2 * IWineD3D implementation
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
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.
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.
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
25 /* Compile time diagnostics: */
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
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID
= { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
42 /* Extension detection */
44 const char *extension_string
;
45 GL_SupportedExt extension
;
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 },
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 },
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 },
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 },
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 },
143 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP
, 0 },
146 /**********************************************************
147 * Utility functions follow
148 **********************************************************/
151 static int numAdapters
= 0;
152 static struct WineD3DAdapter Adapters
[1];
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
);
160 const int minLookup
[MAX_LOOKUPS
] =
162 WINED3DTADDRESS_WRAP
, /* WINELOOKUP_WARPPARAM */
165 const int maxLookup
[MAX_LOOKUPS
] =
167 WINED3DTADDRESS_MIRRORONCE
, /* WINELOOKUP_WARPPARAM */
170 DWORD
*stateLookup
[MAX_LOOKUPS
];
172 struct min_lookup minMipLookup
[WINED3DTEXF_ANISOTROPIC
+ 1];
173 const struct min_lookup minMipLookup_noFilter
[WINED3DTEXF_ANISOTROPIC
+ 1] =
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
}},
181 GLenum magLookup
[WINED3DTEXF_ANISOTROPIC
+ 1];
182 const GLenum magLookup_noFilter
[WINED3DTEXF_ANISOTROPIC
+ 1] =
184 GL_NEAREST
, GL_NEAREST
, GL_NEAREST
, GL_NEAREST
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
];
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.
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
;
206 static CRITICAL_SECTION wined3d_fake_gl_context_cs
;
207 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug
=
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") }
214 static CRITICAL_SECTION wined3d_fake_gl_context_cs
= { &wined3d_fake_gl_context_cs_debug
, -1, 0, 0, 0, 0 };
216 static void WineD3D_ReleaseFakeGLContext(void) {
219 EnterCriticalSection(&wined3d_fake_gl_context_cs
);
221 if(!wined3d_fake_gl_context_available
) {
222 TRACE_(d3d_caps
)("context not available\n");
223 LeaveCriticalSection(&wined3d_fake_gl_context_cs
);
227 glCtx
= pwglGetCurrentContext();
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);
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
;
245 assert(wined3d_fake_gl_context_ref
>= 0);
247 LeaveCriticalSection(&wined3d_fake_gl_context_cs
);
250 static BOOL
WineD3D_CreateFakeGLContext(void) {
253 EnterCriticalSection(&wined3d_fake_gl_context_cs
);
255 TRACE("getting context...\n");
256 if(wined3d_fake_gl_context_ref
> 0) goto ret
;
257 assert(0 == wined3d_fake_gl_context_ref
);
259 wined3d_fake_gl_context_foreign
= TRUE
;
261 glCtx
= pwglGetCurrentContext();
263 PIXELFORMATDESCRIPTOR pfd
;
266 wined3d_fake_gl_context_foreign
= FALSE
;
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");
274 wined3d_fake_gl_context_hdc
= GetDC(wined3d_fake_gl_context_hwnd
);
275 if(!wined3d_fake_gl_context_hdc
) {
276 ERR("GetDC failed!\n");
280 /* PixelFormat selection */
281 ZeroMemory(&pfd
, sizeof(pfd
));
282 pfd
.nSize
= sizeof(pfd
);
284 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
285 pfd
.iPixelType
= PFD_TYPE_RGBA
;
287 pfd
.iLayerType
= PFD_MAIN_PLANE
;
289 iPixelFormat
= ChoosePixelFormat(wined3d_fake_gl_context_hdc
, &pfd
);
291 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
292 ERR("Can't find a suitable iPixelFormat\n");
295 DescribePixelFormat(wined3d_fake_gl_context_hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
296 SetPixelFormat(wined3d_fake_gl_context_hdc
, iPixelFormat
, &pfd
);
298 /* Create a GL context */
299 glCtx
= pwglCreateContext(wined3d_fake_gl_context_hdc
);
301 WARN_(d3d_caps
)("Error creating default context for capabilities initialization\n");
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");
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
);
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
);
330 /* Adjust the amount of used texture memory */
331 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl
*D3DDevice
, long glram
){
332 UINT Adapter
= D3DDevice
->adapterNo
;
334 Adapters
[Adapter
].UsedTextureRam
+= glram
;
335 TRACE("Adjusted gl ram by %ld to %d\n", glram
, Adapters
[Adapter
].UsedTextureRam
);
336 return Adapters
[Adapter
].UsedTextureRam
;
339 /**********************************************************
340 * IUnknown parts follows
341 **********************************************************/
343 static HRESULT WINAPI
IWineD3DImpl_QueryInterface(IWineD3D
*iface
,REFIID riid
,LPVOID
*ppobj
)
345 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
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
);
356 return E_NOINTERFACE
;
359 static ULONG WINAPI
IWineD3DImpl_AddRef(IWineD3D
*iface
) {
360 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
361 ULONG refCount
= InterlockedIncrement(&This
->ref
);
363 TRACE("(%p) : AddRef increasing from %d\n", This
, refCount
- 1);
367 static ULONG WINAPI
IWineD3DImpl_Release(IWineD3D
*iface
) {
368 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
370 TRACE("(%p) : Releasing from %d\n", This
, This
->ref
);
371 ref
= InterlockedDecrement(&This
->ref
);
373 HeapFree(GetProcessHeap(), 0, This
);
379 /* Set the shader type for this device, depending on the given capabilities,
380 * the device type, and the user preferences in wined3d_settings */
382 static void select_shader_mode(const WineD3D_GL_Info
*gl_info
, WINED3DDEVTYPE DeviceType
, int *ps_selected
, int *vs_selected
)
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
;
393 *vs_selected
= SHADER_GLSL
;
394 } else if (gl_info
->supported
[ARB_VERTEX_PROGRAM
]) {
395 *vs_selected
= SHADER_ARB
;
397 *vs_selected
= SHADER_NONE
;
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
;
409 *ps_selected
= SHADER_NONE
;
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
) {
419 switch (vs_selected_mode
) {
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;
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;
431 gl_info
->max_vshader_constantsF
= 0;
435 switch (ps_selected_mode
) {
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.
442 gl_info
->max_pshader_constantsF
= gl_info
->ps_glsl_constantsF
- (MAX_CONST_B
/ 4) - MAX_CONST_I
- 2;
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.
448 gl_info
->max_pshader_constantsF
= gl_info
->ps_arb_constantsF
- 2;
451 gl_info
->max_pshader_constantsF
= 0;
456 /**********************************************************
457 * IWineD3D parts follows
458 **********************************************************/
460 #define GLINFO_LOCATION (*gl_info)
461 static inline BOOL
test_arb_vs_offset_limit(const WineD3D_GL_Info
*gl_info
)
465 const char *testcode
=
467 "PARAM C[66] = { program.env[0..65] };\n"
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"
475 GL_EXTCALL(glGenProgramsARB(1, &prog
));
477 ERR("Failed to create an ARB offset limit test program\n");
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
)));
486 } else TRACE("OpenGL implementation allows offsets > 63\n");
488 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, 0));
489 GL_EXTCALL(glDeleteProgramsARB(1, &prog
));
490 checkGLcall("ARB vp offset limit test cleanup\n");
495 static DWORD
ver_for_ext(GL_SupportedExt ext
)
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
;
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
;
512 GLfloat gl_floatv
[2];
513 int major
= 1, minor
= 0;
514 BOOL return_value
= TRUE
;
517 unsigned int vidmem
=0;
519 TRACE_(d3d_caps
)("(%p)\n", gl_info
);
523 gl_string
= (const char *) glGetString(GL_RENDERER
);
524 if (!gl_string
) gl_string
= "None";
525 strcpy(gl_info
->gl_renderer
, gl_string
);
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
;
542 gl_info
->gl_vendor
= VENDOR_WINE
;
545 gl_info
->gl_vendor
= VENDOR_WINE
;
549 TRACE_(d3d_caps
)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string
), gl_info
->gl_vendor
);
551 /* Parse the GL_VERSION field into major and minor information */
552 gl_string
= (const char *) glGetString(GL_VERSION
);
553 if (gl_string
!= NULL
) {
555 /* First, parse the generic opengl version. This is supposed not to be convoluted with
556 * driver specific information
558 gl_string_cursor
= gl_string
;
559 major
= atoi(gl_string_cursor
);
561 ERR("Invalid opengl major version: %d\n", major
);
563 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
566 if (*gl_string_cursor
++ != '.') {
567 ERR_(d3d_caps
)("Invalid opengl version string: %s\n", debugstr_a(gl_string
));
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
);
573 /* Now parse the driver specific string which we'll report to the app */
574 switch (gl_info
->gl_vendor
) {
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
));
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
));
588 while (*gl_string_cursor
== ' ') {
592 if (!*gl_string_cursor
) {
593 ERR_(d3d_caps
)("Invalid nVidia version string: %s\n", debugstr_a(gl_string
));
597 major
= atoi(gl_string_cursor
);
598 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
602 if (*gl_string_cursor
++ != '.') {
603 ERR_(d3d_caps
)("Invalid nVidia version string: %s\n", debugstr_a(gl_string
));
607 minor
= atoi(gl_string_cursor
);
608 minor
= major
*100+minor
;
615 gl_string_cursor
= strchr(gl_string
, '-');
616 if (gl_string_cursor
) {
620 /* Check if version number is of the form x.y.z */
621 if (*gl_string_cursor
> '9' && *gl_string_cursor
< '0')
623 if (!error
&& *(gl_string_cursor
+2) > '9' && *(gl_string_cursor
+2) < '0')
625 if (!error
&& *(gl_string_cursor
+4) > '9' && *(gl_string_cursor
+4) < '0')
627 if (!error
&& *(gl_string_cursor
+1) != '.' && *(gl_string_cursor
+3) != '.')
630 /* Mark version number as malformed */
632 gl_string_cursor
= 0;
635 if (!gl_string_cursor
)
636 WARN_(d3d_caps
)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string
));
638 major
= *gl_string_cursor
- '0';
639 minor
= (*(gl_string_cursor
+2) - '0') * 256 + (*(gl_string_cursor
+4) - '0');
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
650 gl_string_cursor
= gl_string
;
651 major
= atoi(gl_string_cursor
);
652 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
656 if (*gl_string_cursor
++ != '.') {
657 ERR_(d3d_caps
)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string
));
661 minor
= atoi(gl_string_cursor
);
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
) {
673 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
674 tmp
[cursor
++] = *gl_string_cursor
;
680 if (*gl_string_cursor
!= '.') WARN_(d3d_caps
)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string
));
684 while (*gl_string_cursor
<= '9' && *gl_string_cursor
>= '0') {
685 tmp
[cursor
++] = *gl_string_cursor
;
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);
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);
707 TRACE_(d3d_caps
)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info
->gl_renderer
), gl_info
->gl_card
);
710 * Initialize openGL extension related variables
711 * with Default values
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;
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
);
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
);
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
);
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]);
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");
756 if (NULL
== GL_Extensions
) {
757 ERR(" GL_Extensions returns NULL\n");
759 while (*GL_Extensions
!= 0x00) {
764 while (isspace(*GL_Extensions
)) GL_Extensions
++;
765 Start
= GL_Extensions
;
766 while (!isspace(*GL_Extensions
) && *GL_Extensions
!= 0x00) {
770 len
= GL_Extensions
- Start
;
771 if (len
== 0 || len
>= sizeof(ThisExtn
))
774 memcpy(ThisExtn
, Start
, len
);
775 ThisExtn
[len
] = '\0';
776 TRACE_(d3d_caps
)("- %s\n", ThisExtn
);
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
;
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; \
799 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
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
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
;
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
822 gl_info
->supported
[NV_FENCE
] = FALSE
;
824 if (gl_info
->supported
[APPLE_FLOAT_PIXELS
]) {
825 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
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
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
;
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
;
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
;
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)
853 gl_info
->supported
[ATI_FRAGMENT_SHADER
] = FALSE
;
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
);
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
);
866 if (gl_info
->supported
[NV_REGISTER_COMBINERS
]) {
868 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV
, &tmp
);
869 gl_info
->max_texture_stages
= min(MAX_TEXTURES
, tmp
);
871 gl_info
->max_texture_stages
= min(MAX_TEXTURES
, gl_max
);
873 TRACE_(d3d_caps
)("Max texture stages: %d\n", gl_info
->max_texture_stages
);
875 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
]) {
877 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB
, &tmp
);
878 gl_info
->max_fragment_samplers
= min(MAX_FRAGMENT_SAMPLERS
, tmp
);
880 gl_info
->max_fragment_samplers
= max(gl_info
->max_fragment_samplers
, gl_max
);
882 TRACE_(d3d_caps
)("Max fragment samplers: %d\n", gl_info
->max_fragment_samplers
);
884 if (gl_info
->supported
[ARB_VERTEX_SHADER
]) {
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
;
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.
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.
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
;
915 gl_info
->max_vertex_samplers
= 0;
918 gl_info
->max_combined_samplers
= gl_info
->max_fragment_samplers
;
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
);
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
);
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
);
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
);
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
);
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
);
962 gl_info
->arb_vs_offset_limit
= test_arb_vs_offset_limit(gl_info
);
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
);
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);
977 if (gl_info
->supported
[EXT_VERTEX_SHADER
]) {
978 gl_info
->vs_ati_version
= VS_VERSION_11
;
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
;
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
;
994 if (gl_info
->supported
[NV_LIGHT_MAX_EXPONENT
]) {
995 glGetFloatv(GL_MAX_SHININESS_NV
, &gl_info
->max_shininess
);
997 gl_info
->max_shininess
= 128.0;
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
1003 gl_info
->supported
[ARB_TEXTURE_RECTANGLE
] = FALSE
;
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
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
;
1020 checkGLcall("extension detection\n");
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
);
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
;
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;
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.
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
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
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.
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.
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.
1080 switch (gl_info
->gl_vendor
) {
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.
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
;
1091 /* Geforce9 - highend */
1092 else if(strstr(gl_info
->gl_renderer
, "9800")) {
1093 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_9800GT
;
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 */
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 */
1106 /* Geforce8 - midend mobile */
1107 else if(strstr(gl_info
->gl_renderer
, "8600 M")) {
1108 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_8600MGT
;
1111 /* Geforce8 - midend */
1112 else if(strstr(gl_info
->gl_renderer
, "8600") ||
1113 strstr(gl_info
->gl_renderer
, "8700"))
1115 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_8600GT
;
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"))
1123 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_8300GS
;
1124 vidmem
= 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
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"))
1133 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_7800GT
;
1134 vidmem
= 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
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 */
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 */
1151 /* Geforce6 highend */
1152 else if(strstr(gl_info
->gl_renderer
, "6800"))
1154 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_6800
;
1155 vidmem
= 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
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"))
1162 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_6600GT
;
1163 vidmem
= 128; /* A 6600GT has 128-256MB */
1165 /* Geforce6/7 lowend */
1167 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE_6200
; /* Geforce 6100/6150/6200/7300/7400/7500 */
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"))
1177 gl_info
->gl_card
= CARD_NVIDIA_GEFORCEFX_5800
;
1178 vidmem
= 256; /* 5800-5900 cards use 256MB */
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"))
1186 gl_info
->gl_card
= CARD_NVIDIA_GEFORCEFX_5600
;
1187 vidmem
= 128; /* A 5600 uses 128-256MB */
1189 /* GeforceFX - lowend */
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 */
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 */
1200 gl_info
->gl_card
= CARD_NVIDIA_GEFORCE3
; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1201 vidmem
= 64; /* Geforce3 cards have 64-128MB */
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 */
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 */
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 */
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 */
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 */
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 */
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"))
1238 gl_info
->gl_card
= CARD_ATI_RADEON_HD2900
;
1239 vidmem
= 512; /* HD2900/HD3800 uses 256-1024MB */
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"))
1247 gl_info
->gl_card
= CARD_ATI_RADEON_HD2600
;
1248 vidmem
= 256; /* HD2600/HD3600 uses 256-512MB */
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"))
1257 gl_info
->gl_card
= CARD_ATI_RADEON_HD2300
;
1258 vidmem
= 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
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"))
1265 gl_info
->gl_card
= CARD_ATI_RADEON_HD3200
;
1266 vidmem
= 128; /* 128MB */
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"))
1275 gl_info
->gl_card
= CARD_ATI_RADEON_X1600
;
1276 vidmem
= 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
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"))
1287 gl_info
->gl_card
= CARD_ATI_RADEON_X700
;
1288 vidmem
= 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
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 */
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 */
1302 gl_info
->gl_card
= CARD_ATI_RAGE_128PRO
;
1303 vidmem
= 16; /* There are 16-32MB models */
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
;
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
;
1323 gl_info
->gl_card
= CARD_INTEL_I915G
;
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.
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
;
1343 gl_info
->gl_card
= CARD_NVIDIA_RIVA_128
;
1345 TRACE_(d3d_caps
)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info
->gl_vendor
, gl_info
->gl_card
);
1347 /* If we have an estimate use it, else default to 64MB; */
1349 gl_info
->vidmem
= vidmem
*1024*1024; /* convert from MBs to bytes */
1351 gl_info
->vidmem
= WINE_DEFAULT_VIDMEM
;
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
]) );
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
;
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
;
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
;
1392 /* TODO: config lookups */
1394 /* Make sure there's an active HDC else the WGL extensions will fail */
1395 hdc
= pwglGetCurrentDC();
1397 WGL_Extensions
= GL_EXTCALL(wglGetExtensionsStringARB(hdc
));
1398 TRACE_(d3d_caps
)("WGL_Extensions reported:\n");
1400 if (NULL
== WGL_Extensions
) {
1401 ERR(" WGL_Extensions returns NULL\n");
1403 while (*WGL_Extensions
!= 0x00) {
1408 while (isspace(*WGL_Extensions
)) WGL_Extensions
++;
1409 Start
= WGL_Extensions
;
1410 while (!isspace(*WGL_Extensions
) && *WGL_Extensions
!= 0x00) {
1414 len
= WGL_Extensions
- Start
;
1415 if (len
== 0 || len
>= sizeof(ThisExtn
))
1418 memcpy(ThisExtn
, Start
, len
);
1419 ThisExtn
[len
] = '\0';
1420 TRACE_(d3d_caps
)("- %s\n", ThisExtn
);
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");
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");
1435 return return_value
;
1437 #undef GLINFO_LOCATION
1439 /**********************************************************
1440 * IWineD3D implementation follows
1441 **********************************************************/
1443 static UINT WINAPI
IWineD3DImpl_GetAdapterCount (IWineD3D
*iface
) {
1444 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1446 TRACE_(d3d_caps
)("(%p): Reporting %d adapters\n", This
, numAdapters
);
1450 static HRESULT WINAPI
IWineD3DImpl_RegisterSoftwareDevice(IWineD3D
*iface
, void* pInitializeFunction
) {
1451 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1452 FIXME("(%p)->(%p): stub\n", This
, pInitializeFunction
);
1456 static HMONITOR WINAPI
IWineD3DImpl_GetAdapterMonitor(IWineD3D
*iface
, UINT Adapter
) {
1457 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1459 TRACE_(d3d_caps
)("(%p)->(%d)\n", This
, Adapter
);
1461 if (Adapter
>= IWineD3DImpl_GetAdapterCount(iface
)) {
1465 return MonitorFromPoint(Adapters
[Adapter
].monitorPoint
, MONITOR_DEFAULTTOPRIMARY
);
1468 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1469 of the same bpp but different resolutions */
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
));
1476 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1480 /* TODO: Store modes per adapter and read it from the adapter structure */
1481 if (Adapter
== 0) { /* Display */
1485 if (!DEBUG_SINGLE_MODE
) {
1488 ZeroMemory(&DevModeW
, sizeof(DevModeW
));
1489 DevModeW
.dmSize
= sizeof(DevModeW
);
1490 while (EnumDisplaySettingsExW(NULL
, j
, &DevModeW
, 0)) {
1494 case WINED3DFMT_UNKNOWN
:
1495 /* This is for D3D8, do not enumerate P8 here */
1496 if (DevModeW
.dmBitsPerPel
== 32 ||
1497 DevModeW
.dmBitsPerPel
== 16) i
++;
1499 case WINED3DFMT_X8R8G8B8
:
1500 if (DevModeW
.dmBitsPerPel
== 32) i
++;
1502 case WINED3DFMT_R5G6B5
:
1503 if (DevModeW
.dmBitsPerPel
== 16) i
++;
1506 if (DevModeW
.dmBitsPerPel
== 8) i
++;
1509 /* Skip other modes as they do not match the requested format */
1518 TRACE_(d3d_caps
)("(%p}->(Adapter: %d) => %d (out of %d)\n", This
, Adapter
, i
, j
);
1521 FIXME_(d3d_caps
)("Adapter not primary display\n");
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
));
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
;
1538 /* TODO: Store modes per adapter and read it from the adapter structure */
1539 if (Adapter
== 0 && !DEBUG_SINGLE_MODE
) { /* Display */
1545 ZeroMemory(&DevModeW
, sizeof(DevModeW
));
1546 DevModeW
.dmSize
= sizeof(DevModeW
);
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)) {
1554 case WINED3DFMT_UNKNOWN
:
1555 /* This is D3D8. Do not enumerate P8 here */
1556 if (DevModeW
.dmBitsPerPel
== 32 ||
1557 DevModeW
.dmBitsPerPel
== 16) i
++;
1559 case WINED3DFMT_X8R8G8B8
:
1560 if (DevModeW
.dmBitsPerPel
== 32) i
++;
1562 case WINED3DFMT_R5G6B5
:
1563 if (DevModeW
.dmBitsPerPel
== 16) i
++;
1566 if (DevModeW
.dmBitsPerPel
== 8) i
++;
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
;
1576 TRACE_(d3d_caps
)("No modes found for format (%x - %s)\n", Format
, debug_d3dformat(Format
));
1577 return WINED3DERR_INVALIDCALL
;
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
;
1589 if (Format
== WINED3DFMT_UNKNOWN
) {
1590 pMode
->Format
= pixelformat_for_depth(DevModeW
.dmBitsPerPel
);
1592 pMode
->Format
= Format
;
1595 TRACE_(d3d_caps
)("Requested mode out of range %d\n", Mode
);
1596 return WINED3DERR_INVALIDCALL
;
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
);
1603 } else if (DEBUG_SINGLE_MODE
) {
1604 /* Return one setting of the format requested */
1605 if (Mode
> 0) return WINED3DERR_INVALIDCALL
;
1607 pMode
->Height
= 600;
1608 pMode
->RefreshRate
= 60;
1609 pMode
->Format
= (Format
== WINED3DFMT_UNKNOWN
) ? WINED3DFMT_X8R8G8B8
: Format
;
1611 FIXME_(d3d_caps
)("Adapter not primary display\n");
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
);
1621 if (NULL
== pMode
||
1622 Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1623 return WINED3DERR_INVALIDCALL
;
1626 if (Adapter
== 0) { /* Display */
1630 ZeroMemory(&DevModeW
, sizeof(DevModeW
));
1631 DevModeW
.dmSize
= sizeof(DevModeW
);
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
)
1640 pMode
->RefreshRate
= DevModeW
.dmDisplayFrequency
;
1643 pMode
->Format
= pixelformat_for_depth(bpp
);
1645 FIXME_(d3d_caps
)("Adapter not primary display\n");
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
));
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
;
1659 TRACE_(d3d_caps
)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This
, Adapter
, Flags
, pIdentifier
);
1661 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1662 return WINED3DERR_INVALIDCALL
;
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
);
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
;
1680 if(wined3d_settings
.pci_device_id
!= PCI_DEVICE_NONE
)
1682 TRACE_(d3d_caps
)("Overriding pci device id with: %x\n", wined3d_settings
.pci_device_id
);
1683 *(pIdentifier
->DeviceId
) = wined3d_settings
.pci_device_id
;
1686 if(wined3d_settings
.pci_vendor_id
!= PCI_VENDOR_NONE
)
1688 TRACE_(d3d_caps
)("Overriding pci vendor id with: %x\n", wined3d_settings
.pci_vendor_id
);
1689 *(pIdentifier
->VendorId
) = wined3d_settings
.pci_vendor_id
;
1692 if (Flags
& WINED3DENUM_NO_WHQL_LEVEL
) {
1693 *(pIdentifier
->WHQLLevel
) = 0;
1695 *(pIdentifier
->WHQLLevel
) = 1;
1701 static BOOL
IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat
*cfg
, WINED3DFORMAT Format
) {
1702 short redSize
, greenSize
, blueSize
, alphaSize
, colorBits
;
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
));
1713 if(cfg
->redSize
< redSize
)
1716 if(cfg
->greenSize
< greenSize
)
1719 if(cfg
->blueSize
< blueSize
)
1722 if(cfg
->alphaSize
< alphaSize
)
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);
1740 /* Probably a color index mode */
1747 static BOOL
IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat
*cfg
, WINED3DFORMAT Format
) {
1748 short depthSize
, stencilSize
;
1749 BOOL lockable
= FALSE
;
1754 if(!getDepthStencilBits(Format
, &depthSize
, &stencilSize
)) {
1755 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format
));
1759 if((Format
== WINED3DFMT_D16_LOCKABLE
) || (Format
== WINED3DFMT_D32F_LOCKABLE
))
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
)))
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
)
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
;
1782 const WineD3D_PixelFormat
*cfgs
;
1785 WARN_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1787 DeviceType
, debug_d3ddevicetype(DeviceType
),
1788 AdapterFormat
, debug_d3dformat(AdapterFormat
),
1789 RenderTargetFormat
, debug_d3dformat(RenderTargetFormat
),
1790 DepthStencilFormat
, debug_d3dformat(DepthStencilFormat
));
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
;
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
);
1807 WARN_(d3d_caps
)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat
), debug_d3dformat(DepthStencilFormat
));
1809 return WINED3DERR_NOTAVAILABLE
;
1812 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
1813 WINED3DFORMAT SurfaceFormat
,
1814 BOOL Windowed
, WINED3DMULTISAMPLE_TYPE MultiSampleType
, DWORD
* pQualityLevels
) {
1816 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1817 const struct GlPixelFormatDesc
*glDesc
;
1818 const StaticPixelFormatDesc
*desc
;
1820 TRACE_(d3d_caps
)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1823 DeviceType
, debug_d3ddevicetype(DeviceType
),
1824 SurfaceFormat
, debug_d3dformat(SurfaceFormat
),
1829 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1830 return WINED3DERR_INVALIDCALL
;
1833 /* TODO: handle Windowed, add more quality levels */
1835 if (WINED3DMULTISAMPLE_NONE
== MultiSampleType
) return WINED3D_OK
;
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
1840 if(!wined3d_settings
.allow_multisampling
)
1841 return WINED3DERR_NOTAVAILABLE
;
1843 desc
= getFormatDescEntry(SurfaceFormat
, &Adapters
[Adapter
].gl_info
, &glDesc
);
1844 if(!desc
|| !glDesc
) {
1845 return WINED3DERR_INVALIDCALL
;
1848 if(glDesc
->Flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
)) {
1850 const WineD3D_PixelFormat
*cfgs
;
1852 cfgs
= Adapters
[Adapter
].cfgs
;
1853 nCfgs
= Adapters
[Adapter
].nCfgs
;
1854 for(i
=0; i
<nCfgs
; i
++) {
1855 if(cfgs
[i
].numSamples
!= MultiSampleType
)
1858 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs
[i
], SurfaceFormat
))
1861 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs
[i
].iPixelFormat
, MultiSampleType
, debug_d3dformat(SurfaceFormat
));
1864 *pQualityLevels
= 1; /* Guess at a value! */
1868 else if(glDesc
->Flags
& WINED3DFMT_FLAG_RENDERTARGET
) {
1869 short redSize
, greenSize
, blueSize
, alphaSize
, colorBits
;
1871 const WineD3D_PixelFormat
*cfgs
;
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
;
1878 cfgs
= Adapters
[Adapter
].cfgs
;
1879 nCfgs
= Adapters
[Adapter
].nCfgs
;
1880 for(i
=0; i
<nCfgs
; i
++) {
1881 if(cfgs
[i
].numSamples
!= MultiSampleType
)
1883 if(cfgs
[i
].redSize
!= redSize
)
1885 if(cfgs
[i
].greenSize
!= greenSize
)
1887 if(cfgs
[i
].blueSize
!= blueSize
)
1889 if(cfgs
[i
].alphaSize
!= alphaSize
)
1892 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs
[i
].iPixelFormat
, MultiSampleType
, debug_d3dformat(SurfaceFormat
));
1895 *pQualityLevels
= 1; /* Guess at a value! */
1899 return WINED3DERR_NOTAVAILABLE
;
1902 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceType(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
1903 WINED3DFORMAT DisplayFormat
, WINED3DFORMAT BackBufferFormat
, BOOL Windowed
) {
1905 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
1906 HRESULT hr
= WINED3DERR_NOTAVAILABLE
;
1909 TRACE_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1912 DeviceType
, debug_d3ddevicetype(DeviceType
),
1913 DisplayFormat
, debug_d3dformat(DisplayFormat
),
1914 BackBufferFormat
, debug_d3dformat(BackBufferFormat
),
1917 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
1918 WARN_(d3d_caps
)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1919 return WINED3DERR_INVALIDCALL
;
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 */
1931 /* There are only 4 display formats */
1932 if(!((DisplayFormat
== WINED3DFMT_R5G6B5
) ||
1933 (DisplayFormat
== WINED3DFMT_X1R5G5B5
) ||
1934 (DisplayFormat
== WINED3DFMT_X8R8G8B8
) ||
1935 (DisplayFormat
== WINED3DFMT_A2R10G10B10
)))
1937 TRACE_(d3d_caps
)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat
));
1938 return WINED3DERR_NOTAVAILABLE
;
1941 /* If the requested DisplayFormat is not available, don't continue */
1942 nmodes
= IWineD3DImpl_GetAdapterModeCount(iface
, Adapter
, DisplayFormat
);
1944 TRACE_(d3d_caps
)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat
));
1945 return WINED3DERR_NOTAVAILABLE
;
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
;
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
;
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
;
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
;
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
;
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
);
1981 TRACE_(d3d_caps
)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat
), debug_d3dformat(BackBufferFormat
));
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
)
1991 const struct fragment_pipeline
*fp
;
1992 const struct GlPixelFormatDesc
*glDesc
;
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
))
2007 TRACE_(d3d_caps
)("[OK]\n");
2010 TRACE_(d3d_caps
)("[FAILED]\n");
2014 TRACE_(d3d_caps
)("[FAILED]\n");
2019 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2020 static BOOL
CheckDepthStencilCapability(UINT Adapter
, WINED3DFORMAT DisplayFormat
, WINED3DFORMAT DepthStencilFormat
)
2023 const struct GlPixelFormatDesc
*glDesc
;
2024 const StaticPixelFormatDesc
*desc
= getFormatDescEntry(DepthStencilFormat
, &GLINFO_LOCATION
, &glDesc
);
2026 /* Fail if we weren't able to get a description of the format */
2027 if(!desc
|| !glDesc
)
2030 /* Only allow depth/stencil formats */
2031 if(!(glDesc
->Flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
)))
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
)) {
2047 static BOOL
CheckFilterCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
2049 const struct GlPixelFormatDesc
*glDesc
;
2050 const StaticPixelFormatDesc
*desc
= getFormatDescEntry(CheckFormat
, &GLINFO_LOCATION
, &glDesc
);
2052 /* Fail if we weren't able to get a description of the format */
2053 if(!desc
|| !glDesc
)
2056 /* The flags entry of a format contains the filtering capability */
2057 if(glDesc
->Flags
& WINED3DFMT_FLAG_FILTERING
)
2063 /* Check the render target capabilities of a format */
2064 static BOOL
CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat
, WINED3DFORMAT CheckFormat
)
2067 const struct GlPixelFormatDesc
*glDesc
;
2068 const StaticPixelFormatDesc
*desc
= getFormatDescEntry(CheckFormat
, &GLINFO_LOCATION
, &glDesc
);
2070 /* Fail if we weren't able to get a description of the format */
2071 if(!desc
|| !glDesc
)
2074 /* Filter out non-RT formats */
2075 if(!(glDesc
->Flags
& WINED3DFMT_FLAG_RENDERTARGET
))
2078 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
2079 WineD3D_PixelFormat
*cfgs
= Adapters
[Adapter
].cfgs
;
2081 short AdapterRed
, AdapterGreen
, AdapterBlue
, AdapterAlpha
, AdapterTotalSize
;
2082 short CheckRed
, CheckGreen
, CheckBlue
, CheckAlpha
, CheckTotalSize
;
2084 getColorBits(AdapterFormat
, &AdapterRed
, &AdapterGreen
, &AdapterBlue
, &AdapterAlpha
, &AdapterTotalSize
);
2085 getColorBits(CheckFormat
, &CheckRed
, &CheckGreen
, &CheckBlue
, &CheckAlpha
, &CheckTotalSize
);
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");
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
));
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
;
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
));
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. */
2122 static BOOL
CheckSrgbReadCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
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");
2130 switch (CheckFormat
) {
2131 case WINED3DFMT_A8R8G8B8
:
2132 case WINED3DFMT_X8R8G8B8
:
2133 case WINED3DFMT_A4R4G4B4
:
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");
2145 TRACE_(d3d_caps
)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat
));
2151 static BOOL
CheckSrgbWriteCapability(UINT Adapter
, WINED3DDEVTYPE DeviceType
, WINED3DFORMAT CheckFormat
)
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
);
2161 if((ps_selected_mode
== SHADER_ARB
) || (ps_selected_mode
== SHADER_GLSL
)) {
2162 TRACE_(d3d_caps
)("[OK]\n");
2167 TRACE_(d3d_caps
)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat
));
2171 /* Check if a format support blending in combination with pixel shaders */
2172 static BOOL
CheckPostPixelShaderBlendingCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
2174 const struct GlPixelFormatDesc
*glDesc
;
2175 const StaticPixelFormatDesc
*desc
= getFormatDescEntry(CheckFormat
, &GLINFO_LOCATION
, &glDesc
);
2177 /* Fail if we weren't able to get a description of the format */
2178 if(!desc
|| !glDesc
)
2181 /* The flags entry of a format contains the post pixel shader blending capability */
2182 if(glDesc
->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)
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.
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
2201 /* Check if a texture format is supported on the given adapter */
2202 static BOOL
CheckTextureCapability(UINT Adapter
, WINED3DDEVTYPE DeviceType
, WINED3DFORMAT CheckFormat
)
2204 const shader_backend_t
*shader_backend
;
2205 const struct fragment_pipeline
*fp
;
2206 const struct GlPixelFormatDesc
*glDesc
;
2208 switch (CheckFormat
) {
2211 * supported: RGB(A) formats
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
:
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");
2230 case WINED3DFMT_R3G3B2
:
2231 TRACE_(d3d_caps
)("[FAILED] - Not supported on Windows\n");
2235 * supported: Palettized
2238 TRACE_(d3d_caps
)("[OK]\n");
2240 /* No Windows driver offers A8P8, so don't offer it either */
2241 case WINED3DFMT_A8P8
:
2245 * Supported: (Alpha)-Luminance
2248 case WINED3DFMT_A8L8
:
2249 case WINED3DFMT_L16
:
2250 TRACE_(d3d_caps
)("[OK]\n");
2253 /* Not supported on Windows, thus disabled */
2254 case WINED3DFMT_A4L4
:
2255 TRACE_(d3d_caps
)("[FAILED] - not supported on windows\n");
2259 * Supported: Depth/Stencil formats
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
:
2273 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2274 * GL_NV_texture_shader). Emulated by shaders
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
))
2288 TRACE_(d3d_caps
)("[OK]\n");
2291 TRACE_(d3d_caps
)("[FAILED]\n");
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");
2303 TRACE_(d3d_caps
)("[FAILED]\n");
2308 * Odd formats - not supported
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 */
2320 * WINED3DFMT_CxV8U8: Not supported right now
2322 case WINED3DFMT_CxV8U8
:
2323 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
2327 case WINED3DFMT_UYVY
:
2328 case WINED3DFMT_YUY2
:
2329 if(GL_SUPPORT(APPLE_YCBCR_422
)) {
2330 TRACE_(d3d_caps
)("[OK]\n");
2333 TRACE_(d3d_caps
)("[FAILED]\n");
2335 case WINED3DFMT_YV12
:
2336 TRACE_(d3d_caps
)("[FAILED]\n");
2340 case WINED3DFMT_A16B16G16R16
:
2341 case WINED3DFMT_A8R3G3B2
:
2342 TRACE_(d3d_caps
)("[FAILED]\n"); /* Enable when implemented */
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");
2352 TRACE_(d3d_caps
)("[FAILED]\n");
2355 case WINED3DFMT_R32F
:
2356 case WINED3DFMT_A32B32G32R32F
:
2357 if (GL_SUPPORT(ARB_TEXTURE_FLOAT
)) {
2358 TRACE_(d3d_caps
)("[OK]\n");
2361 TRACE_(d3d_caps
)("[FAILED]\n");
2364 case WINED3DFMT_G16R16F
:
2365 case WINED3DFMT_G32R32F
:
2366 if(GL_SUPPORT(ARB_TEXTURE_RG
)) {
2367 TRACE_(d3d_caps
)("[OK]\n");
2370 TRACE_(d3d_caps
)("[FAILED]\n");
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.
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.
2381 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
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");
2389 TRACE_(d3d_caps
)("[FAILED]\n");
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");
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
))
2408 TRACE_(d3d_caps
)("[OK]\n");
2412 TRACE_(d3d_caps
)("[OK]\n");
2415 TRACE_(d3d_caps
)("[FAILED]\n");
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.
2426 TRACE_(d3d_caps
)("[FAILED]\n");
2429 case WINED3DFMT_UNKNOWN
:
2433 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat
));
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
;
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
:
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
:
2463 TRACE_(d3d_caps
)("[OK]\n");
2466 TRACE_(d3d_caps
)("[FAILED] - not available on GDI surfaces\n");
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
;
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
))
2481 TRACE_(d3d_caps
)("[OK]\n");
2485 /* Reject other formats */
2486 TRACE_(d3d_caps
)("[FAILED]\n");
2490 static BOOL
CheckVertexTextureCapability(UINT Adapter
, WINED3DFORMAT CheckFormat
)
2492 if (!GL_LIMITS(vertex_samplers
)) {
2493 TRACE_(d3d_caps
)("[FAILED]\n");
2497 switch (CheckFormat
) {
2498 case WINED3DFMT_A32B32G32R32F
:
2499 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT
)) {
2500 TRACE_(d3d_caps
)("[FAILED]\n");
2503 TRACE_(d3d_caps
)("[OK]\n");
2507 TRACE_(d3d_caps
)("[FAILED]\n");
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;
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",
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
));
2528 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
2529 return WINED3DERR_INVALIDCALL
;
2532 if(RType
== WINED3DRTYPE_CUBETEXTURE
) {
2534 if(SurfaceType
!= SURFACE_OPENGL
) {
2535 TRACE("[FAILED]\n");
2536 return WINED3DERR_NOTAVAILABLE
;
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
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
;
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");
2561 /* Always report dynamic locking */
2562 if(Usage
& WINED3DUSAGE_DYNAMIC
)
2563 UsageCaps
|= WINED3DUSAGE_DYNAMIC
;
2565 if(Usage
& WINED3DUSAGE_RENDERTARGET
) {
2566 if(CheckRenderTargetCapability(AdapterFormat
, CheckFormat
)) {
2567 UsageCaps
|= WINED3DUSAGE_RENDERTARGET
;
2569 TRACE_(d3d_caps
)("[FAILED] - No rendertarget support\n");
2570 return WINED3DERR_NOTAVAILABLE
;
2574 /* Always report software processing */
2575 if(Usage
& WINED3DUSAGE_SOFTWAREPROCESSING
)
2576 UsageCaps
|= WINED3DUSAGE_SOFTWAREPROCESSING
;
2578 /* Check QUERY_FILTER support */
2579 if(Usage
& WINED3DUSAGE_QUERY_FILTER
) {
2580 if(CheckFilterCapability(Adapter
, CheckFormat
)) {
2581 UsageCaps
|= WINED3DUSAGE_QUERY_FILTER
;
2583 TRACE_(d3d_caps
)("[FAILED] - No query filter support\n");
2584 return WINED3DERR_NOTAVAILABLE
;
2588 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2589 if(Usage
& WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
) {
2590 if(CheckPostPixelShaderBlendingCapability(Adapter
, CheckFormat
)) {
2591 UsageCaps
|= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
;
2593 TRACE_(d3d_caps
)("[FAILED] - No query post pixelshader blending support\n");
2594 return WINED3DERR_NOTAVAILABLE
;
2598 /* Check QUERY_SRGBREAD support */
2599 if(Usage
& WINED3DUSAGE_QUERY_SRGBREAD
) {
2600 if(CheckSrgbReadCapability(Adapter
, CheckFormat
)) {
2601 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBREAD
;
2603 TRACE_(d3d_caps
)("[FAILED] - No query srgbread support\n");
2604 return WINED3DERR_NOTAVAILABLE
;
2608 /* Check QUERY_SRGBWRITE support */
2609 if(Usage
& WINED3DUSAGE_QUERY_SRGBWRITE
) {
2610 if(CheckSrgbWriteCapability(Adapter
, DeviceType
, CheckFormat
)) {
2611 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBWRITE
;
2613 TRACE_(d3d_caps
)("[FAILED] - No query srgbwrite support\n");
2614 return WINED3DERR_NOTAVAILABLE
;
2618 /* Check QUERY_VERTEXTEXTURE support */
2619 if(Usage
& WINED3DUSAGE_QUERY_VERTEXTEXTURE
) {
2620 if(CheckVertexTextureCapability(Adapter
, CheckFormat
)) {
2621 UsageCaps
|= WINED3DUSAGE_QUERY_VERTEXTEXTURE
;
2623 TRACE_(d3d_caps
)("[FAILED] - No query vertextexture support\n");
2624 return WINED3DERR_NOTAVAILABLE
;
2628 /* Check QUERY_WRAPANDMIP support */
2629 if(Usage
& WINED3DUSAGE_QUERY_WRAPANDMIP
) {
2630 if(CheckWrapAndMipCapability(Adapter
, CheckFormat
)) {
2631 UsageCaps
|= WINED3DUSAGE_QUERY_WRAPANDMIP
;
2633 TRACE_(d3d_caps
)("[FAILED] - No wrapping and mipmapping support\n");
2634 return WINED3DERR_NOTAVAILABLE
;
2638 TRACE_(d3d_caps
)("[FAILED] - Cube texture format not supported\n");
2639 return WINED3DERR_NOTAVAILABLE
;
2642 TRACE_(d3d_caps
)("[FAILED] - No cube texture support\n");
2643 return WINED3DERR_NOTAVAILABLE
;
2645 } else if(RType
== WINED3DRTYPE_SURFACE
) {
2647 * - D3DUSAGE_DEPTHSTENCIL
2648 * - D3DUSAGE_NONSECURE (d3d9ex)
2649 * - D3DUSAGE_RENDERTARGET
2652 if(CheckSurfaceCapability(Adapter
, AdapterFormat
, DeviceType
, CheckFormat
, SurfaceType
)) {
2653 if(Usage
& WINED3DUSAGE_DEPTHSTENCIL
) {
2654 if(CheckDepthStencilCapability(Adapter
, AdapterFormat
, CheckFormat
)) {
2655 UsageCaps
|= WINED3DUSAGE_DEPTHSTENCIL
;
2657 TRACE_(d3d_caps
)("[FAILED] - No depthstencil support\n");
2658 return WINED3DERR_NOTAVAILABLE
;
2662 if(Usage
& WINED3DUSAGE_RENDERTARGET
) {
2663 if(CheckRenderTargetCapability(AdapterFormat
, CheckFormat
)) {
2664 UsageCaps
|= WINED3DUSAGE_RENDERTARGET
;
2666 TRACE_(d3d_caps
)("[FAILED] - No rendertarget support\n");
2667 return WINED3DERR_NOTAVAILABLE
;
2671 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2672 if(Usage
& WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
) {
2673 if(CheckPostPixelShaderBlendingCapability(Adapter
, CheckFormat
)) {
2674 UsageCaps
|= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
;
2676 TRACE_(d3d_caps
)("[FAILED] - No query post pixelshader blending support\n");
2677 return WINED3DERR_NOTAVAILABLE
;
2681 TRACE_(d3d_caps
)("[FAILED] - Not supported for plain surfaces\n");
2682 return WINED3DERR_NOTAVAILABLE
;
2685 } else if(RType
== WINED3DRTYPE_TEXTURE
) {
2687 * - D3DUSAGE_AUTOGENMIPMAP
2688 * - D3DUSAGE_DEPTHSTENCIL
2690 * - D3DUSAGE_DYNAMIC
2691 * - D3DUSAGE_NONSECURE (d3d9ex)
2692 * - D3DUSAGE_RENDERTARGET
2693 * - D3DUSAGE_SOFTWAREPROCESSING
2694 * - D3DUSAGE_TEXTAPI (d3d9ex)
2695 * - D3DUSAGE_QUERY_WRAPANDMIP
2698 if(SurfaceType
!= SURFACE_OPENGL
) {
2699 TRACE("[FAILED]\n");
2700 return WINED3DERR_NOTAVAILABLE
;
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
;
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");
2715 /* Always report dynamic locking */
2716 if(Usage
& WINED3DUSAGE_DYNAMIC
)
2717 UsageCaps
|= WINED3DUSAGE_DYNAMIC
;
2719 if(Usage
& WINED3DUSAGE_RENDERTARGET
) {
2720 if(CheckRenderTargetCapability(AdapterFormat
, CheckFormat
)) {
2721 UsageCaps
|= WINED3DUSAGE_RENDERTARGET
;
2723 TRACE_(d3d_caps
)("[FAILED] - No rendertarget support\n");
2724 return WINED3DERR_NOTAVAILABLE
;
2728 /* Always report software processing */
2729 if(Usage
& WINED3DUSAGE_SOFTWAREPROCESSING
)
2730 UsageCaps
|= WINED3DUSAGE_SOFTWAREPROCESSING
;
2732 /* Check QUERY_FILTER support */
2733 if(Usage
& WINED3DUSAGE_QUERY_FILTER
) {
2734 if(CheckFilterCapability(Adapter
, CheckFormat
)) {
2735 UsageCaps
|= WINED3DUSAGE_QUERY_FILTER
;
2737 TRACE_(d3d_caps
)("[FAILED] - No query filter support\n");
2738 return WINED3DERR_NOTAVAILABLE
;
2742 /* Check QUERY_LEGACYBUMPMAP support */
2743 if(Usage
& WINED3DUSAGE_QUERY_LEGACYBUMPMAP
) {
2744 if(CheckBumpMapCapability(Adapter
, DeviceType
, CheckFormat
)) {
2745 UsageCaps
|= WINED3DUSAGE_QUERY_LEGACYBUMPMAP
;
2747 TRACE_(d3d_caps
)("[FAILED] - No legacy bumpmap support\n");
2748 return WINED3DERR_NOTAVAILABLE
;
2752 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2753 if(Usage
& WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
) {
2754 if(CheckPostPixelShaderBlendingCapability(Adapter
, CheckFormat
)) {
2755 UsageCaps
|= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
;
2757 TRACE_(d3d_caps
)("[FAILED] - No query post pixelshader blending support\n");
2758 return WINED3DERR_NOTAVAILABLE
;
2762 /* Check QUERY_SRGBREAD support */
2763 if(Usage
& WINED3DUSAGE_QUERY_SRGBREAD
) {
2764 if(CheckSrgbReadCapability(Adapter
, CheckFormat
)) {
2765 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBREAD
;
2767 TRACE_(d3d_caps
)("[FAILED] - No query srgbread support\n");
2768 return WINED3DERR_NOTAVAILABLE
;
2772 /* Check QUERY_SRGBWRITE support */
2773 if(Usage
& WINED3DUSAGE_QUERY_SRGBWRITE
) {
2774 if(CheckSrgbWriteCapability(Adapter
, DeviceType
, CheckFormat
)) {
2775 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBWRITE
;
2777 TRACE_(d3d_caps
)("[FAILED] - No query srgbwrite support\n");
2778 return WINED3DERR_NOTAVAILABLE
;
2782 /* Check QUERY_VERTEXTEXTURE support */
2783 if(Usage
& WINED3DUSAGE_QUERY_VERTEXTEXTURE
) {
2784 if(CheckVertexTextureCapability(Adapter
, CheckFormat
)) {
2785 UsageCaps
|= WINED3DUSAGE_QUERY_VERTEXTEXTURE
;
2787 TRACE_(d3d_caps
)("[FAILED] - No query vertextexture support\n");
2788 return WINED3DERR_NOTAVAILABLE
;
2792 /* Check QUERY_WRAPANDMIP support */
2793 if(Usage
& WINED3DUSAGE_QUERY_WRAPANDMIP
) {
2794 if(CheckWrapAndMipCapability(Adapter
, CheckFormat
)) {
2795 UsageCaps
|= WINED3DUSAGE_QUERY_WRAPANDMIP
;
2797 TRACE_(d3d_caps
)("[FAILED] - No wrapping and mipmapping support\n");
2798 return WINED3DERR_NOTAVAILABLE
;
2802 if(Usage
& WINED3DUSAGE_DEPTHSTENCIL
) {
2803 if(CheckDepthStencilCapability(Adapter
, AdapterFormat
, CheckFormat
)) {
2804 UsageCaps
|= WINED3DUSAGE_DEPTHSTENCIL
;
2806 TRACE_(d3d_caps
)("[FAILED] - No depth stencil support\n");
2807 return WINED3DERR_NOTAVAILABLE
;
2811 TRACE_(d3d_caps
)("[FAILED] - Texture format not supported\n");
2812 return WINED3DERR_NOTAVAILABLE
;
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.
2818 * Volumetexture allows:
2819 * - D3DUSAGE_DYNAMIC
2820 * - D3DUSAGE_NONSECURE (d3d9ex)
2821 * - D3DUSAGE_SOFTWAREPROCESSING
2822 * - D3DUSAGE_QUERY_WRAPANDMIP
2825 if(SurfaceType
!= SURFACE_OPENGL
) {
2826 TRACE("[FAILED]\n");
2827 return WINED3DERR_NOTAVAILABLE
;
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
;
2837 /* Always report dynamic locking */
2838 if(Usage
& WINED3DUSAGE_DYNAMIC
)
2839 UsageCaps
|= WINED3DUSAGE_DYNAMIC
;
2841 /* Always report software processing */
2842 if(Usage
& WINED3DUSAGE_SOFTWAREPROCESSING
)
2843 UsageCaps
|= WINED3DUSAGE_SOFTWAREPROCESSING
;
2845 /* Check QUERY_FILTER support */
2846 if(Usage
& WINED3DUSAGE_QUERY_FILTER
) {
2847 if(CheckFilterCapability(Adapter
, CheckFormat
)) {
2848 UsageCaps
|= WINED3DUSAGE_QUERY_FILTER
;
2850 TRACE_(d3d_caps
)("[FAILED] - No query filter support\n");
2851 return WINED3DERR_NOTAVAILABLE
;
2855 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2856 if(Usage
& WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
) {
2857 if(CheckPostPixelShaderBlendingCapability(Adapter
, CheckFormat
)) {
2858 UsageCaps
|= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
;
2860 TRACE_(d3d_caps
)("[FAILED] - No query post pixelshader blending support\n");
2861 return WINED3DERR_NOTAVAILABLE
;
2865 /* Check QUERY_SRGBREAD support */
2866 if(Usage
& WINED3DUSAGE_QUERY_SRGBREAD
) {
2867 if(CheckSrgbReadCapability(Adapter
, CheckFormat
)) {
2868 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBREAD
;
2870 TRACE_(d3d_caps
)("[FAILED] - No query srgbread support\n");
2871 return WINED3DERR_NOTAVAILABLE
;
2875 /* Check QUERY_SRGBWRITE support */
2876 if(Usage
& WINED3DUSAGE_QUERY_SRGBWRITE
) {
2877 if(CheckSrgbWriteCapability(Adapter
, DeviceType
, CheckFormat
)) {
2878 UsageCaps
|= WINED3DUSAGE_QUERY_SRGBWRITE
;
2880 TRACE_(d3d_caps
)("[FAILED] - No query srgbwrite support\n");
2881 return WINED3DERR_NOTAVAILABLE
;
2885 /* Check QUERY_VERTEXTEXTURE support */
2886 if(Usage
& WINED3DUSAGE_QUERY_VERTEXTEXTURE
) {
2887 if(CheckVertexTextureCapability(Adapter
, CheckFormat
)) {
2888 UsageCaps
|= WINED3DUSAGE_QUERY_VERTEXTEXTURE
;
2890 TRACE_(d3d_caps
)("[FAILED] - No query vertextexture support\n");
2891 return WINED3DERR_NOTAVAILABLE
;
2895 /* Check QUERY_WRAPANDMIP support */
2896 if(Usage
& WINED3DUSAGE_QUERY_WRAPANDMIP
) {
2897 if(CheckWrapAndMipCapability(Adapter
, CheckFormat
)) {
2898 UsageCaps
|= WINED3DUSAGE_QUERY_WRAPANDMIP
;
2900 TRACE_(d3d_caps
)("[FAILED] - No wrapping and mipmapping support\n");
2901 return WINED3DERR_NOTAVAILABLE
;
2905 TRACE_(d3d_caps
)("[FAILED] - No volume texture support\n");
2906 return WINED3DERR_NOTAVAILABLE
;
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,
2915 switch(CheckFormat
) {
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
;
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
;
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
;
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.
2951 TRACE_(d3d_caps
)("[FAILED] - DXTn does not support 3D textures\n");
2952 return WINED3DERR_NOTAVAILABLE
;
2955 /* Do nothing, continue with checking the format below */
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
;
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.
2971 if(This
->dxVersion
> 7 && CheckFormat
== WINED3DFMT_R8G8B8
) {
2972 TRACE_(d3d_caps
)("[FAILED]\n");
2973 return WINED3DERR_NOTAVAILABLE
;
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
) {
2981 } else if((UsageCaps
== (Usage
& ~WINED3DUSAGE_AUTOGENMIPMAP
)) && (Usage
& WINED3DUSAGE_AUTOGENMIPMAP
)){
2982 return WINED3DOK_NOAUTOGEN
;
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
;
2989 static HRESULT WINAPI
IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D
*iface
, UINT Adapter
, WINED3DDEVTYPE DeviceType
,
2990 WINED3DFORMAT SourceFormat
, WINED3DFORMAT TargetFormat
) {
2991 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
2993 FIXME_(d3d_caps
)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2996 DeviceType
, debug_d3ddevicetype(DeviceType
),
2997 SourceFormat
, debug_d3dformat(SourceFormat
),
2998 TargetFormat
, debug_d3dformat(TargetFormat
));
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
;
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
;
3013 ret
= &none_shader_backend
;
3018 static const struct fragment_pipeline
*select_fragment_implementation(UINT Adapter
, WINED3DDEVTYPE DeviceType
) {
3019 int vs_selected_mode
;
3020 int ps_selected_mode
;
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
;
3032 return &ffp_fragment_pipeline
;
3036 static const struct blit_shader
*select_blit_implementation(UINT Adapter
, WINED3DDEVTYPE DeviceType
) {
3037 int vs_selected_mode
;
3038 int ps_selected_mode
;
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
)) {
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
) {
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
;
3062 TRACE_(d3d_caps
)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This
, Adapter
, DeviceType
, pCaps
);
3064 if (Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
3065 return WINED3DERR_INVALIDCALL
;
3068 select_shader_mode(&Adapters
[Adapter
].gl_info
, DeviceType
, &ps_selected_mode
, &vs_selected_mode
);
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
);
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
;
3081 pCaps
->Caps2
= WINED3DCAPS2_CANRENDERWINDOWED
|
3082 WINED3DCAPS2_FULLSCREENGAMMA
|
3083 WINED3DCAPS2_DYNAMICTEXTURES
;
3084 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP
)) {
3085 pCaps
->Caps2
|= WINED3DCAPS2_CANAUTOGENMIPMAP
;
3088 pCaps
->Caps3
= WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD
|
3089 WINED3DCAPS3_COPY_TO_VIDMEM
|
3090 WINED3DCAPS3_COPY_TO_SYSTEMMEM
;
3092 pCaps
->PresentationIntervals
= WINED3DPRESENT_INTERVAL_IMMEDIATE
|
3093 WINED3DPRESENT_INTERVAL_ONE
;
3095 pCaps
->CursorCaps
= WINED3DCURSORCAPS_COLOR
|
3096 WINED3DCURSORCAPS_LOWRES
;
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
;
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
;
3124 WINED3DPMISCCAPS_NULLREFERENCE
3125 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3126 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3127 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3128 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3130 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE
) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE
))
3131 pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_SEPARATEALPHABLEND
;
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
;
3146 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
)) {
3147 pCaps
->RasterCaps
|= WINED3DPRASTERCAPS_ANISOTROPY
|
3148 WINED3DPRASTERCAPS_ZBIAS
|
3149 WINED3DPRASTERCAPS_MIPMAPLODBIAS
;
3151 if(GL_SUPPORT(NV_FOG_DISTANCE
)) {
3152 pCaps
->RasterCaps
|= WINED3DPRASTERCAPS_FOGRANGE
;
3155 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3156 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3157 WINED3DPRASTERCAPS_ANTIALIASEDGES
3158 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3159 WINED3DPRASTERCAPS_WBUFFER */
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
;
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
;
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
3197 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3198 * legacy settings for srcblend only
3201 if( GL_SUPPORT(EXT_BLEND_COLOR
)) {
3202 pCaps
->SrcBlendCaps
|= WINED3DPBLENDCAPS_BLENDFACTOR
;
3203 pCaps
->DestBlendCaps
|= WINED3DPBLENDCAPS_BLENDFACTOR
;
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
;
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
;
3225 pCaps
->TextureCaps
= WINED3DPTEXTURECAPS_ALPHA
|
3226 WINED3DPTEXTURECAPS_ALPHAPALETTE
|
3227 WINED3DPTEXTURECAPS_TRANSPARENCY
|
3228 WINED3DPTEXTURECAPS_BORDER
|
3229 WINED3DPTEXTURECAPS_MIPMAP
|
3230 WINED3DPTEXTURECAPS_PROJECTED
|
3231 WINED3DPTEXTURECAPS_PERSPECTIVE
;
3233 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO
)) {
3234 pCaps
->TextureCaps
|= WINED3DPTEXTURECAPS_POW2
|
3235 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL
;
3238 if( GL_SUPPORT(EXT_TEXTURE3D
)) {
3239 pCaps
->TextureCaps
|= WINED3DPTEXTURECAPS_VOLUMEMAP
|
3240 WINED3DPTEXTURECAPS_MIPVOLUMEMAP
|
3241 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2
;
3244 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
3245 pCaps
->TextureCaps
|= WINED3DPTEXTURECAPS_CUBEMAP
|
3246 WINED3DPTEXTURECAPS_MIPCUBEMAP
|
3247 WINED3DPTEXTURECAPS_CUBEMAP_POW2
;
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
;
3264 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
)) {
3265 pCaps
->TextureFilterCaps
|= WINED3DPTFILTERCAPS_MAGFANISOTROPIC
|
3266 WINED3DPTFILTERCAPS_MINFANISOTROPIC
;
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
;
3283 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC
)) {
3284 pCaps
->CubeTextureFilterCaps
|= WINED3DPTFILTERCAPS_MAGFANISOTROPIC
|
3285 WINED3DPTFILTERCAPS_MINFANISOTROPIC
;
3288 pCaps
->CubeTextureFilterCaps
= 0;
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
;
3304 pCaps
->VolumeTextureFilterCaps
= 0;
3306 pCaps
->TextureAddressCaps
= WINED3DPTADDRESSCAPS_INDEPENDENTUV
|
3307 WINED3DPTADDRESSCAPS_CLAMP
|
3308 WINED3DPTADDRESSCAPS_WRAP
;
3310 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP
)) {
3311 pCaps
->TextureAddressCaps
|= WINED3DPTADDRESSCAPS_BORDER
;
3313 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT
)) {
3314 pCaps
->TextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRROR
;
3316 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE
)) {
3317 pCaps
->TextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRRORONCE
;
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
;
3327 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT
)) {
3328 pCaps
->VolumeTextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRROR
;
3330 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE
)) {
3331 pCaps
->VolumeTextureAddressCaps
|= WINED3DPTADDRESSCAPS_MIRRORONCE
;
3334 pCaps
->VolumeTextureAddressCaps
= 0;
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
3345 pCaps
->MaxTextureWidth
= GL_LIMITS(texture_size
);
3346 pCaps
->MaxTextureHeight
= GL_LIMITS(texture_size
);
3348 if(GL_SUPPORT(EXT_TEXTURE3D
))
3349 pCaps
->MaxVolumeExtent
= GL_LIMITS(texture3d_size
);
3351 pCaps
->MaxVolumeExtent
= 0;
3353 pCaps
->MaxTextureRepeat
= 32768;
3354 pCaps
->MaxTextureAspectRatio
= GL_LIMITS(texture_size
);
3355 pCaps
->MaxVertexW
= 1.0;
3357 pCaps
->GuardBandLeft
= 0;
3358 pCaps
->GuardBandTop
= 0;
3359 pCaps
->GuardBandRight
= 0;
3360 pCaps
->GuardBandBottom
= 0;
3362 pCaps
->ExtentsAdjust
= 0;
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
;
3374 if ( This
->dxVersion
> 8 &&
3375 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE
) ||
3376 GL_SUPPORT(ATI_SEPARATE_STENCIL
) ) ) {
3377 pCaps
->StencilCaps
|= WINED3DSTENCILCAPS_TWOSIDED
;
3380 pCaps
->FVFCaps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
3382 pCaps
->MaxUserClipPlanes
= GL_LIMITS(clipplanes
);
3383 pCaps
->MaxActiveLights
= GL_LIMITS(lights
);
3385 pCaps
->MaxVertexBlendMatrices
= GL_LIMITS(blends
);
3386 pCaps
->MaxVertexBlendMatrixIndex
= 0;
3388 pCaps
->MaxAnisotropy
= GL_LIMITS(anisotropy
);
3389 pCaps
->MaxPointSize
= GL_LIMITS(pointsize
);
3392 pCaps
->VertexProcessingCaps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
|
3393 WINED3DVTXPCAPS_MATERIALSOURCE7
|
3394 WINED3DVTXPCAPS_POSITIONALLIGHTS
|
3395 WINED3DVTXPCAPS_LOCALVIEWER
|
3396 WINED3DVTXPCAPS_VERTEXFOG
|
3397 WINED3DVTXPCAPS_TEXGEN
;
3399 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
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;
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;
3414 pCaps
->NumSimultaneousRTs
= GL_LIMITS(buffers
);
3416 pCaps
->StretchRectFilterCaps
= WINED3DPTFILTERCAPS_MINFPOINT
|
3417 WINED3DPTFILTERCAPS_MAGFPOINT
|
3418 WINED3DPTFILTERCAPS_MINFLINEAR
|
3419 WINED3DPTFILTERCAPS_MAGFLINEAR
;
3420 pCaps
->VertexTextureFilterCaps
= 0;
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
);
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
);
3430 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3431 pCaps
->PrimitiveMiscCaps
|= fragment_caps
.PrimitiveMiscCaps
;
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
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;
3441 pCaps
->VertexShaderVersion
= shader_caps
.VertexShaderVersion
;
3442 pCaps
->MaxVertexShaderConst
= shader_caps
.MaxVertexShaderConst
;
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;
3450 pCaps
->PixelShaderVersion
= shader_caps
.PixelShaderVersion
;
3451 pCaps
->PixelShader1xMaxValue
= shader_caps
.PixelShader1xMaxValue
;
3454 pCaps
->TextureOpCaps
= fragment_caps
.TextureOpCaps
;
3455 pCaps
->MaxTextureBlendStages
= fragment_caps
.MaxTextureBlendStages
;
3456 pCaps
->MaxSimultaneousTextures
= fragment_caps
.MaxSimultaneousTextures
;
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
;
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
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) */
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;
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;
3493 pCaps
->MaxVShaderInstructionsExecuted
= 0;
3494 pCaps
->MaxVertexShader30InstructionSlots
= 0;
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. */
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) */
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 */
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;
3531 pCaps
->MaxPShaderInstructionsExecuted
= 0;
3532 pCaps
->MaxPixelShader30InstructionSlots
= 0;
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
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
;
3552 pCaps
->DeclTypes
= 0;
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
;
3580 /* Fill the ddraw caps structure */
3581 pCaps
->DirectDrawCaps
.Caps
= WINEDDCAPS_GDI
|
3582 WINEDDCAPS_PALETTE
|
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
;
3599 pCaps
->DirectDrawCaps
.ddsCaps
= WINEDDSCAPS_ALPHA
|
3600 WINEDDSCAPS_BACKBUFFER
|
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
;
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
;
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
)
3629 IWineD3DDeviceImpl
*object
= NULL
;
3630 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
3631 WINED3DDISPLAYMODE mode
;
3632 const struct fragment_pipeline
*frag_pipeline
= NULL
;
3634 struct fragment_caps ffp_caps
;
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.
3640 if (IWineD3D_GetAdapterCount(iface
) && Adapter
>= IWineD3D_GetAdapterCount(iface
)) {
3641 return WINED3DERR_INVALIDCALL
;
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
;
3652 /* Set up initial COM information */
3653 object
->lpVtbl
= &IWineD3DDevice_Vtbl
;
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
);
3663 if(This
->dxVersion
== 7) {
3664 object
->surface_alignment
= DDRAW_PITCH_ALIGNMENT
;
3666 object
->surface_alignment
= D3D8_PITCH_ALIGNMENT
;
3668 object
->posFixup
[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3670 /* Set the state up as invalid until the device is fully created */
3671 object
->state
= WINED3DERR_DRIVERINTERNALERROR
;
3673 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This
, Adapter
, DeviceType
,
3674 hFocusWindow
, BehaviourFlags
, ppReturnedDeviceInterface
);
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
;
3682 /* Initialize other useful values */
3683 object
->adapterNo
= Adapter
;
3684 object
->devType
= DeviceType
;
3686 select_shader_mode(&GLINFO_LOCATION
, DeviceType
, &object
->ps_selected_mode
, &object
->vs_selected_mode
);
3687 object
->shader_backend
= select_shader_backend(Adapter
, DeviceType
);
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
);
3699 IWineD3D_Release(object
->wineD3D
);
3700 HeapFree(GetProcessHeap(), 0, object
);
3705 object
->blitter
= select_blit_implementation(Adapter
, DeviceType
);
3707 /* set the state of the device to valid */
3708 object
->state
= WINED3D_OK
;
3710 /* Get the initial screen setup for ddraw */
3711 IWineD3DImpl_GetAdapterDisplayMode(iface
, Adapter
, &mode
);
3713 object
->ddraw_width
= mode
.Width
;
3714 object
->ddraw_height
= mode
.Height
;
3715 object
->ddraw_format
= mode
.Format
;
3717 for(i
= 0; i
< PATCHMAP_SIZE
; i
++) {
3718 list_init(&object
->patches
[i
]);
3722 #undef GLINFO_LOCATION
3724 static HRESULT WINAPI
IWineD3DImpl_GetParent(IWineD3D
*iface
, IUnknown
**pParent
) {
3725 IWineD3DImpl
*This
= (IWineD3DImpl
*)iface
;
3726 IUnknown_AddRef(This
->parent
);
3727 *pParent
= This
->parent
;
3731 ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
) {
3732 IUnknown
* surfaceParent
;
3733 TRACE("(%p) call back\n", pSurface
);
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
);
3741 ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pVolume
) {
3742 IUnknown
* volumeParent
;
3743 TRACE("(%p) call back\n", pVolume
);
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
);
3751 static BOOL
implementation_is_apple(const WineD3D_GL_Info
*gl_info
)
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.
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.
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");
3773 TRACE_(d3d_caps
)("Apple extensions are not supported\n");
3774 TRACE_(d3d_caps
)("Not activating MacOS fixups\n");
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.
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.
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
3799 unsigned int check
[sizeof(pattern
) / sizeof(pattern
[0])];
3801 if(!gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
]) {
3802 /* No PBO -> No point in testing them */
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");
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");
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");
3820 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
3821 glFinish(); /* just to be sure */
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");
3827 glDeleteTextures(1, &texture
);
3828 GL_EXTCALL(glDeleteBuffersARB(1, &pbo
));
3829 checkGLcall("PBO test cleanup\n");
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
;
3836 TRACE_(d3d_caps
)("PBO test successful\n");
3839 #undef GLINFO_LOCATION
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.
3845 * If a card is not found in this table, the gl driver version is reported
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 */
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 },
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 },
3884 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3887 static void fixup_extensions(WineD3D_GL_Info
*gl_info
) {
3889 BOOL apple
= implementation_is_apple(gl_info
);
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.
3897 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
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");
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
;
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.
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.
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.
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
;
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.
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.
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
;
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.
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.
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
;
3973 /* Find out if PBOs work as they are supposed to */
3974 test_pbo_functionality(gl_info
);
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
);
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
);
3991 static void WINE_GLAPI
invalid_func(const void *data
)
3993 ERR("Invalid vertex attribute function called\n");
3997 static void WINE_GLAPI
invalid_texcoord_func(GLenum unit
, const void *data
)
3999 ERR("Invalid texcoord function called\n");
4003 #define GLINFO_LOCATION (Adapters[0].gl_info)
4005 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4006 * the extension detection and are used in drawStridedSlow
4008 static void WINE_GLAPI
position_d3dcolor(const void *data
)
4010 DWORD pos
= *((const DWORD
*)data
);
4012 FIXME("Add a test for fixed function position from d3dcolor type\n");
4013 glVertex4s(D3DCOLOR_B_R(pos
),
4019 static void WINE_GLAPI
position_float4(const void *data
)
4021 const GLfloat
*pos
= data
;
4023 if (pos
[3] < eps
&& pos
[3] > -eps
)
4026 float w
= 1.0 / pos
[3];
4028 glVertex4f(pos
[0] * w
, pos
[1] * w
, pos
[2] * w
, w
);
4032 static void WINE_GLAPI
diffuse_d3dcolor(const void *data
)
4034 DWORD diffuseColor
= *((const DWORD
*)data
);
4036 glColor4ub(D3DCOLOR_B_R(diffuseColor
),
4037 D3DCOLOR_B_G(diffuseColor
),
4038 D3DCOLOR_B_B(diffuseColor
),
4039 D3DCOLOR_B_A(diffuseColor
));
4042 static void WINE_GLAPI
specular_d3dcolor(const void *data
)
4044 DWORD specularColor
= *((const DWORD
*)data
);
4046 GL_EXTCALL(glSecondaryColor3ubEXT
)(D3DCOLOR_B_R(specularColor
),
4047 D3DCOLOR_B_G(specularColor
),
4048 D3DCOLOR_B_B(specularColor
));
4051 static void WINE_GLAPI
warn_no_specular_func(const void *data
)
4053 WARN("GL_EXT_secondary_color not supported\n");
4056 static void fillGLAttribFuncs(const WineD3D_GL_Info
*gl_info
)
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
;
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
;
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
);
4100 specular_funcs
[WINED3DDECLTYPE_FLOAT3
] = warn_no_specular_func
;
4102 specular_funcs
[WINED3DDECLTYPE_FLOAT4
] = invalid_func
;
4103 if(GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
4104 specular_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = specular_d3dcolor
;
4106 specular_funcs
[WINED3DDECLTYPE_D3DCOLOR
] = warn_no_specular_func
;
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
;
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.
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
;
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
))
4159 multi_texcoord_funcs
[WINED3DDECLTYPE_FLOAT16_2
] = (glMultiTexCoordFunc
)GL_EXTCALL(glMultiTexCoord2hvNV
);
4160 multi_texcoord_funcs
[WINED3DDECLTYPE_FLOAT16_4
] = (glMultiTexCoordFunc
)GL_EXTCALL(glMultiTexCoord4hvNV
);
4162 multi_texcoord_funcs
[WINED3DDECLTYPE_FLOAT16_2
] = invalid_texcoord_func
;
4163 multi_texcoord_funcs
[WINED3DDECLTYPE_FLOAT16_4
] = invalid_texcoord_func
;
4167 #define PUSH1(att) attribs[nAttribs++] = (att);
4168 BOOL
InitAdapters(void) {
4169 static HMODULE mod_gl
;
4171 int ps_selected_mode
, vs_selected_mode
;
4173 /* No need to hold any lock. The calling library makes sure only one thread calls
4174 * wined3d simultaneously
4176 if(numAdapters
> 0) return Adapters
[0].opengl
;
4178 TRACE("Initializing adapters\n");
4181 #ifdef USE_WIN32_OPENGL
4182 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4183 mod_gl
= LoadLibraryA("opengl32.dll");
4185 ERR("Can't load opengl32.dll!\n");
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");
4195 /* Load WGL core functions from opengl32.dll */
4196 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4200 if(!pwglGetProcAddress
) {
4201 ERR("Unable to load wglGetProcAddress!\n");
4205 /* Dynamically load all GL core functions */
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
4212 #ifdef USE_WIN32_OPENGL
4213 glFinish
= (void*)GetProcAddress(mod_gl
, "glFinish");
4214 glFlush
= (void*)GetProcAddress(mod_gl
, "glFlush");
4216 glFinish
= (void*)pwglGetProcAddress("wglFinish");
4217 glFlush
= (void*)pwglGetProcAddress("wglFlush");
4220 glEnableWINE
= glEnable
;
4221 glDisableWINE
= glDisable
;
4223 /* For now only one default adapter */
4231 WineD3D_PixelFormat
*cfgs
;
4233 DISPLAY_DEVICEW DisplayDevice
;
4236 TRACE("Initializing default adapter\n");
4237 Adapters
[0].num
= 0;
4238 Adapters
[0].monitorPoint
.x
= -1;
4239 Adapters
[0].monitorPoint
.y
= -1;
4241 if (!WineD3D_CreateFakeGLContext()) {
4242 ERR("Failed to get a gl context for default adapter\n");
4243 WineD3D_ReleaseFakeGLContext();
4247 ret
= IWineD3DImpl_FillGLCaps(&Adapters
[0].gl_info
);
4249 ERR("Failed to initialize gl caps for default adapter\n");
4250 WineD3D_ReleaseFakeGLContext();
4253 ret
= initPixelFormats(&Adapters
[0].gl_info
);
4255 ERR("Failed to init gl formats\n");
4256 WineD3D_ReleaseFakeGLContext();
4260 hdc
= pwglGetCurrentDC();
4262 ERR("Failed to get gl HDC\n");
4263 WineD3D_ReleaseFakeGLContext();
4267 Adapters
[0].driver
= "Display";
4268 Adapters
[0].description
= "Direct3D HAL";
4270 /* Use the VideoRamSize registry setting when set */
4271 if(wined3d_settings
.emulated_textureram
)
4272 Adapters
[0].TextureRam
= wined3d_settings
.emulated_textureram
;
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));
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
);
4284 attribute
= WGL_NUMBER_PIXEL_FORMATS_ARB
;
4285 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc
, 0, 0, 1, &attribute
, &Adapters
[0].nCfgs
));
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
)
4300 for(iPixelFormat
=1; iPixelFormat
<=Adapters
[0].nCfgs
; iPixelFormat
++) {
4301 res
= GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc
, iPixelFormat
, 0, nAttribs
, attribs
, values
));
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];
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
;
4324 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc
, iPixelFormat
, 0, 1, &attrib
, &value
)))
4325 cfgs
->pbufferDrawable
= value
;
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
};
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*/
4337 cfgs
->numSamples
= value
[1];
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
);
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.
4352 * Mark an adapter with this broken stencil behavior.
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
;
4363 fixup_extensions(&Adapters
[0].gl_info
);
4364 add_gl_compat_wrappers(&Adapters
[0].gl_info
);
4366 WineD3D_ReleaseFakeGLContext();
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
;
4375 TRACE("%d adapters successfully initialized\n", numAdapters
);
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;
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
;
4392 Adapters
[0].TextureRam
= 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4399 #undef GLINFO_LOCATION
4401 /**********************************************************
4402 * IWineD3D VTbl follows
4403 **********************************************************/
4405 const IWineD3DVtbl IWineD3D_Vtbl
=
4408 IWineD3DImpl_QueryInterface
,
4409 IWineD3DImpl_AddRef
,
4410 IWineD3DImpl_Release
,
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