttrib1sARB)
2704 USE_GL_FUNC(glVertexAttrib1svARB)
2705 USE_GL_FUNC(glVertexAttrib2dARB)
2706 USE_GL_FUNC(glVertexAttrib2dvARB)
2707 USE_GL_FUNC(glVertexAttrib2fARB)
2708 USE_GL_FUNC(glVertexAttrib2fvARB)
2709 USE_GL_FUNC(glVertexAttrib2sARB)
2710 USE_GL_FUNC(glVertexAttrib2svARB)
2711 USE_GL_FUNC(glVertexAttrib3dARB)
2712 USE_GL_FUNC(glVertexAttrib3dvARB)
2713 USE_GL_FUNC(glVertexAttrib3fARB)
2714 USE_GL_FUNC(glVertexAttrib3fvARB)
2715 USE_GL_FUNC(glVertexAttrib3sARB)
2716 USE_GL_FUNC(glVertexAttrib3svARB)
2717 USE_GL_FUNC(glVertexAttrib4NbvARB)
2718 USE_GL_FUNC(glVertexAttrib4NivARB)
2719 USE_GL_FUNC(glVertexAttrib4NsvARB)
2720 USE_GL_FUNC(glVertexAttrib4NubARB)
2721 USE_GL_FUNC(glVertexAttrib4NubvARB)
2722 USE_GL_FUNC(glVertexAttrib4NuivARB)
2723 USE_GL_FUNC(glVertexAttrib4NusvARB)
2724 USE_GL_FUNC(glVertexAttrib4bvARB)
2725 USE_GL_FUNC(glVertexAttrib4dARB)
2726 USE_GL_FUNC(glVertexAttrib4dvARB)
2727 USE_GL_FUNC(glVertexAttrib4fARB)
2728 USE_GL_FUNC(glVertexAttrib4fvARB)
2729 USE_GL_FUNC(glVertexAttrib4ivARB)
2730 USE_GL_FUNC(glVertexAttrib4sARB)
2731 USE_GL_FUNC(glVertexAttrib4svARB)
2732 USE_GL_FUNC(glVertexAttrib4ubvARB)
2733 USE_GL_FUNC(glVertexAttrib4uivARB)
2734 USE_GL_FUNC(glVertexAttrib4usvARB)
2735 USE_GL_FUNC(glVertexAttribPointerARB)
2736 /* GL_ATI_fragment_shader */
2737 USE_GL_FUNC(glAlphaFragmentOp1ATI)
2738 USE_GL_FUNC(glAlphaFragmentOp2ATI)
2739 USE_GL_FUNC(glAlphaFragmentOp3ATI)
2740 USE_GL_FUNC(glBeginFragmentShaderATI)
2741 USE_GL_FUNC(glBindFragmentShaderATI)
2742 USE_GL_FUNC(glColorFragmentOp1ATI)
2743 USE_GL_FUNC(glColorFragmentOp2ATI)
2744 USE_GL_FUNC(glColorFragmentOp3ATI)
2745 USE_GL_FUNC(glDeleteFragmentShaderATI)
2746 USE_GL_FUNC(glEndFragmentShaderATI)
2747 USE_GL_FUNC(glGenFragmentShadersATI)
2748 USE_GL_FUNC(glPassTexCoordATI)
2749 USE_GL_FUNC(glSampleMapATI)
2750 USE_GL_FUNC(glSetFragmentShaderConstantATI)
2751 /* GL_ATI_separate_stencil */
2752 USE_GL_FUNC(glStencilOpSeparateATI)
2753 USE_GL_FUNC(glStencilFuncSeparateATI)
2754 /* GL_EXT_blend_color */
2755 USE_GL_FUNC(glBlendColorEXT)
2756 /* GL_EXT_blend_equation_separate */
2757 USE_GL_FUNC(glBlendFuncSeparateEXT)
2758 /* GL_EXT_blend_func_separate */
2759 USE_GL_FUNC(glBlendEquationSeparateEXT)
2760 /* GL_EXT_blend_minmax */
2761 USE_GL_FUNC(glBlendEquationEXT)
2762 /* GL_EXT_depth_bounds_test */
2763 USE_GL_FUNC(glDepthBoundsEXT)
2764 /* GL_EXT_draw_buffers2 */
2765 USE_GL_FUNC(glColorMaskIndexedEXT)
2766 USE_GL_FUNC(glDisableIndexedEXT)
2767 USE_GL_FUNC(glEnableIndexedEXT)
2768 USE_GL_FUNC(glGetBooleanIndexedvEXT)
2769 USE_GL_FUNC(glGetIntegerIndexedvEXT)
2770 USE_GL_FUNC(glIsEnabledIndexedEXT)
2771 /* GL_EXT_fog_coord */
2772 USE_GL_FUNC(glFogCoordPointerEXT)
2773 USE_GL_FUNC(glFogCoorddEXT)
2774 USE_GL_FUNC(glFogCoorddvEXT)
2775 USE_GL_FUNC(glFogCoordfEXT)
2776 USE_GL_FUNC(glFogCoordfvEXT)
2777 /* GL_EXT_framebuffer_blit */
2778 USE_GL_FUNC(glBlitFramebufferEXT)
2779 /* GL_EXT_framebuffer_multisample */
2780 USE_GL_FUNC(glRenderbufferStorageMultisampleEXT)
2781 /* GL_EXT_framebuffer_object */
2782 USE_GL_FUNC(glBindFramebufferEXT)
2783 USE_GL_FUNC(glBindRenderbufferEXT)
2784 USE_GL_FUNC(glCheckFramebufferStatusEXT)
2785 USE_GL_FUNC(glDeleteFramebuffersEXT)
2786 USE_GL_FUNC(glDeleteRenderbuffersEXT)
2787 USE_GL_FUNC(glFramebufferRenderbufferEXT)
2788 USE_GL_FUNC(glFramebufferTexture1DEXT)
2789 USE_GL_FUNC(glFramebufferTexture2DEXT)
2790 USE_GL_FUNC(glFramebufferTexture3DEXT)
2791 USE_GL_FUNC(glGenFramebuffersEXT)
2792 USE_GL_FUNC(glGenRenderbuffersEXT)
2793 USE_GL_FUNC(glGenerateMipmapEXT)
2794 USE_GL_FUNC(glGetFramebufferAttachmentParameterivEXT)
2795 USE_GL_FUNC(glGetRenderbufferParameterivEXT)
2796 USE_GL_FUNC(glIsFramebufferEXT)
2797 USE_GL_FUNC(glIsRenderbufferEXT)
2798 USE_GL_FUNC(glRenderbufferStorageEXT)
2799 /* GL_EXT_gpu_program_parameters */
2800 USE_GL_FUNC(glProgramEnvParameters4fvEXT)
2801 USE_GL_FUNC(glProgramLocalParameters4fvEXT)
2802 /* GL_EXT_gpu_shader4 */
2803 USE_GL_FUNC(glBindFragDataLocationEXT)
2804 USE_GL_FUNC(glGetFragDataLocationEXT)
2805 USE_GL_FUNC(glGetUniformuivEXT)
2806 USE_GL_FUNC(glGetVertexAttribIivEXT)
2807 USE_GL_FUNC(glGetVertexAttribIuivEXT)
2808 USE_GL_FUNC(glUniform1uiEXT)
2809 USE_GL_FUNC(glUniform1uivEXT)
2810 USE_GL_FUNC(glUniform2uiEXT)
2811 USE_GL_FUNC(glUniform2uivEXT)
2812 USE_GL_FUNC(glUniform3uiEXT)
2813 USE_GL_FUNC(glUniform3uivEXT)
2814 USE_GL_FUNC(glUniform4uiEXT)
2815 USE_GL_FUNC(glUniform4uivEXT)
2816 USE_GL_FUNC(glVertexAttribI1iEXT)
2817 USE_GL_FUNC(glVertexAttribI1ivEXT)
2818 USE_GL_FUNC(glVertexAttribI1uiEXT)
2819 USE_GL_FUNC(glVertexAttribI1uivEXT)
2820 USE_GL_FUNC(glVertexAttribI2iEXT)
2821 USE_GL_FUNC(glVertexAttribI2ivEXT)
2822 USE_GL_FUNC(glVertexAttribI2uiEXT)
2823 USE_GL_FUNC(glVertexAttribI2uivEXT)
2824 USE_GL_FUNC(glVertexAttribI3iEXT)
2825 USE_GL_FUNC(glVertexAttribI3ivEXT)
2826 USE_GL_FUNC(glVertexAttribI3uiEXT)
2827 USE_GL_FUNC(glVertexAttribI3uivEXT)
2828 USE_GL_FUNC(glVertexAttribI4bvEXT)
2829 USE_GL_FUNC(glVertexAttribI4iEXT)
2830 USE_GL_FUNC(glVertexAttribI4ivEXT)
2831 USE_GL_FUNC(glVertexAttribI4svEXT)
2832 USE_GL_FUNC(glVertexAttribI4ubvEXT)
2833 USE_GL_FUNC(glVertexAttribI4uiEXT)
2834 USE_GL_FUNC(glVertexAttribI4uivEXT)
2835 USE_GL_FUNC(glVertexAttribI4usvEXT)
2836 USE_GL_FUNC(glVertexAttribIPointerEXT)
2837 /* GL_EXT_point_parameters */
2838 USE_GL_FUNC(glPointParameterfEXT)
2839 USE_GL_FUNC(glPointParameterfvEXT)
2840 /* GL_EXT_provoking_vertex */
2841 USE_GL_FUNC(glProvokingVertexEXT)
2842 /* GL_EXT_secondary_color */
2843 USE_GL_FUNC(glSecondaryColor3fEXT)
2844 USE_GL_FUNC(glSecondaryColor3fvEXT)
2845 USE_GL_FUNC(glSecondaryColor3ubEXT)
2846 USE_GL_FUNC(glSecondaryColor3ubvEXT)
2847 USE_GL_FUNC(glSecondaryColorPointerEXT)
2848 /* GL_EXT_stencil_two_side */
2849 USE_GL_FUNC(glActiveStencilFaceEXT)
2850 /* GL_EXT_texture3D */
2851 USE_GL_FUNC(glTexImage3D)
2852 USE_GL_FUNC(glTexImage3DEXT)
2853 USE_GL_FUNC(glTexSubImage3D)
2854 USE_GL_FUNC(glTexSubImage3DEXT)
2855 /* GL_NV_fence */
2856 USE_GL_FUNC(glDeleteFencesNV)
2857 USE_GL_FUNC(glFinishFenceNV)
2858 USE_GL_FUNC(glGenFencesNV)
2859 USE_GL_FUNC(glGetFenceivNV)
2860 USE_GL_FUNC(glIsFenceNV)
2861 USE_GL_FUNC(glSetFenceNV)
2862 USE_GL_FUNC(glTestFenceNV)
2863 /* GL_NV_half_float */
2864 USE_GL_FUNC(glColor3hNV)
2865 USE_GL_FUNC(glColor3hvNV)
2866 USE_GL_FUNC(glColor4hNV)
2867 USE_GL_FUNC(glColor4hvNV)
2868 USE_GL_FUNC(glFogCoordhNV)
2869 USE_GL_FUNC(glFogCoordhvNV)
2870 USE_GL_FUNC(glMultiTexCoord1hNV)
2871 USE_GL_FUNC(glMultiTexCoord1hvNV)
2872 USE_GL_FUNC(glMultiTexCoord2hNV)
2873 USE_GL_FUNC(glMultiTexCoord2hvNV)
2874 USE_GL_FUNC(glMultiTexCoord3hNV)
2875 USE_GL_FUNC(glMultiTexCoord3hvNV)
2876 USE_GL_FUNC(glMultiTexCoord4hNV)
2877 USE_GL_FUNC(glMultiTexCoord4hvNV)
2878 USE_GL_FUNC(glNormal3hNV)
2879 USE_GL_FUNC(glNormal3hvNV)
2880 USE_GL_FUNC(glSecondaryColor3hNV)
2881 USE_GL_FUNC(glSecondaryColor3hvNV)
2882 USE_GL_FUNC(glTexCoord1hNV)
2883 USE_GL_FUNC(glTexCoord1hvNV)
2884 USE_GL_FUNC(glTexCoord2hNV)
2885 USE_GL_FUNC(glTexCoord2hvNV)
2886 USE_GL_FUNC(glTexCoord3hNV)
2887 USE_GL_FUNC(glTexCoord3hvNV)
2888 USE_GL_FUNC(glTexCoord4hNV)
2889 USE_GL_FUNC(glTexCoord4hvNV)
2890 USE_GL_FUNC(glVertex2hNV)
2891 USE_GL_FUNC(glVertex2hvNV)
2892 USE_GL_FUNC(glVertex3hNV)
2893 USE_GL_FUNC(glVertex3hvNV)
2894 USE_GL_FUNC(glVertex4hNV)
2895 USE_GL_FUNC(glVertex4hvNV)
2896 USE_GL_FUNC(glVertexAttrib1hNV)
2897 USE_GL_FUNC(glVertexAttrib1hvNV)
2898 USE_GL_FUNC(glVertexAttrib2hNV)
2899 USE_GL_FUNC(glVertexAttrib2hvNV)
2900 USE_GL_FUNC(glVertexAttrib3hNV)
2901 USE_GL_FUNC(glVertexAttrib3hvNV)
2902 USE_GL_FUNC(glVertexAttrib4hNV)
2903 USE_GL_FUNC(glVertexAttrib4hvNV)
2904 USE_GL_FUNC(glVertexAttribs1hvNV)
2905 USE_GL_FUNC(glVertexAttribs2hvNV)
2906 USE_GL_FUNC(glVertexAttribs3hvNV)
2907 USE_GL_FUNC(glVertexAttribs4hvNV)
2908 USE_GL_FUNC(glVertexWeighthNV)
2909 USE_GL_FUNC(glVertexWeighthvNV)
2910 /* GL_NV_point_sprite */
2911 USE_GL_FUNC(glPointParameteriNV)
2912 USE_GL_FUNC(glPointParameterivNV)
2913 /* GL_NV_register_combiners */
2914 USE_GL_FUNC(glCombinerInputNV)
2915 USE_GL_FUNC(glCombinerOutputNV)
2916 USE_GL_FUNC(glCombinerParameterfNV)
2917 USE_GL_FUNC(glCombinerParameterfvNV)
2918 USE_GL_FUNC(glCombinerParameteriNV)
2919 USE_GL_FUNC(glCombinerParameterivNV)
2920 USE_GL_FUNC(glFinalCombinerInputNV)
2921 /* WGL extensions */
2922 USE_GL_FUNC(wglChoosePixelFormatARB)
2923 USE_GL_FUNC(wglGetExtensionsStringARB)
2924 USE_GL_FUNC(wglGetPixelFormatAttribfvARB)
2925 USE_GL_FUNC(wglGetPixelFormatAttribivARB)
2926 USE_GL_FUNC(wglSetPixelFormatWINE)
2927 USE_GL_FUNC(wglSwapIntervalEXT)
2928
2929 /* Newer core functions */
2930 USE_GL_FUNC(glActiveTexture) /* OpenGL 1.3 */
2931 USE_GL_FUNC(glAttachShader) /* OpenGL 2.0 */
2932 USE_GL_FUNC(glBeginQuery) /* OpenGL 1.5 */
2933 USE_GL_FUNC(glBindAttribLocation) /* OpenGL 2.0 */
2934 USE_GL_FUNC(glBindBuffer) /* OpenGL 1.5 */
2935 USE_GL_FUNC(glBlendColor) /* OpenGL 1.4 */
2936 USE_GL_FUNC(glBlendEquation) /* OpenGL 1.4 */
2937 USE_GL_FUNC(glBlendEquationSeparate) /* OpenGL 2.0 */
2938 USE_GL_FUNC(glBlendFuncSeparate) /* OpenGL 1.4 */
2939 USE_GL_FUNC(glBufferData) /* OpenGL 1.5 */
2940 USE_GL_FUNC(glBufferSubData) /* OpenGL 1.5 */
2941 USE_GL_FUNC(glColorMaski) /* OpenGL 3.0 */
2942 USE_GL_FUNC(glCompileShader) /* OpenGL 2.0 */
2943 USE_GL_FUNC(glCompressedTexImage2D) /* OpenGL 1.3 */
2944 USE_GL_FUNC(glCompressedTexImage3D) /* OpenGL 1.3 */
2945 USE_GL_FUNC(glCompressedTexSubImage2D) /* OpenGL 1.3 */
2946 USE_GL_FUNC(glCompressedTexSubImage3D) /* OpenGL 1.3 */
2947 USE_GL_FUNC(glCreateProgram) /* OpenGL 2.0 */
2948 USE_GL_FUNC(glCreateShader) /* OpenGL 2.0 */
2949 USE_GL_FUNC(glDeleteBuffers) /* OpenGL 1.5 */
2950 USE_GL_FUNC(glDeleteProgram) /* OpenGL 2.0 */
2951 USE_GL_FUNC(glDeleteQueries) /* OpenGL 1.5 */
2952 USE_GL_FUNC(glDeleteShader) /* OpenGL 2.0 */
2953 USE_GL_FUNC(glDetachShader) /* OpenGL 2.0 */
2954 USE_GL_FUNC(glDisableVertexAttribArray) /* OpenGL 2.0 */
2955 USE_GL_FUNC(glDrawArraysInstanced) /* OpenGL 3.1 */
2956 USE_GL_FUNC(glDrawBuffers) /* OpenGL 2.0 */
2957 USE_GL_FUNC(glDrawElementsInstanced) /* OpenGL 3.1 */
2958 USE_GL_FUNC(glEnableVertexAttribArray) /* OpenGL 2.0 */
2959 USE_GL_FUNC(glEndQuery) /* OpenGL 1.5 */
2960 USE_GL_FUNC(glGenBuffers) /* OpenGL 1.5 */
2961 USE_GL_FUNC(glGenQueries) /* OpenGL 1.5 */
2962 USE_GL_FUNC(glGetActiveUniform) /* OpenGL 2.0 */
2963 USE_GL_FUNC(glGetAttachedShaders) /* OpenGL 2.0 */
2964 USE_GL_FUNC(glGetAttribLocation) /* OpenGL 2.0 */
2965 USE_GL_FUNC(glGetBufferSubData) /* OpenGL 1.5 */
2966 USE_GL_FUNC(glGetCompressedTexImage) /* OpenGL 1.3 */
2967 USE_GL_FUNC(glGetProgramInfoLog) /* OpenGL 2.0 */
2968 USE_GL_FUNC(glGetProgramiv) /* OpenGL 2.0 */
2969 USE_GL_FUNC(glGetQueryiv) /* OpenGL 1.5 */
2970 USE_GL_FUNC(glGetQueryObjectuiv) /* OpenGL 1.5 */
2971 USE_GL_FUNC(glGetShaderInfoLog) /* OpenGL 2.0 */
2972 USE_GL_FUNC(glGetShaderiv) /* OpenGL 2.0 */
2973 USE_GL_FUNC(glGetShaderSource) /* OpenGL 2.0 */
2974 USE_GL_FUNC(glGetStringi) /* OpenGL 3.0 */
2975 USE_GL_FUNC(glGetUniformfv) /* OpenGL 2.0 */
2976 USE_GL_FUNC(glGetUniformiv) /* OpenGL 2.0 */
2977 USE_GL_FUNC(glGetUniformLocation) /* OpenGL 2.0 */
2978 USE_GL_FUNC(glLinkProgram) /* OpenGL 2.0 */
2979 USE_GL_FUNC(glMapBuffer) /* OpenGL 1.5 */
2980 USE_GL_FUNC(glPointParameteri) /* OpenGL 1.4 */
2981 USE_GL_FUNC(glPointParameteriv) /* OpenGL 1.4 */
2982 USE_GL_FUNC(glShaderSource) /* OpenGL 2.0 */
2983 USE_GL_FUNC(glStencilFuncSeparate) /* OpenGL 2.0 */
2984 USE_GL_FUNC(glStencilOpSeparate) /* OpenGL 2.0 */
2985 USE_GL_FUNC(glTexImage3D) /* OpenGL 1.2 */
2986 USE_GL_FUNC(glTexSubImage3D) /* OpenGL 1.2 */
2987 USE_GL_FUNC(glUniform1f) /* OpenGL 2.0 */
2988 USE_GL_FUNC(glUniform1fv) /* OpenGL 2.0 */
2989 USE_GL_FUNC(glUniform1i) /* OpenGL 2.0 */
2990 USE_GL_FUNC(glUniform1iv) /* OpenGL 2.0 */
2991 USE_GL_FUNC(glUniform2f) /* OpenGL 2.0 */
2992 USE_GL_FUNC(glUniform2fv) /* OpenGL 2.0 */
2993 USE_GL_FUNC(glUniform2i) /* OpenGL 2.0 */
2994 USE_GL_FUNC(glUniform2iv) /* OpenGL 2.0 */
2995 USE_GL_FUNC(glUniform3f) /* OpenGL 2.0 */
2996 USE_GL_FUNC(glUniform3fv) /* OpenGL 2.0 */
2997 USE_GL_FUNC(glUniform3i) /* OpenGL 2.0 */
2998 USE_GL_FUNC(glUniform3iv) /* OpenGL 2.0 */
2999 USE_GL_FUNC(glUniform4f) /* OpenGL 2.0 */
3000 USE_GL_FUNC(glUniform4fv) /* OpenGL 2.0 */
3001 USE_GL_FUNC(glUniform4i) /* OpenGL 2.0 */
3002 USE_GL_FUNC(glUniform4iv) /* OpenGL 2.0 */
3003 USE_GL_FUNC(glUniformMatrix2fv) /* OpenGL 2.0 */
3004 USE_GL_FUNC(glUniformMatrix3fv) /* OpenGL 2.0 */
3005 USE_GL_FUNC(glUniformMatrix4fv) /* OpenGL 2.0 */
3006 USE_GL_FUNC(glUnmapBuffer) /* OpenGL 1.5 */
3007 USE_GL_FUNC(glUseProgram) /* OpenGL 2.0 */
3008 USE_GL_FUNC(glValidateProgram) /* OpenGL 2.0 */
3009 USE_GL_FUNC(glVertexAttrib1f) /* OpenGL 2.0 */
3010 USE_GL_FUNC(glVertexAttrib1fv) /* OpenGL 2.0 */
3011 USE_GL_FUNC(glVertexAttrib2f) /* OpenGL 2.0 */
3012 USE_GL_FUNC(glVertexAttrib2fv) /* OpenGL 2.0 */
3013 USE_GL_FUNC(glVertexAttrib3f) /* OpenGL 2.0 */
3014 USE_GL_FUNC(glVertexAttrib3fv) /* OpenGL 2.0 */
3015 USE_GL_FUNC(glVertexAttrib4f) /* OpenGL 2.0 */
3016 USE_GL_FUNC(glVertexAttrib4fv) /* OpenGL 2.0 */
3017 USE_GL_FUNC(glVertexAttrib4Nsv) /* OpenGL 2.0 */
3018 USE_GL_FUNC(glVertexAttrib4Nubv) /* OpenGL 2.0 */
3019 USE_GL_FUNC(glVertexAttrib4Nusv) /* OpenGL 2.0 */
3020 USE_GL_FUNC(glVertexAttrib4sv) /* OpenGL 2.0 */
3021 USE_GL_FUNC(glVertexAttrib4ubv) /* OpenGL 2.0 */
3022 USE_GL_FUNC(glVertexAttribDivisor) /* OpenGL 3.3 */
3023 USE_GL_FUNC(glVertexAttribPointer) /* OpenGL 2.0 */
3024 #undef USE_GL_FUNC
3025
3026 #ifndef USE_WIN32_OPENGL
3027 /* hack: use the functions directly from the TEB table to bypass the thunks */
3028 /* note that we still need the above wglGetProcAddress calls to initialize the table */
3029 gl_info->gl_ops.ext = ((struct opengl_funcs *)NtCurrentTeb()->glTable)->ext;
3030 #endif
3031
3032 #define MAP_GL_FUNCTION(core_func, ext_func) \
3033 do \
3034 { \
3035 if (!gl_info->gl_ops.ext.p_##core_func) \
3036 gl_info->gl_ops.ext.p_##core_func = gl_info->gl_ops.ext.p_##ext_func; \
3037 } while (0)
3038 #define MAP_GL_FUNCTION_CAST(core_func, ext_func) \
3039 do \
3040 { \
3041 if (!gl_info->gl_ops.ext.p_##core_func) \
3042 gl_info->gl_ops.ext.p_##core_func = (void *)gl_info->gl_ops.ext.p_##ext_func; \
3043 } while (0)
3044
3045 MAP_GL_FUNCTION(glActiveTexture, glActiveTextureARB);
3046 MAP_GL_FUNCTION(glAttachShader, glAttachObjectARB);
3047 MAP_GL_FUNCTION(glBeginQuery, glBeginQueryARB);
3048 MAP_GL_FUNCTION(glBindAttribLocation, glBindAttribLocationARB);
3049 MAP_GL_FUNCTION(glBindBuffer, glBindBufferARB);
3050 MAP_GL_FUNCTION(glBlendColor, glBlendColorEXT);
3051 MAP_GL_FUNCTION(glBlendEquation, glBlendEquationEXT);
3052 MAP_GL_FUNCTION(glBlendEquationSeparate, glBlendEquationSeparateEXT);
3053 MAP_GL_FUNCTION(glBlendFuncSeparate, glBlendFuncSeparateEXT);
3054 MAP_GL_FUNCTION(glBufferData, glBufferDataARB);
3055 MAP_GL_FUNCTION(glBufferSubData, glBufferSubDataARB);
3056 MAP_GL_FUNCTION(glColorMaski, glColorMaskIndexedEXT);
3057 MAP_GL_FUNCTION(glCompileShader, glCompileShaderARB);
3058 MAP_GL_FUNCTION(glCompressedTexImage2D, glCompressedTexImage2DARB);
3059 MAP_GL_FUNCTION(glCompressedTexImage3D, glCompressedTexImage3DARB);
3060 MAP_GL_FUNCTION(glCompressedTexSubImage2D, glCompressedTexSubImage2DARB);
3061 MAP_GL_FUNCTION(glCompressedTexSubImage3D, glCompressedTexSubImage3DARB);
3062 MAP_GL_FUNCTION(glCreateProgram, glCreateProgramObjectARB);
3063 MAP_GL_FUNCTION(glCreateShader, glCreateShaderObjectARB);
3064 MAP_GL_FUNCTION(glDeleteBuffers, glDeleteBuffersARB);
3065 MAP_GL_FUNCTION(glDeleteProgram, glDeleteObjectARB);
3066 MAP_GL_FUNCTION(glDeleteQueries, glDeleteQueriesARB);
3067 MAP_GL_FUNCTION(glDeleteShader, glDeleteObjectARB);
3068 MAP_GL_FUNCTION(glDetachShader, glDetachObjectARB);
3069 MAP_GL_FUNCTION(glDisableVertexAttribArray, glDisableVertexAttribArrayARB);
3070 MAP_GL_FUNCTION(glDrawBuffers, glDrawBuffersARB);
3071 MAP_GL_FUNCTION(glDrawElementsInstanced, glDrawElementsInstancedARB);
3072 MAP_GL_FUNCTION(glEnableVertexAttribArray, glEnableVertexAttribArrayARB);
3073 MAP_GL_FUNCTION(glEndQuery, glEndQueryARB);
3074 MAP_GL_FUNCTION(glGenBuffers, glGenBuffersARB);
3075 MAP_GL_FUNCTION(glGenQueries, glGenQueriesARB);
3076 MAP_GL_FUNCTION(glGetActiveUniform, glGetActiveUniformARB);
3077 MAP_GL_FUNCTION(glGetAttachedShaders, glGetAttachedObjectsARB);
3078 MAP_GL_FUNCTION(glGetAttribLocation, glGetAttribLocationARB);
3079 MAP_GL_FUNCTION(glGetBufferSubData, glGetBufferSubDataARB);
3080 MAP_GL_FUNCTION(glGetCompressedTexImage, glGetCompressedTexImageARB);
3081 MAP_GL_FUNCTION(glGetProgramInfoLog, glGetInfoLogARB);
3082 MAP_GL_FUNCTION(glGetProgramiv, glGetObjectParameterivARB);
3083 MAP_GL_FUNCTION(glGetQueryiv, glGetQueryivARB);
3084 MAP_GL_FUNCTION(glGetQueryObjectuiv, glGetQueryObjectuivARB);
3085 MAP_GL_FUNCTION(glGetShaderInfoLog, glGetInfoLogARB);
3086 MAP_GL_FUNCTION(glGetShaderiv, glGetObjectParameterivARB);
3087 MAP_GL_FUNCTION(glGetShaderSource, glGetShaderSourceARB);
3088 MAP_GL_FUNCTION(glGetUniformfv, glGetUniformfvARB);
3089 MAP_GL_FUNCTION(glGetUniformiv, glGetUniformivARB);
3090 MAP_GL_FUNCTION(glGetUniformLocation, glGetUniformLocationARB);
3091 MAP_GL_FUNCTION(glLinkProgram, glLinkProgramARB);
3092 MAP_GL_FUNCTION(glMapBuffer, glMapBufferARB);
3093 MAP_GL_FUNCTION_CAST(glShaderSource, glShaderSourceARB);
3094 MAP_GL_FUNCTION_CAST(glTexImage3D, glTexImage3DEXT);
3095 MAP_GL_FUNCTION(glTexSubImage3D, glTexSubImage3DEXT);
3096 MAP_GL_FUNCTION(glUniform1f, glUniform1fARB);
3097 MAP_GL_FUNCTION(glUniform1fv, glUniform1fvARB);
3098 MAP_GL_FUNCTION(glUniform1i, glUniform1iARB);
3099 MAP_GL_FUNCTION(glUniform1iv, glUniform1ivARB);
3100 MAP_GL_FUNCTION(glUniform2f, glUniform2fARB);
3101 MAP_GL_FUNCTION(glUniform2fv, glUniform2fvARB);
3102 MAP_GL_FUNCTION(glUniform2i, glUniform2iARB);
3103 MAP_GL_FUNCTION(glUniform2iv, glUniform2ivARB);
3104 MAP_GL_FUNCTION(glUniform3f, glUniform3fARB);
3105 MAP_GL_FUNCTION(glUniform3fv, glUniform3fvARB);
3106 MAP_GL_FUNCTION(glUniform3i, glUniform3iARB);
3107 MAP_GL_FUNCTION(glUniform3iv, glUniform3ivARB);
3108 MAP_GL_FUNCTION(glUniform4f, glUniform4fARB);
3109 MAP_GL_FUNCTION(glUniform4fv, glUniform4fvARB);
3110 MAP_GL_FUNCTION(glUniform4i, glUniform4iARB);
3111 MAP_GL_FUNCTION(glUniform4iv, glUniform4ivARB);
3112 MAP_GL_FUNCTION(glUniformMatrix2fv, glUniformMatrix2fvARB);
3113 MAP_GL_FUNCTION(glUniformMatrix3fv, glUniformMatrix3fvARB);
3114 MAP_GL_FUNCTION(glUniformMatrix4fv, glUniformMatrix4fvARB);
3115 MAP_GL_FUNCTION(glUnmapBuffer, glUnmapBufferARB);
3116 MAP_GL_FUNCTION(glUseProgram, glUseProgramObjectARB);
3117 MAP_GL_FUNCTION(glValidateProgram, glValidateProgramARB);
3118 MAP_GL_FUNCTION(glVertexAttrib1f, glVertexAttrib1fARB);
3119 MAP_GL_FUNCTION(glVertexAttrib1fv, glVertexAttrib1fvARB);
3120 MAP_GL_FUNCTION(glVertexAttrib2f, glVertexAttrib2fARB);
3121 MAP_GL_FUNCTION(glVertexAttrib2fv, glVertexAttrib2fvARB);
3122 MAP_GL_FUNCTION(glVertexAttrib3f, glVertexAttrib3fARB);
3123 MAP_GL_FUNCTION(glVertexAttrib3fv, glVertexAttrib3fvARB);
3124 MAP_GL_FUNCTION(glVertexAttrib4f, glVertexAttrib4fARB);
3125 MAP_GL_FUNCTION(glVertexAttrib4fv, glVertexAttrib4fvARB);
3126 MAP_GL_FUNCTION(glVertexAttrib4Nsv, glVertexAttrib4NsvARB);
3127 MAP_GL_FUNCTION(glVertexAttrib4Nubv, glVertexAttrib4NubvARB);
3128 MAP_GL_FUNCTION(glVertexAttrib4Nusv, glVertexAttrib4NusvARB);
3129 MAP_GL_FUNCTION(glVertexAttrib4sv, glVertexAttrib4svARB);
3130 MAP_GL_FUNCTION(glVertexAttrib4ubv, glVertexAttrib4ubvARB);
3131 MAP_GL_FUNCTION(glVertexAttribDivisor, glVertexAttribDivisorARB);
3132 MAP_GL_FUNCTION(glVertexAttribPointer, glVertexAttribPointerARB);
3133 #undef MAP_GL_FUNCTION
3134 #undef MAP_GL_FUNCTION_CAST
3135 }
3136
3137 static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
3138 {
3139 GLfloat gl_floatv[2];
3140 GLint gl_max;
3141
3142 gl_info->limits.blends = 1;
3143 gl_info->limits.buffers = 1;
3144 gl_info->limits.textures = 1;
3145 gl_info->limits.texture_coords = 1;
3146 gl_info->limits.vertex_uniform_blocks = 0;
3147 gl_info->limits.geometry_uniform_blocks = 0;
3148 gl_info->limits.fragment_uniform_blocks = 0;
3149 gl_info->limits.fragment_samplers = 1;
3150 gl_info->limits.vertex_samplers = 0;
3151 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
3152 gl_info->limits.vertex_attribs = 16;
3153 gl_info->limits.glsl_vs_float_constants = 0;
3154 gl_info->limits.glsl_ps_float_constants = 0;
3155 gl_info->limits.arb_vs_float_constants = 0;
3156 gl_info->limits.arb_vs_native_constants = 0;
3157 gl_info->limits.arb_vs_instructions = 0;
3158 gl_info->limits.arb_vs_temps = 0;
3159 gl_info->limits.arb_ps_float_constants = 0;
3160 gl_info->limits.arb_ps_local_constants = 0;
3161 gl_info->limits.arb_ps_instructions = 0;
3162 gl_info->limits.arb_ps_temps = 0;
3163
3164 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
3165 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
3166 TRACE("Clip plane support - max planes %d.\n", gl_max);
3167
3168 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
3169 gl_info->limits.lights = gl_max;
3170 TRACE("Light support - max lights %d.\n", gl_max);
3171
3172 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
3173 gl_info->limits.texture_size = gl_max;
3174 TRACE("Maximum texture size support - max texture size %d.\n", gl_max);
3175
3176 gl_info->gl_ops.gl.p_glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
3177 gl_info->limits.pointsize_min = gl_floatv[0];
3178 gl_info->limits.pointsize_max = gl_floatv[1];
3179 TRACE("Maximum point size support - max point size %f.\n", gl_floatv[1]);
3180
3181 if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT])
3182 {
3183 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max);
3184 TRACE("Minimum buffer map alignment: %d.\n", gl_max);
3185 }
3186 else
3187 {
3188 WARN_(d3d_perf)("Driver doesn't guarantee a minimum buffer map alignment.\n");
3189 }
3190 if (gl_info->supported[NV_REGISTER_COMBINERS])
3191 {
3192 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
3193 gl_info->limits.general_combiners = gl_max;
3194 TRACE("Max general combiners: %d.\n", gl_max);
3195 }
3196 if (gl_info->supported[ARB_DRAW_BUFFERS] && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3197 {
3198 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
3199 gl_info->limits.buffers = gl_max;
3200 TRACE("Max draw buffers: %u.\n", gl_max);
3201 }
3202 if (gl_info->supported[ARB_MULTITEXTURE])
3203 {
3204 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
3205 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
3206 TRACE("Max textures: %d.\n", gl_info->limits.textures);
3207
3208 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
3209 {
3210 GLint tmp;
3211 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
3212 gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
3213 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
3214 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
3215 }
3216 else
3217 {
3218 gl_info->limits.texture_coords = max(gl_info->limits.texture_coords, gl_max);
3219 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
3220 }
3221 TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords);
3222 TRACE("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
3223
3224 if (gl_info->supported[ARB_VERTEX_SHADER])
3225 {
3226 GLint tmp;
3227 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
3228 gl_info->limits.vertex_samplers = tmp;
3229 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
3230 gl_info->limits.combined_samplers = tmp;
3231 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp);
3232 gl_info->limits.vertex_attribs = tmp;
3233
3234 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
3235 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
3236 * an issue because then the sampler setup only depends on the two shaders. If a pixel
3237 * shader is used with fixed function vertex processing we're fine too because fixed function
3238 * vertex processing doesn't use any samplers. If fixed function fragment processing is
3239 * used we have to make sure that all vertex sampler setups are valid together with all
3240 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
3241 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
3242 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
3243 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
3244 * a fixed function pipeline anymore.
3245 *
3246 * So this is just a check to check that our assumption holds true. If not, write a warning
3247 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
3248 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
3249 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
3250 {
3251 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
3252 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
3253 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
3254 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
3255 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
3256 else
3257 gl_info->limits.vertex_samplers = 0;
3258 }
3259 }
3260 else
3261 {
3262 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
3263 }
3264 TRACE("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
3265 TRACE("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
3266 }
3267 if (gl_info->supported[ARB_VERTEX_BLEND])
3268 {
3269 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
3270 gl_info->limits.blends = gl_max;
3271 TRACE("Max blends: %u.\n", gl_info->limits.blends);
3272 }
3273 if (gl_info->supported[EXT_TEXTURE3D])
3274 {
3275 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
3276 gl_info->limits.texture3d_size = gl_max;
3277 TRACE("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
3278 }
3279 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
3280 {
3281 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
3282 gl_info->limits.anisotropy = gl_max;
3283 TRACE("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
3284 }
3285 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
3286 {
3287 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
3288 gl_info->limits.arb_ps_float_constants = gl_max;
3289 TRACE("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
3290 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
3291 gl_info->limits.arb_ps_native_constants = gl_max;
3292 TRACE("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
3293 gl_info->limits.arb_ps_native_constants);
3294 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
3295 gl_info->limits.arb_ps_temps = gl_max;
3296 TRACE("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
3297 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
3298 gl_info->limits.arb_ps_instructions = gl_max;
3299 TRACE("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
3300 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
3301 gl_info->limits.arb_ps_local_constants = gl_max;
3302 TRACE("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
3303 }
3304 if (gl_info->supported[ARB_VERTEX_PROGRAM])
3305 {
3306 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
3307 gl_info->limits.arb_vs_float_constants = gl_max;
3308 TRACE("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
3309 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
3310 gl_info->limits.arb_vs_native_constants = gl_max;
3311 TRACE("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
3312 gl_info->limits.arb_vs_native_constants);
3313 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
3314 gl_info->limits.arb_vs_temps = gl_max;
3315 TRACE("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
3316 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
3317 gl_info->limits.arb_vs_instructions = gl_max;
3318 TRACE("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
3319 }
3320 if (gl_info->supported[ARB_VERTEX_SHADER])
3321 {
3322 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
3323 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
3324 TRACE("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
3325
3326 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3327 {
3328 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &gl_max);
3329 gl_info->limits.vertex_uniform_blocks = min(gl_max, WINED3D_MAX_CBS);
3330 TRACE("Max vertex uniform blocks: %u (%d).\n", gl_info->limits.vertex_uniform_blocks, gl_max);
3331 }
3332 }
3333 if (gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3334 {
3335 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &gl_max);
3336 gl_info->limits.geometry_uniform_blocks = min(gl_max, WINED3D_MAX_CBS);
3337 TRACE("Max geometry uniform blocks: %u (%d).\n", gl_info->limits.geometry_uniform_blocks, gl_max);
3338 }
3339 if (gl_info->supported[ARB_FRAGMENT_SHADER])
3340 {
3341 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
3342 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
3343 TRACE("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
3344 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
3345 gl_info->limits.glsl_varyings = gl_max;
3346 TRACE("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
3347
3348 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3349 {
3350 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &gl_max);
3351 gl_info->limits.fragment_uniform_blocks = min(gl_max, WINED3D_MAX_CBS);
3352 TRACE("Max fragment uniform blocks: %u (%d).\n", gl_info->limits.fragment_uniform_blocks, gl_max);
3353 }
3354 }
3355 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3356 {
3357 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &gl_max);
3358 TRACE("Max combined uniform blocks: %d.\n", gl_max);
3359 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &gl_max);
3360 TRACE("Max uniform buffer bindings: %d.\n", gl_max);
3361 }
3362
3363 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
3364 gl_info->gl_ops.gl.p_glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
3365 else
3366 gl_info->limits.shininess = 128.0f;
3367
3368 if ((gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
3369 && wined3d_settings.allow_multisampling)
3370 {
3371 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
3372 gl_info->limits.samples = gl_max;
3373 }
3374 }
3375
3376 /* Context activation is done by the caller. */
3377 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
3378 {
3379 struct wined3d_driver_info *driver_info = &adapter->driver_info;
3380 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
3381 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3382 struct wined3d_vertex_caps vertex_caps;
3383 enum wined3d_pci_vendor card_vendor;
3384 struct fragment_caps fragment_caps;
3385 struct shader_caps shader_caps;
3386 const char *WGL_Extensions = NULL;
3387 enum wined3d_gl_vendor gl_vendor;
3388 enum wined3d_pci_device device;
3389 DWORD gl_version;
3390 HDC hdc;
3391 unsigned int i;
3392 GLint context_profile = 0;
3393
3394 TRACE("adapter %p.\n", adapter);
3395
3396 gl_renderer_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_RENDERER);
3397 TRACE("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
3398 if (!gl_renderer_str)
3399 {
3400 ERR("Received a NULL GL_RENDERER.\n");
3401 return FALSE;
3402 }
3403
3404 gl_vendor_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VENDOR);
3405 TRACE("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
3406 if (!gl_vendor_str)
3407 {
3408 ERR("Received a NULL GL_VENDOR.\n");
3409 return FALSE;
3410 }
3411
3412 /* Parse the GL_VERSION field into major and minor information */
3413 gl_version_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VERSION);
3414 TRACE("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
3415 if (!gl_version_str)
3416 {
3417 ERR("Received a NULL GL_VERSION.\n");
3418 return FALSE;
3419 }
3420 gl_version = wined3d_parse_gl_version(gl_version_str);
3421
3422 load_gl_funcs(gl_info);
3423
3424 memset(gl_info->supported, 0, sizeof(gl_info->supported));
3425 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
3426
3427 if (gl_version >= MAKEDWORD_VERSION(3, 2))
3428 {
3429 glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &context_profile);
3430 checkGLcall("Querying context profile");
3431 }
3432 if (context_profile & GL_CONTEXT_CORE_PROFILE_BIT)
3433 TRACE("Got a core profile context.\n");
3434 else
3435 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] = TRUE;
3436
3437 TRACE("GL extensions reported:\n");
3438 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3439 {
3440 const char *gl_extensions = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_EXTENSIONS);
3441
3442 if (!gl_extensions)
3443 {
3444 ERR("Received a NULL GL_EXTENSIONS.\n");
3445 return FALSE;
3446 }
3447 parse_extension_string(gl_info, gl_extensions, gl_extension_map,
3448 sizeof(gl_extension_map) / sizeof(*gl_extension_map));
3449 }
3450 else
3451 {
3452 enumerate_gl_extensions(gl_info, gl_extension_map,
3453 sizeof(gl_extension_map) / sizeof(*gl_extension_map));
3454 }
3455
3456 hdc = wglGetCurrentDC();
3457 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox. */
3458 if (GL_EXTCALL(wglGetExtensionsStringARB))
3459 WGL_Extensions = (const char *)GL_EXTCALL(wglGetExtensionsStringARB(hdc));
3460 if (!WGL_Extensions)
3461 WARN("WGL extensions not supported.\n");
3462 else
3463 parse_extension_string(gl_info, WGL_Extensions, wgl_extension_map,
3464 sizeof(wgl_extension_map) / sizeof(*wgl_extension_map));
3465
3466 if (!gl_info->supported[EXT_TEXTURE3D] && gl_version >= MAKEDWORD_VERSION(1, 2))
3467 {
3468 TRACE("GL CORE: GL_EXT_texture3D support.\n");
3469 gl_info->supported[EXT_TEXTURE3D] = TRUE;
3470 }
3471
3472 if (!gl_info->supported[NV_POINT_SPRITE] && gl_version >= MAKEDWORD_VERSION(1, 4))
3473 {
3474 TRACE("GL CORE: GL_NV_point_sprite support.\n");
3475 gl_info->supported[NV_POINT_SPRITE] = TRUE;
3476 }
3477
3478 if ((!gl_info->supported[EXT_BLEND_MINMAX] || !gl_info->supported[EXT_BLEND_SUBTRACT])
3479 && gl_version >= MAKEDWORD_VERSION(1, 4))
3480 {
3481 TRACE("GL CORE: GL_EXT_blend_minmax / GL_EXT_blend_subtract support.\n");
3482 gl_info->supported[EXT_BLEND_MINMAX] = TRUE;
3483 gl_info->supported[EXT_BLEND_SUBTRACT] = TRUE;
3484 }
3485
3486 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_version >= MAKEDWORD_VERSION(2, 0))
3487 {
3488 TRACE("GL CORE: GL_ARB_texture_non_power_of_two support.\n");
3489 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = TRUE;
3490 }
3491
3492 if (gl_info->supported[EXT_BLEND_MINMAX] || gl_info->supported[EXT_BLEND_SUBTRACT])
3493 gl_info->supported[WINED3D_GL_BLEND_EQUATION] = TRUE;
3494
3495 if (gl_version >= MAKEDWORD_VERSION(2, 0))
3496 gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
3497
3498 if (gl_info->supported[APPLE_FENCE])
3499 {
3500 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
3501 * The apple extension interacts with some other apple exts. Disable the NV
3502 * extension if the apple one is support to prevent confusion in other parts
3503 * of the code. */
3504 gl_info->supported[NV_FENCE] = FALSE;
3505 }
3506 if (gl_info->supported[APPLE_FLOAT_PIXELS])
3507 {
3508 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
3509 *
3510 * The enums are the same:
3511 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881a
3512 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881b
3513 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
3514 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
3515 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140b
3516 */
3517 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3518 {
3519 TRACE(" IMPLIED: GL_ARB_texture_float support (by GL_APPLE_float_pixels).\n");
3520 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
3521 }
3522 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3523 {
3524 TRACE(" IMPLIED: GL_ARB_half_float_pixel support (by GL_APPLE_float_pixels).\n");
3525 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
3526 }
3527 }
3528 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
3529 {
3530 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
3531 * functionality. Prefer the ARB extension */
3532 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
3533 }
3534 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3535 {
3536 TRACE(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
3537 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
3538 }
3539 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
3540 {
3541 TRACE(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
3542 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
3543 }
3544 if (!gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3545 {
3546 TRACE(" IMPLIED: EXT_texture_compression_rgtc support (by ARB_texture_compression_rgtc).\n");
3547 gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC] = TRUE;
3548 }
3549 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3550 {
3551 TRACE(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
3552 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
3553 }
3554 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && !gl_info->supported[ARB_TEXTURE_RG])
3555 {
3556 TRACE("ARB_texture_rg not supported, disabling ARB_texture_compression_rgtc.\n");
3557 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = FALSE;
3558 }
3559 if (gl_info->supported[NV_TEXTURE_SHADER2])
3560 {
3561 if (gl_info->supported[NV_REGISTER_COMBINERS])
3562 {
3563 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
3564 * are supported. The nv extensions provide the same functionality as the
3565 * ATI one, and a bit more(signed pixelformats). */
3566 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
3567 }
3568 }
3569 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
3570 {
3571 /* If we have full NP2 texture support, disable
3572 * GL_ARB_texture_rectangle because we will never use it.
3573 * This saves a few redundant glDisable calls. */
3574 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
3575 }
3576 if (gl_info->supported[ATI_FRAGMENT_SHADER])
3577 {
3578 /* Disable NV_register_combiners and fragment shader if this is supported.
3579 * generally the NV extensions are preferred over the ATI ones, and this
3580 * extension is disabled if register_combiners and texture_shader2 are both
3581 * supported. So we reach this place only if we have incomplete NV dxlevel 8
3582 * fragment processing support. */
3583 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
3584 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
3585 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
3586 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
3587 }
3588 if (gl_info->supported[NV_HALF_FLOAT])
3589 {
3590 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
3591 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
3592 }
3593 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB] && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
3594 {
3595 /* Current wined3d sRGB infrastructure requires EXT_texture_sRGB_decode
3596 * for GL_ARB_framebuffer_sRGB support (without EXT_texture_sRGB_decode
3597 * we never render to sRGB surfaces). */
3598 gl_info->supported[ARB_FRAMEBUFFER_SRGB] = FALSE;
3599 }
3600 if (gl_info->supported[ARB_OCCLUSION_QUERY])
3601 {
3602 GLint counter_bits;
3603
3604 GL_EXTCALL(glGetQueryiv(GL_SAMPLES_PASSED, GL_QUERY_COUNTER_BITS, &counter_bits));
3605 TRACE("Occlusion query counter has %d bits.\n", counter_bits);
3606 if (!counter_bits)
3607 gl_info->supported[ARB_OCCLUSION_QUERY] = FALSE;
3608 }
3609 if (gl_info->supported[ARB_TIMER_QUERY])
3610 {
3611 GLint counter_bits;
3612
3613 GL_EXTCALL(glGetQueryiv(GL_TIMESTAMP, GL_QUERY_COUNTER_BITS, &counter_bits));
3614 TRACE("Timestamp query counter has %d bits.\n", counter_bits);
3615 if (!counter_bits)
3616 gl_info->supported[ARB_TIMER_QUERY] = FALSE;
3617 }
3618 if (!gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] && gl_info->supported[EXT_TEXTURE_MIRROR_CLAMP])
3619 {
3620 TRACE(" IMPLIED: ATI_texture_mirror_once support (by EXT_texture_mirror_clamp).\n");
3621 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
3622 }
3623 if (!gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] && gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
3624 {
3625 TRACE(" IMPLIED: ARB_texture_mirror_clamp_to_edge support (by ATI_texture_mirror_once).\n");
3626 gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] = TRUE;
3627 }
3628
3629 wined3d_adapter_init_limits(gl_info);
3630
3631 if (gl_info->supported[ARB_VERTEX_PROGRAM] && test_arb_vs_offset_limit(gl_info))
3632 gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
3633
3634 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
3635 {
3636 const char *str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
3637 unsigned int major, minor;
3638
3639 TRACE("GLSL version string: %s.\n", debugstr_a(str));
3640
3641 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
3642 sscanf(str, "%u.%u", &major, &minor);
3643 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
3644 }
3645
3646 checkGLcall("extension detection");
3647
3648 adapter->shader_backend = select_shader_backend(gl_info);
3649 adapter->vertex_pipe = select_vertex_implementation(gl_info, adapter->shader_backend);
3650 adapter->fragment_pipe = select_fragment_implementation(gl_info, adapter->shader_backend);
3651 adapter->blitter = select_blit_implementation(gl_info, adapter->shader_backend);
3652
3653 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
3654 adapter->d3d_info.vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING;
3655 adapter->d3d_info.limits.vs_version = shader_caps.vs_version;
3656 adapter->d3d_info.limits.gs_version = shader_caps.gs_version;
3657 adapter->d3d_info.limits.ps_version = shader_caps.ps_version;
3658 adapter->d3d_info.limits.vs_uniform_count = shader_caps.vs_uniform_count;
3659 adapter->d3d_info.limits.ps_uniform_count = shader_caps.ps_uniform_count;
3660
3661 adapter->vertex_pipe->vp_get_caps(gl_info, &vertex_caps);
3662 adapter->d3d_info.xyzrhw = vertex_caps.xyzrhw;
3663 adapter->d3d_info.ffp_generic_attributes = vertex_caps.ffp_generic_attributes;
3664 adapter->d3d_info.limits.ffp_vertex_blend_matrices = vertex_caps.max_vertex_blend_matrices;
3665
3666 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
3667 adapter->d3d_info.limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;
3668 adapter->d3d_info.limits.ffp_textures = fragment_caps.MaxSimultaneousTextures;
3669 adapter->d3d_info.shader_color_key = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_COLOR_KEY;
3670 TRACE("Max texture stages: %u.\n", adapter->d3d_info.limits.ffp_blend_stages);
3671
3672 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3673 {
3674 gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbuffer;
3675 gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbuffer;
3676 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffers;
3677 gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffers;
3678 gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorage;
3679 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisample;
3680 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameteriv;
3681 gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebuffer;
3682 gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebuffer;
3683 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffers;
3684 gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffers;
3685 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatus;
3686 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1D;
3687 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2D;
3688 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3D;
3689 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbuffer;
3690 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
3691 = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameteriv;
3692 gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebuffer;
3693 gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmap;
3694 }
3695 else
3696 {
3697 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
3698 {
3699 gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbufferEXT;
3700 gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbufferEXT;
3701 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffersEXT;
3702 gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffersEXT;
3703 gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorageEXT;
3704 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameterivEXT;
3705 gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebufferEXT;
3706 gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebufferEXT;
3707 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffersEXT;
3708 gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffersEXT;
3709 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatusEXT;
3710 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1DEXT;
3711 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2DEXT;
3712 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3DEXT;
3713 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbufferEXT;
3714 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
3715 = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameterivEXT;
3716 gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmapEXT;
3717 }
3718 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3719 {
3720 WARN_(d3d_perf)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
3721 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
3722 }
3723 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
3724 {
3725 gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebufferEXT;
3726 }
3727 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
3728 {
3729 gl_info->fbo_ops.glRenderbufferStorageMultisample
3730 = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisampleEXT;
3731 }
3732 }
3733
3734 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
3735 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
3736 TRACE("Found GL_VENDOR (%s)->(0x%04x/0x%04x).\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
3737
3738 device = wined3d_guess_card(&shader_caps, &fragment_caps, gl_info->glsl_version, gl_renderer_str, &gl_vendor, &card_vendor);
3739 TRACE("Found (fake) card: 0x%x (vendor id), 0x%x (device id).\n", card_vendor, device);
3740
3741 gl_info->wrap_lookup[WINED3D_TADDRESS_WRAP - WINED3D_TADDRESS_WRAP] = GL_REPEAT;
3742 gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR - WINED3D_TADDRESS_WRAP] =
3743 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
3744 gl_info->wrap_lookup[WINED3D_TADDRESS_CLAMP - WINED3D_TADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
3745 gl_info->wrap_lookup[WINED3D_TADDRESS_BORDER - WINED3D_TADDRESS_WRAP] =
3746 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
3747 gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP] =
3748 gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] ? GL_MIRROR_CLAMP_TO_EDGE : GL_REPEAT;
3749
3750 adapter->d3d_info.valid_rt_mask = 0;
3751 for (i = 0; i < gl_info->limits.buffers; ++i)
3752 adapter->d3d_info.valid_rt_mask |= (1 << i);
3753
3754 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
3755 init_driver_info(gl_info, driver_info, card_vendor, device);
3756 add_gl_compat_wrappers(gl_info);
3757
3758 return TRUE;
3759 }
3760
3761 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
3762 {
3763 TRACE("wined3d %p, reporting %u adapters.\n",
3764 wined3d, wined3d->adapter_count);
3765
3766 return wined3d->adapter_count;
3767 }
3768
3769 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
3770 {
3771 FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
3772
3773 return WINED3D_OK;
3774 }
3775
3776 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
3777 {
3778 TRACE("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
3779
3780 if (adapter_idx >= wined3d->adapter_count)
3781 return NULL;
3782
3783 return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
3784 }
3785
3786 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
3787 of the same bpp but different resolutions */
3788
3789 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
3790 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
3791 enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering)
3792 {
3793 const struct wined3d_adapter *adapter;
3794 const struct wined3d_format *format;
3795 unsigned int i = 0;
3796 unsigned int j = 0;
3797 UINT format_bits;
3798 DEVMODEW mode;
3799
3800 TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x.\n",
3801 wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering);
3802
3803 if (adapter_idx >= wined3d->adapter_count)
3804 return 0;
3805
3806 adapter = &wined3d->adapters[adapter_idx];
3807 format = wined3d_get_format(&adapter->gl_info, format_id);
3808 format_bits = format->byte_count * CHAR_BIT;
3809
3810 memset(&mode, 0, sizeof(mode));
3811 mode.dmSize = sizeof(mode);
3812
3813 while (EnumDisplaySettingsExW(adapter->DeviceName, j++, &mode, 0))
3814 {
3815 if (mode.dmFields & DM_DISPLAYFLAGS)
3816 {
3817 if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE
3818 && (mode.u2.dmDisplayFlags & DM_INTERLACED))
3819 continue;
3820
3821 if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED
3822 && !(mode.u2.dmDisplayFlags & DM_INTERLACED))
3823 continue;
3824 }
3825
3826 if (format_id == WINED3DFMT_UNKNOWN)
3827 {
3828 /* This is for d3d8, do not enumerate P8 here. */
3829 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
3830 }
3831 else if (mode.dmBitsPerPel == format_bits)
3832 {
3833 ++i;
3834 }
3835 }
3836
3837 TRACE("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
3838
3839 return i;
3840 }
3841
3842 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
3843 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
3844 enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering,
3845 UINT mode_idx, struct wined3d_display_mode *mode)
3846 {
3847 const struct wined3d_adapter *adapter;
3848 const struct wined3d_format *format;
3849 UINT format_bits;
3850 DEVMODEW m;
3851 UINT i = 0;
3852 int j = 0;
3853
3854 TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x, mode_idx %u, mode %p.\n",
3855 wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering, mode_idx, mode);
3856
3857 if (!mode || adapter_idx >= wined3d->adapter_count)
3858 return WINED3DERR_INVALIDCALL;
3859
3860 adapter = &wined3d->adapters[adapter_idx];
3861 format = wined3d_get_format(&adapter->gl_info, format_id);
3862 format_bits = format->byte_count * CHAR_BIT;
3863
3864 memset(&m, 0, sizeof(m));
3865 m.dmSize = sizeof(m);
3866
3867 while (i <= mode_idx)
3868 {
3869 if (!EnumDisplaySettingsExW(adapter->DeviceName, j++, &m, 0))
3870 {
3871 WARN("Invalid mode_idx %u.\n", mode_idx);
3872 return WINED3DERR_INVALIDCALL;
3873 }
3874
3875 if (m.dmFields & DM_DISPLAYFLAGS)
3876 {
3877 if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE
3878 && (m.u2.dmDisplayFlags & DM_INTERLACED))
3879 continue;
3880
3881 if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED
3882 && !(m.u2.dmDisplayFlags & DM_INTERLACED))
3883 continue;
3884 }
3885
3886 if (format_id == WINED3DFMT_UNKNOWN)
3887 {
3888 /* This is for d3d8, do not enumerate P8 here. */
3889 if (m.dmBitsPerPel == 32 || m.dmBitsPerPel == 16) ++i;
3890 }
3891 else if (m.dmBitsPerPel == format_bits)
3892 {
3893 ++i;
3894 }
3895 }
3896
3897 mode->width = m.dmPelsWidth;
3898 mode->height = m.dmPelsHeight;
3899 mode->refresh_rate = DEFAULT_REFRESH_RATE;
3900 if (m.dmFields & DM_DISPLAYFREQUENCY)
3901 mode->refresh_rate = m.dmDisplayFrequency;
3902
3903 if (format_id == WINED3DFMT_UNKNOWN)
3904 mode->format_id = pixelformat_for_depth(m.dmBitsPerPel);
3905 else
3906 mode->format_id = format_id;
3907
3908 if (!(m.dmFields & DM_DISPLAYFLAGS))
3909 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
3910 else if (m.u2.dmDisplayFlags & DM_INTERLACED)
3911 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED;
3912 else
3913 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE;
3914
3915 TRACE("%ux%u@%u %u bpp, %s %#x.\n", mode->width, mode->height, mode->refresh_rate,
3916 m.dmBitsPerPel, debug_d3dformat(mode->format_id), mode->scanline_ordering);
3917
3918 return WINED3D_OK;
3919 }
3920
3921 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
3922 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3923 {
3924 const struct wined3d_adapter *adapter;
3925 DEVMODEW m;
3926
3927 TRACE("wined3d %p, adapter_idx %u, display_mode %p, rotation %p.\n",
3928 wined3d, adapter_idx, mode, rotation);
3929
3930 if (!mode || adapter_idx >= wined3d->adapter_count)
3931 return WINED3DERR_INVALIDCALL;
3932
3933 adapter = &wined3d->adapters[adapter_idx];
3934
3935 memset(&m, 0, sizeof(m));
3936 m.dmSize = sizeof(m);
3937
3938 EnumDisplaySettingsExW(adapter->DeviceName, ENUM_CURRENT_SETTINGS, &m, 0);
3939 mode->width = m.dmPelsWidth;
3940 mode->height = m.dmPelsHeight;
3941 mode->refresh_rate = DEFAULT_REFRESH_RATE;
3942 if (m.dmFields & DM_DISPLAYFREQUENCY)
3943 mode->refresh_rate = m.dmDisplayFrequency;
3944 mode->format_id = pixelformat_for_depth(m.dmBitsPerPel);
3945
3946 /* Lie about the format. X11 can't change the color depth, and some apps
3947 * are pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3948 * that GetDisplayMode still returns 24 bpp. This should probably be
3949 * handled in winex11 instead. */
3950 if (adapter->screen_format && adapter->screen_format != mode->format_id)
3951 {
3952 WARN("Overriding format %s with stored format %s.\n",
3953 debug_d3dformat(mode->format_id),
3954 debug_d3dformat(adapter->screen_format));
3955 mode->format_id = adapter->screen_format;
3956 }
3957
3958 if (!(m.dmFields & DM_DISPLAYFLAGS))
3959 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
3960 else if (m.u2.dmDisplayFlags & DM_INTERLACED)
3961 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED;
3962 else
3963 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE;
3964
3965 if (rotation)
3966 {
3967 switch (m.u1.s2.dmDisplayOrientation)
3968 {
3969 case DMDO_DEFAULT:
3970 *rotation = WINED3D_DISPLAY_ROTATION_0;
3971 break;
3972 case DMDO_90:
3973 *rotation = WINED3D_DISPLAY_ROTATION_90;
3974 break;
3975 case DMDO_180:
3976 *rotation = WINED3D_DISPLAY_ROTATION_180;
3977 break;
3978 case DMDO_270:
3979 *rotation = WINED3D_DISPLAY_ROTATION_270;
3980 break;
3981 default:
3982 FIXME("Unhandled display rotation %#x.\n", m.u1.s2.dmDisplayOrientation);
3983 *rotation = WINED3D_DISPLAY_ROTATION_UNSPECIFIED;
3984 break;
3985 }
3986 }
3987
3988 TRACE("Returning %ux%u@%u %s %#x.\n", mode->width, mode->height,
3989 mode->refresh_rate, debug_d3dformat(mode->format_id),
3990 mode->scanline_ordering);
3991 return WINED3D_OK;
3992 }
3993
3994 HRESULT CDECL wined3d_set_adapter_display_mode(struct wined3d *wined3d,
3995 UINT adapter_idx, const struct wined3d_display_mode *mode)
3996 {
3997 struct wined3d_adapter *adapter;
3998 DEVMODEW new_mode, current_mode;
3999 RECT clip_rc;
4000 LONG ret;
4001 enum wined3d_format_id new_format_id;
4002
4003 TRACE("wined3d %p, adapter_idx %u, mode %p.\n", wined3d, adapter_idx, mode);
4004
4005 if (adapter_idx >= wined3d->adapter_count)
4006 return WINED3DERR_INVALIDCALL;
4007 adapter = &wined3d->adapters[adapter_idx];
4008
4009 memset(&new_mode, 0, sizeof(new_mode));
4010 new_mode.dmSize = sizeof(new_mode);
4011 memset(&current_mode, 0, sizeof(current_mode));
4012 current_mode.dmSize = sizeof(current_mode);
4013 if (mode)
4014 {
4015 const struct wined3d_format *format;
4016
4017 TRACE("mode %ux%u@%u %s %#x.\n", mode->width, mode->height, mode->refresh_rate,
4018 debug_d3dformat(mode->format_id), mode->scanline_ordering);
4019
4020 format = wined3d_get_format(&adapter->gl_info, mode->format_id);
4021
4022 new_mode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
4023 new_mode.dmBitsPerPel = format->byte_count * CHAR_BIT;
4024 new_mode.dmPelsWidth = mode->width;
4025 new_mode.dmPelsHeight = mode->height;
4026
4027 new_mode.dmDisplayFrequency = mode->refresh_rate;
4028 if (mode->refresh_rate)
4029 new_mode.dmFields |= DM_DISPLAYFREQUENCY;
4030
4031 if (mode->scanline_ordering != WINED3D_SCANLINE_ORDERING_UNKNOWN)
4032 {
4033 new_mode.dmFields |= DM_DISPLAYFLAGS;
4034 if (mode->scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED)
4035 new_mode.u2.dmDisplayFlags |= DM_INTERLACED;
4036 }
4037 new_format_id = mode->format_id;
4038 }
4039 else
4040 {
4041 if (!EnumDisplaySettingsW(adapter->DeviceName, ENUM_REGISTRY_SETTINGS, &new_mode))
4042 {
4043 ERR("Failed to read mode from registry.\n");
4044 return WINED3DERR_NOTAVAILABLE;
4045 }
4046 new_format_id = pixelformat_for_depth(new_mode.dmBitsPerPel);
4047 }
4048
4049 /* Only change the mode if necessary. */
4050 if (!EnumDisplaySettingsW(adapter->DeviceName, ENUM_CURRENT_SETTINGS, &current_mode))
4051 {
4052 ERR("Failed to get current display mode.\n");
4053 }
4054 else if (current_mode.dmPelsWidth == new_mode.dmPelsWidth
4055 && current_mode.dmPelsHeight == new_mode.dmPelsHeight
4056 && current_mode.dmBitsPerPel == new_mode.dmBitsPerPel
4057 && (current_mode.dmDisplayFrequency == new_mode.dmDisplayFrequency
4058 || !(new_mode.dmFields & DM_DISPLAYFREQUENCY))
4059 && (current_mode.u2.dmDisplayFlags == new_mode.u2.dmDisplayFlags
4060 || !(new_mode.dmFields & DM_DISPLAYFLAGS)))
4061 {
4062 TRACE("Skipping redundant mode setting call.\n");
4063 return WINED3D_OK;
4064 }
4065
4066 ret = ChangeDisplaySettingsExW(adapter->DeviceName, &new_mode, NULL, CDS_FULLSCREEN, NULL);
4067 if (ret != DISP_CHANGE_SUCCESSFUL)
4068 {
4069 if (new_mode.dmFields & DM_DISPLAYFREQUENCY)
4070 {
4071 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate.\n");
4072 new_mode.dmFields &= ~DM_DISPLAYFREQUENCY;
4073 new_mode.dmDisplayFrequency = 0;
4074 ret = ChangeDisplaySettingsExW(adapter->DeviceName, &new_mode, NULL, CDS_FULLSCREEN, NULL);
4075 }
4076 if (ret != DISP_CHANGE_SUCCESSFUL)
4077 return WINED3DERR_NOTAVAILABLE;
4078 }
4079
4080 /* Store the new values. */
4081 adapter->screen_format = new_format_id;
4082
4083 /* And finally clip mouse to our screen. */
4084 SetRect(&clip_rc, 0, 0, new_mode.dmPelsWidth, new_mode.dmPelsHeight);
4085 ClipCursor(&clip_rc);
4086
4087 return WINED3D_OK;
4088 }
4089
4090 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
4091 and fields being inserted in the middle, a new structure is used in place */
4092 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
4093 UINT adapter_idx, DWORD flags, struct wined3d_adapter_identifier *identifier)
4094 {
4095 const struct wined3d_adapter *adapter;
4096 size_t len;
4097
4098 TRACE("wined3d %p, adapter_idx %u, flags %#x, identifier %p.\n",
4099 wined3d, adapter_idx, flags, identifier);
4100
4101 if (adapter_idx >= wined3d->adapter_count)
4102 return WINED3DERR_INVALIDCALL;
4103
4104 adapter = &wined3d->adapters[adapter_idx];
4105
4106 if (identifier->driver_size)
4107 {
4108 const char *name = adapter->driver_info.name;
4109 len = min(strlen(name), identifier->driver_size - 1);
4110 memcpy(identifier->driver, name, len);
4111 memset(&identifier->driver[len], 0, identifier->driver_size - len);
4112 }
4113
4114 if (identifier->description_size)
4115 {
4116 const char *description = adapter->driver_info.description;
4117 len = min(strlen(description), identifier->description_size - 1);
4118 memcpy(identifier->description, description, len);
4119 memset(&identifier->description[len], 0, identifier->description_size - len);
4120 }
4121
4122 /* Note that d3d8 doesn't supply a device name. */
4123 if (identifier->device_name_size)
4124 {
4125 if (!WideCharToMultiByte(CP_ACP, 0, adapter->DeviceName, -1, identifier->device_name,
4126 identifier->device_name_size, NULL, NULL))
4127 {
4128 ERR("Failed to convert device name, last error %#x.\n", GetLastError());
4129 return WINED3DERR_INVALIDCALL;
4130 }
4131 }
4132
4133 identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
4134 identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
4135 identifier->vendor_id = adapter->driver_info.vendor;
4136 identifier->device_id = adapter->driver_info.device;
4137 identifier->subsystem_id = 0;
4138 identifier->revision = 0;
4139 memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
4140 identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
4141 memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
4142 identifier->video_memory = min(~(SIZE_T)0, adapter->vram_bytes);
4143
4144 return WINED3D_OK;
4145 }
4146
4147 HRESULT CDECL wined3d_get_adapter_raster_status(const struct wined3d *wined3d, UINT adapter_idx,
4148 struct wined3d_raster_status *raster_status)
4149 {
4150 LONGLONG freq_per_frame, freq_per_line;
4151 LARGE_INTEGER counter, freq_per_sec;
4152 struct wined3d_display_mode mode;
4153 static UINT once;
4154
4155 if (!once++)
4156 FIXME("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
4157 wined3d, adapter_idx, raster_status);
4158 else
4159 WARN("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
4160 wined3d, adapter_idx, raster_status);
4161
4162 /* Obtaining the raster status is a widely implemented but optional
4163 * feature. When this method returns OK StarCraft 2 expects the
4164 * raster_status->InVBlank value to actually change over time.
4165 * And Endless Alice Crysis doesn't care even if this method fails.
4166 * Thus this method returns OK and fakes raster_status by
4167 * QueryPerformanceCounter. */
4168
4169 if (!QueryPerformanceCounter(&counter) || !QueryPerformanceFrequency(&freq_per_sec))
4170 return WINED3DERR_INVALIDCALL;
4171 if (FAILED(wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode, NULL)))
4172 return WINED3DERR_INVALIDCALL;
4173 if (mode.refresh_rate == DEFAULT_REFRESH_RATE)
4174 mode.refresh_rate = 60;
4175
4176 freq_per_frame = freq_per_sec.QuadPart / mode.refresh_rate;
4177 /* Assume 20 scan lines in the vertical blank. */
4178 freq_per_line = freq_per_frame / (mode.height + 20);
4179 raster_status->scan_line = (counter.QuadPart % freq_per_frame) / freq_per_line;
4180 if (raster_status->scan_line < mode.height)
4181 raster_status->in_vblank = FALSE;
4182 else
4183 {
4184 raster_status->scan_line = 0;
4185 raster_status->in_vblank = TRUE;
4186 }
4187
4188 TRACE("Returning fake value, in_vblank %u, scan_line %u.\n",
4189 raster_status->in_vblank, raster_status->scan_line);
4190
4191 return WINED3D_OK;
4192 }
4193
4194 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
4195 const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
4196 {
4197 BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
4198
4199 /* Float formats need FBOs. If FBOs are used this function isn't called */
4200 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
4201 return FALSE;
4202
4203 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
4204 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
4205 {
4206 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
4207 return FALSE;
4208 }
4209
4210 if(cfg->redSize < redSize)
4211 return FALSE;
4212
4213 if(cfg->greenSize < greenSize)
4214 return FALSE;
4215
4216 if(cfg->blueSize < blueSize)
4217 return FALSE;
4218
4219 if(cfg->alphaSize < alphaSize)
4220 return FALSE;
4221
4222 return TRUE;
4223 }
4224
4225 /* Probably a RGBA_float or color index mode */
4226 return FALSE;
4227 }
4228
4229 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
4230 const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
4231 {
4232 BYTE depthSize, stencilSize;
4233 BOOL lockable = FALSE;
4234
4235 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
4236 {
4237 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
4238 return FALSE;
4239 }
4240
4241 /* Float formats need FBOs. If FBOs are used this function isn't called */
4242 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
4243 return FALSE;
4244
4245 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
4246 lockable = TRUE;
4247
4248 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
4249 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
4250 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
4251 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
4252 return FALSE;
4253
4254 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
4255 * allow more stencil bits than requested. */
4256 if(cfg->stencilSize < stencilSize)
4257 return FALSE;
4258
4259 return TRUE;
4260 }
4261
4262 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
4263 UINT adapter_idx, enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id,
4264 enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
4265 {
4266 const struct wined3d_format *rt_format;
4267 const struct wined3d_format *ds_format;
4268 const struct wined3d_adapter *adapter;
4269
4270 TRACE("wined3d %p, adapter_idx %u, device_type %s,\n"
4271 "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
4272 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
4273 debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
4274
4275 if (adapter_idx >= wined3d->adapter_count)
4276 return WINED3DERR_INVALIDCALL;
4277
4278 adapter = &wined3d->adapters[adapter_idx];
4279 rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
4280 ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
4281 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4282 {
4283 if ((rt_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_RENDERTARGET)
4284 && (ds_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
4285 {
4286 TRACE("Formats match.\n");
4287 return WINED3D_OK;
4288 }
4289 }
4290 else
4291 {
4292 const struct wined3d_pixel_format *cfgs;
4293 unsigned int cfg_count;
4294 unsigned int i;
4295
4296 cfgs = adapter->cfgs;
4297 cfg_count = adapter->cfg_count;
4298 for (i = 0; i < cfg_count; ++i)
4299 {
4300 if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
4301 && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
4302 {
4303 TRACE("Formats match.\n");
4304 return WINED3D_OK;
4305 }
4306 }
4307 }
4308
4309 TRACE("Unsupported format pair: %s and %s.\n",
4310 debug_d3dformat(render_target_format_id),
4311 debug_d3dformat(depth_stencil_format_id));
4312
4313 return WINED3DERR_NOTAVAILABLE;
4314 }
4315
4316 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
4317 enum wined3d_device_type device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
4318 enum wined3d_multisample_type multisample_type, DWORD *quality_levels)
4319 {
4320 const struct wined3d_gl_info *gl_info;
4321
4322 TRACE("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
4323 "windowed %#x, multisample_type %#x, quality_levels %p.\n",
4324 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
4325 windowed, multisample_type, quality_levels);
4326
4327 if (adapter_idx >= wined3d->adapter_count)
4328 return WINED3DERR_INVALIDCALL;
4329
4330 gl_info = &wined3d->adapters[adapter_idx].gl_info;
4331
4332 if (multisample_type > gl_info->limits.samples)
4333 {
4334 TRACE("Returning not supported.\n");
4335 if (quality_levels)
4336 *quality_levels = 0;
4337
4338 return WINED3DERR_NOTAVAILABLE;
4339 }
4340
4341 if (quality_levels)
4342 {
4343 if (wined3d_settings.msaa_quality_levels)
4344 {
4345 *quality_levels = wined3d_settings.msaa_quality_levels;
4346 TRACE("Overriding MSAA quality levels to %i\n", *quality_levels);
4347 }
4348 else if (multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
4349 {
4350 *quality_levels = gl_info->limits.samples;
4351 WARN("probably wrong, setting quality_levels to %d\n", *quality_levels);
4352 }
4353 else
4354 *quality_levels = 1;
4355 }
4356
4357 return WINED3D_OK;
4358 }
4359
4360 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
4361 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
4362 const struct wined3d_format *display_format, const struct wined3d_format *ds_format,
4363 enum wined3d_gl_resource_type gl_type)
4364 {
4365 /* Only allow depth/stencil formats */
4366 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
4367
4368 /* Blacklist formats not supported on Windows */
4369 switch (ds_format->id)
4370 {
4371 case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
4372 case WINED3DFMT_S4X4_UINT_D24_UNORM:
4373 TRACE("[FAILED] - not supported on windows.\n");
4374 return FALSE;
4375
4376 default:
4377 break;
4378 }
4379
4380 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4381 {
4382 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
4383 if (ds_format->flags[gl_type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
4384 return TRUE;
4385 }
4386 else
4387 {
4388 unsigned int i;
4389
4390 /* Walk through all WGL pixel formats to find a match */
4391 for (i = 0; i < adapter->cfg_count; ++i)
4392 {
4393 const struct wined3d_pixel_format *cfg = &adapter->cfgs[i];
4394 if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
4395 && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
4396 return TRUE;
4397 }
4398 }
4399
4400 return FALSE;
4401 }
4402
4403 /* Check the render target capabilities of a format */
4404 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
4405 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format,
4406 enum wined3d_gl_resource_type gl_type)
4407 {
4408 /* Filter out non-RT formats */
4409 if (!(check_format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET))
4410 return FALSE;
4411 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
4412 {
4413 BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
4414 BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
4415 const struct wined3d_pixel_format *cfgs = adapter->cfgs;
4416 unsigned int i;
4417
4418 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
4419 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
4420
4421 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
4422 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
4423 if (!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue)))
4424 {
4425 TRACE("[FAILED]\n");
4426 return FALSE;
4427 }
4428
4429 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
4430 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
4431 for (i = 0; i < adapter->cfg_count; ++i)
4432 {
4433 if (cfgs[i].windowDrawable
4434 && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], check_format))
4435 {
4436 TRACE("Pixel format %d is compatible with format %s.\n",
4437 cfgs[i].iPixelFormat, debug_d3dformat(check_format->id));
4438 return TRUE;
4439 }
4440 }
4441 }
4442 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4443 {
4444 /* For now return TRUE for FBOs until we have some proper checks.
4445 * Note that this function will only be called when the format is around for texturing. */
4446 return TRUE;
4447 }
4448 return FALSE;
4449 }
4450
4451 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
4452 const struct wined3d_format *adapter_format,
4453 const struct wined3d_format *check_format, BOOL no3d)
4454 {
4455 if (no3d)
4456 {
4457 switch (check_format->id)
4458 {
4459 case WINED3DFMT_B8G8R8_UNORM:
4460 TRACE("[FAILED] - Not enumerated on Windows.\n");
4461 return FALSE;
4462 case WINED3DFMT_B8G8R8A8_UNORM:
4463 case WINED3DFMT_B8G8R8X8_UNORM:
4464 case WINED3DFMT_B5G6R5_UNORM:
4465 case WINED3DFMT_B5G5R5X1_UNORM:
4466 case WINED3DFMT_B5G5R5A1_UNORM:
4467 case WINED3DFMT_B4G4R4A4_UNORM:
4468 case WINED3DFMT_B2G3R3_UNORM:
4469 case WINED3DFMT_A8_UNORM:
4470 case WINED3DFMT_B2G3R3A8_UNORM:
4471 case WINED3DFMT_B4G4R4X4_UNORM:
4472 case WINED3DFMT_R10G10B10A2_UNORM:
4473 case WINED3DFMT_R8G8B8A8_UNORM:
4474 case WINED3DFMT_R8G8B8X8_UNORM:
4475 case WINED3DFMT_R16G16_UNORM:
4476 case WINED3DFMT_B10G10R10A2_UNORM:
4477 case WINED3DFMT_R16G16B16A16_UNORM:
4478 case WINED3DFMT_P8_UINT:
4479 TRACE("[OK]\n");
4480 return TRUE;
4481 default:
4482 TRACE("[FAILED] - Not available on GDI surfaces.\n");
4483 return FALSE;
4484 }
4485 }
4486
4487 /* All formats that are supported for textures are supported for surfaces
4488 * as well. */
4489 if (check_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE)
4490 return TRUE;
4491 /* All depth stencil formats are supported on surfaces */
4492 if (CheckDepthStencilCapability(adapter, adapter_format, check_format, WINED3D_GL_RES_TYPE_TEX_2D))
4493 return TRUE;
4494 if (CheckDepthStencilCapability(adapter, adapter_format, check_format, WINED3D_GL_RES_TYPE_RB))
4495 return TRUE;
4496
4497 /* If opengl can't process the format natively, the blitter may be able to convert it */
4498 if (adapter->blitter->blit_supported(&adapter->gl_info, &adapter->d3d_info,
4499 WINED3D_BLIT_OP_COLOR_BLIT,
4500 NULL, WINED3D_POOL_DEFAULT, 0, check_format,
4501 NULL, WINED3D_POOL_DEFAULT, 0, adapter_format))
4502 {
4503 TRACE("[OK]\n");
4504 return TRUE;
4505 }
4506
4507 /* Reject other formats */
4508 TRACE("[FAILED]\n");
4509 return FALSE;
4510 }
4511
4512 /* OpenGL supports mipmapping on all formats. Wrapping is unsupported, but we
4513 * have to report mipmapping so we cannot reject WRAPANDMIP. Tests show that
4514 * Windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to
4515 * show that wrapping is supported. The lack of filtering will sort out the
4516 * mipmapping capability anyway.
4517 *
4518 * For now lets report this on all formats, but in the future we may want to
4519 * restrict it to some should applications need that. */
4520 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
4521 enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
4522 enum wined3d_resource_type resource_type, enum wined3d_format_id check_format_id)
4523 {
4524 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4525 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4526 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
4527 const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
4528 DWORD format_flags = 0;
4529 DWORD allowed_usage;
4530 enum wined3d_gl_resource_type gl_type;
4531
4532 TRACE("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
4533 "resource_type %s, check_format %s.\n",
4534 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
4535 debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
4536 debug_d3dformat(check_format_id));
4537
4538 if (adapter_idx >= wined3d->adapter_count)
4539 return WINED3DERR_INVALIDCALL;
4540
4541 switch (resource_type)
4542 {
4543 case WINED3D_RTYPE_CUBE_TEXTURE:
4544 format_flags |= WINED3DFMT_FLAG_TEXTURE;
4545 allowed_usage = WINED3DUSAGE_AUTOGENMIPMAP
4546 | WINED3DUSAGE_DYNAMIC
4547 | WINED3DUSAGE_RENDERTARGET
4548 | WINED3DUSAGE_SOFTWAREPROCESSING
4549 | WINED3DUSAGE_QUERY_FILTER
4550 | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
4551 | WINED3DUSAGE_QUERY_SRGBREAD
4552 | WINED3DUSAGE_QUERY_SRGBWRITE
4553 | WINED3DUSAGE_QUERY_VERTEXTEXTURE
4554 | WINED3DUSAGE_QUERY_WRAPANDMIP;
4555 gl_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
4556 break;
4557
4558 case WINED3D_RTYPE_SURFACE:
4559 if (!CheckSurfaceCapability(adapter, adapter_format, format, wined3d->flags & WINED3D_NO3D))
4560 {
4561 TRACE("[FAILED] - Not supported for plain surfaces.\n");
4562 return WINED3DERR_NOTAVAILABLE;
4563 }
4564
4565 allowed_usage = WINED3DUSAGE_DEPTHSTENCIL
4566 | WINED3DUSAGE_RENDERTARGET
4567 | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4568 gl_type = WINED3D_GL_RES_TYPE_RB;
4569 break;
4570
4571 case WINED3D_RTYPE_TEXTURE:
4572 if ((usage & WINED3DUSAGE_DEPTHSTENCIL)
4573 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SHADOW)
4574 && !gl_info->supported[ARB_SHADOW])
4575 {
4576 TRACE("[FAILED] - No shadow sampler support.\n");
4577 return WINED3DERR_NOTAVAILABLE;
4578 }
4579
4580 format_flags |= WINED3DFMT_FLAG_TEXTURE;
4581 allowed_usage = WINED3DUSAGE_AUTOGENMIPMAP
4582 | WINED3DUSAGE_DEPTHSTENCIL
4583 | WINED3DUSAGE_DYNAMIC
4584 | WINED3DUSAGE_RENDERTARGET
4585 | WINED3DUSAGE_SOFTWAREPROCESSING
4586 | WINED3DUSAGE_QUERY_FILTER
4587 | WINED3DUSAGE_QUERY_LEGACYBUMPMAP
4588 | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
4589 | WINED3DUSAGE_QUERY_SRGBREAD
4590 | WINED3DUSAGE_QUERY_SRGBWRITE
4591 | WINED3DUSAGE_QUERY_VERTEXTEXTURE
4592 | WINED3DUSAGE_QUERY_WRAPANDMIP;
4593 gl_type = WINED3D_GL_RES_TYPE_TEX_2D;
4594 break;
4595
4596 case WINED3D_RTYPE_VOLUME_TEXTURE:
4597 case WINED3D_RTYPE_VOLUME:
4598 format_flags |= WINED3DFMT_FLAG_TEXTURE;
4599 allowed_usage = WINED3DUSAGE_DYNAMIC
4600 | WINED3DUSAGE_SOFTWAREPROCESSING
4601 | WINED3DUSAGE_QUERY_FILTER
4602 | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
4603 | WINED3DUSAGE_QUERY_SRGBREAD
4604 | WINED3DUSAGE_QUERY_SRGBWRITE
4605 | WINED3DUSAGE_QUERY_VERTEXTEXTURE
4606 | WINED3DUSAGE_QUERY_WRAPANDMIP;
4607 gl_type = WINED3D_GL_RES_TYPE_TEX_3D;
4608 break;
4609
4610 default:
4611 FIXME("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4612 return WINED3DERR_NOTAVAILABLE;
4613 }
4614
4615 if ((usage & allowed_usage) != usage)
4616 {
4617 TRACE("Requested usage %#x, but resource type %s only allows %#x.\n",
4618 usage, debug_d3dresourcetype(resource_type), allowed_usage);
4619 return WINED3DERR_NOTAVAILABLE;
4620 }
4621
4622 if (usage & WINED3DUSAGE_QUERY_FILTER)
4623 format_flags |= WINED3DFMT_FLAG_FILTERING;
4624 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4625 format_flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
4626 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4627 format_flags |= WINED3DFMT_FLAG_SRGB_READ;
4628 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4629 format_flags |= WINED3DFMT_FLAG_SRGB_WRITE;
4630 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4631 format_flags |= WINED3DFMT_FLAG_VTF;
4632 if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
4633 format_flags |= WINED3DFMT_FLAG_BUMPMAP;
4634
4635 if ((format->flags[gl_type] & format_flags) != format_flags)
4636 {
4637 TRACE("Requested format flags %#x, but format %s only has %#x.\n",
4638 format_flags, debug_d3dformat(check_format_id), format->flags[gl_type]);
4639 return WINED3DERR_NOTAVAILABLE;
4640 }
4641
4642 if ((format_flags & WINED3DFMT_FLAG_TEXTURE) && (wined3d->flags & WINED3D_NO3D))
4643 {
4644 TRACE("Requested texturing support, but wined3d was created with WINED3D_NO3D.\n");
4645 return WINED3DERR_NOTAVAILABLE;
4646 }
4647
4648 if ((usage & WINED3DUSAGE_DEPTHSTENCIL)
4649 && !CheckDepthStencilCapability(adapter, adapter_format, format, gl_type))
4650 {
4651 TRACE("Requested WINED3DUSAGE_DEPTHSTENCIL, but format %s is not supported for depth / stencil buffers.\n",
4652 debug_d3dformat(check_format_id));
4653 return WINED3DERR_NOTAVAILABLE;
4654 }
4655
4656 if ((usage & WINED3DUSAGE_RENDERTARGET)
4657 && !CheckRenderTargetCapability(adapter, adapter_format, format, gl_type))
4658 {
4659 TRACE("Requested WINED3DUSAGE_RENDERTARGET, but format %s is not supported for render targets.\n",
4660 debug_d3dformat(check_format_id));
4661 return WINED3DERR_NOTAVAILABLE;
4662 }
4663
4664 if ((usage & WINED3DUSAGE_AUTOGENMIPMAP) && !gl_info->supported[SGIS_GENERATE_MIPMAP])
4665 {
4666 TRACE("No WINED3DUSAGE_AUTOGENMIPMAP support, returning WINED3DOK_NOAUTOGEN.\n");
4667 return WINED3DOK_NOAUTOGEN;
4668 }
4669
4670 return WINED3D_OK;
4671 }
4672
4673 UINT CDECL wined3d_calculate_format_pitch(const struct wined3d *wined3d, UINT adapter_idx,
4674 enum wined3d_format_id format_id, UINT width)
4675 {
4676 const struct wined3d_gl_info *gl_info;
4677
4678 TRACE("wined3d %p, adapter_idx %u, format_id %s, width %u.\n",
4679 wined3d, adapter_idx, debug_d3dformat(format_id), width);
4680
4681 if (adapter_idx >= wined3d->adapter_count)
4682 return ~0u;
4683
4684 gl_info = &wined3d->adapters[adapter_idx].gl_info;
4685 return wined3d_format_calculate_pitch(wined3d_get_format(gl_info, format_id), width);
4686 }
4687
4688 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4689 enum wined3d_device_type device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4690 {
4691 FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4692 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4693 debug_d3dformat(dst_format));
4694
4695 return WINED3D_OK;
4696 }
4697
4698 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx,
4699 enum wined3d_device_type device_type, enum wined3d_format_id display_format,
4700 enum wined3d_format_id backbuffer_format, BOOL windowed)
4701 {
4702 BOOL present_conversion = wined3d->flags & WINED3D_PRESENT_CONVERSION;
4703
4704 TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4705 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4706 debug_d3dformat(backbuffer_format), windowed);
4707
4708 if (adapter_idx >= wined3d->adapter_count)
4709 return WINED3DERR_INVALIDCALL;
4710
4711 /* The task of this function is to check whether a certain display / backbuffer format
4712 * combination is available on the given adapter. In fullscreen mode microsoft specified
4713 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4714 * and display format should match exactly.
4715 * In windowed mode format conversion can occur and this depends on the driver. */
4716
4717 /* There are only 4 display formats. */
4718 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4719 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4720 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4721 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4722 {
4723 TRACE("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4724 return WINED3DERR_NOTAVAILABLE;
4725 }
4726
4727 if (!windowed)
4728 {
4729 /* If the requested display format is not available, don't continue. */
4730 if (!wined3d_get_adapter_mode_count(wined3d, adapter_idx,
4731 display_format, WINED3D_SCANLINE_ORDERING_UNKNOWN))
4732 {
4733 TRACE("No available modes for display format %s.\n", debug_d3dformat(display_format));
4734 return WINED3DERR_NOTAVAILABLE;
4735 }
4736
4737 present_conversion = FALSE;
4738 }
4739 else if (display_format == WINED3DFMT_B10G10R10A2_UNORM)
4740 {
4741 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode. */
4742 TRACE("Unsupported format combination %s / %s in windowed mode.\n",
4743 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4744 return WINED3DERR_NOTAVAILABLE;
4745 }
4746
4747 if (present_conversion)
4748 {
4749 /* Use the display format as back buffer format if the latter is
4750 * WINED3DFMT_UNKNOWN. */
4751 if (backbuffer_format == WINED3DFMT_UNKNOWN)
4752 backbuffer_format = display_format;
4753
4754 if (FAILED(wined3d_check_device_format_conversion(wined3d, adapter_idx,
4755 device_type, backbuffer_format, display_format)))
4756 {
4757 TRACE("Format conversion from %s to %s not supported.\n",
4758 debug_d3dformat(backbuffer_format), debug_d3dformat(display_format));
4759 return WINED3DERR_NOTAVAILABLE;
4760 }
4761 }
4762 else
4763 {
4764 /* When format conversion from the back buffer format to the display
4765 * format is not allowed, only a limited number of combinations are
4766 * valid. */
4767
4768 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4769 {
4770 TRACE("Unsupported format combination %s / %s.\n",
4771 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4772 return WINED3DERR_NOTAVAILABLE;
4773 }
4774
4775 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4776 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4777 {
4778 TRACE("Unsupported format combination %s / %s.\n",
4779 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4780 return WINED3DERR_NOTAVAILABLE;
4781 }
4782
4783 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4784 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4785 {
4786 TRACE("Unsupported format combination %s / %s.\n",
4787 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4788 return WINED3DERR_NOTAVAILABLE;
4789 }
4790
4791 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4792 && backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM)
4793 {
4794 TRACE("Unsupported format combination %s / %s.\n",
4795 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4796 return WINED3DERR_NOTAVAILABLE;
4797 }
4798 }
4799
4800 /* Validate that the back buffer format is usable for render targets. */
4801 if (FAILED(wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4802 WINED3DUSAGE_RENDERTARGET, WINED3D_RTYPE_SURFACE, backbuffer_format)))
4803 {
4804 TRACE("Format %s not allowed for render targets.\n", debug_d3dformat(backbuffer_format));
4805 return WINED3DERR_NOTAVAILABLE;
4806 }
4807
4808 return WINED3D_OK;
4809 }
4810
4811 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4812 enum wined3d_device_type device_type, WINED3DCAPS *caps)
4813 {
4814 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4815 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4816 struct shader_caps shader_caps;
4817 struct fragment_caps fragment_caps;
4818 struct wined3d_vertex_caps vertex_caps;
4819 DWORD ckey_caps, blit_caps, fx_caps;
4820
4821 TRACE("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4822 wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4823
4824 if (adapter_idx >= wined3d->adapter_count)
4825 return WINED3DERR_INVALIDCALL;
4826
4827 caps->DeviceType = (device_type == WINED3D_DEVICE_TYPE_HAL) ? WINED3D_DEVICE_TYPE_HAL : WINED3D_DEVICE_TYPE_REF;
4828 caps->AdapterOrdinal = adapter_idx;
4829
4830 caps->Caps = 0;
4831 caps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4832 WINED3DCAPS2_FULLSCREENGAMMA |
4833 WINED3DCAPS2_DYNAMICTEXTURES;
4834 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4835 caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4836
4837 caps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4838 WINED3DCAPS3_COPY_TO_VIDMEM |
4839 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4840
4841 caps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4842 WINED3DPRESENT_INTERVAL_ONE;
4843
4844 caps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4845 WINED3DCURSORCAPS_LOWRES;
4846
4847 caps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4848 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4849 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4850 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4851 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4852 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4853 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4854 WINED3DDEVCAPS_PUREDEVICE |
4855 WINED3DDEVCAPS_HWRASTERIZATION |
4856 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4857 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4858 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4859 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4860 WINED3DDEVCAPS_DRAWPRIMITIVES2EX;
4861
4862 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4863 WINED3DPMISCCAPS_CULLCCW |
4864 WINED3DPMISCCAPS_CULLCW |
4865 WINED3DPMISCCAPS_COLORWRITEENABLE |
4866 WINED3DPMISCCAPS_CLIPTLVERTS |
4867 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4868 WINED3DPMISCCAPS_MASKZ |
4869 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4870 /* TODO:
4871 WINED3DPMISCCAPS_NULLREFERENCE
4872 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4873 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4874 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4875
4876 if (gl_info->supported[WINED3D_GL_BLEND_EQUATION])
4877 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_BLENDOP;
4878 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4879 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4880 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4881 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4882 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
4883 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_POSTBLENDSRGBCONVERT;
4884
4885 caps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4886 WINED3DPRASTERCAPS_PAT |
4887 WINED3DPRASTERCAPS_WFOG |
4888 WINED3DPRASTERCAPS_ZFOG |
4889 WINED3DPRASTERCAPS_FOGVERTEX |
4890 WINED3DPRASTERCAPS_FOGTABLE |
4891 WINED3DPRASTERCAPS_STIPPLE |
4892 WINED3DPRASTERCAPS_SUBPIXEL |
4893 WINED3DPRASTERCAPS_ZTEST |
4894 WINED3DPRASTERCAPS_SCISSORTEST |
4895 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4896 WINED3DPRASTERCAPS_DEPTHBIAS;
4897
4898 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4899 {
4900 caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4901 WINED3DPRASTERCAPS_ZBIAS |
4902 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4903 }
4904
4905 caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4906 WINED3DPCMPCAPS_EQUAL |
4907 WINED3DPCMPCAPS_GREATER |
4908 WINED3DPCMPCAPS_GREATEREQUAL |
4909 WINED3DPCMPCAPS_LESS |
4910 WINED3DPCMPCAPS_LESSEQUAL |
4911 WINED3DPCMPCAPS_NEVER |
4912 WINED3DPCMPCAPS_NOTEQUAL;
4913
4914 /* WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA
4915 * are legacy settings for srcblend only. */
4916 caps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4917 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4918 WINED3DPBLENDCAPS_DESTALPHA |
4919 WINED3DPBLENDCAPS_DESTCOLOR |
4920 WINED3DPBLENDCAPS_INVDESTALPHA |
4921 WINED3DPBLENDCAPS_INVDESTCOLOR |
4922 WINED3DPBLENDCAPS_INVSRCALPHA |
4923 WINED3DPBLENDCAPS_INVSRCCOLOR |
4924 WINED3DPBLENDCAPS_ONE |
4925 WINED3DPBLENDCAPS_SRCALPHA |
4926 WINED3DPBLENDCAPS_SRCALPHASAT |
4927 WINED3DPBLENDCAPS_SRCCOLOR |
4928 WINED3DPBLENDCAPS_ZERO;
4929
4930 caps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4931 WINED3DPBLENDCAPS_DESTCOLOR |
4932 WINED3DPBLENDCAPS_INVDESTALPHA |
4933 WINED3DPBLENDCAPS_INVDESTCOLOR |
4934 WINED3DPBLENDCAPS_INVSRCALPHA |
4935 WINED3DPBLENDCAPS_INVSRCCOLOR |
4936 WINED3DPBLENDCAPS_ONE |
4937 WINED3DPBLENDCAPS_SRCALPHA |
4938 WINED3DPBLENDCAPS_SRCCOLOR |
4939 WINED3DPBLENDCAPS_ZERO;
4940
4941 if (gl_info->supported[ARB_BLEND_FUNC_EXTENDED])
4942 caps->DestBlendCaps |= WINED3DPBLENDCAPS_SRCALPHASAT;
4943
4944 if (gl_info->supported[EXT_BLEND_COLOR])
4945 {
4946 caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4947 caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4948 }
4949
4950
4951 caps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4952 WINED3DPCMPCAPS_EQUAL |
4953 WINED3DPCMPCAPS_GREATER |
4954 WINED3DPCMPCAPS_GREATEREQUAL |
4955 WINED3DPCMPCAPS_LESS |
4956 WINED3DPCMPCAPS_LESSEQUAL |
4957 WINED3DPCMPCAPS_NEVER |
4958 WINED3DPCMPCAPS_NOTEQUAL;
4959
4960 caps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4961 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4962 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4963 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4964 WINED3DPSHADECAPS_COLORFLATRGB |
4965 WINED3DPSHADECAPS_FOGFLAT |
4966 WINED3DPSHADECAPS_FOGGOURAUD |
4967 WINED3DPSHADECAPS_SPECULARFLATRGB;
4968
4969 caps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4970 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4971 WINED3DPTEXTURECAPS_TRANSPARENCY |
4972 WINED3DPTEXTURECAPS_BORDER |
4973 WINED3DPTEXTURECAPS_MIPMAP |
4974 WINED3DPTEXTURECAPS_PROJECTED |
4975 WINED3DPTEXTURECAPS_PERSPECTIVE;
4976
4977 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4978 {
4979 caps->TextureCaps |= WINED3DPTEXTURECAPS_POW2;
4980 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] || gl_info->supported[ARB_TEXTURE_RECTANGLE])
4981 caps->TextureCaps |= WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4982 }
4983
4984 if (gl_info->supported[EXT_TEXTURE3D])
4985 {
4986 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4987 WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4988 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4989 {
4990 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4991 }
4992 }
4993
4994 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4995 {
4996 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4997 WINED3DPTEXTURECAPS_MIPCUBEMAP;
4998 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4999 {
5000 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
5001 }
5002 }
5003
5004 caps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
5005 WINED3DPTFILTERCAPS_MAGFPOINT |
5006 WINED3DPTFILTERCAPS_MINFLINEAR |
5007 WINED3DPTFILTERCAPS_MINFPOINT |
5008 WINED3DPTFILTERCAPS_MIPFLINEAR |
5009 WINED3DPTFILTERCAPS_MIPFPOINT |
5010 WINED3DPTFILTERCAPS_LINEAR |
5011 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
5012 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
5013 WINED3DPTFILTERCAPS_MIPLINEAR |
5014 WINED3DPTFILTERCAPS_MIPNEAREST |
5015 WINED3DPTFILTERCAPS_NEAREST;
5016
5017 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
5018 {
5019 caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
5020 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
5021 }
5022
5023 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5024 {
5025 caps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
5026 WINED3DPTFILTERCAPS_MAGFPOINT |
5027 WINED3DPTFILTERCAPS_MINFLINEAR |
5028 WINED3DPTFILTERCAPS_MINFPOINT |
5029 WINED3DPTFILTERCAPS_MIPFLINEAR |
5030 WINED3DPTFILTERCAPS_MIPFPOINT |
5031 WINED3DPTFILTERCAPS_LINEAR |
5032 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
5033 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
5034 WINED3DPTFILTERCAPS_MIPLINEAR |
5035 WINED3DPTFILTERCAPS_MIPNEAREST |
5036 WINED3DPTFILTERCAPS_NEAREST;
5037
5038 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
5039 {
5040 caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
5041 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
5042 }
5043 }
5044 else
5045 {
5046 caps->CubeTextureFilterCaps = 0;
5047 }
5048
5049 if (gl_info->supported[EXT_TEXTURE3D])
5050 {
5051 caps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
5052 WINED3DPTFILTERCAPS_MAGFPOINT |
5053 WINED3DPTFILTERCAPS_MINFLINEAR |
5054 WINED3DPTFILTERCAPS_MINFPOINT |
5055 WINED3DPTFILTERCAPS_MIPFLINEAR |
5056 WINED3DPTFILTERCAPS_MIPFPOINT |
5057 WINED3DPTFILTERCAPS_LINEAR |
5058 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
5059 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
5060 WINED3DPTFILTERCAPS_MIPLINEAR |
5061 WINED3DPTFILTERCAPS_MIPNEAREST |
5062 WINED3DPTFILTERCAPS_NEAREST;
5063 }
5064 else
5065 {
5066 caps->VolumeTextureFilterCaps = 0;
5067 }
5068
5069 caps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
5070 WINED3DPTADDRESSCAPS_CLAMP |
5071 WINED3DPTADDRESSCAPS_WRAP;
5072
5073 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
5074 {
5075 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
5076 }
5077 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
5078 {
5079 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
5080 }
5081 if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE])
5082 {
5083 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
5084 }
5085
5086 if (gl_info->supported[EXT_TEXTURE3D])
5087 {
5088 caps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
5089 WINED3DPTADDRESSCAPS_CLAMP |
5090 WINED3DPTADDRESSCAPS_WRAP;
5091 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
5092 {
5093 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
5094 }
5095 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
5096 {
5097 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
5098 }
5099 if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE])
5100 {
5101 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
5102 }
5103 }
5104 else
5105 {
5106 caps->VolumeTextureAddressCaps = 0;
5107 }
5108
5109 caps->LineCaps = WINED3DLINECAPS_TEXTURE |
5110 WINED3DLINECAPS_ZTEST |
5111 WINED3DLINECAPS_BLEND |
5112 WINED3DLINECAPS_ALPHACMP |
5113 WINED3DLINECAPS_FOG;
5114 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
5115 * idea how generating the smoothing alpha values works; the result is different
5116 */
5117
5118 caps->MaxTextureWidth = gl_info->limits.texture_size;
5119 caps->MaxTextureHeight = gl_info->limits.texture_size;
5120
5121 if (gl_info->supported[EXT_TEXTURE3D])
5122 caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
5123 else
5124 caps->MaxVolumeExtent = 0;
5125
5126 caps->MaxTextureRepeat = 32768;
5127 caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
5128 caps->MaxVertexW = 1.0f;
5129
5130 caps->GuardBandLeft = 0.0f;
5131 caps->GuardBandTop = 0.0f;
5132 caps->GuardBandRight = 0.0f;
5133 caps->GuardBandBottom = 0.0f;
5134
5135 caps->ExtentsAdjust = 0.0f;
5136
5137 caps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
5138 WINED3DSTENCILCAPS_INCRSAT |
5139 WINED3DSTENCILCAPS_INVERT |
5140 WINED3DSTENCILCAPS_KEEP |
5141 WINED3DSTENCILCAPS_REPLACE |
5142 WINED3DSTENCILCAPS_ZERO;
5143 if (gl_info->supported[EXT_STENCIL_WRAP])
5144 {
5145 caps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
5146 WINED3DSTENCILCAPS_INCR;
5147 }
5148 if (gl_info->supported[WINED3D_GL_VERSION_2_0] || gl_info->supported[EXT_STENCIL_TWO_SIDE]
5149 || gl_info->supported[ATI_SEPARATE_STENCIL])
5150 {
5151 caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
5152 }
5153
5154 caps->MaxAnisotropy = gl_info->limits.anisotropy;
5155 caps->MaxPointSize = gl_info->limits.pointsize_max;
5156
5157 caps->MaxPrimitiveCount = 0x555555; /* Taken from an AMD Radeon HD 5700 (Evergreen) GPU. */
5158 caps->MaxVertexIndex = 0xffffff; /* Taken from an AMD Radeon HD 5700 (Evergreen) GPU. */
5159 caps->MaxStreams = MAX_STREAMS;
5160 caps->MaxStreamStride = 1024;
5161
5162 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
5163 caps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
5164 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
5165 caps->MaxNpatchTessellationLevel = 0;
5166 caps->MasterAdapterOrdinal = 0;
5167 caps->AdapterOrdinalInGroup = 0;
5168 caps->NumberOfAdaptersInGroup = 1;
5169
5170 caps->NumSimultaneousRTs = gl_info->limits.buffers;
5171
5172 caps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
5173 WINED3DPTFILTERCAPS_MAGFPOINT |
5174 WINED3DPTFILTERCAPS_MINFLINEAR |
5175 WINED3DPTFILTERCAPS_MAGFLINEAR;
5176 caps->VertexTextureFilterCaps = 0;
5177
5178 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5179 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
5180 adapter->vertex_pipe->vp_get_caps(&adapter->gl_info, &vertex_caps);
5181
5182 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
5183 caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
5184
5185 caps->VertexShaderVersion = shader_caps.vs_version;
5186 caps->MaxVertexShaderConst = shader_caps.vs_uniform_count;
5187
5188 caps->PixelShaderVersion = shader_caps.ps_version;
5189 caps->PixelShader1xMaxValue = shader_caps.ps_1x_max_value;
5190
5191 caps->TextureOpCaps = fragment_caps.TextureOpCaps;
5192 caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
5193 caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
5194
5195 caps->MaxUserClipPlanes = vertex_caps.max_user_clip_planes;
5196 caps->MaxActiveLights = vertex_caps.max_active_lights;
5197 caps->MaxVertexBlendMatrices = vertex_caps.max_vertex_blend_matrices;
5198 caps->MaxVertexBlendMatrixIndex = vertex_caps.max_vertex_blend_matrix_index;
5199 caps->VertexProcessingCaps = vertex_caps.vertex_processing_caps;
5200 caps->FVFCaps = vertex_caps.fvf_caps;
5201 caps->RasterCaps |= vertex_caps.raster_caps;
5202
5203 /* The following caps are shader specific, but they are things we cannot detect, or which
5204 * are the same among all shader models. So to avoid code duplication set the shader version
5205 * specific, but otherwise constant caps here
5206 */
5207 if (caps->VertexShaderVersion >= 3)
5208 {
5209 /* Where possible set the caps based on OpenGL extensions and if they
5210 * aren't set (in case of software rendering) use the VS 3.0 from
5211 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
5212 * VS3.0 value. */
5213 caps->VS20Caps.caps = WINED3DVS20CAPS_PREDICATION;
5214 /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
5215 caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
5216 caps->VS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_vs_temps);
5217 /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
5218 caps->VS20Caps.static_flow_control_depth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
5219
5220 caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
5221 caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
5222 caps->VertexTextureFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT | WINED3DPTFILTERCAPS_MAGFPOINT;
5223 }
5224 else if (caps->VertexShaderVersion == 2)
5225 {
5226 caps->VS20Caps.caps = 0;
5227 caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
5228 caps->VS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_vs_temps);
5229 caps->VS20Caps.static_flow_control_depth = 1;
5230
5231 caps->MaxVShaderInstructionsExecuted = 65535;
5232 caps->MaxVertexShader30InstructionSlots = 0;
5233 }
5234 else
5235 { /* VS 1.x */
5236 caps->VS20Caps.caps = 0;
5237 caps->VS20Caps.dynamic_flow_control_depth = 0;
5238 caps->VS20Caps.temp_count = 0;
5239 caps->VS20Caps.static_flow_control_depth = 0;
5240
5241 caps->MaxVShaderInstructionsExecuted = 0;
5242 caps->MaxVertexShader30InstructionSlots = 0;
5243 }
5244
5245 if (caps->PixelShaderVersion >= 3)
5246 {
5247 /* Where possible set the caps based on OpenGL extensions and if they
5248 * aren't set (in case of software rendering) use the PS 3.0 from
5249 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
5250 * PS 3.0 value. */
5251
5252 /* Caps is more or less undocumented on MSDN but it appears to be
5253 * used for PS20Caps based on results from R9600/FX5900/Geforce6800
5254 * cards from Windows */
5255 caps->PS20Caps.caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
5256 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
5257 WINED3DPS20CAPS_PREDICATION |
5258 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
5259 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
5260 /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
5261 caps->PS20Caps.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
5262 caps->PS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_ps_temps);
5263 /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
5264 caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
5265 /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
5266 caps->PS20Caps.instruction_slot_count = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
5267
5268 caps->MaxPShaderInstructionsExecuted = 65535;
5269 caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
5270 adapter->gl_info.limits.arb_ps_instructions);
5271 }
5272 else if(caps->PixelShaderVersion == 2)
5273 {
5274 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
5275 caps->PS20Caps.caps = 0;
5276 caps->PS20Caps.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
5277 caps->PS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_ps_temps);
5278 caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
5279 /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
5280 caps->PS20Caps.instruction_slot_count = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
5281
5282 caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
5283 caps->MaxPixelShader30InstructionSlots = 0;
5284 }
5285 else /* PS 1.x */
5286 {
5287 caps->PS20Caps.caps = 0;
5288 caps->PS20Caps.dynamic_flow_control_depth = 0;
5289 caps->PS20Caps.temp_count = 0;
5290 caps->PS20Caps.static_flow_control_depth = 0;
5291 caps->PS20Caps.instruction_slot_count = 0;
5292
5293 caps->MaxPShaderInstructionsExecuted = 0;
5294 caps->MaxPixelShader30InstructionSlots = 0;
5295 }
5296
5297 if (caps->VertexShaderVersion >= 2)
5298 {
5299 /* OpenGL supports all the formats below, perhaps not always
5300 * without conversion, but it supports them.
5301 * Further GLSL doesn't seem to have an official unsigned type so
5302 * don't advertise it yet as I'm not sure how we handle it.
5303 * We might need to add some clamping in the shader engine to
5304 * support it.
5305 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
5306 caps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
5307 WINED3DDTCAPS_UBYTE4N |
5308 WINED3DDTCAPS_SHORT2N |
5309 WINED3DDTCAPS_SHORT4N;
5310 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
5311 {
5312 caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
5313 WINED3DDTCAPS_FLOAT16_4;
5314 }
5315 }
5316 else
5317 {
5318 caps->DeclTypes = 0;
5319 }
5320
5321 /* Set DirectDraw helper Caps */
5322 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
5323 WINEDDCKEYCAPS_SRCBLT;
5324 fx_caps = WINEDDFXCAPS_BLTALPHA |
5325 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
5326 WINEDDFXCAPS_BLTMIRRORUPDOWN |
5327 WINEDDFXCAPS_BLTROTATION90 |
5328 WINEDDFXCAPS_BLTSHRINKX |
5329 WINEDDFXCAPS_BLTSHRINKXN |
5330 WINEDDFXCAPS_BLTSHRINKY |
5331 WINEDDFXCAPS_BLTSHRINKYN |
5332 WINEDDFXCAPS_BLTSTRETCHX |
5333 WINEDDFXCAPS_BLTSTRETCHXN |
5334 WINEDDFXCAPS_BLTSTRETCHY |
5335 WINEDDFXCAPS_BLTSTRETCHYN;
5336 blit_caps = WINEDDCAPS_BLT |
5337 WINEDDCAPS_BLTCOLORFILL |
5338 WINEDDCAPS_BLTDEPTHFILL |
5339 WINEDDCAPS_BLTSTRETCH |
5340 WINEDDCAPS_CANBLTSYSMEM |
5341 WINEDDCAPS_CANCLIP |
5342 WINEDDCAPS_CANCLIPSTRETCHED |
5343 WINEDDCAPS_COLORKEY |
5344 WINEDDCAPS_COLORKEYHWASSIST |
5345 WINEDDCAPS_ALIGNBOUNDARYSRC;
5346
5347 /* Fill the ddraw caps structure */
5348 caps->ddraw_caps.caps = WINEDDCAPS_GDI |
5349 WINEDDCAPS_PALETTE |
5350 blit_caps;
5351 caps->ddraw_caps.caps2 = WINEDDCAPS2_CERTIFIED |
5352 WINEDDCAPS2_NOPAGELOCKREQUIRED |
5353 WINEDDCAPS2_PRIMARYGAMMA |
5354 WINEDDCAPS2_WIDESURFACES |
5355 WINEDDCAPS2_CANRENDERWINDOWED;
5356 caps->ddraw_caps.color_key_caps = ckey_caps;
5357 caps->ddraw_caps.fx_caps = fx_caps;
5358 caps->ddraw_caps.svb_caps = blit_caps;
5359 caps->ddraw_caps.svb_color_key_caps = ckey_caps;
5360 caps->ddraw_caps.svb_fx_caps = fx_caps;
5361 caps->ddraw_caps.vsb_caps = blit_caps;
5362 caps->ddraw_caps.vsb_color_key_caps = ckey_caps;
5363 caps->ddraw_caps.vsb_fx_caps = fx_caps;
5364 caps->ddraw_caps.ssb_caps = blit_caps;
5365 caps->ddraw_caps.ssb_color_key_caps = ckey_caps;
5366 caps->ddraw_caps.ssb_fx_caps = fx_caps;
5367
5368 caps->ddraw_caps.dds_caps = WINEDDSCAPS_ALPHA |
5369 WINEDDSCAPS_BACKBUFFER |
5370 WINEDDSCAPS_FLIP |
5371 WINEDDSCAPS_FRONTBUFFER |
5372 WINEDDSCAPS_OFFSCREENPLAIN |
5373 WINEDDSCAPS_PALETTE |
5374 WINEDDSCAPS_PRIMARYSURFACE |
5375 WINEDDSCAPS_SYSTEMMEMORY |
5376 WINEDDSCAPS_VIDEOMEMORY |
5377 WINEDDSCAPS_VISIBLE;
5378
5379 if (!(wined3d->flags & WINED3D_NO3D))
5380 {
5381 caps->ddraw_caps.dds_caps |= WINEDDSCAPS_3DDEVICE |
5382 WINEDDSCAPS_MIPMAP |
5383 WINEDDSCAPS_TEXTURE |
5384 WINEDDSCAPS_ZBUFFER;
5385 caps->ddraw_caps.caps |= WINEDDCAPS_3D;
5386 }
5387
5388 return WINED3D_OK;
5389 }
5390
5391 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type device_type,
5392 HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
5393 struct wined3d_device **device)
5394 {
5395 struct wined3d_device *object;
5396 HRESULT hr;
5397
5398 TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
5399 wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
5400
5401 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
5402 * number and create a device without a 3D adapter for 2D only operation. */
5403 if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
5404 return WINED3DERR_INVALIDCALL;
5405
5406 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
5407 if (!object)
5408 return E_OUTOFMEMORY;
5409
5410 hr = device_init(object, wined3d, adapter_idx, device_type,
5411 focus_window, flags, surface_alignment, device_parent);
5412 if (FAILED(hr))
5413 {
5414 WARN("Failed to initialize device, hr %#x.\n", hr);
5415 HeapFree(GetProcessHeap(), 0, object);
5416 return hr;
5417 }
5418
5419 TRACE("Created device %p.\n", object);
5420 *device = object;
5421
5422 device_parent->ops->wined3d_device_created(device_parent, *device);
5423
5424 return WINED3D_OK;
5425 }
5426
5427 static void WINE_GLAPI invalid_func(const void *data)
5428 {
5429 ERR("Invalid vertex attribute function called\n");
5430 DebugBreak();
5431 }
5432
5433 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
5434 {
5435 ERR("Invalid texcoord function called\n");
5436 DebugBreak();
5437 }
5438
5439 #if defined(STAGING_CSMT)
5440 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
5441 * the extension detection and are used in draw_strided_slow
5442 */
5443 #else /* STAGING_CSMT */
5444 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
5445 * the extension detection and are used in drawStridedSlow
5446 */
5447 #endif /* STAGING_CSMT */
5448 static void WINE_GLAPI position_d3dcolor(const void *data)
5449 {
5450 DWORD pos = *((const DWORD *)data);
5451
5452 FIXME("Add a test for fixed function position from d3dcolor type\n");
5453 context_get_current()->gl_info->gl_ops.gl.p_glVertex4s(D3DCOLOR_B_R(pos),
5454 D3DCOLOR_B_G(pos),
5455 D3DCOLOR_B_B(pos),
5456 D3DCOLOR_B_A(pos));
5457 }
5458
5459 static void WINE_GLAPI position_float4(const void *data)
5460 {
5461 const GLfloat *pos = data;
5462
5463 if (pos[3] != 0.0f && pos[3] != 1.0f)
5464 {
5465 float w = 1.0f / pos[3];
5466
5467 context_get_current()->gl_info->gl_ops.gl.p_glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5468 }
5469 else
5470 {
5471 context_get_current()->gl_info->gl_ops.gl.p_glVertex3fv(pos);
5472 }
5473 }
5474
5475 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5476 {
5477 DWORD diffuseColor = *((const DWORD *)data);
5478
5479 context_get_current()->gl_info->gl_ops.gl.p_glColor4ub(D3DCOLOR_B_R(diffuseColor),
5480 D3DCOLOR_B_G(diffuseColor),
5481 D3DCOLOR_B_B(diffuseColor),
5482 D3DCOLOR_B_A(diffuseColor));
5483 }
5484
5485 static void WINE_GLAPI specular_d3dcolor(const void *data)
5486 {
5487 DWORD specularColor = *((const DWORD *)data);
5488 GLubyte d[] =
5489 {
5490 D3DCOLOR_B_R(specularColor),
5491 D3DCOLOR_B_G(specularColor),
5492 D3DCOLOR_B_B(specularColor)
5493 };
5494
5495 context_get_current()->gl_info->gl_ops.ext.p_glSecondaryColor3ubvEXT(d);
5496 }
5497
5498 static void WINE_GLAPI warn_no_specular_func(const void *data)
5499 {
5500 WARN("GL_EXT_secondary_color not supported\n");
5501 }
5502
5503 static void wined3d_adapter_init_ffp_attrib_ops(struct wined3d_adapter *adapter)
5504 {
5505 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5506 struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
5507 struct wined3d_ffp_attrib_ops *ops = &d3d_info->ffp_attrib_ops;
5508
5509 ops->position[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5510 ops->position[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5511 ops->position[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex3fv;
5512 if (!d3d_info->xyzrhw)
5513 ops->position[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5514 else
5515 ops->position[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex4fv;
5516 ops->position[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5517 ops->position[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5518 ops->position[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5519 ops->position[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex2sv;
5520 ops->position[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5521 ops->position[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5522 ops->position[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5523 ops->position[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5524 ops->position[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5525 ops->position[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5526 ops->position[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5527 ops->position[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5528 ops->position[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5529 ops->position[WINED3D_FFP_EMIT_INVALID] = invalid_func;
5530
5531 ops->diffuse[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5532 ops->diffuse[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5533 ops->diffuse[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor3fv;
5534 ops->diffuse[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4fv;
5535 ops->diffuse[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5536 ops->diffuse[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5537 ops->diffuse[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5538 ops->diffuse[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5539 ops->diffuse[WINED3D_FFP_EMIT_UBYTE4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4ubv;
5540 ops->diffuse[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5541 ops->diffuse[WINED3D_FFP_EMIT_SHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4sv;
5542 ops->diffuse[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5543 ops->diffuse[WINED3D_FFP_EMIT_USHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4usv;
5544 ops->diffuse[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5545 ops->diffuse[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5546 ops->diffuse[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5547 ops->diffuse[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5548 ops->diffuse[WINED3D_FFP_EMIT_INVALID] = invalid_func;
5549
5550 /* No 4 component entry points here. */
5551 ops->specular[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5552 ops->specular[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5553 if (gl_info->supported[EXT_SECONDARY_COLOR])
5554 ops->specular[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)GL_EXTCALL(glSecondaryColor3fvEXT);
5555 else
5556 ops->specular[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5557 ops->specular[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5558 if (gl_info->supported[EXT_SECONDARY_COLOR])
5559 ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5560 else
5561 ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5562 ops->specular[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5563 ops->specular[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5564 ops->specular[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5565 ops->specular[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5566 ops->specular[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5567 ops->specular[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5568 ops->specular[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5569 ops->specular[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5570 ops->specular[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5571 ops->specular[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5572 ops->specular[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5573 ops->specular[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5574 ops->specular[WINED3D_FFP_EMIT_INVALID] = invalid_func;
5575
5576 /* Only 3 component entry points here. Test how others behave. Float4
5577 * normals are used by one of our tests, trying to pass it to the pixel
5578 * shader, which fails on Windows. */
5579 ops->normal[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5580 ops->normal[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5581 ops->normal[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
5582 /* Just ignore the 4th value. */
5583 ops->normal[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
5584 ops->normal[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5585 ops->normal[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5586 ops->normal[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5587 ops->normal[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5588 ops->normal[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5589 ops->normal[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5590 ops->normal[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5591 ops->normal[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5592 ops->normal[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5593 ops->normal[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5594 ops->normal[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5595 ops->normal[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5596 ops->normal[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5597 ops->normal[WINED3D_FFP_EMIT_INVALID] = invalid_func;
5598
5599 ops->texcoord[WINED3D_FFP_EMIT_FLOAT1] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord1fvARB;
5600 ops->texcoord[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2fvARB;
5601 ops->texcoord[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord3fvARB;
5602 ops->texcoord[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4fvARB;
5603 ops->texcoord[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5604 ops->texcoord[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5605 ops->texcoord[WINED3D_FFP_EMIT_SHORT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2svARB;
5606 ops->texcoord[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4svARB;
5607 ops->texcoord[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5608 ops->texcoord[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5609 ops->texcoord[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5610 ops->texcoord[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5611 ops->texcoord[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5612 ops->texcoord[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5613 ops->texcoord[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5614 if (gl_info->supported[NV_HALF_FLOAT])
5615 {
5616 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT. */
5617 ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] =
5618 (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2hvNV;
5619 ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] =
5620 (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4hvNV;
5621 }
5622 else
5623 {
5624 ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5625 ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5626 }
5627 ops->texcoord[WINED3D_FFP_EMIT_INVALID] = invalid_texcoord_func;
5628 }
5629
5630 static void wined3d_adapter_init_fb_cfgs(struct wined3d_adapter *adapter, HDC dc)
5631 {
5632 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5633 int i;
5634
5635 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5636 {
5637 UINT attrib_count = 0;
5638 GLint cfg_count;
5639 int attribs[11];
5640 int values[11];
5641 int attribute;
5642
5643 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5644 GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, 0, 0, 1, &attribute, &cfg_count));
5645
5646 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, cfg_count * sizeof(*adapter->cfgs));
5647 attribs[attrib_count++] = WGL_RED_BITS_ARB;
5648 attribs[attrib_count++] = WGL_GREEN_BITS_ARB;
5649 attribs[attrib_count++] = WGL_BLUE_BITS_ARB;
5650 attribs[attrib_count++] = WGL_ALPHA_BITS_ARB;
5651 attribs[attrib_count++] = WGL_COLOR_BITS_ARB;
5652 attribs[attrib_count++] = WGL_DEPTH_BITS_ARB;
5653 attribs[attrib_count++] = WGL_STENCIL_BITS_ARB;
5654 attribs[attrib_count++] = WGL_DRAW_TO_WINDOW_ARB;
5655 attribs[attrib_count++] = WGL_PIXEL_TYPE_ARB;
5656 attribs[attrib_count++] = WGL_DOUBLE_BUFFER_ARB;
5657 attribs[attrib_count++] = WGL_AUX_BUFFERS_ARB;
5658
5659 for (i = 0, adapter->cfg_count = 0; i < cfg_count; ++i)
5660 {
5661 struct wined3d_pixel_format *cfg = &adapter->cfgs[adapter->cfg_count];
5662 int format_id = i + 1;
5663
5664 if (!GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, attrib_count, attribs, values)))
5665 continue;
5666
5667 cfg->iPixelFormat = format_id;
5668 cfg->redSize = values[0];
5669 cfg->greenSize = values[1];
5670 cfg->blueSize = values[2];
5671 cfg->alphaSize = values[3];
5672 cfg->colorSize = values[4];
5673 cfg->depthSize = values[5];
5674 cfg->stencilSize = values[6];
5675 cfg->windowDrawable = values[7];
5676 cfg->iPixelType = values[8];
5677 cfg->doubleBuffer = values[9];
5678 cfg->auxBuffers = values[10];
5679
5680 cfg->numSamples = 0;
5681 /* Check multisample support. */
5682 if (gl_info->supported[ARB_MULTISAMPLE])
5683 {
5684 int attribs[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5685 int values[2];
5686
5687 if (GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, 2, attribs, values)))
5688 {
5689 /* values[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether
5690 * multisampling is supported. values[1] = number of
5691 * multisample buffers. */
5692 if (values[0])
5693 cfg->numSamples = values[1];
5694 }
5695 }
5696
5697 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5698 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5699 cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
5700 cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
5701 cfg->depthSize, cfg->stencilSize, cfg->numSamples, cfg->windowDrawable);
5702
5703 ++adapter->cfg_count;
5704 }
5705 }
5706 else
5707 {
5708 int cfg_count;
5709
5710 cfg_count = DescribePixelFormat(dc, 0, 0, 0);
5711 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, cfg_count * sizeof(*adapter->cfgs));
5712
5713 for (i = 0, adapter->cfg_count = 0; i < cfg_count; ++i)
5714 {
5715 struct wined3d_pixel_format *cfg = &adapter->cfgs[adapter->cfg_count];
5716 PIXELFORMATDESCRIPTOR pfd;
5717 int format_id = i + 1;
5718
5719 if (!DescribePixelFormat(dc, format_id, sizeof(pfd), &pfd))
5720 continue;
5721
5722 /* We only want HW acceleration using an OpenGL ICD driver.
5723 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering.
5724 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD
5725 * driver (e.g. 3dfx minigl). */
5726 if (pfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5727 {
5728 TRACE("Skipping format %d because it isn't ICD accelerated.\n", format_id);
5729 continue;
5730 }
5731
5732 cfg->iPixelFormat = format_id;
5733 cfg->redSize = pfd.cRedBits;
5734 cfg->greenSize = pfd.cGreenBits;
5735 cfg->blueSize = pfd.cBlueBits;
5736 cfg->alphaSize = pfd.cAlphaBits;
5737 cfg->colorSize = pfd.cColorBits;
5738 cfg->depthSize = pfd.cDepthBits;
5739 cfg->stencilSize = pfd.cStencilBits;
5740 cfg->windowDrawable = (pfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5741 cfg->iPixelType = (pfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5742 cfg->doubleBuffer = (pfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5743 cfg->auxBuffers = pfd.cAuxBuffers;
5744 cfg->numSamples = 0;
5745
5746 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5747 "depth=%d, stencil=%d, windowDrawable=%d\n",
5748 cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
5749 cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
5750 cfg->depthSize, cfg->stencilSize, cfg->windowDrawable);
5751
5752 ++adapter->cfg_count;
5753 }
5754 }
5755 }
5756
5757 static BOOL wined3d_adapter_init(struct wined3d_adapter *adapter, UINT ordinal)
5758 {
5759 static const DWORD supported_gl_versions[] =
5760 {
5761 MAKEDWORD_VERSION(3, 2),
5762 MAKEDWORD_VERSION(1, 0),
5763 };
5764 struct wined3d_gl_info *gl_info = &adapter->gl_info;
5765 struct wined3d_caps_gl_ctx caps_gl_ctx = {0};
5766 unsigned int i;
5767 DISPLAY_DEVICEW display_device;
5768
5769 TRACE("adapter %p, ordinal %u.\n", adapter, ordinal);
5770
5771 adapter->ordinal = ordinal;
5772 adapter->monitorPoint.x = -1;
5773 adapter->monitorPoint.y = -1;
5774
5775 /* Dynamically load all GL core functions */
5776 #ifdef USE_WIN32_OPENGL
5777 {
5778 HMODULE mod_gl = GetModuleHandleA("opengl32.dll");
5779 #define USE_GL_FUNC(f) gl_info->gl_ops.gl.p_##f = (void *)GetProcAddress(mod_gl, #f);
5780 ALL_WGL_FUNCS
5781 #undef USE_GL_FUNC
5782 gl_info->gl_ops.wgl.p_wglSwapBuffers = (void *)GetProcAddress(mod_gl, "wglSwapBuffers");
5783 }
5784 #else
5785 /* To bypass the opengl32 thunks retrieve functions from the WGL driver instead of opengl32 */
5786 {
5787 HDC hdc = GetDC( 0 );
5788 const struct opengl_funcs *wgl_driver = __wine_get_wgl_driver( hdc, WINE_WGL_DRIVER_VERSION );
5789 ReleaseDC( 0, hdc );
5790 if (!wgl_driver || wgl_driver == (void *)-1) return FALSE;
5791 gl_info->gl_ops.wgl = wgl_driver->wgl;
5792 gl_info->gl_ops.gl = wgl_driver->gl;
5793 }
5794 #endif
5795
5796 glEnableWINE = gl_info->gl_ops.gl.p_glEnable;
5797 glDisableWINE = gl_info->gl_ops.gl.p_glDisable;
5798
5799 if (!AllocateLocallyUniqueId(&adapter->luid))
5800 {
5801 ERR("Failed to set adapter LUID (%#x).\n", GetLastError());
5802 return FALSE;
5803 }
5804 TRACE("Allocated LUID %08x:%08x for adapter %p.\n",
5805 adapter->luid.HighPart, adapter->luid.LowPart, adapter);
5806
5807 if (!wined3d_caps_gl_ctx_create(&caps_gl_ctx))
5808 {
5809 ERR("Failed to get a GL context for adapter %p.\n", adapter);
5810 return FALSE;
5811 }
5812
5813 for (i = 0; i < ARRAY_SIZE(supported_gl_versions); ++i)
5814 {
5815 if (supported_gl_versions[i] <= wined3d_settings.max_gl_version)
5816 break;
5817 }
5818 if (i == ARRAY_SIZE(supported_gl_versions))
5819 {
5820 ERR_(winediag)("Requested invalid GL version %u.%u.\n",
5821 wined3d_settings.max_gl_version >> 16, wined3d_settings.max_gl_version & 0xffff);
5822 i = ARRAY_SIZE(supported_gl_versions) - 1;
5823 }
5824
5825 for (; i < ARRAY_SIZE(supported_gl_versions); ++i)
5826 {
5827 gl_info->selected_gl_version = supported_gl_versions[i];
5828
5829 if (wined3d_caps_gl_ctx_create_attribs(&caps_gl_ctx, gl_info))
5830 break;
5831
5832 WARN("Couldn't create an OpenGL %u.%u context, trying fallback to a lower version.\n",
5833 supported_gl_versions[i] >> 16, supported_gl_versions[i] & 0xffff);
5834 }
5835
5836 if (!wined3d_adapter_init_gl_caps(adapter))
5837 {
5838 ERR("Failed to initialize GL caps for adapter %p.\n", adapter);
5839 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5840 return FALSE;
5841 }
5842
5843 wined3d_adapter_init_fb_cfgs(adapter, caps_gl_ctx.dc);
5844 /* We haven't found any suitable formats. This should only happen in
5845 * case of GDI software rendering, which is pretty useless anyway. */
5846 if (!adapter->cfg_count)
5847 {
5848 WARN("No suitable pixel formats found.\n");
5849 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5850 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5851 return FALSE;
5852 }
5853
5854 if (!wined3d_adapter_init_format_info(adapter))
5855 {
5856 ERR("Failed to initialize GL format info.\n");
5857 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5858 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5859 return FALSE;
5860 }
5861
5862 adapter->vram_bytes = adapter->driver_info.vram_bytes;
5863 adapter->vram_bytes_used = 0;
5864 TRACE("Emulating 0x%s bytes of video ram.\n", wine_dbgstr_longlong(adapter->vram_bytes));
5865
5866 display_device.cb = sizeof(display_device);
5867 EnumDisplayDevicesW(NULL, ordinal, &display_device, 0);
5868 TRACE("DeviceName: %s\n", debugstr_w(display_device.DeviceName));
5869 strcpyW(adapter->DeviceName, display_device.DeviceName);
5870
5871 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5872
5873 wined3d_adapter_init_ffp_attrib_ops(adapter);
5874
5875 return TRUE;
5876 }
5877
5878 static void wined3d_adapter_init_nogl(struct wined3d_adapter *adapter, UINT ordinal)
5879 {
5880 DISPLAY_DEVICEW display_device;
5881
5882 memset(adapter, 0, sizeof(*adapter));
5883 adapter->ordinal = ordinal;
5884 adapter->monitorPoint.x = -1;
5885 adapter->monitorPoint.y = -1;
5886
5887 adapter->driver_info.name = "Display";
5888 adapter->driver_info.description = "WineD3D DirectDraw Emulation";
5889 if (wined3d_settings.emulated_textureram)
5890 adapter->vram_bytes = wined3d_settings.emulated_textureram;
5891 else
5892 adapter->vram_bytes = 128 * 1024 * 1024;
5893
5894 initPixelFormatsNoGL(&adapter->gl_info);
5895
5896 adapter->vertex_pipe = &none_vertex_pipe;
5897 adapter->fragment_pipe = &none_fragment_pipe;
5898 adapter->shader_backend = &none_shader_backend;
5899 adapter->blitter = &cpu_blit;
5900
5901 display_device.cb = sizeof(display_device);
5902 EnumDisplayDevicesW(NULL, ordinal, &display_device, 0);
5903 TRACE("DeviceName: %s\n", debugstr_w(display_device.DeviceName));
5904 strcpyW(adapter->DeviceName, display_device.DeviceName);
5905 }
5906
5907 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5908
5909 const struct wined3d_parent_ops wined3d_null_parent_ops =
5910 {
5911 wined3d_null_wined3d_object_destroyed,
5912 };
5913
5914 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags)
5915 {
5916 wined3d->ref = 1;
5917 wined3d->flags = flags;
5918
5919 TRACE("Initializing adapters.\n");
5920
5921 if (flags & WINED3D_NO3D)
5922 {
5923 wined3d_adapter_init_nogl(&wined3d->adapters[0], 0);
5924 wined3d->adapter_count = 1;
5925 return WINED3D_OK;
5926 }
5927
5928 if (!wined3d_adapter_init(&wined3d->adapters[0], 0))
5929 {
5930 WARN("Failed to initialize adapter.\n");
5931 return E_FAIL;
5932 }
5933 wined3d->adapter_count = 1;
5934
5935 return WINED3D_OK;
5936 }