- sync wined3d with wine HEAD
[reactos.git] / reactos / dll / directx / wine / wined3d / directx.c
1 /*
2 * IWineD3D implementation
3 *
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 *
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
14 *
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
19 *
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
25 /* Compile time diagnostics: */
26
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
31
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
35
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
38
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
41
42 /* Extension detection */
43 static const struct {
44 const char *extension_string;
45 GL_SupportedExt extension;
46 DWORD version;
47 } EXTENSION_MAP[] = {
48 /* APPLE */
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
54
55 /* ATI */
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
59 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
60 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
61
62 /* ARB */
63 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
64 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
65 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
66 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
67 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
68 {"GL_ARB_imaging", ARB_IMAGING, 0 },
69 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
70 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
71 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
72 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
73 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
74 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
75 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
76 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
77 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
78 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
79 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
80 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
81 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
82 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
83 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
84 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
85 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
86 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
87 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
88 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
89 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
90 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
91
92 /* EXT */
93 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
94 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
95 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
96 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
97 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
98 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
99 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
100 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
101 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
102 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
103 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
104 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
105 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
106 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
107 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
108 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
109 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
110 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
111 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
112 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
113 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
114 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
115 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
116 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
117 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
118 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
119 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
120
121 /* NV */
122 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
123 {"GL_NV_fence", NV_FENCE, 0 },
124 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
125 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
126 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
127 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
128 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
129 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
130 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
131 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
132 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
133 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
134 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
135 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
136 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
137 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
138 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
139 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
140 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
141
142 /* SGI */
143 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
144 };
145
146 /**********************************************************
147 * Utility functions follow
148 **********************************************************/
149
150 /* Adapters */
151 static int numAdapters = 0;
152 static struct WineD3DAdapter Adapters[1];
153
154 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
155 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
156 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
157 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
158
159 /* lookup tables */
160 const int minLookup[MAX_LOOKUPS] =
161 {
162 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
163 };
164
165 const int maxLookup[MAX_LOOKUPS] =
166 {
167 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
168 };
169
170 DWORD *stateLookup[MAX_LOOKUPS];
171
172 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
173 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
174 {
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
179 };
180
181 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
182 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
183 {
184 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
185 };
186
187 /* drawStridedSlow attributes */
188 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
189 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
190 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
191 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
192 glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
193
194 /**
195 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
196 * i.e., there is no GL Context - Get a default rendering context to enable the
197 * function query some info from GL.
198 */
199
200 static int wined3d_fake_gl_context_ref = 0;
201 static BOOL wined3d_fake_gl_context_foreign;
202 static BOOL wined3d_fake_gl_context_available = FALSE;
203 static HDC wined3d_fake_gl_context_hdc = NULL;
204 static HWND wined3d_fake_gl_context_hwnd = NULL;
205
206 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
207 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
208 {
209 0, 0, &wined3d_fake_gl_context_cs,
210 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
211 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
212 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
213 };
214 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
215
216 static void WineD3D_ReleaseFakeGLContext(void) {
217 HGLRC glCtx;
218
219 EnterCriticalSection(&wined3d_fake_gl_context_cs);
220
221 if(!wined3d_fake_gl_context_available) {
222 TRACE_(d3d_caps)("context not available\n");
223 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
224 return;
225 }
226
227 glCtx = pwglGetCurrentContext();
228
229 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
230 if (0 == (--wined3d_fake_gl_context_ref) ) {
231 if(!wined3d_fake_gl_context_foreign && glCtx) {
232 TRACE_(d3d_caps)("destroying fake GL context\n");
233 pwglMakeCurrent(NULL, NULL);
234 //ros hack, this line does destire the real icd interface in windows and reactos
235 // pwglDeleteContext(glCtx);
236 }
237 if(wined3d_fake_gl_context_hdc)
238 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
239 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
240 if(wined3d_fake_gl_context_hwnd)
241 DestroyWindow(wined3d_fake_gl_context_hwnd);
242 wined3d_fake_gl_context_hwnd = NULL;
243 wined3d_fake_gl_context_available = FALSE;
244 }
245 assert(wined3d_fake_gl_context_ref >= 0);
246
247 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
248 }
249
250 static BOOL WineD3D_CreateFakeGLContext(void) {
251 HGLRC glCtx = NULL;
252
253 EnterCriticalSection(&wined3d_fake_gl_context_cs);
254
255 TRACE("getting context...\n");
256 if(wined3d_fake_gl_context_ref > 0) goto ret;
257 assert(0 == wined3d_fake_gl_context_ref);
258
259 wined3d_fake_gl_context_foreign = TRUE;
260
261 glCtx = pwglGetCurrentContext();
262 if (!glCtx) {
263 PIXELFORMATDESCRIPTOR pfd;
264 int iPixelFormat;
265
266 wined3d_fake_gl_context_foreign = FALSE;
267
268 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
269 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
270 if(!wined3d_fake_gl_context_hwnd) {
271 ERR("HWND creation failed!\n");
272 goto fail;
273 }
274 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
275 if(!wined3d_fake_gl_context_hdc) {
276 ERR("GetDC failed!\n");
277 goto fail;
278 }
279
280 /* PixelFormat selection */
281 ZeroMemory(&pfd, sizeof(pfd));
282 pfd.nSize = sizeof(pfd);
283 pfd.nVersion = 1;
284 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
285 pfd.iPixelType = PFD_TYPE_RGBA;
286 pfd.cColorBits = 32;
287 pfd.iLayerType = PFD_MAIN_PLANE;
288
289 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
290 if(!iPixelFormat) {
291 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
292 ERR("Can't find a suitable iPixelFormat\n");
293 goto fail;
294 }
295 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
296 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
297
298 /* Create a GL context */
299 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
300 if (!glCtx) {
301 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
302 goto fail;
303 }
304
305 /* Make it the current GL context */
306 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
307 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
308 goto fail;
309 }
310 }
311
312 ret:
313 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
314 wined3d_fake_gl_context_ref++;
315 wined3d_fake_gl_context_available = TRUE;
316 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
317 return TRUE;
318 fail:
319 if(wined3d_fake_gl_context_hdc)
320 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
321 wined3d_fake_gl_context_hdc = NULL;
322 if(wined3d_fake_gl_context_hwnd)
323 DestroyWindow(wined3d_fake_gl_context_hwnd);
324 wined3d_fake_gl_context_hwnd = NULL;
325 if(glCtx) pwglDeleteContext(glCtx);
326 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
327 return FALSE;
328 }
329
330 /* Adjust the amount of used texture memory */
331 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
332 UINT Adapter = D3DDevice->adapterNo;
333
334 Adapters[Adapter].UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
336 return Adapters[Adapter].UsedTextureRam;
337 }
338
339 /**********************************************************
340 * IUnknown parts follows
341 **********************************************************/
342
343 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
344 {
345 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
346
347 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
348 if (IsEqualGUID(riid, &IID_IUnknown)
349 || IsEqualGUID(riid, &IID_IWineD3DBase)
350 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
351 IUnknown_AddRef(iface);
352 *ppobj = This;
353 return S_OK;
354 }
355 *ppobj = NULL;
356 return E_NOINTERFACE;
357 }
358
359 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
360 IWineD3DImpl *This = (IWineD3DImpl *)iface;
361 ULONG refCount = InterlockedIncrement(&This->ref);
362
363 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
364 return refCount;
365 }
366
367 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
368 IWineD3DImpl *This = (IWineD3DImpl *)iface;
369 ULONG ref;
370 TRACE("(%p) : Releasing from %d\n", This, This->ref);
371 ref = InterlockedDecrement(&This->ref);
372 if (ref == 0) {
373 HeapFree(GetProcessHeap(), 0, This);
374 }
375
376 return ref;
377 }
378
379 /* Set the shader type for this device, depending on the given capabilities,
380 * the device type, and the user preferences in wined3d_settings */
381
382 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
383 {
384 if (wined3d_settings.vs_mode == VS_NONE) {
385 *vs_selected = SHADER_NONE;
386 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
387 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
388 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
389 * shaders only on this card. */
390 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
391 *vs_selected = SHADER_ARB;
392 else
393 *vs_selected = SHADER_GLSL;
394 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
395 *vs_selected = SHADER_ARB;
396 } else {
397 *vs_selected = SHADER_NONE;
398 }
399
400 if (wined3d_settings.ps_mode == PS_NONE) {
401 *ps_selected = SHADER_NONE;
402 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
403 *ps_selected = SHADER_GLSL;
404 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
405 *ps_selected = SHADER_ARB;
406 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
407 *ps_selected = SHADER_ATI;
408 } else {
409 *ps_selected = SHADER_NONE;
410 }
411 }
412
413 /** Select the number of report maximum shader constants based on the selected shader modes */
414 static void select_shader_max_constants(
415 int ps_selected_mode,
416 int vs_selected_mode,
417 WineD3D_GL_Info *gl_info) {
418
419 switch (vs_selected_mode) {
420 case SHADER_GLSL:
421 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
422 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
423 break;
424 case SHADER_ARB:
425 /* We have to subtract any other PARAMs that we might use in our shader programs.
426 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
427 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
428 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
429 break;
430 default:
431 gl_info->max_vshader_constantsF = 0;
432 break;
433 }
434
435 switch (ps_selected_mode) {
436 case SHADER_GLSL:
437 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
438 * In theory the texbem instruction may need one more shader constant too. But lets assume
439 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
440 * and lets not take away a uniform needlessly from all other shaders.
441 */
442 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
443 break;
444 case SHADER_ARB:
445 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
446 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
447 */
448 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
449 break;
450 default:
451 gl_info->max_pshader_constantsF = 0;
452 break;
453 }
454 }
455
456 /**********************************************************
457 * IWineD3D parts follows
458 **********************************************************/
459
460 #define GLINFO_LOCATION (*gl_info)
461 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
462 {
463 GLuint prog;
464 BOOL ret = FALSE;
465 const char *testcode =
466 "!!ARBvp1.0\n"
467 "PARAM C[66] = { program.env[0..65] };\n"
468 "ADDRESS A0;"
469 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
470 "ARL A0.x, zero.x;\n"
471 "MOV result.position, C[A0.x + 65];\n"
472 "END\n";
473
474 while(glGetError());
475 GL_EXTCALL(glGenProgramsARB(1, &prog));
476 if(!prog) {
477 ERR("Failed to create an ARB offset limit test program\n");
478 }
479 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
480 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
481 strlen(testcode), testcode));
482 if(glGetError() != 0) {
483 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
484 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
485 ret = TRUE;
486 } else TRACE("OpenGL implementation allows offsets > 63\n");
487
488 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
489 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
490 checkGLcall("ARB vp offset limit test cleanup\n");
491
492 return ret;
493 }
494
495 static DWORD ver_for_ext(GL_SupportedExt ext)
496 {
497 unsigned int i;
498 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
499 if(EXTENSION_MAP[i].extension == ext) {
500 return EXTENSION_MAP[i].version;
501 }
502 }
503 return 0;
504 }
505
506 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
507 const char *GL_Extensions = NULL;
508 const char *WGL_Extensions = NULL;
509 const char *gl_string = NULL;
510 const char *gl_string_cursor = NULL;
511 GLint gl_max;
512 GLfloat gl_floatv[2];
513 int major = 1, minor = 0;
514 BOOL return_value = TRUE;
515 unsigned i;
516 HDC hdc;
517 unsigned int vidmem=0;
518
519 TRACE_(d3d_caps)("(%p)\n", gl_info);
520
521 ENTER_GL();
522
523 gl_string = (const char *) glGetString(GL_RENDERER);
524 if (!gl_string) gl_string = "None";
525 strcpy(gl_info->gl_renderer, gl_string);
526
527 gl_string = (const char *) glGetString(GL_VENDOR);
528 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
529 if (gl_string != NULL) {
530 /* Fill in the GL vendor */
531 if (strstr(gl_string, "NVIDIA")) {
532 gl_info->gl_vendor = VENDOR_NVIDIA;
533 } else if (strstr(gl_string, "ATI")) {
534 gl_info->gl_vendor = VENDOR_ATI;
535 } else if (strstr(gl_string, "Intel(R)") ||
536 strstr(gl_info->gl_renderer, "Intel(R)") ||
537 strstr(gl_string, "Intel Inc.")) {
538 gl_info->gl_vendor = VENDOR_INTEL;
539 } else if (strstr(gl_string, "Mesa")) {
540 gl_info->gl_vendor = VENDOR_MESA;
541 } else {
542 gl_info->gl_vendor = VENDOR_WINE;
543 }
544 } else {
545 gl_info->gl_vendor = VENDOR_WINE;
546 }
547
548
549 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
550
551 /* Parse the GL_VERSION field into major and minor information */
552 gl_string = (const char *) glGetString(GL_VERSION);
553 if (gl_string != NULL) {
554
555 /* First, parse the generic opengl version. This is supposed not to be convoluted with
556 * driver specific information
557 */
558 gl_string_cursor = gl_string;
559 major = atoi(gl_string_cursor);
560 if(major <= 0) {
561 ERR("Invalid opengl major version: %d\n", major);
562 }
563 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
564 ++gl_string_cursor;
565 }
566 if (*gl_string_cursor++ != '.') {
567 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
568 }
569 minor = atoi(gl_string_cursor);
570 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
571 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
572
573 /* Now parse the driver specific string which we'll report to the app */
574 switch (gl_info->gl_vendor) {
575 case VENDOR_NVIDIA:
576 gl_string_cursor = strstr(gl_string, "NVIDIA");
577 if (!gl_string_cursor) {
578 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
579 break;
580 }
581
582 gl_string_cursor = strstr(gl_string_cursor, " ");
583 if (!gl_string_cursor) {
584 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
585 break;
586 }
587
588 while (*gl_string_cursor == ' ') {
589 ++gl_string_cursor;
590 }
591
592 if (!*gl_string_cursor) {
593 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
594 break;
595 }
596
597 major = atoi(gl_string_cursor);
598 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
599 ++gl_string_cursor;
600 }
601
602 if (*gl_string_cursor++ != '.') {
603 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
604 break;
605 }
606
607 minor = atoi(gl_string_cursor);
608 minor = major*100+minor;
609 major = 10;
610
611 break;
612
613 case VENDOR_ATI:
614 major = minor = 0;
615 gl_string_cursor = strchr(gl_string, '-');
616 if (gl_string_cursor) {
617 int error = 0;
618 gl_string_cursor++;
619
620 /* Check if version number is of the form x.y.z */
621 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
622 error = 1;
623 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
624 error = 1;
625 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
626 error = 1;
627 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
628 error = 1;
629
630 /* Mark version number as malformed */
631 if (error)
632 gl_string_cursor = 0;
633 }
634
635 if (!gl_string_cursor)
636 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
637 else {
638 major = *gl_string_cursor - '0';
639 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
640 }
641 break;
642
643 case VENDOR_INTEL:
644 /* Apple and Mesa version strings look differently, but both provide intel drivers */
645 if(strstr(gl_string, "APPLE")) {
646 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
647 * We only need the first part, and use the APPLE as identification
648 * "1.2 APPLE-1.4.56"
649 */
650 gl_string_cursor = gl_string;
651 major = atoi(gl_string_cursor);
652 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
653 ++gl_string_cursor;
654 }
655
656 if (*gl_string_cursor++ != '.') {
657 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
658 break;
659 }
660
661 minor = atoi(gl_string_cursor);
662 break;
663 }
664
665 case VENDOR_MESA:
666 gl_string_cursor = strstr(gl_string, "Mesa");
667 gl_string_cursor = strstr(gl_string_cursor, " ");
668 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
669 if (*gl_string_cursor) {
670 char tmp[16];
671 int cursor = 0;
672
673 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
674 tmp[cursor++] = *gl_string_cursor;
675 ++gl_string_cursor;
676 }
677 tmp[cursor] = 0;
678 major = atoi(tmp);
679
680 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
681 ++gl_string_cursor;
682
683 cursor = 0;
684 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
685 tmp[cursor++] = *gl_string_cursor;
686 ++gl_string_cursor;
687 }
688 tmp[cursor] = 0;
689 minor = atoi(tmp);
690 }
691 break;
692
693 default:
694 major = 0;
695 minor = 9;
696 }
697 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
698 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
699 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
700 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
701 } else {
702 FIXME("OpenGL driver did not return version information\n");
703 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
704 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
705 }
706
707 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
708
709 /*
710 * Initialize openGL extension related variables
711 * with Default values
712 */
713 memset(gl_info->supported, 0, sizeof(gl_info->supported));
714 gl_info->max_buffers = 1;
715 gl_info->max_textures = 1;
716 gl_info->max_texture_stages = 1;
717 gl_info->max_fragment_samplers = 1;
718 gl_info->max_vertex_samplers = 0;
719 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
720 gl_info->max_sampler_stages = 1;
721 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
722 gl_info->ps_arb_max_temps = 0;
723 gl_info->ps_arb_max_instructions = 0;
724 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
725 gl_info->vs_arb_max_temps = 0;
726 gl_info->vs_arb_max_instructions = 0;
727 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
728 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
729 gl_info->vs_glsl_constantsF = 0;
730 gl_info->ps_glsl_constantsF = 0;
731 gl_info->vs_arb_constantsF = 0;
732 gl_info->ps_arb_constantsF = 0;
733
734 /* Retrieve opengl defaults */
735 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
736 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
737 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
738
739 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
740 gl_info->max_lights = gl_max;
741 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
742
743 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
744 gl_info->max_texture_size = gl_max;
745 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
746
747 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
748 gl_info->max_pointsizemin = gl_floatv[0];
749 gl_info->max_pointsize = gl_floatv[1];
750 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
751
752 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
753 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
754 TRACE_(d3d_caps)("GL_Extensions reported:\n");
755
756 if (NULL == GL_Extensions) {
757 ERR(" GL_Extensions returns NULL\n");
758 } else {
759 while (*GL_Extensions != 0x00) {
760 const char *Start;
761 char ThisExtn[256];
762 size_t len;
763
764 while (isspace(*GL_Extensions)) GL_Extensions++;
765 Start = GL_Extensions;
766 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
767 GL_Extensions++;
768 }
769
770 len = GL_Extensions - Start;
771 if (len == 0 || len >= sizeof(ThisExtn))
772 continue;
773
774 memcpy(ThisExtn, Start, len);
775 ThisExtn[len] = '\0';
776 TRACE_(d3d_caps)("- %s\n", ThisExtn);
777
778 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
779 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
780 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
781 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
782 break;
783 }
784 }
785 }
786
787 LEAVE_GL();
788
789 /* Now work out what GL support this card really has */
790 #define USE_GL_FUNC(type, pfn, ext, replace) { \
791 DWORD ver = ver_for_ext(ext); \
792 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
793 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
794 else gl_info->pfn = NULL; \
795 }
796 GL_EXT_FUNCS_GEN;
797 #undef USE_GL_FUNC
798
799 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
800 WGL_EXT_FUNCS_GEN;
801 #undef USE_GL_FUNC
802
803 ENTER_GL();
804 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
805 * loading the functions, otherwise the code above will load the extension entry points instead of the
806 * core functions, which may not work
807 */
808 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
809 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
810 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
811 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
812 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
813 }
814 }
815
816 if (gl_info->supported[APPLE_FENCE]) {
817 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
818 * The apple extension interacts with some other apple exts. Disable the NV
819 * extension if the apple one is support to prevent confusion in other parts
820 * of the code
821 */
822 gl_info->supported[NV_FENCE] = FALSE;
823 }
824 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
825 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
826 *
827 * The enums are the same:
828 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
829 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
830 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
831 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
832 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
833 */
834 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
835 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
836 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
837 }
838 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
839 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
840 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
841 }
842 }
843 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
844 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
845 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
846 }
847 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
848 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
849 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
850 * are supported. The nv extensions provide the same functionality as the
851 * ATI one, and a bit more(signed pixelformats)
852 */
853 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
854 }
855 }
856 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
857 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
858 gl_info->max_buffers = gl_max;
859 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
860 }
861 if (gl_info->supported[ARB_MULTITEXTURE]) {
862 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
863 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
864 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
865
866 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
867 GLint tmp;
868 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
869 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
870 } else {
871 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
872 }
873 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
874
875 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
876 GLint tmp;
877 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
878 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
879 } else {
880 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
881 }
882 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
883
884 if (gl_info->supported[ARB_VERTEX_SHADER]) {
885 GLint tmp;
886 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
887 gl_info->max_vertex_samplers = tmp;
888 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
889 gl_info->max_combined_samplers = tmp;
890
891 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
892 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
893 * an issue because then the sampler setup only depends on the two shaders. If a pixel
894 * shader is used with fixed function vertex processing we're fine too because fixed function
895 * vertex processing doesn't use any samplers. If fixed function fragment processing is
896 * used we have to make sure that all vertex sampler setups are valid together with all
897 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
898 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
899 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
900 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
901 * a fixed function pipeline anymore.
902 *
903 * So this is just a check to check that our assumption holds true. If not, write a warning
904 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
905 */
906 if(gl_info->max_vertex_samplers &&
907 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
908 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
909 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
910 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
911 if( gl_info->max_combined_samplers > MAX_TEXTURES )
912 gl_info->max_vertex_samplers =
913 gl_info->max_combined_samplers - MAX_TEXTURES;
914 else
915 gl_info->max_vertex_samplers = 0;
916 }
917 } else {
918 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
919 }
920 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
921 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
922 }
923 if (gl_info->supported[ARB_VERTEX_BLEND]) {
924 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
925 gl_info->max_blends = gl_max;
926 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
927 }
928 if (gl_info->supported[EXT_TEXTURE3D]) {
929 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
930 gl_info->max_texture3d_size = gl_max;
931 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
932 }
933 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
934 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
935 gl_info->max_anisotropy = gl_max;
936 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
937 }
938 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
939 gl_info->ps_arb_version = PS_VERSION_11;
940 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
941 gl_info->ps_arb_constantsF = gl_max;
942 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
943 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
944 gl_info->ps_arb_max_temps = gl_max;
945 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
946 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
947 gl_info->ps_arb_max_instructions = gl_max;
948 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
949 }
950 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
951 gl_info->vs_arb_version = VS_VERSION_11;
952 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
953 gl_info->vs_arb_constantsF = gl_max;
954 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
955 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
956 gl_info->vs_arb_max_temps = gl_max;
957 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
958 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
959 gl_info->vs_arb_max_instructions = gl_max;
960 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
961
962 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
963 }
964 if (gl_info->supported[ARB_VERTEX_SHADER]) {
965 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
966 gl_info->vs_glsl_constantsF = gl_max / 4;
967 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
968 }
969 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
970 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
971 gl_info->ps_glsl_constantsF = gl_max / 4;
972 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
973 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
974 gl_info->max_glsl_varyings = gl_max;
975 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
976 }
977 if (gl_info->supported[EXT_VERTEX_SHADER]) {
978 gl_info->vs_ati_version = VS_VERSION_11;
979 }
980 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
981 gl_info->vs_nv_version = VS_VERSION_30;
982 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
983 gl_info->vs_nv_version = VS_VERSION_20;
984 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
985 gl_info->vs_nv_version = VS_VERSION_11;
986 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
987 gl_info->vs_nv_version = VS_VERSION_10;
988 }
989 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
990 gl_info->ps_nv_version = PS_VERSION_30;
991 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
992 gl_info->ps_nv_version = PS_VERSION_20;
993 }
994 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
995 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
996 } else {
997 gl_info->max_shininess = 128.0;
998 }
999 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
1000 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
1001 * This saves a few redundant glDisable calls
1002 */
1003 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1004 }
1005 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1006 /* Disable NV_register_combiners and fragment shader if this is supported.
1007 * generally the NV extensions are preferred over the ATI ones, and this
1008 * extension is disabled if register_combiners and texture_shader2 are both
1009 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1010 * fragment processing support
1011 */
1012 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1013 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1014 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1015 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1016 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1017 }
1018
1019 }
1020 checkGLcall("extension detection\n");
1021
1022 /* In some cases the number of texture stages can be larger than the number
1023 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1024 * shaders), but 8 texture stages (register combiners). */
1025 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1026
1027 /* We can only use ORM_FBO when the hardware supports it. */
1028 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1029 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1030 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1031 }
1032
1033 /* MRTs are currently only supported when FBOs are used. */
1034 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1035 gl_info->max_buffers = 1;
1036 }
1037
1038 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1039 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1040 * in case of the latest videocards in the number of pixel/vertex pipelines.
1041 *
1042 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1043 * rendering. Various games use this information to get a rough estimation of the features of the card
1044 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1045 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1046 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1047 * not the PCI id.
1048 *
1049 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1050 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1051 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1052 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1053 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1054 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1055 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1056 * is limited.
1057 *
1058 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1059 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1060 * similar 3d features.
1061 *
1062 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1063 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1064 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1065 * won't pass we return a default card. This way is better than maintaining a full card database as even
1066 * without a full database we can return a card with similar features. Second the size of the database
1067 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1068 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1069 * to distinguishes between different models from that family.
1070 *
1071 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1072 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1073 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1074 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1075 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1076 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1077 * memory behind our backs if really needed.
1078 * Note that the amount of video memory can be overruled using a registry setting.
1079 */
1080 switch (gl_info->gl_vendor) {
1081 case VENDOR_NVIDIA:
1082 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1083 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1084 */
1085 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1086 /* Geforce GTX - highend */
1087 if(strstr(gl_info->gl_renderer, "GTX 280")) {
1088 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1089 vidmem = 1024;
1090 }
1091 /* Geforce9 - highend */
1092 else if(strstr(gl_info->gl_renderer, "9800")) {
1093 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1094 vidmem = 512;
1095 }
1096 /* Geforce9 - midend */
1097 else if(strstr(gl_info->gl_renderer, "9600")) {
1098 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1099 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1100 }
1101 /* Geforce8 - highend */
1102 else if (strstr(gl_info->gl_renderer, "8800")) {
1103 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1104 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1105 }
1106 /* Geforce8 - midend mobile */
1107 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1108 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1109 vidmem = 512;
1110 }
1111 /* Geforce8 - midend */
1112 else if(strstr(gl_info->gl_renderer, "8600") ||
1113 strstr(gl_info->gl_renderer, "8700"))
1114 {
1115 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1116 vidmem = 256;
1117 }
1118 /* Geforce8 - lowend */
1119 else if(strstr(gl_info->gl_renderer, "8300") ||
1120 strstr(gl_info->gl_renderer, "8400") ||
1121 strstr(gl_info->gl_renderer, "8500"))
1122 {
1123 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1124 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1125 }
1126 /* Geforce7 - highend */
1127 else if(strstr(gl_info->gl_renderer, "7800") ||
1128 strstr(gl_info->gl_renderer, "7900") ||
1129 strstr(gl_info->gl_renderer, "7950") ||
1130 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1131 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1132 {
1133 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1134 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1135 }
1136 /* Geforce7 midend */
1137 else if(strstr(gl_info->gl_renderer, "7600") ||
1138 strstr(gl_info->gl_renderer, "7700")) {
1139 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1140 vidmem = 256; /* The 7600 uses 256-512MB */
1141 /* Geforce7 lower medium */
1142 } else if(strstr(gl_info->gl_renderer, "7400")) {
1143 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1144 vidmem = 256; /* The 7400 uses 256-512MB */
1145 }
1146 /* Geforce7 lowend */
1147 else if(strstr(gl_info->gl_renderer, "7300")) {
1148 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1149 vidmem = 256; /* Mac Pros with this card have 256 MB */
1150 }
1151 /* Geforce6 highend */
1152 else if(strstr(gl_info->gl_renderer, "6800"))
1153 {
1154 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1155 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1156 }
1157 /* Geforce6 - midend */
1158 else if(strstr(gl_info->gl_renderer, "6600") ||
1159 strstr(gl_info->gl_renderer, "6610") ||
1160 strstr(gl_info->gl_renderer, "6700"))
1161 {
1162 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1163 vidmem = 128; /* A 6600GT has 128-256MB */
1164 }
1165 /* Geforce6/7 lowend */
1166 else {
1167 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1168 vidmem = 64; /* */
1169 }
1170 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1171 /* GeforceFX - highend */
1172 if (strstr(gl_info->gl_renderer, "5800") ||
1173 strstr(gl_info->gl_renderer, "5900") ||
1174 strstr(gl_info->gl_renderer, "5950") ||
1175 strstr(gl_info->gl_renderer, "Quadro FX"))
1176 {
1177 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1178 vidmem = 256; /* 5800-5900 cards use 256MB */
1179 }
1180 /* GeforceFX - midend */
1181 else if(strstr(gl_info->gl_renderer, "5600") ||
1182 strstr(gl_info->gl_renderer, "5650") ||
1183 strstr(gl_info->gl_renderer, "5700") ||
1184 strstr(gl_info->gl_renderer, "5750"))
1185 {
1186 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1187 vidmem = 128; /* A 5600 uses 128-256MB */
1188 }
1189 /* GeforceFX - lowend */
1190 else {
1191 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1192 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1193 }
1194 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1195 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1196 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1197 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1198 }
1199 else {
1200 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1201 vidmem = 64; /* Geforce3 cards have 64-128MB */
1202 }
1203 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1204 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1205 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1206 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1207 }
1208 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1209 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1210 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1211 }
1212 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1213 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1214 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1215 }
1216 else {
1217 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1218 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1219 }
1220 } else {
1221 if (strstr(gl_info->gl_renderer, "TNT2")) {
1222 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1223 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1224 }
1225 else {
1226 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1227 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1228 }
1229 }
1230 break;
1231 case VENDOR_ATI:
1232 if(WINE_D3D9_CAPABLE(gl_info)) {
1233 /* Radeon R6xx HD2900/HD3800 - highend */
1234 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1235 strstr(gl_info->gl_renderer, "HD 3870") ||
1236 strstr(gl_info->gl_renderer, "HD 3850"))
1237 {
1238 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1239 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1240 }
1241 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1242 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1243 strstr(gl_info->gl_renderer, "HD 3830") ||
1244 strstr(gl_info->gl_renderer, "HD 3690") ||
1245 strstr(gl_info->gl_renderer, "HD 3650"))
1246 {
1247 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1248 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1249 }
1250 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1251 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1252 strstr(gl_info->gl_renderer, "HD 2400") ||
1253 strstr(gl_info->gl_renderer, "HD 3470") ||
1254 strstr(gl_info->gl_renderer, "HD 3450") ||
1255 strstr(gl_info->gl_renderer, "HD 3430"))
1256 {
1257 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1258 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1259 }
1260 /* Radeon R6xx/R7xx integrated */
1261 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1262 strstr(gl_info->gl_renderer, "HD 3200") ||
1263 strstr(gl_info->gl_renderer, "HD 3300"))
1264 {
1265 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1266 vidmem = 128; /* 128MB */
1267 }
1268 /* Radeon R5xx */
1269 else if (strstr(gl_info->gl_renderer, "X1600") ||
1270 strstr(gl_info->gl_renderer, "X1650") ||
1271 strstr(gl_info->gl_renderer, "X1800") ||
1272 strstr(gl_info->gl_renderer, "X1900") ||
1273 strstr(gl_info->gl_renderer, "X1950"))
1274 {
1275 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1276 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1277 }
1278 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1279 else if(strstr(gl_info->gl_renderer, "X700") ||
1280 strstr(gl_info->gl_renderer, "X800") ||
1281 strstr(gl_info->gl_renderer, "X850") ||
1282 strstr(gl_info->gl_renderer, "X1300") ||
1283 strstr(gl_info->gl_renderer, "X1400") ||
1284 strstr(gl_info->gl_renderer, "X1450") ||
1285 strstr(gl_info->gl_renderer, "X1550"))
1286 {
1287 gl_info->gl_card = CARD_ATI_RADEON_X700;
1288 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1289 }
1290 /* Radeon R3xx */
1291 else {
1292 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1293 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1294 }
1295 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1296 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1297 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1298 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1299 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1300 vidmem = 32; /* There are models with up to 64MB */
1301 } else {
1302 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1303 vidmem = 16; /* There are 16-32MB models */
1304 }
1305 break;
1306 case VENDOR_INTEL:
1307 if (strstr(gl_info->gl_renderer, "GMA 950") ||
1308 strstr(gl_info->gl_renderer, "945GM")) {
1309 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1310 gl_info->gl_card = CARD_INTEL_I945GM;
1311 vidmem = 64;
1312 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1313 gl_info->gl_card = CARD_INTEL_I915GM;
1314 } else if (strstr(gl_info->gl_renderer, "915G")) {
1315 gl_info->gl_card = CARD_INTEL_I915G;
1316 } else if (strstr(gl_info->gl_renderer, "865G")) {
1317 gl_info->gl_card = CARD_INTEL_I865G;
1318 } else if (strstr(gl_info->gl_renderer, "855G")) {
1319 gl_info->gl_card = CARD_INTEL_I855G;
1320 } else if (strstr(gl_info->gl_renderer, "830G")) {
1321 gl_info->gl_card = CARD_INTEL_I830G;
1322 } else {
1323 gl_info->gl_card = CARD_INTEL_I915G;
1324 }
1325 break;
1326 case VENDOR_MESA:
1327 case VENDOR_WINE:
1328 default:
1329 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1330 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1331 * them a good generic choice.
1332 */
1333 gl_info->gl_vendor = VENDOR_NVIDIA;
1334 if(WINE_D3D9_CAPABLE(gl_info))
1335 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1336 else if(WINE_D3D8_CAPABLE(gl_info))
1337 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1338 else if(WINE_D3D7_CAPABLE(gl_info))
1339 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1340 else if(WINE_D3D6_CAPABLE(gl_info))
1341 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1342 else
1343 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1344 }
1345 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1346
1347 /* If we have an estimate use it, else default to 64MB; */
1348 if(vidmem)
1349 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1350 else
1351 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1352
1353 /* Load all the lookup tables */
1354 for (i = 0; i < MAX_LOOKUPS; i++) {
1355 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1356 }
1357
1358 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1359 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1360 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1361 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1362 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1363 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1364 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1365 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1366 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1367 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1368
1369 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1370 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1371 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1372 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1373 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1374
1375
1376 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1377 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1378 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1379 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1380 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1381 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1382 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1383 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1384 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1385 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1386 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1387 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1388 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1389 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1390 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1391
1392 /* TODO: config lookups */
1393
1394 /* Make sure there's an active HDC else the WGL extensions will fail */
1395 hdc = pwglGetCurrentDC();
1396 if (hdc) {
1397 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1398 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1399
1400 if (NULL == WGL_Extensions) {
1401 ERR(" WGL_Extensions returns NULL\n");
1402 } else {
1403 while (*WGL_Extensions != 0x00) {
1404 const char *Start;
1405 char ThisExtn[256];
1406 size_t len;
1407
1408 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1409 Start = WGL_Extensions;
1410 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1411 WGL_Extensions++;
1412 }
1413
1414 len = WGL_Extensions - Start;
1415 if (len == 0 || len >= sizeof(ThisExtn))
1416 continue;
1417
1418 memcpy(ThisExtn, Start, len);
1419 ThisExtn[len] = '\0';
1420 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1421
1422 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1423 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1424 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1425 }
1426 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1427 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1428 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1429 }
1430 }
1431 }
1432 }
1433 LEAVE_GL();
1434
1435 return return_value;
1436 }
1437 #undef GLINFO_LOCATION
1438
1439 /**********************************************************
1440 * IWineD3D implementation follows
1441 **********************************************************/
1442
1443 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1444 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1445
1446 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1447 return numAdapters;
1448 }
1449
1450 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1451 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1452 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1453 return WINED3D_OK;
1454 }
1455
1456 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1457 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1458
1459 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1460
1461 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1462 return NULL;
1463 }
1464
1465 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1466 }
1467
1468 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1469 of the same bpp but different resolutions */
1470
1471 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1472 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1473 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1474 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1475
1476 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1477 return 0;
1478 }
1479
1480 /* TODO: Store modes per adapter and read it from the adapter structure */
1481 if (Adapter == 0) { /* Display */
1482 int i = 0;
1483 int j = 0;
1484
1485 if (!DEBUG_SINGLE_MODE) {
1486 DEVMODEW DevModeW;
1487
1488 ZeroMemory(&DevModeW, sizeof(DevModeW));
1489 DevModeW.dmSize = sizeof(DevModeW);
1490 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1491 j++;
1492 switch (Format)
1493 {
1494 case WINED3DFMT_UNKNOWN:
1495 /* This is for D3D8, do not enumerate P8 here */
1496 if (DevModeW.dmBitsPerPel == 32 ||
1497 DevModeW.dmBitsPerPel == 16) i++;
1498 break;
1499 case WINED3DFMT_X8R8G8B8:
1500 if (DevModeW.dmBitsPerPel == 32) i++;
1501 break;
1502 case WINED3DFMT_R5G6B5:
1503 if (DevModeW.dmBitsPerPel == 16) i++;
1504 break;
1505 case WINED3DFMT_P8:
1506 if (DevModeW.dmBitsPerPel == 8) i++;
1507 break;
1508 default:
1509 /* Skip other modes as they do not match the requested format */
1510 break;
1511 }
1512 }
1513 } else {
1514 i = 1;
1515 j = 1;
1516 }
1517
1518 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1519 return i;
1520 } else {
1521 FIXME_(d3d_caps)("Adapter not primary display\n");
1522 }
1523 return 0;
1524 }
1525
1526 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1527 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1528 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1529 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1530
1531 /* Validate the parameters as much as possible */
1532 if (NULL == pMode ||
1533 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1534 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1535 return WINED3DERR_INVALIDCALL;
1536 }
1537
1538 /* TODO: Store modes per adapter and read it from the adapter structure */
1539 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1540 DEVMODEW DevModeW;
1541 int ModeIdx = 0;
1542 UINT i = 0;
1543 int j = 0;
1544
1545 ZeroMemory(&DevModeW, sizeof(DevModeW));
1546 DevModeW.dmSize = sizeof(DevModeW);
1547
1548 /* If we are filtering to a specific format (D3D9), then need to skip
1549 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1550 just count through the ones with valid bit depths */
1551 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1552 switch (Format)
1553 {
1554 case WINED3DFMT_UNKNOWN:
1555 /* This is D3D8. Do not enumerate P8 here */
1556 if (DevModeW.dmBitsPerPel == 32 ||
1557 DevModeW.dmBitsPerPel == 16) i++;
1558 break;
1559 case WINED3DFMT_X8R8G8B8:
1560 if (DevModeW.dmBitsPerPel == 32) i++;
1561 break;
1562 case WINED3DFMT_R5G6B5:
1563 if (DevModeW.dmBitsPerPel == 16) i++;
1564 break;
1565 case WINED3DFMT_P8:
1566 if (DevModeW.dmBitsPerPel == 8) i++;
1567 break;
1568 default:
1569 /* Modes that don't match what we support can get an early-out */
1570 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1571 return WINED3DERR_INVALIDCALL;
1572 }
1573 }
1574
1575 if (i == 0) {
1576 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1577 return WINED3DERR_INVALIDCALL;
1578 }
1579 ModeIdx = j - 1;
1580
1581 /* Now get the display mode via the calculated index */
1582 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1583 pMode->Width = DevModeW.dmPelsWidth;
1584 pMode->Height = DevModeW.dmPelsHeight;
1585 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1586 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1587 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1588
1589 if (Format == WINED3DFMT_UNKNOWN) {
1590 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1591 } else {
1592 pMode->Format = Format;
1593 }
1594 } else {
1595 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1596 return WINED3DERR_INVALIDCALL;
1597 }
1598
1599 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1600 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1601 DevModeW.dmBitsPerPel);
1602
1603 } else if (DEBUG_SINGLE_MODE) {
1604 /* Return one setting of the format requested */
1605 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1606 pMode->Width = 800;
1607 pMode->Height = 600;
1608 pMode->RefreshRate = 60;
1609 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1610 } else {
1611 FIXME_(d3d_caps)("Adapter not primary display\n");
1612 }
1613
1614 return WINED3D_OK;
1615 }
1616
1617 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1618 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1619 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1620
1621 if (NULL == pMode ||
1622 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1623 return WINED3DERR_INVALIDCALL;
1624 }
1625
1626 if (Adapter == 0) { /* Display */
1627 int bpp = 0;
1628 DEVMODEW DevModeW;
1629
1630 ZeroMemory(&DevModeW, sizeof(DevModeW));
1631 DevModeW.dmSize = sizeof(DevModeW);
1632
1633 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1634 pMode->Width = DevModeW.dmPelsWidth;
1635 pMode->Height = DevModeW.dmPelsHeight;
1636 bpp = DevModeW.dmBitsPerPel;
1637 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1638 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1639 {
1640 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1641 }
1642
1643 pMode->Format = pixelformat_for_depth(bpp);
1644 } else {
1645 FIXME_(d3d_caps)("Adapter not primary display\n");
1646 }
1647
1648 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1649 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1650 return WINED3D_OK;
1651 }
1652
1653 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1654 and fields being inserted in the middle, a new structure is used in place */
1655 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1656 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1657 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1658
1659 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1660
1661 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1662 return WINED3DERR_INVALIDCALL;
1663 }
1664
1665 /* Return the information requested */
1666 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1667 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1668 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1669
1670 /* Note dx8 doesn't supply a DeviceName */
1671 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1672 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1673 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1674 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1675 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1676 *(pIdentifier->SubSysId) = 0;
1677 *(pIdentifier->Revision) = 0;
1678 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1679
1680 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1681 {
1682 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1683 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1684 }
1685
1686 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1687 {
1688 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1689 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1690 }
1691
1692 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1693 *(pIdentifier->WHQLLevel) = 0;
1694 } else {
1695 *(pIdentifier->WHQLLevel) = 1;
1696 }
1697
1698 return WINED3D_OK;
1699 }
1700
1701 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1702 short redSize, greenSize, blueSize, alphaSize, colorBits;
1703
1704 if(!cfg)
1705 return FALSE;
1706
1707 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1708 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1709 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1710 return FALSE;
1711 }
1712
1713 if(cfg->redSize < redSize)
1714 return FALSE;
1715
1716 if(cfg->greenSize < greenSize)
1717 return FALSE;
1718
1719 if(cfg->blueSize < blueSize)
1720 return FALSE;
1721
1722 if(cfg->alphaSize < alphaSize)
1723 return FALSE;
1724
1725 return TRUE;
1726 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1727 if(Format == WINED3DFMT_R16F)
1728 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1729 if(Format == WINED3DFMT_G16R16F)
1730 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1731 if(Format == WINED3DFMT_A16B16G16R16F)
1732 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1733 if(Format == WINED3DFMT_R32F)
1734 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1735 if(Format == WINED3DFMT_G32R32F)
1736 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1737 if(Format == WINED3DFMT_A32B32G32R32F)
1738 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1739 } else {
1740 /* Probably a color index mode */
1741 return FALSE;
1742 }
1743
1744 return FALSE;
1745 }
1746
1747 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1748 short depthSize, stencilSize;
1749 BOOL lockable = FALSE;
1750
1751 if(!cfg)
1752 return FALSE;
1753
1754 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1755 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1756 return FALSE;
1757 }
1758
1759 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1760 lockable = TRUE;
1761
1762 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1763 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1764 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1765 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1766 return FALSE;
1767
1768 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1769 * allow more stencil bits than requested. */
1770 if(cfg->stencilSize < stencilSize)
1771 return FALSE;
1772
1773 return TRUE;
1774 }
1775
1776 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1777 WINED3DFORMAT AdapterFormat,
1778 WINED3DFORMAT RenderTargetFormat,
1779 WINED3DFORMAT DepthStencilFormat) {
1780 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1781 int nCfgs;
1782 const WineD3D_PixelFormat *cfgs;
1783 int it;
1784
1785 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1786 This, Adapter,
1787 DeviceType, debug_d3ddevicetype(DeviceType),
1788 AdapterFormat, debug_d3dformat(AdapterFormat),
1789 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1790 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1791
1792 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1793 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1794 return WINED3DERR_INVALIDCALL;
1795 }
1796
1797 cfgs = Adapters[Adapter].cfgs;
1798 nCfgs = Adapters[Adapter].nCfgs;
1799 for (it = 0; it < nCfgs; ++it) {
1800 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1801 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1802 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1803 return WINED3D_OK;
1804 }
1805 }
1806 }
1807 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1808
1809 return WINED3DERR_NOTAVAILABLE;
1810 }
1811
1812 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1813 WINED3DFORMAT SurfaceFormat,
1814 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1815
1816 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1817 const struct GlPixelFormatDesc *glDesc;
1818 const StaticPixelFormatDesc *desc;
1819
1820 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1821 This,
1822 Adapter,
1823 DeviceType, debug_d3ddevicetype(DeviceType),
1824 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1825 Windowed,
1826 MultiSampleType,
1827 pQualityLevels);
1828
1829 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1830 return WINED3DERR_INVALIDCALL;
1831 }
1832
1833 /* TODO: handle Windowed, add more quality levels */
1834
1835 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1836
1837 /* By default multisampling is disabled right now as it causes issues
1838 * on some Nvidia driver versions and it doesn't work well in combination
1839 * with FBOs yet. */
1840 if(!wined3d_settings.allow_multisampling)
1841 return WINED3DERR_NOTAVAILABLE;
1842
1843 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1844 if(!desc || !glDesc) {
1845 return WINED3DERR_INVALIDCALL;
1846 }
1847
1848 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1849 int i, nCfgs;
1850 const WineD3D_PixelFormat *cfgs;
1851
1852 cfgs = Adapters[Adapter].cfgs;
1853 nCfgs = Adapters[Adapter].nCfgs;
1854 for(i=0; i<nCfgs; i++) {
1855 if(cfgs[i].numSamples != MultiSampleType)
1856 continue;
1857
1858 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1859 continue;
1860
1861 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1862
1863 if(pQualityLevels)
1864 *pQualityLevels = 1; /* Guess at a value! */
1865 return WINED3D_OK;
1866 }
1867 }
1868 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1869 short redSize, greenSize, blueSize, alphaSize, colorBits;
1870 int i, nCfgs;
1871 const WineD3D_PixelFormat *cfgs;
1872
1873 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1874 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1875 return WINED3DERR_NOTAVAILABLE;
1876 }
1877
1878 cfgs = Adapters[Adapter].cfgs;
1879 nCfgs = Adapters[Adapter].nCfgs;
1880 for(i=0; i<nCfgs; i++) {
1881 if(cfgs[i].numSamples != MultiSampleType)
1882 continue;
1883 if(cfgs[i].redSize != redSize)
1884 continue;
1885 if(cfgs[i].greenSize != greenSize)
1886 continue;
1887 if(cfgs[i].blueSize != blueSize)
1888 continue;
1889 if(cfgs[i].alphaSize != alphaSize)
1890 continue;
1891
1892 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1893
1894 if(pQualityLevels)
1895 *pQualityLevels = 1; /* Guess at a value! */
1896 return WINED3D_OK;
1897 }
1898 }
1899 return WINED3DERR_NOTAVAILABLE;
1900 }
1901
1902 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1903 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1904
1905 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1906 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1907 UINT nmodes;
1908
1909 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1910 This,
1911 Adapter,
1912 DeviceType, debug_d3ddevicetype(DeviceType),
1913 DisplayFormat, debug_d3dformat(DisplayFormat),
1914 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1915 Windowed);
1916
1917 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1918 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1919 return WINED3DERR_INVALIDCALL;
1920 }
1921
1922 /* The task of this function is to check whether a certain display / backbuffer format
1923 * combination is available on the given adapter. In fullscreen mode microsoft specified
1924 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1925 * and display format should match exactly.
1926 * In windowed mode format conversion can occur and this depends on the driver. When format
1927 * conversion is done, this function should nevertheless fail and applications need to use
1928 * CheckDeviceFormatConversion.
1929 * At the moment we assume that fullscreen and windowed have the same capabilities */
1930
1931 /* There are only 4 display formats */
1932 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1933 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1934 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1935 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1936 {
1937 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1938 return WINED3DERR_NOTAVAILABLE;
1939 }
1940
1941 /* If the requested DisplayFormat is not available, don't continue */
1942 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1943 if(!nmodes) {
1944 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1945 return WINED3DERR_NOTAVAILABLE;
1946 }
1947
1948 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1949 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1950 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1951 return WINED3DERR_NOTAVAILABLE;
1952 }
1953
1954 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1955 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1956 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1957 return WINED3DERR_NOTAVAILABLE;
1958 }
1959
1960 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1961 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1962 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1963 return WINED3DERR_NOTAVAILABLE;
1964 }
1965
1966 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1967 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1968 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1969 return WINED3DERR_NOTAVAILABLE;
1970 }
1971
1972 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1973 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1974 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1975 return WINED3DERR_NOTAVAILABLE;
1976 }
1977
1978 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1979 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
1980 if(FAILED(hr))
1981 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1982
1983 return hr;
1984 }
1985
1986
1987 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1988 /* Check if we support bumpmapping for a format */
1989 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1990 {
1991 const struct fragment_pipeline *fp;
1992 const struct GlPixelFormatDesc *glDesc;
1993
1994 switch(CheckFormat) {
1995 case WINED3DFMT_V8U8:
1996 case WINED3DFMT_V16U16:
1997 case WINED3DFMT_L6V5U5:
1998 case WINED3DFMT_X8L8V8U8:
1999 case WINED3DFMT_Q8W8V8U8:
2000 /* Ask the fixed function pipeline implementation if it can deal
2001 * with the conversion. If we've got a GL extension giving native
2002 * support this will be an identity conversion. */
2003 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2004 fp = select_fragment_implementation(Adapter, DeviceType);
2005 if (fp->color_fixup_supported(glDesc->color_fixup))
2006 {
2007 TRACE_(d3d_caps)("[OK]\n");
2008 return TRUE;
2009 }
2010 TRACE_(d3d_caps)("[FAILED]\n");
2011 return FALSE;
2012
2013 default:
2014 TRACE_(d3d_caps)("[FAILED]\n");
2015 return FALSE;
2016 }
2017 }
2018
2019 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2020 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2021 {
2022 int it=0;
2023 const struct GlPixelFormatDesc *glDesc;
2024 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2025
2026 /* Fail if we weren't able to get a description of the format */
2027 if(!desc || !glDesc)
2028 return FALSE;
2029
2030 /* Only allow depth/stencil formats */
2031 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2032 return FALSE;
2033
2034 /* Walk through all WGL pixel formats to find a match */
2035 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2036 WineD3D_PixelFormat *cfg = &Adapters[Adapter].cfgs[it];
2037 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(cfg, DisplayFormat)) {
2038 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(cfg, DepthStencilFormat)) {
2039 return TRUE;
2040 }
2041 }
2042 }
2043
2044 return FALSE;
2045 }
2046
2047 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2048 {
2049 const struct GlPixelFormatDesc *glDesc;
2050 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2051
2052 /* Fail if we weren't able to get a description of the format */
2053 if(!desc || !glDesc)
2054 return FALSE;
2055
2056 /* The flags entry of a format contains the filtering capability */
2057 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2058 return TRUE;
2059
2060 return FALSE;
2061 }
2062
2063 /* Check the render target capabilities of a format */
2064 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2065 {
2066 UINT Adapter = 0;
2067 const struct GlPixelFormatDesc *glDesc;
2068 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2069
2070 /* Fail if we weren't able to get a description of the format */
2071 if(!desc || !glDesc)
2072 return FALSE;
2073
2074 /* Filter out non-RT formats */
2075 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2076 return FALSE;
2077
2078 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2079 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2080 int it;
2081 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2082 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2083
2084 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2085 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2086
2087 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2088 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2089 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2090 TRACE_(d3d_caps)("[FAILED]\n");
2091 return FALSE;
2092 }
2093
2094 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2095 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2096 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2097 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2098 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2099 return TRUE;
2100 }
2101 }
2102 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2103 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2104 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2105 int it;
2106
2107 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2108 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2109 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2110 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2111 return TRUE;
2112 }
2113 }
2114 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2115 /* For now return TRUE for FBOs until we have some proper checks.
2116 * Note that this function will only be called when the format is around for texturing. */
2117 return TRUE;
2118 }
2119 return FALSE;
2120 }
2121
2122 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2123 {
2124 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2125 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2126 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2127 return FALSE;
2128 }
2129
2130 switch (CheckFormat) {
2131 case WINED3DFMT_A8R8G8B8:
2132 case WINED3DFMT_X8R8G8B8:
2133 case WINED3DFMT_A4R4G4B4:
2134 case WINED3DFMT_L8:
2135 case WINED3DFMT_A8L8:
2136 case WINED3DFMT_DXT1:
2137 case WINED3DFMT_DXT2:
2138 case WINED3DFMT_DXT3:
2139 case WINED3DFMT_DXT4:
2140 case WINED3DFMT_DXT5:
2141 TRACE_(d3d_caps)("[OK]\n");
2142 return TRUE;
2143
2144 default:
2145 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2146 return FALSE;
2147 }
2148 return FALSE;
2149 }
2150
2151 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2152 {
2153 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2154 * doing the color fixup in shaders.
2155 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2156 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2157 int vs_selected_mode;
2158 int ps_selected_mode;
2159 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2160
2161 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2162 TRACE_(d3d_caps)("[OK]\n");
2163 return TRUE;
2164 }
2165 }
2166
2167 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2168 return FALSE;
2169 }
2170
2171 /* Check if a format support blending in combination with pixel shaders */
2172 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2173 {
2174 const struct GlPixelFormatDesc *glDesc;
2175 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2176
2177 /* Fail if we weren't able to get a description of the format */
2178 if(!desc || !glDesc)
2179 return FALSE;
2180
2181 /* The flags entry of a format contains the post pixel shader blending capability */
2182 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2183 return TRUE;
2184
2185 return FALSE;
2186 }
2187
2188 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2189 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2190 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2191 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2192 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2193 * capability anyway.
2194 *
2195 * For now lets report this on all formats, but in the future we may want to
2196 * restrict it to some should games need that
2197 */
2198 return TRUE;
2199 }
2200
2201 /* Check if a texture format is supported on the given adapter */
2202 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2203 {
2204 const shader_backend_t *shader_backend;
2205 const struct fragment_pipeline *fp;
2206 const struct GlPixelFormatDesc *glDesc;
2207
2208 switch (CheckFormat) {
2209
2210 /*****
2211 * supported: RGB(A) formats
2212 */
2213 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2214 case WINED3DFMT_A8R8G8B8:
2215 case WINED3DFMT_X8R8G8B8:
2216 case WINED3DFMT_R5G6B5:
2217 case WINED3DFMT_X1R5G5B5:
2218 case WINED3DFMT_A1R5G5B5:
2219 case WINED3DFMT_A4R4G4B4:
2220 case WINED3DFMT_A8:
2221 case WINED3DFMT_X4R4G4B4:
2222 case WINED3DFMT_A8B8G8R8:
2223 case WINED3DFMT_X8B8G8R8:
2224 case WINED3DFMT_A2R10G10B10:
2225 case WINED3DFMT_A2B10G10R10:
2226 case WINED3DFMT_G16R16:
2227 TRACE_(d3d_caps)("[OK]\n");
2228 return TRUE;
2229
2230 case WINED3DFMT_R3G3B2:
2231 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2232 return FALSE;
2233
2234 /*****
2235 * supported: Palettized
2236 */
2237 case WINED3DFMT_P8:
2238 TRACE_(d3d_caps)("[OK]\n");
2239 return TRUE;
2240 /* No Windows driver offers A8P8, so don't offer it either */
2241 case WINED3DFMT_A8P8:
2242 return FALSE;
2243
2244 /*****
2245 * Supported: (Alpha)-Luminance
2246 */
2247 case WINED3DFMT_L8:
2248 case WINED3DFMT_A8L8:
2249 case WINED3DFMT_L16:
2250 TRACE_(d3d_caps)("[OK]\n");
2251 return TRUE;
2252
2253 /* Not supported on Windows, thus disabled */
2254 case WINED3DFMT_A4L4:
2255 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2256 return FALSE;
2257
2258 /*****
2259 * Supported: Depth/Stencil formats
2260 */
2261 case WINED3DFMT_D16_LOCKABLE:
2262 case WINED3DFMT_D16:
2263 case WINED3DFMT_D15S1:
2264 case WINED3DFMT_D24X8:
2265 case WINED3DFMT_D24X4S4:
2266 case WINED3DFMT_D24S8:
2267 case WINED3DFMT_D24FS8:
2268 case WINED3DFMT_D32:
2269 case WINED3DFMT_D32F_LOCKABLE:
2270 return TRUE;
2271
2272 /*****
2273 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2274 * GL_NV_texture_shader). Emulated by shaders
2275 */
2276 case WINED3DFMT_V8U8:
2277 case WINED3DFMT_X8L8V8U8:
2278 case WINED3DFMT_L6V5U5:
2279 case WINED3DFMT_Q8W8V8U8:
2280 case WINED3DFMT_V16U16:
2281 /* Ask the shader backend if it can deal with the conversion. If
2282 * we've got a GL extension giving native support this will be an
2283 * identity conversion. */
2284 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2285 shader_backend = select_shader_backend(Adapter, DeviceType);
2286 if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup))
2287 {
2288 TRACE_(d3d_caps)("[OK]\n");
2289 return TRUE;
2290 }
2291 TRACE_(d3d_caps)("[FAILED]\n");
2292 return FALSE;
2293
2294 case WINED3DFMT_DXT1:
2295 case WINED3DFMT_DXT2:
2296 case WINED3DFMT_DXT3:
2297 case WINED3DFMT_DXT4:
2298 case WINED3DFMT_DXT5:
2299 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2300 TRACE_(d3d_caps)("[OK]\n");
2301 return TRUE;
2302 }
2303 TRACE_(d3d_caps)("[FAILED]\n");
2304 return FALSE;
2305
2306
2307 /*****
2308 * Odd formats - not supported
2309 */
2310 case WINED3DFMT_VERTEXDATA:
2311 case WINED3DFMT_INDEX16:
2312 case WINED3DFMT_INDEX32:
2313 case WINED3DFMT_Q16W16V16U16:
2314 case WINED3DFMT_A2W10V10U10:
2315 case WINED3DFMT_W11V11U10:
2316 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2317 return FALSE;
2318
2319 /*****
2320 * WINED3DFMT_CxV8U8: Not supported right now
2321 */
2322 case WINED3DFMT_CxV8U8:
2323 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2324 return FALSE;
2325
2326 /* YUV formats */
2327 case WINED3DFMT_UYVY:
2328 case WINED3DFMT_YUY2:
2329 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2330 TRACE_(d3d_caps)("[OK]\n");
2331 return TRUE;
2332 }
2333 TRACE_(d3d_caps)("[FAILED]\n");
2334 return FALSE;
2335 case WINED3DFMT_YV12:
2336 TRACE_(d3d_caps)("[FAILED]\n");
2337 return FALSE;
2338
2339 /* Not supported */
2340 case WINED3DFMT_A16B16G16R16:
2341 case WINED3DFMT_A8R3G3B2:
2342 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2343 return FALSE;
2344
2345 /* Floating point formats */
2346 case WINED3DFMT_R16F:
2347 case WINED3DFMT_A16B16G16R16F:
2348 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2349 TRACE_(d3d_caps)("[OK]\n");
2350 return TRUE;
2351 }
2352 TRACE_(d3d_caps)("[FAILED]\n");
2353 return FALSE;
2354
2355 case WINED3DFMT_R32F:
2356 case WINED3DFMT_A32B32G32R32F:
2357 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2358 TRACE_(d3d_caps)("[OK]\n");
2359 return TRUE;
2360 }
2361 TRACE_(d3d_caps)("[FAILED]\n");
2362 return FALSE;
2363
2364 case WINED3DFMT_G16R16F:
2365 case WINED3DFMT_G32R32F:
2366 if(GL_SUPPORT(ARB_TEXTURE_RG)) {
2367 TRACE_(d3d_caps)("[OK]\n");
2368 return TRUE;
2369 }
2370 TRACE_(d3d_caps)("[FAILED]\n");
2371 return FALSE;
2372
2373 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2374 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2375 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2376 * We can do instancing with all shader versions, but we need vertex shaders.
2377 *
2378 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2379 * to enable instancing. WineD3D doesn't need that and just ignores it.
2380 *
2381 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2382 */
2383 case WINEMAKEFOURCC('I','N','S','T'):
2384 TRACE("ATI Instancing check hack\n");
2385 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2386 TRACE_(d3d_caps)("[OK]\n");
2387 return TRUE;
2388 }
2389 TRACE_(d3d_caps)("[FAILED]\n");
2390 return FALSE;
2391
2392 /* Some weird FOURCC formats */
2393 case WINED3DFMT_R8G8_B8G8:
2394 case WINED3DFMT_G8R8_G8B8:
2395 case WINED3DFMT_MULTI2_ARGB8:
2396 TRACE_(d3d_caps)("[FAILED]\n");
2397 return FALSE;
2398
2399 /* Vendor specific formats */
2400 case WINED3DFMT_ATI2N:
2401 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2402 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2403 shader_backend = select_shader_backend(Adapter, DeviceType);
2404 fp = select_fragment_implementation(Adapter, DeviceType);
2405 if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup)
2406 && fp->color_fixup_supported(glDesc->color_fixup))
2407 {
2408 TRACE_(d3d_caps)("[OK]\n");
2409 return TRUE;
2410 }
2411
2412 TRACE_(d3d_caps)("[OK]\n");
2413 return TRUE;
2414 }
2415 TRACE_(d3d_caps)("[FAILED]\n");
2416 return FALSE;
2417
2418 case WINED3DFMT_NVHU:
2419 case WINED3DFMT_NVHS:
2420 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2421 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2422 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2423 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2424 * Applications have to deal with not having NVHS and NVHU.
2425 */
2426 TRACE_(d3d_caps)("[FAILED]\n");
2427 return FALSE;
2428
2429 case WINED3DFMT_UNKNOWN:
2430 return FALSE;
2431
2432 default:
2433 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2434 break;
2435 }
2436 return FALSE;
2437 }
2438
2439 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType) {
2440 const struct GlPixelFormatDesc *format_desc;
2441 const struct blit_shader *blitter;
2442
2443 if(SurfaceType == SURFACE_GDI) {
2444 switch(CheckFormat) {
2445 case WINED3DFMT_R8G8B8:
2446 case WINED3DFMT_A8R8G8B8:
2447 case WINED3DFMT_X8R8G8B8:
2448 case WINED3DFMT_R5G6B5:
2449 case WINED3DFMT_X1R5G5B5:
2450 case WINED3DFMT_A1R5G5B5:
2451 case WINED3DFMT_A4R4G4B4:
2452 case WINED3DFMT_R3G3B2:
2453 case WINED3DFMT_A8:
2454 case WINED3DFMT_A8R3G3B2:
2455 case WINED3DFMT_X4R4G4B4:
2456 case WINED3DFMT_A2B10G10R10:
2457 case WINED3DFMT_A8B8G8R8:
2458 case WINED3DFMT_X8B8G8R8:
2459 case WINED3DFMT_G16R16:
2460 case WINED3DFMT_A2R10G10B10:
2461 case WINED3DFMT_A16B16G16R16:
2462 case WINED3DFMT_P8:
2463 TRACE_(d3d_caps)("[OK]\n");
2464 return TRUE;
2465 default:
2466 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2467 return FALSE;
2468 }
2469 }
2470
2471 /* All format that are supported for textures are supported for surfaces as well */
2472 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2473 /* All depth stencil formats are supported on surfaces */
2474 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2475
2476 /* If opengl can't process the format natively, the blitter may be able to convert it */
2477 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &format_desc);
2478 blitter = select_blit_implementation(Adapter, DeviceType);
2479 if (blitter->color_fixup_supported(format_desc->color_fixup))
2480 {
2481 TRACE_(d3d_caps)("[OK]\n");
2482 return TRUE;
2483 }
2484
2485 /* Reject other formats */
2486 TRACE_(d3d_caps)("[FAILED]\n");
2487 return FALSE;
2488 }
2489
2490 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2491 {
2492 if (!GL_LIMITS(vertex_samplers)) {
2493 TRACE_(d3d_caps)("[FAILED]\n");
2494 return FALSE;
2495 }
2496
2497 switch (CheckFormat) {
2498 case WINED3DFMT_A32B32G32R32F:
2499 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2500 TRACE_(d3d_caps)("[FAILED]\n");
2501 return FALSE;
2502 }
2503 TRACE_(d3d_caps)("[OK]\n");
2504 return TRUE;
2505
2506 default:
2507 TRACE_(d3d_caps)("[FAILED]\n");
2508 return FALSE;
2509 }
2510 return FALSE;
2511 }
2512
2513 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2514 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2515 WINED3DSURFTYPE SurfaceType) {
2516 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2517 DWORD UsageCaps = 0;
2518
2519 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2520 This,
2521 Adapter,
2522 DeviceType, debug_d3ddevicetype(DeviceType),
2523 AdapterFormat, debug_d3dformat(AdapterFormat),
2524 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2525 RType, debug_d3dresourcetype(RType),
2526 CheckFormat, debug_d3dformat(CheckFormat));
2527
2528 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2529 return WINED3DERR_INVALIDCALL;
2530 }
2531
2532 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2533
2534 if(SurfaceType != SURFACE_OPENGL) {
2535 TRACE("[FAILED]\n");
2536 return WINED3DERR_NOTAVAILABLE;
2537 }
2538
2539 /* Cubetexture allows:
2540 * - D3DUSAGE_AUTOGENMIPMAP
2541 * - D3DUSAGE_DEPTHSTENCIL
2542 * - D3DUSAGE_DYNAMIC
2543 * - D3DUSAGE_NONSECURE (d3d9ex)
2544 * - D3DUSAGE_RENDERTARGET
2545 * - D3DUSAGE_SOFTWAREPROCESSING
2546 * - D3DUSAGE_QUERY_WRAPANDMIP
2547 */
2548 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2549 /* Check if the texture format is around */
2550 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2551 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2552 /* Check for automatic mipmap generation support */
2553 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2554 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2555 } else {
2556 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2557 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2558 }
2559 }
2560
2561 /* Always report dynamic locking */
2562 if(Usage & WINED3DUSAGE_DYNAMIC)
2563 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2564
2565 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2566 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2567 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2568 } else {
2569 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2570 return WINED3DERR_NOTAVAILABLE;
2571 }
2572 }
2573
2574 /* Always report software processing */
2575 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2576 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2577
2578 /* Check QUERY_FILTER support */
2579 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2580 if(CheckFilterCapability(Adapter, CheckFormat)) {
2581 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2582 } else {
2583 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2584 return WINED3DERR_NOTAVAILABLE;
2585 }
2586 }
2587
2588 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2589 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2590 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2591 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2592 } else {
2593 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2594 return WINED3DERR_NOTAVAILABLE;
2595 }
2596 }
2597
2598 /* Check QUERY_SRGBREAD support */
2599 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2600 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2601 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2602 } else {
2603 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2604 return WINED3DERR_NOTAVAILABLE;
2605 }
2606 }
2607
2608 /* Check QUERY_SRGBWRITE support */
2609 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2610 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2611 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2612 } else {
2613 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2614 return WINED3DERR_NOTAVAILABLE;
2615 }
2616 }
2617
2618 /* Check QUERY_VERTEXTEXTURE support */
2619 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2620 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2621 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2622 } else {
2623 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2624 return WINED3DERR_NOTAVAILABLE;
2625 }
2626 }
2627
2628 /* Check QUERY_WRAPANDMIP support */
2629 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2630 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2631 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2632 } else {
2633 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2634 return WINED3DERR_NOTAVAILABLE;
2635 }
2636 }
2637 } else {
2638 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2639 return WINED3DERR_NOTAVAILABLE;
2640 }
2641 } else {
2642 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2643 return WINED3DERR_NOTAVAILABLE;
2644 }
2645 } else if(RType == WINED3DRTYPE_SURFACE) {
2646 /* Surface allows:
2647 * - D3DUSAGE_DEPTHSTENCIL
2648 * - D3DUSAGE_NONSECURE (d3d9ex)
2649 * - D3DUSAGE_RENDERTARGET
2650 */
2651
2652 if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat, SurfaceType)) {
2653 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2654 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2655 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2656 } else {
2657 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2658 return WINED3DERR_NOTAVAILABLE;
2659 }
2660 }
2661
2662 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2663 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2664 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2665 } else {
2666 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2667 return WINED3DERR_NOTAVAILABLE;
2668 }
2669 }
2670
2671 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2672 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2673 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2674 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2675 } else {
2676 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2677 return WINED3DERR_NOTAVAILABLE;
2678 }
2679 }
2680 } else {
2681 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2682 return WINED3DERR_NOTAVAILABLE;
2683 }
2684
2685 } else if(RType == WINED3DRTYPE_TEXTURE) {
2686 /* Texture allows:
2687 * - D3DUSAGE_AUTOGENMIPMAP
2688 * - D3DUSAGE_DEPTHSTENCIL
2689 * - D3DUSAGE_DMAP
2690 * - D3DUSAGE_DYNAMIC
2691 * - D3DUSAGE_NONSECURE (d3d9ex)
2692 * - D3DUSAGE_RENDERTARGET
2693 * - D3DUSAGE_SOFTWAREPROCESSING
2694 * - D3DUSAGE_TEXTAPI (d3d9ex)
2695 * - D3DUSAGE_QUERY_WRAPANDMIP
2696 */
2697
2698 if(SurfaceType != SURFACE_OPENGL) {
2699 TRACE("[FAILED]\n");
2700 return WINED3DERR_NOTAVAILABLE;
2701 }
2702
2703 /* Check if the texture format is around */
2704 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2705 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2706 /* Check for automatic mipmap generation support */
2707 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2708 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2709 } else {
2710 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2711 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2712 }
2713 }
2714
2715 /* Always report dynamic locking */
2716 if(Usage & WINED3DUSAGE_DYNAMIC)
2717 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2718
2719 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2720 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2721 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2722 } else {
2723 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2724 return WINED3DERR_NOTAVAILABLE;
2725 }
2726 }
2727
2728 /* Always report software processing */
2729 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2730 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2731
2732 /* Check QUERY_FILTER support */
2733 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2734 if(CheckFilterCapability(Adapter, CheckFormat)) {
2735 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2736 } else {
2737 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2738 return WINED3DERR_NOTAVAILABLE;
2739 }
2740 }
2741
2742 /* Check QUERY_LEGACYBUMPMAP support */
2743 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2744 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2745 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2746 } else {
2747 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2748 return WINED3DERR_NOTAVAILABLE;
2749 }
2750 }
2751
2752 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2753 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2754 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2755 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2756 } else {
2757 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2758 return WINED3DERR_NOTAVAILABLE;
2759 }
2760 }
2761
2762 /* Check QUERY_SRGBREAD support */
2763 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2764 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2765 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2766 } else {
2767 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2768 return WINED3DERR_NOTAVAILABLE;
2769 }
2770 }
2771
2772 /* Check QUERY_SRGBWRITE support */
2773 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2774 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2775 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2776 } else {
2777 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2778 return WINED3DERR_NOTAVAILABLE;
2779 }
2780 }
2781
2782 /* Check QUERY_VERTEXTEXTURE support */
2783 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2784 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2785 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2786 } else {
2787 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2788 return WINED3DERR_NOTAVAILABLE;
2789 }
2790 }
2791
2792 /* Check QUERY_WRAPANDMIP support */
2793 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2794 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2795 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2796 } else {
2797 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2798 return WINED3DERR_NOTAVAILABLE;
2799 }
2800 }
2801
2802 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2803 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2804 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2805 } else {
2806 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2807 return WINED3DERR_NOTAVAILABLE;
2808 }
2809 }
2810 } else {
2811 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2812 return WINED3DERR_NOTAVAILABLE;
2813 }
2814 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2815 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2816 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2817 *
2818 * Volumetexture allows:
2819 * - D3DUSAGE_DYNAMIC
2820 * - D3DUSAGE_NONSECURE (d3d9ex)
2821 * - D3DUSAGE_SOFTWAREPROCESSING
2822 * - D3DUSAGE_QUERY_WRAPANDMIP
2823 */
2824
2825 if(SurfaceType != SURFACE_OPENGL) {
2826 TRACE("[FAILED]\n");
2827 return WINED3DERR_NOTAVAILABLE;
2828 }
2829
2830 /* Check volume texture and volume usage caps */
2831 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2832 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2833 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2834 return WINED3DERR_NOTAVAILABLE;
2835 }
2836
2837 /* Always report dynamic locking */
2838 if(Usage & WINED3DUSAGE_DYNAMIC)
2839 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2840
2841 /* Always report software processing */
2842 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2843 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2844
2845 /* Check QUERY_FILTER support */
2846 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2847 if(CheckFilterCapability(Adapter, CheckFormat)) {
2848 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2849 } else {
2850 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2851 return WINED3DERR_NOTAVAILABLE;
2852 }
2853 }
2854
2855 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2856 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2857 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2858 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2859 } else {
2860 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2861 return WINED3DERR_NOTAVAILABLE;
2862 }
2863 }
2864
2865 /* Check QUERY_SRGBREAD support */
2866 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2867 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2868 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2869 } else {
2870 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2871 return WINED3DERR_NOTAVAILABLE;
2872 }
2873 }
2874
2875 /* Check QUERY_SRGBWRITE support */
2876 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2877 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2878 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2879 } else {
2880 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2881 return WINED3DERR_NOTAVAILABLE;
2882 }
2883 }
2884
2885 /* Check QUERY_VERTEXTEXTURE support */
2886 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2887 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2888 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2889 } else {
2890 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2891 return WINED3DERR_NOTAVAILABLE;
2892 }
2893 }
2894
2895 /* Check QUERY_WRAPANDMIP support */
2896 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2897 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2898 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2899 } else {
2900 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2901 return WINED3DERR_NOTAVAILABLE;
2902 }
2903 }
2904 } else {
2905 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2906 return WINED3DERR_NOTAVAILABLE;
2907 }
2908
2909 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2910 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2911 * app needing one of those formats, don't advertize them to avoid leading apps into
2912 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2913 * except of R32F.
2914 */
2915 switch(CheckFormat) {
2916 case WINED3DFMT_P8:
2917 case WINED3DFMT_A4L4:
2918 case WINED3DFMT_R32F:
2919 case WINED3DFMT_R16F:
2920 case WINED3DFMT_X8L8V8U8:
2921 case WINED3DFMT_L6V5U5:
2922 case WINED3DFMT_G16R16:
2923 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2924 return WINED3DERR_NOTAVAILABLE;
2925
2926 case WINED3DFMT_Q8W8V8U8:
2927 case WINED3DFMT_V16U16:
2928 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2929 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2930 return WINED3DERR_NOTAVAILABLE;
2931 }
2932 break;
2933
2934 case WINED3DFMT_V8U8:
2935 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2936 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2937 return WINED3DERR_NOTAVAILABLE;
2938 }
2939 break;
2940
2941 case WINED3DFMT_DXT1:
2942 case WINED3DFMT_DXT2:
2943 case WINED3DFMT_DXT3:
2944 case WINED3DFMT_DXT4:
2945 case WINED3DFMT_DXT5:
2946 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2947 * compressed texture results in an error. While the D3D refrast does
2948 * support s3tc volumes, at least the nvidia windows driver does not, so
2949 * we're free not to support this format.
2950 */
2951 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2952 return WINED3DERR_NOTAVAILABLE;
2953
2954 default:
2955 /* Do nothing, continue with checking the format below */
2956 break;
2957 }
2958 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2959 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2960 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2961 return WINED3DERR_NOTAVAILABLE;
2962 }
2963
2964 /* This format is nothing special and it is supported perfectly.
2965 * However, ati and nvidia driver on windows do not mark this format as
2966 * supported (tested with the dxCapsViewer) and pretending to
2967 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2968 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2969 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2970 */
2971 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2972 TRACE_(d3d_caps)("[FAILED]\n");
2973 return WINED3DERR_NOTAVAILABLE;
2974 }
2975
2976 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2977 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2978 * usage flags match. */
2979 if(UsageCaps == Usage) {
2980 return WINED3D_OK;
2981 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2982 return WINED3DOK_NOAUTOGEN;
2983 } else {
2984 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
2985 return WINED3DERR_NOTAVAILABLE;
2986 }
2987 }
2988
2989 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2990 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2991 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2992
2993 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2994 This,
2995 Adapter,
2996 DeviceType, debug_d3ddevicetype(DeviceType),
2997 SourceFormat, debug_d3dformat(SourceFormat),
2998 TargetFormat, debug_d3dformat(TargetFormat));
2999 return WINED3D_OK;
3000 }
3001
3002 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3003 const shader_backend_t *ret;
3004 int vs_selected_mode;
3005 int ps_selected_mode;
3006
3007 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3008 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3009 ret = &glsl_shader_backend;
3010 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3011 ret = &arb_program_shader_backend;
3012 } else {
3013 ret = &none_shader_backend;
3014 }
3015 return ret;
3016 }
3017
3018 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3019 int vs_selected_mode;
3020 int ps_selected_mode;
3021
3022 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3023 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3024 return &arbfp_fragment_pipeline;
3025 } else if(ps_selected_mode == SHADER_ATI) {
3026 return &atifs_fragment_pipeline;
3027 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3028 return &nvts_fragment_pipeline;
3029 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3030 return &nvrc_fragment_pipeline;
3031 } else {
3032 return &ffp_fragment_pipeline;
3033 }
3034 }
3035
3036 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3037 int vs_selected_mode;
3038 int ps_selected_mode;
3039
3040 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3041 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3042 return &arbfp_blit;
3043 } else {
3044 return &ffp_blit;
3045 }
3046 }
3047
3048 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3049 subset of a D3DCAPS9 structure. However, it has to come via a void *
3050 as the d3d8 interface cannot import the d3d9 header */
3051 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3052
3053 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3054 int vs_selected_mode;
3055 int ps_selected_mode;
3056 struct shader_caps shader_caps;
3057 struct fragment_caps fragment_caps;
3058 const shader_backend_t *shader_backend;
3059 const struct fragment_pipeline *frag_pipeline = NULL;
3060 DWORD ckey_caps, blit_caps, fx_caps;
3061
3062 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3063
3064 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3065 return WINED3DERR_INVALIDCALL;
3066 }
3067
3068 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3069
3070 /* This function should *not* be modifying GL caps
3071 * TODO: move the functionality where it belongs */
3072 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
3073
3074 /* ------------------------------------------------
3075 The following fields apply to both d3d8 and d3d9
3076 ------------------------------------------------ */
3077 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3078 pCaps->AdapterOrdinal = Adapter;
3079
3080 pCaps->Caps = 0;
3081 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3082 WINED3DCAPS2_FULLSCREENGAMMA |
3083 WINED3DCAPS2_DYNAMICTEXTURES;
3084 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3085 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3086 }
3087
3088 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3089 WINED3DCAPS3_COPY_TO_VIDMEM |
3090 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3091
3092 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3093 WINED3DPRESENT_INTERVAL_ONE;
3094
3095 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3096 WINED3DCURSORCAPS_LOWRES;
3097
3098 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3099 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3100 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3101 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3102 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3103 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3104 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3105 WINED3DDEVCAPS_PUREDEVICE |
3106 WINED3DDEVCAPS_HWRASTERIZATION |
3107 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3108 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3109 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3110 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3111 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3112 WINED3DDEVCAPS_RTPATCHES;
3113
3114 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3115 WINED3DPMISCCAPS_CULLCCW |
3116 WINED3DPMISCCAPS_CULLCW |
3117 WINED3DPMISCCAPS_COLORWRITEENABLE |
3118 WINED3DPMISCCAPS_CLIPTLVERTS |
3119 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3120 WINED3DPMISCCAPS_MASKZ |
3121 WINED3DPMISCCAPS_BLENDOP |
3122 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3123 /* TODO:
3124 WINED3DPMISCCAPS_NULLREFERENCE
3125 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3126 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3127 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3128 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3129
3130 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3131 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3132
3133 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3134 WINED3DPRASTERCAPS_PAT |
3135 WINED3DPRASTERCAPS_WFOG |
3136 WINED3DPRASTERCAPS_ZFOG |
3137 WINED3DPRASTERCAPS_FOGVERTEX |
3138 WINED3DPRASTERCAPS_FOGTABLE |
3139 WINED3DPRASTERCAPS_STIPPLE |
3140 WINED3DPRASTERCAPS_SUBPIXEL |
3141 WINED3DPRASTERCAPS_ZTEST |
3142 WINED3DPRASTERCAPS_SCISSORTEST |
3143 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3144 WINED3DPRASTERCAPS_DEPTHBIAS;
3145
3146 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3147 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3148 WINED3DPRASTERCAPS_ZBIAS |
3149 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3150 }
3151 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3152 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3153 }
3154 /* FIXME Add:
3155 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3156 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3157 WINED3DPRASTERCAPS_ANTIALIASEDGES
3158 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3159 WINED3DPRASTERCAPS_WBUFFER */
3160
3161 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3162 WINED3DPCMPCAPS_EQUAL |
3163 WINED3DPCMPCAPS_GREATER |
3164 WINED3DPCMPCAPS_GREATEREQUAL |
3165 WINED3DPCMPCAPS_LESS |
3166 WINED3DPCMPCAPS_LESSEQUAL |
3167 WINED3DPCMPCAPS_NEVER |
3168 WINED3DPCMPCAPS_NOTEQUAL;
3169
3170 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3171 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3172 WINED3DPBLENDCAPS_DESTALPHA |
3173 WINED3DPBLENDCAPS_DESTCOLOR |
3174 WINED3DPBLENDCAPS_INVDESTALPHA |
3175 WINED3DPBLENDCAPS_INVDESTCOLOR |
3176 WINED3DPBLENDCAPS_INVSRCALPHA |
3177 WINED3DPBLENDCAPS_INVSRCCOLOR |
3178 WINED3DPBLENDCAPS_ONE |
3179 WINED3DPBLENDCAPS_SRCALPHA |
3180 WINED3DPBLENDCAPS_SRCALPHASAT |
3181 WINED3DPBLENDCAPS_SRCCOLOR |
3182 WINED3DPBLENDCAPS_ZERO;
3183
3184 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3185 WINED3DPBLENDCAPS_DESTCOLOR |
3186 WINED3DPBLENDCAPS_INVDESTALPHA |
3187 WINED3DPBLENDCAPS_INVDESTCOLOR |
3188 WINED3DPBLENDCAPS_INVSRCALPHA |
3189 WINED3DPBLENDCAPS_INVSRCCOLOR |
3190 WINED3DPBLENDCAPS_ONE |
3191 WINED3DPBLENDCAPS_SRCALPHA |
3192 WINED3DPBLENDCAPS_SRCCOLOR |
3193 WINED3DPBLENDCAPS_ZERO;
3194 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3195 * according to the glBlendFunc manpage
3196 *
3197 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3198 * legacy settings for srcblend only
3199 */
3200
3201 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3202 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3203 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3204 }
3205
3206
3207 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3208 WINED3DPCMPCAPS_EQUAL |
3209 WINED3DPCMPCAPS_GREATER |
3210 WINED3DPCMPCAPS_GREATEREQUAL |
3211 WINED3DPCMPCAPS_LESS |
3212 WINED3DPCMPCAPS_LESSEQUAL |
3213 WINED3DPCMPCAPS_NEVER |
3214 WINED3DPCMPCAPS_NOTEQUAL;
3215
3216 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3217 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3218 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3219 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3220 WINED3DPSHADECAPS_COLORFLATRGB |
3221 WINED3DPSHADECAPS_FOGFLAT |
3222 WINED3DPSHADECAPS_FOGGOURAUD |
3223 WINED3DPSHADECAPS_SPECULARFLATRGB;
3224
3225 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3226 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3227 WINED3DPTEXTURECAPS_TRANSPARENCY |
3228 WINED3DPTEXTURECAPS_BORDER |
3229 WINED3DPTEXTURECAPS_MIPMAP |
3230 WINED3DPTEXTURECAPS_PROJECTED |
3231 WINED3DPTEXTURECAPS_PERSPECTIVE;
3232
3233 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3234 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3235 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3236 }
3237
3238 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3239 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3240 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3241 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3242 }
3243
3244 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3245 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3246 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3247 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3248
3249 }
3250
3251 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3252 WINED3DPTFILTERCAPS_MAGFPOINT |
3253 WINED3DPTFILTERCAPS_MINFLINEAR |
3254 WINED3DPTFILTERCAPS_MINFPOINT |
3255 WINED3DPTFILTERCAPS_MIPFLINEAR |
3256 WINED3DPTFILTERCAPS_MIPFPOINT |
3257 WINED3DPTFILTERCAPS_LINEAR |
3258 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3259 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3260 WINED3DPTFILTERCAPS_MIPLINEAR |
3261 WINED3DPTFILTERCAPS_MIPNEAREST |
3262 WINED3DPTFILTERCAPS_NEAREST;
3263
3264 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3265 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3266 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3267 }
3268
3269 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3270 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3271 WINED3DPTFILTERCAPS_MAGFPOINT |
3272 WINED3DPTFILTERCAPS_MINFLINEAR |
3273 WINED3DPTFILTERCAPS_MINFPOINT |
3274 WINED3DPTFILTERCAPS_MIPFLINEAR |
3275 WINED3DPTFILTERCAPS_MIPFPOINT |
3276 WINED3DPTFILTERCAPS_LINEAR |
3277 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3278 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3279 WINED3DPTFILTERCAPS_MIPLINEAR |
3280 WINED3DPTFILTERCAPS_MIPNEAREST |
3281 WINED3DPTFILTERCAPS_NEAREST;
3282
3283 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3284 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3285 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3286 }
3287 } else
3288 pCaps->CubeTextureFilterCaps = 0;
3289
3290 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3291 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3292 WINED3DPTFILTERCAPS_MAGFPOINT |
3293 WINED3DPTFILTERCAPS_MINFLINEAR |
3294 WINED3DPTFILTERCAPS_MINFPOINT |
3295 WINED3DPTFILTERCAPS_MIPFLINEAR |
3296 WINED3DPTFILTERCAPS_MIPFPOINT |
3297 WINED3DPTFILTERCAPS_LINEAR |
3298 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3299 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3300 WINED3DPTFILTERCAPS_MIPLINEAR |
3301 WINED3DPTFILTERCAPS_MIPNEAREST |
3302 WINED3DPTFILTERCAPS_NEAREST;
3303 } else
3304 pCaps->VolumeTextureFilterCaps = 0;
3305
3306 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3307 WINED3DPTADDRESSCAPS_CLAMP |
3308 WINED3DPTADDRESSCAPS_WRAP;
3309
3310 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3311 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3312 }
3313 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3314 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3315 }
3316 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3317 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3318 }
3319
3320 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3321 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3322 WINED3DPTADDRESSCAPS_CLAMP |
3323 WINED3DPTADDRESSCAPS_WRAP;
3324 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3325 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3326 }
3327 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3328 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3329 }
3330 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3331 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3332 }
3333 } else
3334 pCaps->VolumeTextureAddressCaps = 0;
3335
3336 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3337 WINED3DLINECAPS_ZTEST |
3338 WINED3DLINECAPS_BLEND |
3339 WINED3DLINECAPS_ALPHACMP |
3340 WINED3DLINECAPS_FOG;
3341 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3342 * idea how generating the smoothing alpha values works; the result is different
3343 */
3344
3345 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3346 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3347
3348 if(GL_SUPPORT(EXT_TEXTURE3D))
3349 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3350 else
3351 pCaps->MaxVolumeExtent = 0;
3352
3353 pCaps->MaxTextureRepeat = 32768;
3354 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3355 pCaps->MaxVertexW = 1.0;
3356
3357 pCaps->GuardBandLeft = 0;
3358 pCaps->GuardBandTop = 0;
3359 pCaps->GuardBandRight = 0;
3360 pCaps->GuardBandBottom = 0;
3361
3362 pCaps->ExtentsAdjust = 0;
3363
3364 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3365 WINED3DSTENCILCAPS_INCRSAT |
3366 WINED3DSTENCILCAPS_INVERT |
3367 WINED3DSTENCILCAPS_KEEP |
3368 WINED3DSTENCILCAPS_REPLACE |
3369 WINED3DSTENCILCAPS_ZERO;
3370 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3371 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3372 WINED3DSTENCILCAPS_INCR;
3373 }
3374 if ( This->dxVersion > 8 &&
3375 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3376 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3377 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3378 }
3379
3380 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3381
3382 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3383 pCaps->MaxActiveLights = GL_LIMITS(lights);
3384
3385 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3386 pCaps->MaxVertexBlendMatrixIndex = 0;
3387
3388 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3389 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3390
3391
3392 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3393 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3394 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3395 WINED3DVTXPCAPS_LOCALVIEWER |
3396 WINED3DVTXPCAPS_VERTEXFOG |
3397 WINED3DVTXPCAPS_TEXGEN;
3398 /* FIXME: Add
3399 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3400
3401 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3402 pCaps->MaxVertexIndex = 0xFFFFF;
3403 pCaps->MaxStreams = MAX_STREAMS;
3404 pCaps->MaxStreamStride = 1024;
3405
3406 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3407 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3408 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3409 pCaps->MaxNpatchTessellationLevel = 0;
3410 pCaps->MasterAdapterOrdinal = 0;
3411 pCaps->AdapterOrdinalInGroup = 0;
3412 pCaps->NumberOfAdaptersInGroup = 1;
3413
3414 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3415
3416 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3417 WINED3DPTFILTERCAPS_MAGFPOINT |
3418 WINED3DPTFILTERCAPS_MINFLINEAR |
3419 WINED3DPTFILTERCAPS_MAGFLINEAR;
3420 pCaps->VertexTextureFilterCaps = 0;
3421
3422 memset(&shader_caps, 0, sizeof(shader_caps));
3423 shader_backend = select_shader_backend(Adapter, DeviceType);
3424 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3425
3426 memset(&fragment_caps, 0, sizeof(fragment_caps));
3427 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3428 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3429
3430 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3431 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3432
3433 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3434 * Ignore shader model capabilities if disabled in config
3435 */
3436 if(vs_selected_mode == SHADER_NONE) {
3437 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3438 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3439 pCaps->MaxVertexShaderConst = 0;
3440 } else {
3441 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3442 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3443 }
3444
3445 if(ps_selected_mode == SHADER_NONE) {
3446 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3447 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3448 pCaps->PixelShader1xMaxValue = 0.0;
3449 } else {
3450 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3451 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3452 }
3453
3454 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3455 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3456 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3457
3458 pCaps->VS20Caps = shader_caps.VS20Caps;
3459 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3460 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3461 pCaps->PS20Caps = shader_caps.PS20Caps;
3462 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3463 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3464
3465 /* The following caps are shader specific, but they are things we cannot detect, or which
3466 * are the same among all shader models. So to avoid code duplication set the shader version
3467 * specific, but otherwise constant caps here
3468 */
3469 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3470 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3471 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3472 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3473 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3474 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3475 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3476
3477 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3478 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3479 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3480 pCaps->VS20Caps.Caps = 0;
3481 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3482 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3483 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3484
3485 pCaps->MaxVShaderInstructionsExecuted = 65535;
3486 pCaps->MaxVertexShader30InstructionSlots = 0;
3487 } else { /* VS 1.x */
3488 pCaps->VS20Caps.Caps = 0;
3489 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3490 pCaps->VS20Caps.NumTemps = 0;
3491 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3492
3493 pCaps->MaxVShaderInstructionsExecuted = 0;
3494 pCaps->MaxVertexShader30InstructionSlots = 0;
3495 }
3496
3497 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3498 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3499 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3500
3501 /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
3502 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3503 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3504 WINED3DPS20CAPS_PREDICATION |
3505 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3506 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3507 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3508 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3509 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3510 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3511
3512 pCaps->MaxPShaderInstructionsExecuted = 65535;
3513 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3514 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3515 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3516 pCaps->PS20Caps.Caps = 0;
3517 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3518 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3519 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3520 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3521
3522 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3523 pCaps->MaxPixelShader30InstructionSlots = 0;
3524 } else { /* PS 1.x */
3525 pCaps->PS20Caps.Caps = 0;
3526 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3527 pCaps->PS20Caps.NumTemps = 0;
3528 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3529 pCaps->PS20Caps.NumInstructionSlots = 0;
3530
3531 pCaps->MaxPShaderInstructionsExecuted = 0;
3532 pCaps->MaxPixelShader30InstructionSlots = 0;
3533 }
3534
3535 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3536 /* OpenGL supports all the formats below, perhaps not always
3537 * without conversion, but it supports them.
3538 * Further GLSL doesn't seem to have an official unsigned type so
3539 * don't advertise it yet as I'm not sure how we handle it.
3540 * We might need to add some clamping in the shader engine to
3541 * support it.
3542 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3543 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3544 WINED3DDTCAPS_UBYTE4N |
3545 WINED3DDTCAPS_SHORT2N |
3546 WINED3DDTCAPS_SHORT4N;
3547 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3548 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3549 WINED3DDTCAPS_FLOAT16_4;
3550 }
3551 } else
3552 pCaps->DeclTypes = 0;
3553
3554 /* Set DirectDraw helper Caps */
3555 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3556 WINEDDCKEYCAPS_SRCBLT;
3557 fx_caps = WINEDDFXCAPS_BLTALPHA |
3558 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3559 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3560 WINEDDFXCAPS_BLTROTATION90 |
3561 WINEDDFXCAPS_BLTSHRINKX |
3562 WINEDDFXCAPS_BLTSHRINKXN |
3563 WINEDDFXCAPS_BLTSHRINKY |
3564 WINEDDFXCAPS_BLTSHRINKXN |
3565 WINEDDFXCAPS_BLTSTRETCHX |
3566 WINEDDFXCAPS_BLTSTRETCHXN |
3567 WINEDDFXCAPS_BLTSTRETCHY |
3568 WINEDDFXCAPS_BLTSTRETCHYN;
3569 blit_caps = WINEDDCAPS_BLT |
3570 WINEDDCAPS_BLTCOLORFILL |
3571 WINEDDCAPS_BLTDEPTHFILL |
3572 WINEDDCAPS_BLTSTRETCH |
3573 WINEDDCAPS_CANBLTSYSMEM |
3574 WINEDDCAPS_CANCLIP |
3575 WINEDDCAPS_CANCLIPSTRETCHED |
3576 WINEDDCAPS_COLORKEY |
3577 WINEDDCAPS_COLORKEYHWASSIST |
3578 WINEDDCAPS_ALIGNBOUNDARYSRC;
3579
3580 /* Fill the ddraw caps structure */
3581 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3582 WINEDDCAPS_PALETTE |
3583 blit_caps;
3584 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3585 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3586 WINEDDCAPS2_PRIMARYGAMMA |
3587 WINEDDCAPS2_WIDESURFACES |
3588 WINEDDCAPS2_CANRENDERWINDOWED;
3589 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3590 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3591 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3592 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3593 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3594 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3595 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3596 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3597 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3598
3599 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3600 WINEDDSCAPS_BACKBUFFER |
3601 WINEDDSCAPS_FLIP |
3602 WINEDDSCAPS_FRONTBUFFER |
3603 WINEDDSCAPS_OFFSCREENPLAIN |
3604 WINEDDSCAPS_PALETTE |
3605 WINEDDSCAPS_PRIMARYSURFACE |
3606 WINEDDSCAPS_SYSTEMMEMORY |
3607 WINEDDSCAPS_VIDEOMEMORY |
3608 WINEDDSCAPS_VISIBLE;
3609 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3610
3611 /* Set D3D caps if OpenGL is available. */
3612 if(Adapters[Adapter].opengl) {
3613 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3614 WINEDDSCAPS_MIPMAP |
3615 WINEDDSCAPS_TEXTURE |
3616 WINEDDSCAPS_ZBUFFER;
3617 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3618 }
3619
3620 return WINED3D_OK;
3621 }
3622
3623 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3624 and fields being inserted in the middle, a new structure is used in place */
3625 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
3626 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
3627 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
3628 {
3629 IWineD3DDeviceImpl *object = NULL;
3630 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3631 WINED3DDISPLAYMODE mode;
3632 const struct fragment_pipeline *frag_pipeline = NULL;
3633 int i;
3634 struct fragment_caps ffp_caps;
3635 HRESULT hr;
3636
3637 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3638 * number and create a device without a 3D adapter for 2D only operation.
3639 */
3640 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3641 return WINED3DERR_INVALIDCALL;
3642 }
3643
3644 /* Create a WineD3DDevice object */
3645 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3646 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3647 TRACE("Created WineD3DDevice object @ %p\n", object);
3648 if (NULL == object) {
3649 return WINED3DERR_OUTOFVIDEOMEMORY;
3650 }
3651
3652 /* Set up initial COM information */
3653 object->lpVtbl = &IWineD3DDevice_Vtbl;
3654 object->ref = 1;
3655 object->wineD3D = iface;
3656 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3657 IWineD3D_AddRef(object->wineD3D);
3658 object->parent = parent;
3659 object->device_parent = device_parent;
3660 list_init(&object->resources);
3661 list_init(&object->shaders);
3662
3663 if(This->dxVersion == 7) {
3664 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3665 } else {
3666 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3667 }
3668 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3669
3670 /* Set the state up as invalid until the device is fully created */
3671 object->state = WINED3DERR_DRIVERINTERNALERROR;
3672
3673 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3674 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3675
3676 /* Save the creation parameters */
3677 object->createParms.AdapterOrdinal = Adapter;
3678 object->createParms.DeviceType = DeviceType;
3679 object->createParms.hFocusWindow = hFocusWindow;
3680 object->createParms.BehaviorFlags = BehaviourFlags;
3681
3682 /* Initialize other useful values */
3683 object->adapterNo = Adapter;
3684 object->devType = DeviceType;
3685
3686 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3687 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3688
3689 memset(&ffp_caps, 0, sizeof(ffp_caps));
3690 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3691 object->frag_pipe = frag_pipeline;
3692 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
3693 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3694 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3695 hr = compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3696 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3697
3698 if (FAILED(hr)) {
3699 IWineD3D_Release(object->wineD3D);
3700 HeapFree(GetProcessHeap(), 0, object);
3701
3702 return hr;
3703 }
3704
3705 object->blitter = select_blit_implementation(Adapter, DeviceType);
3706
3707 /* set the state of the device to valid */
3708 object->state = WINED3D_OK;
3709
3710 /* Get the initial screen setup for ddraw */
3711 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3712
3713 object->ddraw_width = mode.Width;
3714 object->ddraw_height = mode.Height;
3715 object->ddraw_format = mode.Format;
3716
3717 for(i = 0; i < PATCHMAP_SIZE; i++) {
3718 list_init(&object->patches[i]);
3719 }
3720 return WINED3D_OK;
3721 }
3722 #undef GLINFO_LOCATION
3723
3724 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3725 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3726 IUnknown_AddRef(This->parent);
3727 *pParent = This->parent;
3728 return WINED3D_OK;
3729 }
3730
3731 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3732 IUnknown* surfaceParent;
3733 TRACE("(%p) call back\n", pSurface);
3734
3735 /* Now, release the parent, which will take care of cleaning up the surface for us */
3736 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3737 IUnknown_Release(surfaceParent);
3738 return IUnknown_Release(surfaceParent);
3739 }
3740
3741 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3742 IUnknown* volumeParent;
3743 TRACE("(%p) call back\n", pVolume);
3744
3745 /* Now, release the parent, which will take care of cleaning up the volume for us */
3746 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3747 IUnknown_Release(volumeParent);
3748 return IUnknown_Release(volumeParent);
3749 }
3750
3751 static BOOL implementation_is_apple(const WineD3D_GL_Info *gl_info)
3752 {
3753 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3754 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3755 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3756 *
3757 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3758 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3759 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3760 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3761 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3762 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3763 * DirectDraw, not OpenGL.
3764 */
3765 if(gl_info->supported[APPLE_FENCE] &&
3766 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3767 gl_info->supported[APPLE_FLUSH_RENDER] &&
3768 gl_info->supported[APPLE_YCBCR_422]) {
3769 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3770 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3771 return TRUE;
3772 } else {
3773 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3774 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3775 return FALSE;
3776 }
3777 }
3778
3779 #define GLINFO_LOCATION (*gl_info)
3780 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3781 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3782 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3783 * all the texture. This function detects this bug by its symptom and disables PBOs
3784 * if the test fails.
3785 *
3786 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3787 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3788 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3789 * read back is compared to the original. If they are equal PBOs are assumed to work,
3790 * otherwise the PBO extension is disabled.
3791 */
3792 GLuint texture, pbo;
3793 static const unsigned int pattern[] = {
3794 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3795 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3796 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3797 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3798 };
3799 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3800
3801 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3802 /* No PBO -> No point in testing them */
3803 return;
3804 }
3805
3806 while(glGetError());
3807 glGenTextures(1, &texture);
3808 glBindTexture(GL_TEXTURE_2D, texture);
3809 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3810 checkGLcall("Specifying the PBO test texture\n");
3811
3812 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3813 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3814 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3815 checkGLcall("Specifying the PBO test pbo\n");
3816
3817 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3818 checkGLcall("Loading the PBO test texture\n");
3819
3820 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3821 glFinish(); /* just to be sure */
3822
3823 memset(check, 0, sizeof(check));
3824 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3825 checkGLcall("Reading back the PBO test texture\n");
3826
3827 glDeleteTextures(1, &texture);
3828 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3829 checkGLcall("PBO test cleanup\n");
3830
3831 if(memcmp(check, pattern, sizeof(check)) != 0) {
3832 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3833 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3834 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3835 } else {
3836 TRACE_(d3d_caps)("PBO test successful\n");
3837 }
3838 }
3839 #undef GLINFO_LOCATION
3840
3841 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3842 * reporting a driver version is moot because we are not the Windows driver, and we have different
3843 * bugs, features, etc.
3844 *
3845 * If a card is not found in this table, the gl driver version is reported
3846 */
3847 struct driver_version_information {
3848 WORD vendor; /* reported PCI card vendor ID */
3849 WORD card; /* reported PCI card device ID */
3850 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3851 WORD lopart_hi, lopart_lo; /* driver loword to report */
3852 };
3853
3854 static const struct driver_version_information driver_version_table[] = {
3855 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3856 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3857 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3858 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3859 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3860 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3861 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3862 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3863 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3864 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3865 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3866 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3867 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3868 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3869 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3870 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3871 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3872 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3873 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3874 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, 7, 15, 11, 7341 },
3875
3876 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3877 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3878 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3879 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3880 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3881 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3882 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3883
3884 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3885 };
3886
3887 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3888 unsigned int i;
3889 BOOL apple = implementation_is_apple(gl_info);
3890
3891 if(apple) {
3892 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3893 * used it falls back to software. While the compiler can detect if the shader uses all declared
3894 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3895 * using relative addressing falls back to software.
3896 *
3897 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3898 */
3899 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3900 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3901 } else {
3902 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3903 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3904 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3905 }
3906
3907 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3908 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3909 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3910 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3911 * according to the spec.
3912 *
3913 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3914 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3915 *
3916 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3917 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3918 * this workaround is activated on cards that do not need it, it won't break things, just affect
3919 * performance negatively.
3920 */
3921 if(gl_info->gl_vendor == VENDOR_INTEL ||
3922 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3923 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3924 gl_info->set_texcoord_w = TRUE;
3925 }
3926 }
3927
3928 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3929 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3930 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3931 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3932 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3933 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3934 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3935 *
3936 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3937 * has this extension promoted to core. The extension loading code sets this extension supported
3938 * due to that, so this code works on fglrx as well.
3939 */
3940 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3941 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3942 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3943 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3944 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3945 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3946 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3947 }
3948 }
3949
3950 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3951 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3952 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3953 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3954 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3955 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
3956 *
3957 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3958 * triggering the software fallback. There is not much we can do here apart from disabling the
3959 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3960 * in IWineD3DImpl_FillGLCaps).
3961 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3962 * post-processing effects in the game "Max Payne 2").
3963 * The behaviour can be verified through a simple test app attached in bugreport #14724.
3964 */
3965 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3966 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3967 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3968 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3969 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3970 }
3971 }
3972
3973 /* Find out if PBOs work as they are supposed to */
3974 test_pbo_functionality(gl_info);
3975
3976 /* Fixup the driver version */
3977 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3978 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3979 gl_info->gl_card == driver_version_table[i].card) {
3980 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3981
3982 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3983 driver_version_table[i].lopart_lo);
3984 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3985 driver_version_table[i].hipart_lo);
3986 break;
3987 }
3988 }
3989 }
3990
3991 static void WINE_GLAPI invalid_func(const void *data)
3992 {
3993 ERR("Invalid vertex attribute function called\n");
3994 DebugBreak();
3995 }
3996
3997 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
3998 {
3999 ERR("Invalid texcoord function called\n");
4000 DebugBreak();
4001 }
4002
4003 #define GLINFO_LOCATION (Adapters[0].gl_info)
4004
4005 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4006 * the extension detection and are used in drawStridedSlow
4007 */
4008 static void WINE_GLAPI position_d3dcolor(const void *data)
4009 {
4010 DWORD pos = *((const DWORD *)data);
4011
4012 FIXME("Add a test for fixed function position from d3dcolor type\n");
4013 glVertex4s(D3DCOLOR_B_R(pos),
4014 D3DCOLOR_B_G(pos),
4015 D3DCOLOR_B_B(pos),
4016 D3DCOLOR_B_A(pos));
4017 }
4018
4019 static void WINE_GLAPI position_float4(const void *data)
4020 {
4021 const GLfloat *pos = data;
4022
4023 if (pos[3] < eps && pos[3] > -eps)
4024 glVertex3fv(pos);
4025 else {
4026 float w = 1.0 / pos[3];
4027
4028 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4029 }
4030 }
4031
4032 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4033 {
4034 DWORD diffuseColor = *((const DWORD *)data);
4035
4036 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4037 D3DCOLOR_B_G(diffuseColor),
4038 D3DCOLOR_B_B(diffuseColor),
4039 D3DCOLOR_B_A(diffuseColor));
4040 }
4041
4042 static void WINE_GLAPI specular_d3dcolor(const void *data)
4043 {
4044 DWORD specularColor = *((const DWORD *)data);
4045
4046 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
4047 D3DCOLOR_B_G(specularColor),
4048 D3DCOLOR_B_B(specularColor));
4049 }
4050
4051 static void WINE_GLAPI warn_no_specular_func(const void *data)
4052 {
4053 WARN("GL_EXT_secondary_color not supported\n");
4054 }
4055
4056 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4057 {
4058 position_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4059 position_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4060 position_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glVertex3fv;
4061 position_funcs[WINED3DDECLTYPE_FLOAT4] = position_float4;
4062 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = position_d3dcolor;
4063 position_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4064 position_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4065 position_funcs[WINED3DDECLTYPE_SHORT4] = (glAttribFunc)glVertex2sv;
4066 position_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4067 position_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4068 position_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4069 position_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4070 position_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4071 position_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4072 position_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4073 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4074 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4075
4076 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4077 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4078 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glColor3fv;
4079 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glColor4fv;
4080 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = diffuse_d3dcolor;
4081 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4082 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4083 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
4084 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (glAttribFunc)glColor4ubv;
4085 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4086 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (glAttribFunc)glColor4sv;
4087 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4088 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (glAttribFunc)glColor4usv;
4089 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4090 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4091 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4092 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4093
4094 /* No 4 component entry points here */
4095 specular_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4096 specular_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4097 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4098 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4099 } else {
4100 specular_funcs[WINED3DDECLTYPE_FLOAT3] = warn_no_specular_func;
4101 }
4102 specular_funcs[WINED3DDECLTYPE_FLOAT4] = invalid_func;
4103 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4104 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = specular_d3dcolor;
4105 } else {
4106 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = warn_no_specular_func;
4107 }
4108 specular_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4109 specular_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4110 specular_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
4111 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4112 specular_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4113 specular_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4114 specular_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4115 specular_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4116 specular_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4117 specular_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4118 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4119 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4120
4121 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4122 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4123 */
4124 normal_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4125 normal_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4126 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glNormal3fv;
4127 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4128 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_func;
4129 normal_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4130 normal_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4131 normal_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
4132 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4133 normal_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4134 normal_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4135 normal_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4136 normal_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4137 normal_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4138 normal_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4139 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4140 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4141
4142 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4143 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4144 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4145 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4146 multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_texcoord_func;
4147 multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_texcoord_func;
4148 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4149 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4150 multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_texcoord_func;
4151 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_texcoord_func;
4152 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_texcoord_func;
4153 multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_texcoord_func;
4154 multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_texcoord_func;
4155 multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3] = invalid_texcoord_func;
4156 multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N] = invalid_texcoord_func;
4157 if (GL_SUPPORT(NV_HALF_FLOAT))
4158 {
4159 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4160 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4161 } else {
4162 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_texcoord_func;
4163 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_texcoord_func;
4164 }
4165 }
4166
4167 #define PUSH1(att) attribs[nAttribs++] = (att);
4168 BOOL InitAdapters(void) {
4169 static HMODULE mod_gl;
4170 BOOL ret;
4171 int ps_selected_mode, vs_selected_mode;
4172
4173 /* No need to hold any lock. The calling library makes sure only one thread calls
4174 * wined3d simultaneously
4175 */
4176 if(numAdapters > 0) return Adapters[0].opengl;
4177
4178 TRACE("Initializing adapters\n");
4179
4180 if(!mod_gl) {
4181 #ifdef USE_WIN32_OPENGL
4182 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4183 mod_gl = LoadLibraryA("opengl32.dll");
4184 if(!mod_gl) {
4185 ERR("Can't load opengl32.dll!\n");
4186 goto nogl_adapter;
4187 }
4188 #else
4189 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4190 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4191 mod_gl = GetModuleHandleA("gdi32.dll");
4192 #endif
4193 }
4194
4195 /* Load WGL core functions from opengl32.dll */
4196 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4197 WGL_FUNCS_GEN;
4198 #undef USE_WGL_FUNC
4199
4200 if(!pwglGetProcAddress) {
4201 ERR("Unable to load wglGetProcAddress!\n");
4202 goto nogl_adapter;
4203 }
4204
4205 /* Dynamically load all GL core functions */
4206 GL_FUNCS_GEN;
4207 #undef USE_GL_FUNC
4208
4209 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4210 * otherwise because we have to use winex11.drv's override
4211 */
4212 #ifdef USE_WIN32_OPENGL
4213 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4214 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4215 #else
4216 glFinish = (void*)pwglGetProcAddress("wglFinish");
4217 glFlush = (void*)pwglGetProcAddress("wglFlush");
4218 #endif
4219
4220 glEnableWINE = glEnable;
4221 glDisableWINE = glDisable;
4222
4223 /* For now only one default adapter */
4224 {
4225 int iPixelFormat;
4226 int attribs[10];
4227 int values[10];
4228 int nAttribs = 0;
4229 int res;
4230 int i;
4231 WineD3D_PixelFormat *cfgs;
4232 int attribute;
4233 DISPLAY_DEVICEW DisplayDevice;
4234 HDC hdc;
4235
4236 TRACE("Initializing default adapter\n");
4237 Adapters[0].num = 0;
4238 Adapters[0].monitorPoint.x = -1;
4239 Adapters[0].monitorPoint.y = -1;
4240
4241 if (!WineD3D_CreateFakeGLContext()) {
4242 ERR("Failed to get a gl context for default adapter\n");
4243 WineD3D_ReleaseFakeGLContext();
4244 goto nogl_adapter;
4245 }
4246
4247 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4248 if(!ret) {
4249 ERR("Failed to initialize gl caps for default adapter\n");
4250 WineD3D_ReleaseFakeGLContext();
4251 goto nogl_adapter;
4252 }
4253 ret = initPixelFormats(&Adapters[0].gl_info);
4254 if(!ret) {
4255 ERR("Failed to init gl formats\n");
4256 WineD3D_ReleaseFakeGLContext();
4257 goto nogl_adapter;
4258 }
4259
4260 hdc = pwglGetCurrentDC();
4261 if(!hdc) {
4262 ERR("Failed to get gl HDC\n");
4263 WineD3D_ReleaseFakeGLContext();
4264 goto nogl_adapter;
4265 }
4266
4267 Adapters[0].driver = "Display";
4268 Adapters[0].description = "Direct3D HAL";
4269
4270 /* Use the VideoRamSize registry setting when set */
4271 if(wined3d_settings.emulated_textureram)
4272 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4273 else
4274 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4275 Adapters[0].UsedTextureRam = 0;
4276 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4277
4278 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4279 DisplayDevice.cb = sizeof(DisplayDevice);
4280 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4281 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4282 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4283
4284 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4285 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4286
4287 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4288 cfgs = Adapters[0].cfgs;
4289 PUSH1(WGL_RED_BITS_ARB)
4290 PUSH1(WGL_GREEN_BITS_ARB)
4291 PUSH1(WGL_BLUE_BITS_ARB)
4292 PUSH1(WGL_ALPHA_BITS_ARB)
4293 PUSH1(WGL_DEPTH_BITS_ARB)
4294 PUSH1(WGL_STENCIL_BITS_ARB)
4295 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4296 PUSH1(WGL_PIXEL_TYPE_ARB)
4297 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4298 PUSH1(WGL_AUX_BUFFERS_ARB)
4299
4300 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4301 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4302
4303 if(!res)
4304 continue;
4305
4306 /* Cache the pixel format */
4307 cfgs->iPixelFormat = iPixelFormat;
4308 cfgs->redSize = values[0];
4309 cfgs->greenSize = values[1];
4310 cfgs->blueSize = values[2];
4311 cfgs->alphaSize = values[3];
4312 cfgs->depthSize = values[4];
4313 cfgs->stencilSize = values[5];
4314 cfgs->windowDrawable = values[6];
4315 cfgs->iPixelType = values[7];
4316 cfgs->doubleBuffer = values[8];
4317 cfgs->auxBuffers = values[9];
4318
4319 cfgs->pbufferDrawable = FALSE;
4320 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4321 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4322 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4323 int value;
4324 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4325 cfgs->pbufferDrawable = value;
4326 }
4327
4328 cfgs->numSamples = 0;
4329 /* Check multisample support */
4330 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4331 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4332 int value[2];
4333 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4334 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4335 * value[1] = number of multi sample buffers*/
4336 if(value[0])
4337 cfgs->numSamples = value[1];
4338 }
4339 }
4340
4341 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4342 cfgs++;
4343 }
4344
4345 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4346 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4347 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4348 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4349 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4350 * driver is allowed to consume more bits EXCEPT for stencil bits.
4351 *
4352 * Mark an adapter with this broken stencil behavior.
4353 */
4354 Adapters[0].brokenStencil = TRUE;
4355 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4356 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4357 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4358 Adapters[0].brokenStencil = FALSE;
4359 break;
4360 }
4361 }
4362
4363 fixup_extensions(&Adapters[0].gl_info);
4364 add_gl_compat_wrappers(&Adapters[0].gl_info);
4365
4366 WineD3D_ReleaseFakeGLContext();
4367
4368 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4369 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4370 fillGLAttribFuncs(&Adapters[0].gl_info);
4371 init_type_lookup(&Adapters[0].gl_info);
4372 Adapters[0].opengl = TRUE;
4373 }
4374 numAdapters = 1;
4375 TRACE("%d adapters successfully initialized\n", numAdapters);
4376
4377 return TRUE;
4378
4379 nogl_adapter:
4380 /* Initialize an adapter for ddraw-only memory counting */
4381 memset(Adapters, 0, sizeof(Adapters));
4382 Adapters[0].num = 0;
4383 Adapters[0].opengl = FALSE;
4384 Adapters[0].monitorPoint.x = -1;
4385 Adapters[0].monitorPoint.y = -1;
4386
4387 Adapters[0].driver = "Display";
4388 Adapters[0].description = "WineD3D DirectDraw Emulation";
4389 if(wined3d_settings.emulated_textureram) {
4390 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4391 } else {
4392 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4393 }
4394
4395 numAdapters = 1;
4396 return FALSE;
4397 }
4398 #undef PUSH1
4399 #undef GLINFO_LOCATION
4400
4401 /**********************************************************
4402 * IWineD3D VTbl follows
4403 **********************************************************/
4404
4405 const IWineD3DVtbl IWineD3D_Vtbl =
4406 {
4407 /* IUnknown */
4408 IWineD3DImpl_QueryInterface,
4409 IWineD3DImpl_AddRef,
4410 IWineD3DImpl_Release,
4411 /* IWineD3D */
4412 IWineD3DImpl_GetParent,
4413 IWineD3DImpl_GetAdapterCount,
4414 IWineD3DImpl_RegisterSoftwareDevice,
4415 IWineD3DImpl_GetAdapterMonitor,
4416 IWineD3DImpl_GetAdapterModeCount,
4417 IWineD3DImpl_EnumAdapterModes,
4418 IWineD3DImpl_GetAdapterDisplayMode,
4419 IWineD3DImpl_GetAdapterIdentifier,
4420 IWineD3DImpl_CheckDeviceMultiSampleType,
4421 IWineD3DImpl_CheckDepthStencilMatch,
4422 IWineD3DImpl_CheckDeviceType,
4423 IWineD3DImpl_CheckDeviceFormat,
4424 IWineD3DImpl_CheckDeviceFormatConversion,
4425 IWineD3DImpl_GetDeviceCaps,
4426 IWineD3DImpl_CreateDevice
4427 };