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[reactos.git] / reactos / dll / directx / wine / wined3d / directx.c
1 /*
2 * Copyright 2002-2004 Jason Edmeades
3 * Copyright 2003-2004 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 *
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
13 *
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
18 *
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24 #include "config.h"
25 #include "wine/port.h"
26
27 #include <stdio.h>
28
29 #include "wined3d_private.h"
30 #include "winternl.h"
31
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
33
34 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35
36 /* The driver names reflect the lowest GPU supported
37 * by a certain driver, so DRIVER_AMD_R300 supports
38 * R3xx, R4xx and R5xx GPUs. */
39 enum wined3d_display_driver
40 {
41 DRIVER_AMD_RAGE_128PRO,
42 DRIVER_AMD_R100,
43 DRIVER_AMD_R300,
44 DRIVER_AMD_R600,
45 DRIVER_INTEL_GMA800,
46 DRIVER_INTEL_GMA900,
47 DRIVER_INTEL_GMA950,
48 DRIVER_INTEL_GMA3000,
49 DRIVER_NVIDIA_TNT,
50 DRIVER_NVIDIA_GEFORCE2MX,
51 DRIVER_NVIDIA_GEFORCEFX,
52 DRIVER_NVIDIA_GEFORCE6,
53 DRIVER_UNKNOWN
54 };
55
56 enum wined3d_driver_model
57 {
58 DRIVER_MODEL_WIN9X,
59 DRIVER_MODEL_NT40,
60 DRIVER_MODEL_NT5X,
61 DRIVER_MODEL_NT6X
62 };
63
64 enum wined3d_gl_vendor
65 {
66 GL_VENDOR_UNKNOWN,
67 GL_VENDOR_APPLE,
68 GL_VENDOR_FGLRX,
69 GL_VENDOR_INTEL,
70 GL_VENDOR_MESA,
71 GL_VENDOR_NVIDIA,
72 };
73
74 /* The d3d device ID */
75 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
76
77 /* Extension detection */
78 struct wined3d_extension_map
79 {
80 const char *extension_string;
81 enum wined3d_gl_extension extension;
82 };
83
84 static const struct wined3d_extension_map gl_extension_map[] =
85 {
86 /* APPLE */
87 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE },
88 {"GL_APPLE_fence", APPLE_FENCE },
89 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS },
90 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE },
91 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422 },
92
93 /* ARB */
94 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT },
95 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT },
96 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP },
97 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE },
98 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS },
99 {"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX },
100 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM },
101 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER },
102 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT },
103 {"GL_ARB_framebuffer_sRGB", ARB_FRAMEBUFFER_SRGB },
104 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4 },
105 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL },
106 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX },
107 {"GL_ARB_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT },
108 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE },
109 {"GL_ARB_multisample", ARB_MULTISAMPLE }, /* needs GLX_ARB_MULTISAMPLE as well */
110 {"GL_ARB_multitexture", ARB_MULTITEXTURE },
111 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY },
112 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT },
113 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS },
114 {"GL_ARB_point_sprite", ARB_POINT_SPRITE },
115 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX },
116 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS },
117 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD },
118 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100 },
119 {"GL_ARB_shadow", ARB_SHADOW },
120 {"GL_ARB_sync", ARB_SYNC },
121 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP },
122 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION },
123 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC },
124 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP },
125 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD },
126 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE },
127 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3 },
128 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT },
129 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT },
130 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO },
131 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE },
132 {"GL_ARB_texture_rg", ARB_TEXTURE_RG },
133 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA },
134 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND },
135 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT },
136 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM },
137 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER },
138
139 /* ATI */
140 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER },
141 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL },
142 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC },
143 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3 },
144 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE },
145
146 /* EXT */
147 {"GL_EXT_blend_color", EXT_BLEND_COLOR },
148 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE },
149 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE },
150 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX },
151 {"GL_EXT_blend_subtract", EXT_BLEND_SUBTRACT },
152 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST },
153 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2 },
154 {"GL_EXT_fog_coord", EXT_FOG_COORD },
155 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT },
156 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE },
157 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT },
158 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS },
159 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4 },
160 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL },
161 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE },
162 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS },
163 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX },
164 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR },
165 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE },
166 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP },
167 {"GL_EXT_texture3D", EXT_TEXTURE3D },
168 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC },
169 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC },
170 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD },
171 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE },
172 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3 },
173 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC},
174 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS },
175 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB },
176 {"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE },
177 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA },
178
179 /* NV */
180 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP },
181 {"GL_NV_fence", NV_FENCE },
182 {"GL_NV_fog_distance", NV_FOG_DISTANCE },
183 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM },
184 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2 },
185 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION },
186 {"GL_NV_half_float", NV_HALF_FLOAT },
187 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT },
188 {"GL_NV_point_sprite", NV_POINT_SPRITE },
189 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS },
190 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2 },
191 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION },
192 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4 },
193 {"GL_NV_texture_shader", NV_TEXTURE_SHADER },
194 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2 },
195 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM },
196 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1 },
197 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2 },
198 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION },
199 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3 },
200
201 /* SGI */
202 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP },
203 };
204
205 static const struct wined3d_extension_map wgl_extension_map[] =
206 {
207 {"WGL_ARB_pixel_format", WGL_ARB_PIXEL_FORMAT },
208 {"WGL_EXT_swap_control", WGL_EXT_SWAP_CONTROL },
209 {"WGL_WINE_pixel_format_passthrough", WGL_WINE_PIXEL_FORMAT_PASSTHROUGH},
210 };
211
212 /**********************************************************
213 * Utility functions follow
214 **********************************************************/
215
216 const struct min_lookup minMipLookup[] =
217 {
218 /* NONE POINT LINEAR */
219 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
220 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
221 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
222 };
223
224 const struct min_lookup minMipLookup_noFilter[] =
225 {
226 /* NONE POINT LINEAR */
227 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
228 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
229 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
230 };
231
232 const struct min_lookup minMipLookup_noMip[] =
233 {
234 /* NONE POINT LINEAR */
235 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
236 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
237 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
238 };
239
240 const GLenum magLookup[] =
241 {
242 /* NONE POINT LINEAR */
243 GL_NEAREST, GL_NEAREST, GL_LINEAR,
244 };
245
246 const GLenum magLookup_noFilter[] =
247 {
248 /* NONE POINT LINEAR */
249 GL_NEAREST, GL_NEAREST, GL_NEAREST,
250 };
251
252 /* drawStridedSlow attributes */
253 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
254 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
255 glAttribFunc specular_func_3ubv;
256 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
257 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
258 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
259
260 /**
261 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
262 * i.e., there is no GL Context - Get a default rendering context to enable the
263 * function query some info from GL.
264 */
265
266 struct wined3d_fake_gl_ctx
267 {
268 HDC dc;
269 HWND wnd;
270 HGLRC gl_ctx;
271 HDC restore_dc;
272 HGLRC restore_gl_ctx;
273 };
274
275 static void WineD3D_ReleaseFakeGLContext(const struct wined3d_fake_gl_ctx *ctx)
276 {
277 TRACE("Destroying fake GL context.\n");
278
279 if (!pwglMakeCurrent(NULL, NULL))
280 ERR("Failed to disable fake GL context.\n");
281
282 if (!pwglDeleteContext(ctx->gl_ctx))
283 {
284 DWORD err = GetLastError();
285 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
286 }
287
288 ReleaseDC(ctx->wnd, ctx->dc);
289 DestroyWindow(ctx->wnd);
290
291 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
292 ERR("Failed to restore previous GL context.\n");
293 }
294
295 /* Do not call while under the GL lock. */
296 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
297 {
298 PIXELFORMATDESCRIPTOR pfd;
299 int iPixelFormat;
300
301 TRACE("getting context...\n");
302
303 ctx->restore_dc = pwglGetCurrentDC();
304 ctx->restore_gl_ctx = pwglGetCurrentContext();
305
306 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
307 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
308 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
309 if (!ctx->wnd)
310 {
311 ERR("Failed to create a window.\n");
312 goto fail;
313 }
314
315 ctx->dc = GetDC(ctx->wnd);
316 if (!ctx->dc)
317 {
318 ERR("Failed to get a DC.\n");
319 goto fail;
320 }
321
322 /* PixelFormat selection */
323 ZeroMemory(&pfd, sizeof(pfd));
324 pfd.nSize = sizeof(pfd);
325 pfd.nVersion = 1;
326 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
327 pfd.iPixelType = PFD_TYPE_RGBA;
328 pfd.cColorBits = 32;
329 pfd.iLayerType = PFD_MAIN_PLANE;
330
331 if (!(iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd)))
332 {
333 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
334 ERR("Failed to find a suitable pixel format.\n");
335 goto fail;
336 }
337 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
338 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
339
340 /* Create a GL context. */
341 if (!(ctx->gl_ctx = pwglCreateContext(ctx->dc)))
342 {
343 WARN("Failed to create default context for capabilities initialization.\n");
344 goto fail;
345 }
346
347 /* Make it the current GL context. */
348 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
349 {
350 ERR("Failed to make fake GL context current.\n");
351 goto fail;
352 }
353
354 return TRUE;
355
356 fail:
357 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
358 ctx->gl_ctx = NULL;
359 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
360 ctx->dc = NULL;
361 if (ctx->wnd) DestroyWindow(ctx->wnd);
362 ctx->wnd = NULL;
363 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
364 ERR("Failed to restore previous GL context.\n");
365
366 return FALSE;
367 }
368
369 /* Adjust the amount of used texture memory */
370 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount)
371 {
372 adapter->UsedTextureRam += amount;
373 TRACE("Adjusted adapter memory by %d to %d.\n", amount, adapter->UsedTextureRam);
374 return adapter->UsedTextureRam;
375 }
376
377 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
378 {
379 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
380 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
381 }
382
383 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
384 {
385 ULONG refcount = InterlockedIncrement(&wined3d->ref);
386
387 TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
388
389 return refcount;
390 }
391
392 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
393 {
394 ULONG refcount = InterlockedDecrement(&wined3d->ref);
395
396 TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
397
398 if (!refcount)
399 {
400 unsigned int i;
401
402 for (i = 0; i < wined3d->adapter_count; ++i)
403 {
404 wined3d_adapter_cleanup(&wined3d->adapters[i]);
405 }
406 HeapFree(GetProcessHeap(), 0, wined3d);
407 }
408
409 return refcount;
410 }
411
412 /* GL locking is done by the caller */
413 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
414 {
415 GLuint prog;
416 BOOL ret = FALSE;
417 const char *testcode =
418 "!!ARBvp1.0\n"
419 "PARAM C[66] = { program.env[0..65] };\n"
420 "ADDRESS A0;"
421 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
422 "ARL A0.x, zero.x;\n"
423 "MOV result.position, C[A0.x + 65];\n"
424 "END\n";
425
426 while (gl_info->gl_ops.gl.p_glGetError());
427 GL_EXTCALL(glGenProgramsARB(1, &prog));
428 if(!prog) {
429 ERR("Failed to create an ARB offset limit test program\n");
430 }
431 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
432 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
433 strlen(testcode), testcode));
434 if (gl_info->gl_ops.gl.p_glGetError())
435 {
436 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
437 TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
438 ret = TRUE;
439 } else TRACE("OpenGL implementation allows offsets > 63\n");
440
441 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
442 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
443 checkGLcall("ARB vp offset limit test cleanup");
444
445 return ret;
446 }
447
448 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
449 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
450 {
451 if (card_vendor != HW_VENDOR_AMD) return FALSE;
452 if (device == CARD_AMD_RADEON_9500) return TRUE;
453 if (device == CARD_AMD_RADEON_X700) return TRUE;
454 if (device == CARD_AMD_RADEON_X1600) return TRUE;
455 return FALSE;
456 }
457
458 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
459 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
460 {
461 if (card_vendor == HW_VENDOR_NVIDIA)
462 {
463 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
464 device == CARD_NVIDIA_GEFORCEFX_5600 ||
465 device == CARD_NVIDIA_GEFORCEFX_5800)
466 {
467 return TRUE;
468 }
469 }
470 return FALSE;
471 }
472
473 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
474 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
475 {
476 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
477 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
478 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
479 *
480 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
481 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
482 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
483 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
484 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
485 * the chance that other implementations support them is rather small since Win32 QuickTime uses
486 * DirectDraw, not OpenGL.
487 *
488 * This test has been moved into wined3d_guess_gl_vendor()
489 */
490 if (gl_vendor == GL_VENDOR_APPLE)
491 {
492 return TRUE;
493 }
494 return FALSE;
495 }
496
497 /* Context activation is done by the caller. */
498 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
499 {
500 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
501 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
502 * all the texture. This function detects this bug by its symptom and disables PBOs
503 * if the test fails.
504 *
505 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
506 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
507 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
508 * read back is compared to the original. If they are equal PBOs are assumed to work,
509 * otherwise the PBO extension is disabled. */
510 GLuint texture, pbo;
511 static const unsigned int pattern[] =
512 {
513 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
514 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
515 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
516 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
517 };
518 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
519
520 /* No PBO -> No point in testing them. */
521 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
522
523 ENTER_GL();
524
525 while (gl_info->gl_ops.gl.p_glGetError());
526 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
527 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
528
529 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
530 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
531 checkGLcall("Specifying the PBO test texture");
532
533 GL_EXTCALL(glGenBuffersARB(1, &pbo));
534 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
535 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
536 checkGLcall("Specifying the PBO test pbo");
537
538 gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
539 checkGLcall("Loading the PBO test texture");
540
541 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
542 LEAVE_GL();
543
544 gl_info->gl_ops.gl.p_glFinish(); /* just to be sure */
545
546 memset(check, 0, sizeof(check));
547 ENTER_GL();
548 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
549 checkGLcall("Reading back the PBO test texture");
550
551 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
552 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
553 checkGLcall("PBO test cleanup");
554
555 LEAVE_GL();
556
557 if (memcmp(check, pattern, sizeof(check)))
558 {
559 WARN("PBO test failed, read back data doesn't match original.\n"
560 "Disabling PBOs. This may result in slower performance.\n");
561 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
562 }
563 else
564 {
565 TRACE("PBO test successful.\n");
566 }
567 }
568
569 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
570 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
571 {
572 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
573 }
574
575 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
576 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
577 {
578 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
579 if (card_vendor != HW_VENDOR_AMD) return FALSE;
580 if (device == CARD_AMD_RADEON_X1600) return FALSE;
581 return TRUE;
582 }
583
584 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
585 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
586 {
587 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
588 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
589 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
590 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
591 * hardcoded
592 *
593 * dx10 cards usually have 64 varyings */
594 return gl_info->limits.glsl_varyings > 44;
595 }
596
597 static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
598 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
599 {
600 return !match_dx10_capable(gl_info, gl_renderer, gl_vendor, card_vendor, device);
601 }
602
603 /* A GL context is provided by the caller */
604 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
605 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
606 {
607 GLenum error;
608 DWORD data[16];
609
610 if (!gl_info->supported[EXT_SECONDARY_COLOR])
611 return FALSE;
612
613 ENTER_GL();
614 while (gl_info->gl_ops.gl.p_glGetError());
615 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
616 error = gl_info->gl_ops.gl.p_glGetError();
617 LEAVE_GL();
618
619 if (error == GL_NO_ERROR)
620 {
621 TRACE("GL Implementation accepts 4 component specular color pointers\n");
622 return TRUE;
623 }
624 else
625 {
626 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
627 debug_glerror(error));
628 return FALSE;
629 }
630 }
631
632 /* A GL context is provided by the caller */
633 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
634 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
635 {
636 GLuint prog;
637 BOOL ret = FALSE;
638 GLint pos;
639 const char *testcode =
640 "!!ARBvp1.0\n"
641 "OPTION NV_vertex_program2;\n"
642 "MOV result.clip[0], 0.0;\n"
643 "MOV result.position, 0.0;\n"
644 "END\n";
645
646 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
647
648 ENTER_GL();
649 while (gl_info->gl_ops.gl.p_glGetError());
650
651 GL_EXTCALL(glGenProgramsARB(1, &prog));
652 if(!prog)
653 {
654 ERR("Failed to create the NVvp clip test program\n");
655 LEAVE_GL();
656 return FALSE;
657 }
658 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
659 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
660 strlen(testcode), testcode));
661 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
662 if(pos != -1)
663 {
664 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
665 TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
666 ret = TRUE;
667 while (gl_info->gl_ops.gl.p_glGetError());
668 }
669 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
670
671 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
672 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
673 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
674
675 LEAVE_GL();
676 return ret;
677 }
678
679 /* Context activation is done by the caller. */
680 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
681 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
682 {
683 char data[4 * 4 * 4];
684 GLuint tex, fbo;
685 GLenum status;
686
687 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
688
689 memset(data, 0xcc, sizeof(data));
690
691 ENTER_GL();
692
693 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
694 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
695 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
696 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
697 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
698 checkGLcall("glTexImage2D");
699
700 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
701 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
702 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
703 checkGLcall("glFramebufferTexture2D");
704
705 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
706 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
707 checkGLcall("glCheckFramebufferStatus");
708
709 memset(data, 0x11, sizeof(data));
710 gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
711 checkGLcall("glTexSubImage2D");
712
713 gl_info->gl_ops.gl.p_glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
714 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
715 checkGLcall("glClear");
716
717 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
718 checkGLcall("glGetTexImage");
719
720 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
721 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
722 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
723 checkGLcall("glBindTexture");
724
725 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
726 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
727 checkGLcall("glDeleteTextures");
728
729 LEAVE_GL();
730
731 return *(DWORD *)data == 0x11111111;
732 }
733
734 /* Context activation is done by the caller. */
735 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
736 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
737 {
738 /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
739 * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
740 GLuint tex;
741 GLint size;
742
743 ENTER_GL();
744
745 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
746 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
747 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
748 checkGLcall("glTexImage2D");
749
750 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
751 checkGLcall("glGetTexLevelParameteriv");
752 TRACE("Real color depth is %d\n", size);
753
754 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
755 checkGLcall("glBindTexture");
756 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
757 checkGLcall("glDeleteTextures");
758
759 LEAVE_GL();
760
761 return size < 16;
762 }
763
764 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
765 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
766 {
767 return gl_vendor == GL_VENDOR_FGLRX;
768 }
769
770 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
771 {
772 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
773 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
774 * allow 48 different offsets or other helper immediate values. */
775 TRACE("Reserving 12 GLSL constants for compiler private use.\n");
776 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
777 }
778
779 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
780 {
781 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783 * If real NP2 textures are used, the driver falls back to software. We could just remove the
784 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
785 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
788 *
789 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790 * has this extension promoted to core. The extension loading code sets this extension supported
791 * due to that, so this code works on fglrx as well. */
792 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
793 {
794 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
797 }
798 }
799
800 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
801 {
802 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
803 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
804 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
805 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
806 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
807 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
808 *
809 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
810 * triggering the software fallback. There is not much we can do here apart from disabling the
811 * software-emulated extension and re-enable ARB_tex_rect (which was previously disabled
812 * in wined3d_adapter_init_gl_caps).
813 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
814 * post-processing effects in the game "Max Payne 2").
815 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
816 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
817 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
818 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
819 }
820
821 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
822 {
823 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
824 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
825 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
826 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
827 * according to the spec.
828 *
829 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
830 * makes the shader slower and eats instruction slots which should be available to the d3d app.
831 *
832 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
833 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
834 * this workaround is activated on cards that do not need it, it won't break things, just affect
835 * performance negatively. */
836 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
837 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
838 }
839
840 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
841 {
842 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
843 }
844
845 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
846 {
847 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
848 }
849
850 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
851 {
852 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
853 }
854
855 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
856 {
857 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
858 }
859
860 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
861 {
862 gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
863 }
864
865 static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
866 {
867 gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
868 }
869
870 static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info)
871 {
872 /* Nvidia GeForce 6xxx and 7xxx support accelerated VTF only on a few
873 selected texture formats. They are apparently the only DX9 class GPUs
874 supporting VTF.
875 Also, DX9-era GPUs are somewhat limited with float textures
876 filtering and blending. */
877 gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING;
878 }
879
880 struct driver_quirk
881 {
882 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
883 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
884 void (*apply)(struct wined3d_gl_info *gl_info);
885 const char *description;
886 };
887
888 static const struct driver_quirk quirk_table[] =
889 {
890 {
891 match_amd_r300_to_500,
892 quirk_amd_dx9,
893 "AMD normalized texrect quirk"
894 },
895 {
896 match_apple,
897 quirk_apple_glsl_constants,
898 "Apple GLSL uniform override"
899 },
900 {
901 match_geforce5,
902 quirk_no_np2,
903 "Geforce 5 NP2 disable"
904 },
905 {
906 match_apple_intel,
907 quirk_texcoord_w,
908 "Init texcoord .w for Apple Intel GPU driver"
909 },
910 {
911 match_apple_nonr500ati,
912 quirk_texcoord_w,
913 "Init texcoord .w for Apple ATI >= r600 GPU driver"
914 },
915 {
916 match_dx10_capable,
917 quirk_clip_varying,
918 "Reserved varying for gl_ClipPos"
919 },
920 {
921 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
922 * GL implementations accept it. The Mac GL is the only implementation known to
923 * reject it.
924 *
925 * If we can pass 4 component specular colors, do it, because (a) we don't have
926 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
927 * passes specular alpha to the pixel shader if any is used. Otherwise the
928 * specular alpha is used to pass the fog coordinate, which we pass to opengl
929 * via GL_EXT_fog_coord.
930 */
931 match_allows_spec_alpha,
932 quirk_allows_specular_alpha,
933 "Allow specular alpha quirk"
934 },
935 {
936 match_broken_nv_clip,
937 quirk_disable_nvvp_clip,
938 "Apple NV_vertex_program clip bug quirk"
939 },
940 {
941 match_fbo_tex_update,
942 quirk_fbo_tex_update,
943 "FBO rebind for attachment updates"
944 },
945 {
946 match_broken_rgba16,
947 quirk_broken_rgba16,
948 "True RGBA16 is not available"
949 },
950 {
951 match_fglrx,
952 quirk_infolog_spam,
953 "Not printing GLSL infolog"
954 },
955 {
956 match_not_dx10_capable,
957 quirk_limited_tex_filtering,
958 "Texture filtering, blending and VTF support is limited"
959 },
960 };
961
962 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
963 * reporting a driver version is moot because we are not the Windows driver, and we have different
964 * bugs, features, etc.
965 *
966 * The driver version has the form "x.y.z.w".
967 *
968 * "x" is the Windows version the driver is meant for:
969 * 4 -> 95/98/NT4
970 * 5 -> 2000
971 * 6 -> 2000/XP
972 * 7 -> Vista
973 * 8 -> Win 7
974 *
975 * "y" is the maximum Direct3D version the driver supports.
976 * y -> d3d version mapping:
977 * 11 -> d3d6
978 * 12 -> d3d7
979 * 13 -> d3d8
980 * 14 -> d3d9
981 * 15 -> d3d10
982 * 16 -> d3d10.1
983 * 17 -> d3d11
984 *
985 * "z" is the subversion number.
986 *
987 * "w" is the vendor specific driver build number.
988 */
989
990 struct driver_version_information
991 {
992 enum wined3d_display_driver driver;
993 enum wined3d_driver_model driver_model;
994 const char *driver_name; /* name of Windows driver */
995 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
996 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
997 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
998 };
999
1000 /* The driver version table contains driver information for different devices on several OS versions. */
1001 static const struct driver_version_information driver_version_table[] =
1002 {
1003 /* AMD
1004 * - Radeon HD2x00 (R600) and up supported by current drivers.
1005 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1006 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1007 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1008 {DRIVER_AMD_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1009 {DRIVER_AMD_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1010 {DRIVER_AMD_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1011 {DRIVER_AMD_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1012 {DRIVER_AMD_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1013 {DRIVER_AMD_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1014
1015 /* Intel
1016 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1017 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1018 * igxprd32.dll but the GMA800 driver was never updated. */
1019 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1020 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1021 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1022 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1023 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1024 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1025
1026 /* Nvidia
1027 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1028 * - GeforceFX support is up to 173.x on <= XP
1029 * - Geforce2MX/3/4 up to 96.x on <= XP
1030 * - TNT/Geforce1/2 up to 71.x on <= XP
1031 * All version numbers used below are from the Linux nvidia drivers. */
1032 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1033 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1034 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1035 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 12, 6658},
1036 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 12, 6658},
1037 };
1038
1039 struct gpu_description
1040 {
1041 WORD vendor; /* reported PCI card vendor ID */
1042 WORD card; /* reported PCI card device ID */
1043 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1044 enum wined3d_display_driver driver;
1045 unsigned int vidmem;
1046 };
1047
1048 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1049 * found on a board containing a specific GPU. */
1050 static const struct gpu_description gpu_description_table[] =
1051 {
1052 /* Nvidia cards */
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400M, "NVIDIA GeForce 9400M", DRIVER_NVIDIA_GEFORCE6, 256 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1084 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1085 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1086 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1087 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1088 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1089 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_320M, "NVIDIA GeForce 320M", DRIVER_NVIDIA_GEFORCE6, 256},
1090 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE6, 1024},
1091 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1092 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE6, 1024},
1093 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1094 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT420, "NVIDIA GeForce GT 420", DRIVER_NVIDIA_GEFORCE6, 2048},
1095 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT430, "NVIDIA GeForce GT 430", DRIVER_NVIDIA_GEFORCE6, 1024},
1096 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT440, "NVIDIA GeForce GT 440", DRIVER_NVIDIA_GEFORCE6, 1024},
1097 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS450, "NVIDIA GeForce GTS 450", DRIVER_NVIDIA_GEFORCE6, 1024},
1098 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1099 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460M, "NVIDIA GeForce GTX 460M", DRIVER_NVIDIA_GEFORCE6, 1536},
1100 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1101 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1102 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1103 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT540M, "NVIDIA GeForce GT 540M", DRIVER_NVIDIA_GEFORCE6, 1024},
1104 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX550, "NVIDIA GeForce GTX 550 Ti", DRIVER_NVIDIA_GEFORCE6, 1024},
1105 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT555M, "NVIDIA GeForce GT 555M", DRIVER_NVIDIA_GEFORCE6, 1024},
1106 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560TI, "NVIDIA GeForce GTX 560 Ti", DRIVER_NVIDIA_GEFORCE6, 1024},
1107 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560, "NVIDIA GeForce GTX 560", DRIVER_NVIDIA_GEFORCE6, 1024},
1108 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX570, "NVIDIA GeForce GTX 570", DRIVER_NVIDIA_GEFORCE6, 1280},
1109 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX580, "NVIDIA GeForce GTX 580", DRIVER_NVIDIA_GEFORCE6, 1536},
1110 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT630M, "NVIDIA GeForce GT 630M", DRIVER_NVIDIA_GEFORCE6, 1024},
1111 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX670, "NVIDIA GeForce GTX 670", DRIVER_NVIDIA_GEFORCE6, 2048},
1112 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX680, "NVIDIA GeForce GTX 680", DRIVER_NVIDIA_GEFORCE6, 2048},
1113
1114 /* AMD cards */
1115 {HW_VENDOR_AMD, CARD_AMD_RAGE_128PRO, "ATI Rage Fury", DRIVER_AMD_RAGE_128PRO, 16 },
1116 {HW_VENDOR_AMD, CARD_AMD_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_AMD_R100, 32 },
1117 {HW_VENDOR_AMD, CARD_AMD_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_AMD_R100, 64 },
1118 {HW_VENDOR_AMD, CARD_AMD_RADEON_9500, "ATI Radeon 9500", DRIVER_AMD_R300, 64 },
1119 {HW_VENDOR_AMD, CARD_AMD_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_AMD_R300, 64 },
1120 {HW_VENDOR_AMD, CARD_AMD_RADEON_X700, "ATI Radeon X700 SE", DRIVER_AMD_R300, 128 },
1121 {HW_VENDOR_AMD, CARD_AMD_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_AMD_R300, 128 },
1122 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_AMD_R600, 256 },
1123 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_AMD_R600, 256 },
1124 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_AMD_R600, 512 },
1125 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_AMD_R600, 128 },
1126 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_AMD_R600, 256 },
1127 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_AMD_R600, 512 },
1128 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_AMD_R600, 512 },
1129 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_AMD_R600, 512 },
1130 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_AMD_R600, 512 },
1131 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_AMD_R600, 512 },
1132 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_AMD_R600, 512 },
1133 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_AMD_R600, 1024},
1134 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_AMD_R600, 1024},
1135 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6300, "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600, 1024},
1136 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6400, "AMD Radeon HD 6400 Series", DRIVER_AMD_R600, 1024},
1137 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6410D, "AMD Radeon HD 6410D", DRIVER_AMD_R600, 1024},
1138 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6550D, "AMD Radeon HD 6550D", DRIVER_AMD_R600, 1024},
1139 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6600, "AMD Radeon HD 6600 Series", DRIVER_AMD_R600, 1024},
1140 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6600M, "AMD Radeon HD 6600M Series", DRIVER_AMD_R600, 512 },
1141 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6700, "AMD Radeon HD 6700 Series", DRIVER_AMD_R600, 1024},
1142 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6800, "AMD Radeon HD 6800 Series", DRIVER_AMD_R600, 1024},
1143 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6900, "AMD Radeon HD 6900 Series", DRIVER_AMD_R600, 2048},
1144 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD7900, "AMD Radeon HD 7900 Series", DRIVER_AMD_R600, 2048},
1145 /* Intel cards */
1146 {HW_VENDOR_INTEL, CARD_INTEL_830M, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1147 {HW_VENDOR_INTEL, CARD_INTEL_855GM, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1148 {HW_VENDOR_INTEL, CARD_INTEL_845G, "Intel(R) 845G", DRIVER_INTEL_GMA800, 32 },
1149 {HW_VENDOR_INTEL, CARD_INTEL_865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1150 {HW_VENDOR_INTEL, CARD_INTEL_915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1151 {HW_VENDOR_INTEL, CARD_INTEL_E7221G, "Intel(R) E7221G", DRIVER_INTEL_GMA900, 64 },
1152 {HW_VENDOR_INTEL, CARD_INTEL_915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1153 {HW_VENDOR_INTEL, CARD_INTEL_945G, "Intel(R) 945G", DRIVER_INTEL_GMA950, 64 },
1154 {HW_VENDOR_INTEL, CARD_INTEL_945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1155 {HW_VENDOR_INTEL, CARD_INTEL_945GME, "Intel(R) 945GME", DRIVER_INTEL_GMA950, 64 },
1156 {HW_VENDOR_INTEL, CARD_INTEL_Q35, "Intel(R) Q35", DRIVER_INTEL_GMA950, 64 },
1157 {HW_VENDOR_INTEL, CARD_INTEL_G33, "Intel(R) G33", DRIVER_INTEL_GMA950, 64 },
1158 {HW_VENDOR_INTEL, CARD_INTEL_Q33, "Intel(R) Q33", DRIVER_INTEL_GMA950, 64 },
1159 {HW_VENDOR_INTEL, CARD_INTEL_PNVG, "Intel(R) IGD", DRIVER_INTEL_GMA950, 64 },
1160 {HW_VENDOR_INTEL, CARD_INTEL_PNVM, "Intel(R) IGD", DRIVER_INTEL_GMA950, 64 },
1161 {HW_VENDOR_INTEL, CARD_INTEL_965Q, "Intel(R) 965Q", DRIVER_INTEL_GMA3000, 128},
1162 {HW_VENDOR_INTEL, CARD_INTEL_965G, "Intel(R) 965G", DRIVER_INTEL_GMA3000, 128},
1163 {HW_VENDOR_INTEL, CARD_INTEL_946GZ, "Intel(R) 946GZ", DRIVER_INTEL_GMA3000, 128},
1164 {HW_VENDOR_INTEL, CARD_INTEL_965GM, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
1165 {HW_VENDOR_INTEL, CARD_INTEL_965GME, "Intel(R) 965GME", DRIVER_INTEL_GMA3000, 128},
1166 {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512},
1167 {HW_VENDOR_INTEL, CARD_INTEL_IGD, "Intel(R) Integrated Graphics Device", DRIVER_INTEL_GMA3000, 512},
1168 {HW_VENDOR_INTEL, CARD_INTEL_G45, "Intel(R) G45/G43", DRIVER_INTEL_GMA3000, 512},
1169 {HW_VENDOR_INTEL, CARD_INTEL_Q45, "Intel(R) Q45/Q43", DRIVER_INTEL_GMA3000, 512},
1170 {HW_VENDOR_INTEL, CARD_INTEL_G41, "Intel(R) G41", DRIVER_INTEL_GMA3000, 512},
1171 {HW_VENDOR_INTEL, CARD_INTEL_B43, "Intel(R) B43", DRIVER_INTEL_GMA3000, 512},
1172 {HW_VENDOR_INTEL, CARD_INTEL_ILKD, "Intel(R) Ironlake Desktop", DRIVER_INTEL_GMA3000, 1024},
1173 {HW_VENDOR_INTEL, CARD_INTEL_ILKM, "Intel(R) Ironlake Mobile", DRIVER_INTEL_GMA3000, 1024},
1174 {HW_VENDOR_INTEL, CARD_INTEL_SNBD, "Intel(R) Sandybridge Desktop", DRIVER_INTEL_GMA3000, 1024},
1175 {HW_VENDOR_INTEL, CARD_INTEL_SNBM, "Intel(R) Sandybridge Mobile", DRIVER_INTEL_GMA3000, 1024},
1176 {HW_VENDOR_INTEL, CARD_INTEL_SNBS, "Intel(R) Sandybridge Server", DRIVER_INTEL_GMA3000, 1024},
1177 {HW_VENDOR_INTEL, CARD_INTEL_IVBD, "Intel(R) Ivybridge Desktop", DRIVER_INTEL_GMA3000, 1024},
1178 {HW_VENDOR_INTEL, CARD_INTEL_IVBM, "Intel(R) Ivybridge Mobile", DRIVER_INTEL_GMA3000, 1024},
1179 {HW_VENDOR_INTEL, CARD_INTEL_IVBS, "Intel(R) Ivybridge Server", DRIVER_INTEL_GMA3000, 1024},
1180 };
1181
1182 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1183 enum wined3d_driver_model driver_model)
1184 {
1185 unsigned int i;
1186
1187 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1188 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1189 {
1190 const struct driver_version_information *entry = &driver_version_table[i];
1191
1192 if (entry->driver == driver && entry->driver_model == driver_model)
1193 {
1194 TRACE("Found driver \"%s\", version %u, subversion %u, build %u.\n",
1195 entry->driver_name, entry->version, entry->subversion, entry->build);
1196 return entry;
1197 }
1198 }
1199 return NULL;
1200 }
1201
1202 static void init_driver_info(struct wined3d_driver_info *driver_info,
1203 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1204 {
1205 OSVERSIONINFOW os_version;
1206 WORD driver_os_version;
1207 unsigned int i;
1208 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1209 enum wined3d_driver_model driver_model;
1210 const struct driver_version_information *version_info;
1211
1212 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1213 {
1214 TRACE("Overriding PCI vendor ID with 0x%04x.\n", wined3d_settings.pci_vendor_id);
1215 vendor = wined3d_settings.pci_vendor_id;
1216 }
1217 driver_info->vendor = vendor;
1218
1219 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1220 {
1221 TRACE("Overriding PCI device ID with 0x%04x.\n", wined3d_settings.pci_device_id);
1222 device = wined3d_settings.pci_device_id;
1223 }
1224 driver_info->device = device;
1225
1226 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1227 * overrides the pci ids to a card which is not in our database. */
1228 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1229
1230 memset(&os_version, 0, sizeof(os_version));
1231 os_version.dwOSVersionInfoSize = sizeof(os_version);
1232 if (!GetVersionExW(&os_version))
1233 {
1234 ERR("Failed to get OS version, reporting 2000/XP.\n");
1235 driver_os_version = 6;
1236 driver_model = DRIVER_MODEL_NT5X;
1237 }
1238 else
1239 {
1240 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1241 switch (os_version.dwMajorVersion)
1242 {
1243 case 4:
1244 /* If needed we could distinguish between 9x and NT4, but this code won't make
1245 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1246 */
1247 driver_os_version = 4;
1248 driver_model = DRIVER_MODEL_WIN9X;
1249 break;
1250
1251 case 5:
1252 driver_os_version = 6;
1253 driver_model = DRIVER_MODEL_NT5X;
1254 break;
1255
1256 case 6:
1257 if (os_version.dwMinorVersion == 0)
1258 {
1259 driver_os_version = 7;
1260 driver_model = DRIVER_MODEL_NT6X;
1261 }
1262 else
1263 {
1264 if (os_version.dwMinorVersion > 1)
1265 {
1266 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1267 os_version.dwMajorVersion, os_version.dwMinorVersion);
1268 }
1269 driver_os_version = 8;
1270 driver_model = DRIVER_MODEL_NT6X;
1271 }
1272 break;
1273
1274 default:
1275 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1276 os_version.dwMajorVersion, os_version.dwMinorVersion);
1277 driver_os_version = 6;
1278 driver_model = DRIVER_MODEL_NT5X;
1279 break;
1280 }
1281 }
1282
1283 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1284 * This means that unless the ids are overridden, we will always find a GPU description. */
1285 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1286 {
1287 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1288 {
1289 TRACE("Found card %04x:%04x in driver DB.\n", vendor, device);
1290
1291 driver_info->description = gpu_description_table[i].description;
1292 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1293 driver = gpu_description_table[i].driver;
1294 break;
1295 }
1296 }
1297
1298 if (wined3d_settings.emulated_textureram)
1299 {
1300 TRACE("Overriding amount of video memory with %u bytes.\n", wined3d_settings.emulated_textureram);
1301 driver_info->vidmem = wined3d_settings.emulated_textureram;
1302 }
1303
1304 /* Try to obtain driver version information for the current Windows version. This fails in
1305 * some cases:
1306 * - the gpu is not available on the currently selected OS version:
1307 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1308 * version information for the current Windows version is returned instead of faked info.
1309 * We do the same and assume the default Windows version to emulate is WinXP.
1310 *
1311 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1312 * For now return the XP driver info. Perhaps later on we should return VESA.
1313 *
1314 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1315 * This could be an indication that our database is not up to date, so this should be fixed.
1316 */
1317 version_info = get_driver_version_info(driver, driver_model);
1318 if (version_info)
1319 {
1320 driver_info->name = version_info->driver_name;
1321 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1322 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1323 }
1324 else
1325 {
1326 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1327 if (version_info)
1328 {
1329 driver_info->name = version_info->driver_name;
1330 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1331 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1332 }
1333 else
1334 {
1335 driver_info->description = "Direct3D HAL";
1336 driver_info->name = "Display";
1337 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1338 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1339
1340 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1341 vendor, device, driver_model);
1342 }
1343 }
1344
1345 TRACE("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1346 driver_info->version_high, driver_info->version_low);
1347 }
1348
1349 /* Context activation is done by the caller. */
1350 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1351 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1352 {
1353 unsigned int i;
1354
1355 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1356 {
1357 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1358 TRACE("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1359 quirk_table[i].apply(gl_info);
1360 }
1361
1362 /* Find out if PBOs work as they are supposed to. */
1363 test_pbo_functionality(gl_info);
1364 }
1365
1366 static DWORD wined3d_parse_gl_version(const char *gl_version)
1367 {
1368 const char *ptr = gl_version;
1369 int major, minor;
1370
1371 major = atoi(ptr);
1372 if (major <= 0)
1373 ERR("Invalid OpenGL major version %d.\n", major);
1374
1375 while (isdigit(*ptr)) ++ptr;
1376 if (*ptr++ != '.')
1377 ERR("Invalid OpenGL version string %s.\n", debugstr_a(gl_version));
1378
1379 minor = atoi(ptr);
1380
1381 TRACE("Found OpenGL version %d.%d.\n", major, minor);
1382
1383 return MAKEDWORD_VERSION(major, minor);
1384 }
1385
1386 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
1387 const char *gl_vendor_string, const char *gl_renderer)
1388 {
1389
1390 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1391 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1392 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1393 *
1394 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1395 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1396 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1397 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1398 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1399 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1400 * DirectDraw, not OpenGL. */
1401 if (gl_info->supported[APPLE_FENCE]
1402 && gl_info->supported[APPLE_CLIENT_STORAGE]
1403 && gl_info->supported[APPLE_YCBCR_422])
1404 return GL_VENDOR_APPLE;
1405
1406 if (strstr(gl_vendor_string, "NVIDIA"))
1407 return GL_VENDOR_NVIDIA;
1408
1409 if (strstr(gl_vendor_string, "ATI"))
1410 return GL_VENDOR_FGLRX;
1411
1412 if (strstr(gl_vendor_string, "Intel(R)")
1413 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1414 || strstr(gl_renderer, "Intel")
1415 || strstr(gl_vendor_string, "Intel Inc."))
1416 return GL_VENDOR_INTEL;
1417
1418 if (strstr(gl_vendor_string, "Mesa")
1419 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1420 || strstr(gl_vendor_string, "DRI R300 Project")
1421 || strstr(gl_vendor_string, "X.Org R300 Project")
1422 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1423 || strstr(gl_vendor_string, "VMware, Inc.")
1424 || strstr(gl_renderer, "Mesa")
1425 || strstr(gl_renderer, "Gallium"))
1426 return GL_VENDOR_MESA;
1427
1428 FIXME("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1429 debugstr_a(gl_vendor_string));
1430
1431 return GL_VENDOR_UNKNOWN;
1432 }
1433
1434 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1435 {
1436 if (strstr(gl_vendor_string, "NVIDIA")
1437 || strstr(gl_vendor_string, "Nouveau")
1438 || strstr(gl_vendor_string, "nouveau"))
1439 return HW_VENDOR_NVIDIA;
1440
1441 if (strstr(gl_vendor_string, "ATI")
1442 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1443 || strstr(gl_vendor_string, "X.Org R300 Project")
1444 || strstr(gl_renderer, "AMD")
1445 || strstr(gl_renderer, "R100")
1446 || strstr(gl_renderer, "R200")
1447 || strstr(gl_renderer, "R300")
1448 || strstr(gl_renderer, "R600")
1449 || strstr(gl_renderer, "R700"))
1450 return HW_VENDOR_AMD;
1451
1452 if (strstr(gl_vendor_string, "Intel(R)")
1453 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1454 || strstr(gl_renderer, "Intel")
1455 || strstr(gl_renderer, "i915")
1456 || strstr(gl_vendor_string, "Intel Inc."))
1457 return HW_VENDOR_INTEL;
1458
1459 if (strstr(gl_vendor_string, "Mesa")
1460 || strstr(gl_vendor_string, "Brian Paul")
1461 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1462 || strstr(gl_vendor_string, "VMware, Inc."))
1463 return HW_VENDOR_SOFTWARE;
1464
1465 FIXME("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1466
1467 return HW_VENDOR_NVIDIA;
1468 }
1469
1470 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1471 {
1472 UINT level = 0;
1473
1474 if (gl_info->supported[ARB_MULTITEXTURE])
1475 level = 6;
1476 if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1477 && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1478 && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1479 level = 7;
1480 if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1481 && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1482 level = 8;
1483 if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1484 && gl_info->supported[ARB_VERTEX_SHADER])
1485 level = 9;
1486 if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1487 level = 10;
1488
1489 return level;
1490 }
1491
1492 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1493 const char *gl_renderer)
1494 {
1495 UINT d3d_level = d3d_level_from_gl_info(gl_info);
1496 unsigned int i;
1497
1498 if (d3d_level >= 10)
1499 {
1500 static const struct
1501 {
1502 const char *renderer;
1503 enum wined3d_pci_device id;
1504 }
1505 cards[] =
1506 {
1507 {"GTX 680", CARD_NVIDIA_GEFORCE_GTX680}, /* Geforce 600 - highend */
1508 {"GTX 670", CARD_NVIDIA_GEFORCE_GTX670}, /* Geforce 600 - midend high */
1509 {"GT 630M", CARD_NVIDIA_GEFORCE_GT630M}, /* Geforce 600 - midend mobile */
1510 {"GTX 580", CARD_NVIDIA_GEFORCE_GTX580}, /* Geforce 500 - highend */
1511 {"GTX 570", CARD_NVIDIA_GEFORCE_GTX570}, /* Geforce 500 - midend high */
1512 {"GTX 560 Ti", CARD_NVIDIA_GEFORCE_GTX560TI}, /* Geforce 500 - midend */
1513 {"GTX 560", CARD_NVIDIA_GEFORCE_GTX560}, /* Geforce 500 - midend */
1514 {"GT 555M", CARD_NVIDIA_GEFORCE_GT555M}, /* Geforce 500 - midend mobile */
1515 {"GTX 550 Ti", CARD_NVIDIA_GEFORCE_GTX550}, /* Geforce 500 - midend */
1516 {"GT 540M", CARD_NVIDIA_GEFORCE_GT540M}, /* Geforce 500 - midend mobile */
1517 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1518 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1519 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1520 {"GTX 460M", CARD_NVIDIA_GEFORCE_GTX460M}, /* Geforce 400 - highend mobile */
1521 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1522 {"GTS 450", CARD_NVIDIA_GEFORCE_GTS450}, /* Geforce 400 - midend low */
1523 {"GT 440", CARD_NVIDIA_GEFORCE_GT440}, /* Geforce 400 - lowend */
1524 {"GT 430", CARD_NVIDIA_GEFORCE_GT430}, /* Geforce 400 - lowend */
1525 {"GT 420", CARD_NVIDIA_GEFORCE_GT420}, /* Geforce 400 - lowend */
1526 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1527 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1528 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1529 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1530 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1531 {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
1532 {"320M", CARD_NVIDIA_GEFORCE_320M}, /* Geforce 300 - midend mobile */
1533 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1534 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1535 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1536 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1537 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1538 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1539 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1540 {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1541 {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1542 {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1543 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1544 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1545 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1546 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1547 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1548 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1549 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1550 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1551 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1552 {"9400M", CARD_NVIDIA_GEFORCE_9400M}, /* Geforce 9 - lowend */
1553 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1554 {"9300", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1555 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1556 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1557 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1558 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1559 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1560 {"8600M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1561 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1562 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1563 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1564 {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1565 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1566 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1567 {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1568 {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1569 };
1570
1571 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1572 {
1573 if (strstr(gl_renderer, cards[i].renderer))
1574 return cards[i].id;
1575 }
1576
1577 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1578 return CARD_NVIDIA_GEFORCE_8300GS;
1579 }
1580
1581 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1582 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1583 */
1584 if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1585 {
1586 static const struct
1587 {
1588 const char *renderer;
1589 enum wined3d_pci_device id;
1590 }
1591 cards[] =
1592 {
1593 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1594 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1595 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1596 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1597 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1598 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1599 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1600 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1601 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1602 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1603 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1604 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1605 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1606 };
1607
1608 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1609 {
1610 if (strstr(gl_renderer, cards[i].renderer))
1611 return cards[i].id;
1612 }
1613
1614 /* Geforce 6/7 - lowend */
1615 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1616 }
1617
1618 if (d3d_level >= 9)
1619 {
1620 /* GeforceFX - highend */
1621 if (strstr(gl_renderer, "5800")
1622 || strstr(gl_renderer, "5900")
1623 || strstr(gl_renderer, "5950")
1624 || strstr(gl_renderer, "Quadro FX"))
1625 {
1626 return CARD_NVIDIA_GEFORCEFX_5800;
1627 }
1628
1629 /* GeforceFX - midend */
1630 if (strstr(gl_renderer, "5600")
1631 || strstr(gl_renderer, "5650")
1632 || strstr(gl_renderer, "5700")
1633 || strstr(gl_renderer, "5750"))
1634 {
1635 return CARD_NVIDIA_GEFORCEFX_5600;
1636 }
1637
1638 /* GeforceFX - lowend */
1639 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1640 }
1641
1642 if (d3d_level >= 8)
1643 {
1644 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1645 {
1646 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1647 }
1648
1649 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1650 }
1651
1652 if (d3d_level >= 7)
1653 {
1654 if (strstr(gl_renderer, "GeForce4 MX"))
1655 {
1656 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1657 }
1658
1659 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1660 {
1661 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1662 }
1663
1664 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1665 {
1666 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1667 }
1668
1669 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1670 }
1671
1672 if (strstr(gl_renderer, "TNT2"))
1673 {
1674 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1675 }
1676
1677 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1678 }
1679
1680 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1681 const char *gl_renderer)
1682 {
1683 UINT d3d_level = d3d_level_from_gl_info(gl_info);
1684
1685 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1686 *
1687 * Beware: renderer string do not match exact card model,
1688 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1689 if (d3d_level >= 10)
1690 {
1691 unsigned int i;
1692
1693 static const struct
1694 {
1695 const char *renderer;
1696 enum wined3d_pci_device id;
1697 }
1698 cards[] =
1699 {
1700 /* Southern Islands */
1701 {"HD 7900", CARD_AMD_RADEON_HD7900},
1702 /* Northern Islands */
1703 {"HD 6900", CARD_AMD_RADEON_HD6900},
1704 {"HD 6800", CARD_AMD_RADEON_HD6800},
1705 {"HD 6770M",CARD_AMD_RADEON_HD6600M},
1706 {"HD 6750M",CARD_AMD_RADEON_HD6600M},
1707 {"HD 6700", CARD_AMD_RADEON_HD6700},
1708 {"HD 6630M",CARD_AMD_RADEON_HD6600M},
1709 {"HD 6600M",CARD_AMD_RADEON_HD6600M},
1710 {"HD 6600", CARD_AMD_RADEON_HD6600},
1711 {"HD 6500M",CARD_AMD_RADEON_HD6600M},
1712 {"HD 6500", CARD_AMD_RADEON_HD6600},
1713 {"HD 6400", CARD_AMD_RADEON_HD6400},
1714 {"HD 6300", CARD_AMD_RADEON_HD6300},
1715 {"HD 6200", CARD_AMD_RADEON_HD6300},
1716 /* Evergreen */
1717 {"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1718 {"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1719 {"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1720 {"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1721 {"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1722 {"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1723 {"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
1724 {"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1725 {"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
1726 {"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
1727 /* R700 */
1728 {"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */
1729 {"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1730 {"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1731 {"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1732 {"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1733 {"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */
1734 {"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1735 {"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1736 {"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1737 {"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1738 {"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1739 {"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1740 /* R600/R700 integrated */
1741 {"HD 3300", CARD_AMD_RADEON_HD3200},
1742 {"HD 3200", CARD_AMD_RADEON_HD3200},
1743 {"HD 3100", CARD_AMD_RADEON_HD3200},
1744 /* R600 */
1745 {"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1746 {"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1747 {"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1748 {"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */
1749 {"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1750 {"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1751 {"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1752 {"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1753 {"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1754 {"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1755 {"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1756 {"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1757 {"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1758 };
1759
1760 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1761 {
1762 if (strstr(gl_renderer, cards[i].renderer))
1763 return cards[i].id;
1764 }
1765
1766 /* Default for when no GPU has been found */
1767 return CARD_AMD_RADEON_HD3200;
1768 }
1769
1770 if (d3d_level >= 9)
1771 {
1772 /* Radeon R5xx */
1773 if (strstr(gl_renderer, "X1600")
1774 || strstr(gl_renderer, "X1650")
1775 || strstr(gl_renderer, "X1800")
1776 || strstr(gl_renderer, "X1900")
1777 || strstr(gl_renderer, "X1950"))
1778 {
1779 return CARD_AMD_RADEON_X1600;
1780 }
1781
1782 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1783 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1784 if (strstr(gl_renderer, "X700")
1785 || strstr(gl_renderer, "X800")
1786 || strstr(gl_renderer, "X850")
1787 || strstr(gl_renderer, "X1300")
1788 || strstr(gl_renderer, "X1400")
1789 || strstr(gl_renderer, "X1450")
1790 || strstr(gl_renderer, "X1550")
1791 || strstr(gl_renderer, "X2300")
1792 || strstr(gl_renderer, "X2500")
1793 || strstr(gl_renderer, "HD 2300")
1794 )
1795 {
1796 return CARD_AMD_RADEON_X700;
1797 }
1798
1799 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1800 if (strstr(gl_renderer, "Radeon Xpress"))
1801 {
1802 return CARD_AMD_RADEON_XPRESS_200M;
1803 }
1804
1805 /* Radeon R3xx */
1806 return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1807 }
1808
1809 if (d3d_level >= 8)
1810 return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1811
1812 if (d3d_level >= 7)
1813 return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1814
1815 return CARD_AMD_RAGE_128PRO;
1816 }
1817
1818 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1819 const char *gl_renderer)
1820 {
1821 unsigned int i;
1822
1823 static const struct
1824 {
1825 const char *renderer;
1826 enum wined3d_pci_device id;
1827 }
1828 cards[] =
1829 {
1830 /* Ivybridge */
1831 {"Ivybridge Server", CARD_INTEL_IVBS},
1832 {"Ivybridge Mobile", CARD_INTEL_IVBM},
1833 {"Ivybridge Desktop", CARD_INTEL_IVBD},
1834 /* Sandybridge */
1835 {"Sandybridge Server", CARD_INTEL_SNBS},
1836 {"Sandybridge Mobile", CARD_INTEL_SNBM},
1837 {"Sandybridge Desktop", CARD_INTEL_SNBD},
1838 /* Ironlake */
1839 {"Ironlake Mobile", CARD_INTEL_ILKM},
1840 {"Ironlake Desktop", CARD_INTEL_ILKD},
1841 /* G4x */
1842 {"B43", CARD_INTEL_B43},
1843 {"G41", CARD_INTEL_G41},
1844 {"G45", CARD_INTEL_G45},
1845 {"Q45", CARD_INTEL_Q45},
1846 {"Integrated Graphics Device", CARD_INTEL_IGD},
1847 {"GM45", CARD_INTEL_GM45},
1848 /* i965 */
1849 {"965GME", CARD_INTEL_965GME},
1850 {"965GM", CARD_INTEL_965GM},
1851 {"X3100", CARD_INTEL_965GM}, /* MacOS */
1852 {"946GZ", CARD_INTEL_946GZ},
1853 {"965G", CARD_INTEL_965G},
1854 {"965Q", CARD_INTEL_965Q},
1855 /* i945 */
1856 {"Pineview M", CARD_INTEL_PNVM},
1857 {"Pineview G", CARD_INTEL_PNVG},
1858 {"IGD", CARD_INTEL_PNVG},
1859 {"Q33", CARD_INTEL_Q33},
1860 {"G33", CARD_INTEL_G33},
1861 {"Q35", CARD_INTEL_Q35},
1862 {"945GME", CARD_INTEL_945GME},
1863 {"945GM", CARD_INTEL_945GM},
1864 {"GMA 950", CARD_INTEL_945GM}, /* MacOS */
1865 {"945G", CARD_INTEL_945G},
1866 /* i915 */
1867 {"915GM", CARD_INTEL_915GM},
1868 {"E7221G", CARD_INTEL_E7221G},
1869 {"915G", CARD_INTEL_915G},
1870 /* i8xx */
1871 {"865G", CARD_INTEL_865G},
1872 {"845G", CARD_INTEL_845G},
1873 {"855GM", CARD_INTEL_855GM},
1874 {"830M", CARD_INTEL_830M},
1875 };
1876
1877 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1878 {
1879 if (strstr(gl_renderer, cards[i].renderer))
1880 return cards[i].id;
1881 }
1882
1883 return CARD_INTEL_915G;
1884 }
1885
1886 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1887 const char *gl_renderer)
1888 {
1889 UINT d3d_level;
1890 unsigned int i;
1891
1892 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1893 *
1894 * Beware: renderer string do not match exact card model,
1895 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1896 if (strstr(gl_renderer, "Gallium"))
1897 {
1898 /* 20101109 - These are never returned by current Gallium radeon
1899 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1900 *
1901 * These are returned but not handled: RC410, RV380. */
1902 static const struct
1903 {
1904 const char *renderer;
1905 enum wined3d_pci_device id;
1906 }
1907 cards[] =
1908 {
1909 /* Southern Islands */
1910 {"TAHITI", CARD_AMD_RADEON_HD7900},
1911 /* Northern Islands */
1912 {"CAYMAN", CARD_AMD_RADEON_HD6900},
1913 {"BARTS", CARD_AMD_RADEON_HD6800},
1914 {"TURKS", CARD_AMD_RADEON_HD6600},
1915 {"SUMO2", CARD_AMD_RADEON_HD6410D}, /* SUMO2 first, because we do a strstr(). */
1916 {"SUMO", CARD_AMD_RADEON_HD6550D},
1917 {"CAICOS", CARD_AMD_RADEON_HD6400},
1918 {"PALM", CARD_AMD_RADEON_HD6300},
1919 /* Evergreen */
1920 {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1921 {"CYPRESS", CARD_AMD_RADEON_HD5800},
1922 {"JUNIPER", CARD_AMD_RADEON_HD5700},
1923 {"REDWOOD", CARD_AMD_RADEON_HD5600},
1924 {"CEDAR", CARD_AMD_RADEON_HD5400},
1925 /* R700 */
1926 {"R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */
1927 {"RV790", CARD_AMD_RADEON_HD4800},
1928 {"RV770", CARD_AMD_RADEON_HD4800},
1929 {"RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
1930 {"RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
1931 {"RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1932 /* R600/R700 integrated */
1933 {"RS880", CARD_AMD_RADEON_HD3200},
1934 {"RS780", CARD_AMD_RADEON_HD3200},
1935 /* R600 */
1936 {"R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1937 {"R600", CARD_AMD_RADEON_HD2900},
1938 {"RV670", CARD_AMD_RADEON_HD2900},
1939 {"RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1940 {"RV630", CARD_AMD_RADEON_HD2600},
1941 {"RV620", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1942 {"RV610", CARD_AMD_RADEON_HD2350},
1943 /* R500 */
1944 {"R580", CARD_AMD_RADEON_X1600},
1945 {"R520", CARD_AMD_RADEON_X1600},
1946 {"RV570", CARD_AMD_RADEON_X1600},
1947 {"RV560", CARD_AMD_RADEON_X1600},
1948 {"RV535", CARD_AMD_RADEON_X1600},
1949 {"RV530", CARD_AMD_RADEON_X1600},
1950 {"RV516", CARD_AMD_RADEON_X700}, /* X700 is actually R400. */
1951 {"RV515", CARD_AMD_RADEON_X700},
1952 /* R400 */
1953 {"R481", CARD_AMD_RADEON_X700},
1954 {"R480", CARD_AMD_RADEON_X700},
1955 {"R430", CARD_AMD_RADEON_X700},
1956 {"R423", CARD_AMD_RADEON_X700},
1957 {"R420", CARD_AMD_RADEON_X700},
1958 {"R410", CARD_AMD_RADEON_X700},
1959 {"RV410", CARD_AMD_RADEON_X700},
1960 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1961 {"RS740", CARD_AMD_RADEON_XPRESS_200M},
1962 {"RS690", CARD_AMD_RADEON_XPRESS_200M},
1963 {"RS600", CARD_AMD_RADEON_XPRESS_200M},
1964 {"RS485", CARD_AMD_RADEON_XPRESS_200M},
1965 {"RS482", CARD_AMD_RADEON_XPRESS_200M},
1966 {"RS480", CARD_AMD_RADEON_XPRESS_200M},
1967 {"RS400", CARD_AMD_RADEON_XPRESS_200M},
1968 /* R300 */
1969 {"R360", CARD_AMD_RADEON_9500},
1970 {"R350", CARD_AMD_RADEON_9500},
1971 {"R300", CARD_AMD_RADEON_9500},
1972 {"RV370", CARD_AMD_RADEON_9500},
1973 {"RV360", CARD_AMD_RADEON_9500},
1974 {"RV351", CARD_AMD_RADEON_9500},
1975 {"RV350", CARD_AMD_RADEON_9500},
1976 };
1977
1978 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1979 {
1980 if (strstr(gl_renderer, cards[i].renderer))
1981 return cards[i].id;
1982 }
1983 }
1984
1985 d3d_level = d3d_level_from_gl_info(gl_info);
1986 if (d3d_level >= 10)
1987 return CARD_AMD_RADEON_HD2600;
1988
1989 if (d3d_level >= 9)
1990 {
1991 static const struct
1992 {
1993 const char *renderer;
1994 enum wined3d_pci_device id;
1995 }
1996 cards[] =
1997 {
1998 /* R700 */
1999 {"(R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */
2000 {"(RV790", CARD_AMD_RADEON_HD4800},
2001 {"(RV770", CARD_AMD_RADEON_HD4800},
2002 {"(RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
2003 {"(RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
2004 {"(RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
2005 /* R600/R700 integrated */
2006 {"RS880", CARD_AMD_RADEON_HD3200},
2007 {"RS780", CARD_AMD_RADEON_HD3200},
2008 /* R600 */
2009 {"(R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
2010 {"(R600", CARD_AMD_RADEON_HD2900},
2011 {"(RV670", CARD_AMD_RADEON_HD2900},
2012 {"(RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
2013 {"(RV630", CARD_AMD_RADEON_HD2600},
2014 {"(RV620", CARD_AMD_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
2015 {"(RV610", CARD_AMD_RADEON_HD2350},
2016 };
2017
2018 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2019 {
2020 if (strstr(gl_renderer, cards[i].renderer))
2021 return cards[i].id;
2022 }
2023
2024 return CARD_AMD_RADEON_9500;
2025 }
2026
2027 if (d3d_level >= 8)
2028 return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2029
2030 if (d3d_level >= 7)
2031 return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2032
2033 return CARD_AMD_RAGE_128PRO;
2034 }
2035
2036 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2037 const char *gl_renderer)
2038 {
2039 UINT d3d_level;
2040 unsigned int i;
2041
2042 static const struct
2043 {
2044 const char *renderer;
2045 enum wined3d_pci_device id;
2046 }
2047 cards[] =
2048 {
2049 /* Kepler */
2050 {"NVE4", CARD_NVIDIA_GEFORCE_GTX680},
2051 /* Fermi */
2052 {"NVCF", CARD_NVIDIA_GEFORCE_GTX550},
2053 {"NVCE", CARD_NVIDIA_GEFORCE_GTX560},
2054 {"NVC8", CARD_NVIDIA_GEFORCE_GTX570},
2055 {"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
2056 {"NVC3", CARD_NVIDIA_GEFORCE_GT440},
2057 {"NVC1", CARD_NVIDIA_GEFORCE_GT420},
2058 {"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
2059 /* Tesla */
2060 {"NVAF", CARD_NVIDIA_GEFORCE_GT320M},
2061 {"NVAC", CARD_NVIDIA_GEFORCE_8200},
2062 {"NVAA", CARD_NVIDIA_GEFORCE_8200},
2063 {"NVA8", CARD_NVIDIA_GEFORCE_210},
2064 {"NVA5", CARD_NVIDIA_GEFORCE_GT220},
2065 {"NVA3", CARD_NVIDIA_GEFORCE_GT240},
2066 {"NVA0", CARD_NVIDIA_GEFORCE_GTX280},
2067 {"NV98", CARD_NVIDIA_GEFORCE_9200},
2068 {"NV96", CARD_NVIDIA_GEFORCE_9400GT},
2069 {"NV94", CARD_NVIDIA_GEFORCE_9600GT},
2070 {"NV92", CARD_NVIDIA_GEFORCE_9800GT},
2071 {"NV86", CARD_NVIDIA_GEFORCE_8500GT},
2072 {"NV84", CARD_NVIDIA_GEFORCE_8600GT},
2073 {"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
2074 /* Curie */
2075 {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
2076 {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
2077 {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
2078 {"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */
2079 {"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */
2080 {"NV4B", CARD_NVIDIA_GEFORCE_7600},
2081 {"NV4A", CARD_NVIDIA_GEFORCE_6200},
2082 {"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */
2083 {"NV47", CARD_NVIDIA_GEFORCE_7800GT},
2084 {"NV46", CARD_NVIDIA_GEFORCE_7400},
2085 {"NV45", CARD_NVIDIA_GEFORCE_6800},
2086 {"NV44", CARD_NVIDIA_GEFORCE_6200},
2087 {"NV43", CARD_NVIDIA_GEFORCE_6600GT},
2088 {"NV42", CARD_NVIDIA_GEFORCE_6800},
2089 {"NV41", CARD_NVIDIA_GEFORCE_6800},
2090 {"NV40", CARD_NVIDIA_GEFORCE_6800},
2091 /* Rankine */
2092 {"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */
2093 {"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */
2094 {"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */
2095 {"NV34", CARD_NVIDIA_GEFORCEFX_5200},
2096 {"NV31", CARD_NVIDIA_GEFORCEFX_5600},
2097 {"NV30", CARD_NVIDIA_GEFORCEFX_5800},
2098 /* Kelvin */
2099 {"nv28", CARD_NVIDIA_GEFORCE4_TI4200},
2100 {"nv25", CARD_NVIDIA_GEFORCE4_TI4200},
2101 {"nv20", CARD_NVIDIA_GEFORCE3},
2102 /* Celsius */
2103 {"nv1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */
2104 {"nv1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */
2105 {"nv18", CARD_NVIDIA_GEFORCE4_MX},
2106 {"nv17", CARD_NVIDIA_GEFORCE4_MX},
2107 {"nv16", CARD_NVIDIA_GEFORCE2},
2108 {"nv15", CARD_NVIDIA_GEFORCE2},
2109 {"nv11", CARD_NVIDIA_GEFORCE2_MX},
2110 {"nv10", CARD_NVIDIA_GEFORCE},
2111 /* Fahrenheit */
2112 {"nv05", CARD_NVIDIA_RIVA_TNT2},
2113 {"nv04", CARD_NVIDIA_RIVA_TNT},
2114 {"nv03", CARD_NVIDIA_RIVA_128},
2115 };
2116
2117 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2118 {
2119 if (strstr(gl_renderer, cards[i].renderer))
2120 return cards[i].id;
2121 }
2122
2123 FIXME("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2124
2125 d3d_level = d3d_level_from_gl_info(gl_info);
2126 if (d3d_level >= 10)
2127 return CARD_NVIDIA_GEFORCE_8800GTX;
2128 if (d3d_level >= 9)
2129 return CARD_NVIDIA_GEFORCEFX_5800;
2130 if (d3d_level >= 8)
2131 return CARD_NVIDIA_GEFORCE3;
2132 if (d3d_level >= 7)
2133 return CARD_NVIDIA_GEFORCE;
2134 if (d3d_level >= 6)
2135 return CARD_NVIDIA_RIVA_TNT;
2136 return CARD_NVIDIA_RIVA_128;
2137 }
2138
2139
2140 struct vendor_card_selection
2141 {
2142 enum wined3d_gl_vendor gl_vendor;
2143 enum wined3d_pci_vendor card_vendor;
2144 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2145 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2146 };
2147
2148 static const struct vendor_card_selection vendor_card_select_table[] =
2149 {
2150 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2151 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2152 {GL_VENDOR_APPLE, HW_VENDOR_AMD, "Apple OSX AMD/ATI binary driver", select_card_amd_binary},
2153 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
2154 {GL_VENDOR_FGLRX, HW_VENDOR_AMD, "AMD/ATI binary driver", select_card_amd_binary},
2155 {GL_VENDOR_MESA, HW_VENDOR_AMD, "Mesa AMD/ATI driver", select_card_amd_mesa},
2156 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2157 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
2158 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
2159 };
2160
2161
2162 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2163 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2164 {
2165 UINT d3d_level;
2166
2167 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2168 * different GPUs with roughly the same features. In most cases GPUs from a
2169 * certain family differ in clockspeeds, the amount of video memory and the
2170 * number of shader pipelines.
2171 *
2172 * A Direct3D device object contains the PCI id (vendor + device) of the
2173 * videocard which is used for rendering. Various applications use this
2174 * information to get a rough estimation of the features of the card and
2175 * some might use it for enabling 3d effects only on certain types of
2176 * videocards. In some cases games might even use it to work around bugs
2177 * which happen on certain videocards/driver combinations. The problem is
2178 * that OpenGL only exposes a rendering string containing the name of the
2179 * videocard and not the PCI id.
2180 *
2181 * Various games depend on the PCI id, so somehow we need to provide one.
2182 * A simple option is to parse the renderer string and translate this to
2183 * the right PCI id. This is a lot of work because there are more than 200
2184 * GPUs just for Nvidia. Various cards share the same renderer string, so
2185 * the amount of code might be 'small' but there are quite a number of
2186 * exceptions which would make this a pain to maintain. Another way would
2187 * be to query the PCI id from the operating system (assuming this is the
2188 * videocard which is used for rendering which is not always the case).
2189 * This would work but it is not very portable. Second it would not work
2190 * well in, let's say, a remote X situation in which the amount of 3d
2191 * features which can be used is limited.
2192 *
2193 * As said most games only use the PCI id to get an indication of the
2194 * capabilities of the card. It doesn't really matter if the given id is
2195 * the correct one if we return the id of a card with similar 3d features.
2196 *
2197 * The code below checks the OpenGL capabilities of a videocard and matches
2198 * that to a certain level of Direct3D functionality. Once a card passes
2199 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2200 * least a GeforceFX. To give a better estimate we do a basic check on the
2201 * renderer string but if that won't pass we return a default card. This
2202 * way is better than maintaining a full card database as even without a
2203 * full database we can return a card with similar features. Second the
2204 * size of the database can be made quite small because when you know what
2205 * type of 3d functionality a card has, you know to which GPU family the
2206 * GPU must belong. Because of this you only have to check a small part of
2207 * the renderer string to distinguishes between different models from that
2208 * family.
2209 *
2210 * The code also selects a default amount of video memory which we will
2211 * use for an estimation of the amount of free texture memory. In case of
2212 * real D3D the amount of texture memory includes video memory and system
2213 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2214 * HyperMemory). We don't know how much system memory can be addressed by
2215 * the system but we can make a reasonable estimation about the amount of
2216 * video memory. If the value is slightly wrong it doesn't matter as we
2217 * didn't include AGP-like memory which makes the amount of addressable
2218 * memory higher and second OpenGL isn't that critical it moves to system
2219 * memory behind our backs if really needed. Note that the amount of video
2220 * memory can be overruled using a registry setting. */
2221
2222 int i;
2223
2224 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2225 {
2226 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2227 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2228 continue;
2229 TRACE("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2230 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2231 }
2232
2233 FIXME("No card selector available for GL vendor %#x and card vendor %04x (using GL_RENDERER %s).\n",
2234 *gl_vendor, *card_vendor, debugstr_a(gl_renderer));
2235
2236 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2237 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2238 * them a good generic choice. */
2239 *card_vendor = HW_VENDOR_NVIDIA;
2240 d3d_level = d3d_level_from_gl_info(gl_info);
2241 if (d3d_level >= 9)
2242 return CARD_NVIDIA_GEFORCEFX_5600;
2243 if (d3d_level >= 8)
2244 return CARD_NVIDIA_GEFORCE3;
2245 if (d3d_level >= 7)
2246 return CARD_NVIDIA_GEFORCE;
2247 if (d3d_level >= 6)
2248 return CARD_NVIDIA_RIVA_TNT;
2249 return CARD_NVIDIA_RIVA_128;
2250 }
2251
2252 static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info)
2253 {
2254 int vs_selected_mode, ps_selected_mode;
2255
2256 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2257 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2258 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2259 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2260 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2261 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2262 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2263 else return &ffp_fragment_pipeline;
2264 }
2265
2266 static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
2267 {
2268 int vs_selected_mode, ps_selected_mode;
2269
2270 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2271 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2272 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2273 return &none_shader_backend;
2274 }
2275
2276 static const struct blit_shader *select_blit_implementation(const struct wined3d_gl_info *gl_info)
2277 {
2278 int vs_selected_mode, ps_selected_mode;
2279
2280 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2281 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2282 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2283 else return &ffp_blit;
2284 }
2285
2286 static void parse_extension_string(struct wined3d_gl_info *gl_info, const char *extensions,
2287 const struct wined3d_extension_map *map, UINT entry_count)
2288 {
2289 while (*extensions)
2290 {
2291 const char *start;
2292 size_t len;
2293 UINT i;
2294
2295 while (isspace(*extensions))
2296 ++extensions;
2297 start = extensions;
2298 while (!isspace(*extensions) && *extensions)
2299 ++extensions;
2300
2301 len = extensions - start;
2302 if (!len)
2303 continue;
2304
2305 TRACE("- %s.\n", debugstr_an(start, len));
2306
2307 for (i = 0; i < entry_count; ++i)
2308 {
2309 if (len == strlen(map[i].extension_string)
2310 && !memcmp(start, map[i].extension_string, len))
2311 {
2312 TRACE(" FOUND: %s support.\n", map[i].extension_string);
2313 gl_info->supported[map[i].extension] = TRUE;
2314 break;
2315 }
2316 }
2317 }
2318 }
2319
2320 static void load_gl_funcs(struct wined3d_gl_info *gl_info)
2321 {
2322 #define USE_GL_FUNC(pfn) gl_info->gl_ops.ext.p_##pfn = (void *)pwglGetProcAddress(#pfn);
2323 GL_EXT_FUNCS_GEN;
2324 #undef USE_GL_FUNC
2325
2326 #ifndef USE_WIN32_OPENGL
2327 /* hack: use the functions directly from the TEB table to bypass the thunks */
2328 /* note that we still need the above wglGetProcAddress calls to initialize the table */
2329 gl_info->gl_ops.ext = ((struct opengl_funcs *)NtCurrentTeb()->glTable)->ext;
2330 #endif
2331 }
2332
2333 static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
2334 {
2335 GLfloat gl_floatv[2];
2336 GLint gl_max;
2337
2338 gl_info->limits.blends = 1;
2339 gl_info->limits.buffers = 1;
2340 gl_info->limits.textures = 1;
2341 gl_info->limits.texture_coords = 1;
2342 gl_info->limits.fragment_samplers = 1;
2343 gl_info->limits.vertex_samplers = 0;
2344 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2345 gl_info->limits.vertex_attribs = 16;
2346 gl_info->limits.glsl_vs_float_constants = 0;
2347 gl_info->limits.glsl_ps_float_constants = 0;
2348 gl_info->limits.arb_vs_float_constants = 0;
2349 gl_info->limits.arb_vs_native_constants = 0;
2350 gl_info->limits.arb_vs_instructions = 0;
2351 gl_info->limits.arb_vs_temps = 0;
2352 gl_info->limits.arb_ps_float_constants = 0;
2353 gl_info->limits.arb_ps_local_constants = 0;
2354 gl_info->limits.arb_ps_instructions = 0;
2355 gl_info->limits.arb_ps_temps = 0;
2356
2357 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2358 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2359 TRACE("Clip plane support - max planes %d.\n", gl_max);
2360
2361 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2362 gl_info->limits.lights = gl_max;
2363 TRACE("Light support - max lights %d.\n", gl_max);
2364
2365 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2366 gl_info->limits.texture_size = gl_max;
2367 TRACE("Maximum texture size support - max texture size %d.\n", gl_max);
2368
2369 gl_info->gl_ops.gl.p_glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2370 gl_info->limits.pointsize_min = gl_floatv[0];
2371 gl_info->limits.pointsize_max = gl_floatv[1];
2372 TRACE("Maximum point size support - max point size %f.\n", gl_floatv[1]);
2373
2374 if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT])
2375 {
2376 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max);
2377 TRACE("Minimum buffer map alignment: %d.\n", gl_max);
2378 }
2379 else
2380 {
2381 WARN("Driver doesn't guarantee a minimum buffer map alignment.\n");
2382 }
2383 if (gl_info->supported[NV_REGISTER_COMBINERS])
2384 {
2385 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2386 gl_info->limits.general_combiners = gl_max;
2387 TRACE("Max general combiners: %d.\n", gl_max);
2388 }
2389 if (gl_info->supported[ARB_DRAW_BUFFERS] && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2390 {
2391 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2392 gl_info->limits.buffers = gl_max;
2393 TRACE("Max draw buffers: %u.\n", gl_max);
2394 }
2395 if (gl_info->supported[ARB_MULTITEXTURE])
2396 {
2397 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2398 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2399 TRACE("Max textures: %d.\n", gl_info->limits.textures);
2400
2401 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2402 {
2403 GLint tmp;
2404 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
2405 gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
2406 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2407 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2408 }
2409 else
2410 {
2411 gl_info->limits.texture_coords = max(gl_info->limits.texture_coords, gl_max);
2412 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2413 }
2414 TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords);
2415 TRACE("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2416
2417 if (gl_info->supported[ARB_VERTEX_SHADER])
2418 {
2419 GLint tmp;
2420 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2421 gl_info->limits.vertex_samplers = tmp;
2422 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2423 gl_info->limits.combined_samplers = tmp;
2424 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp);
2425 gl_info->limits.vertex_attribs = tmp;
2426
2427 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2428 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2429 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2430 * shader is used with fixed function vertex processing we're fine too because fixed function
2431 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2432 * used we have to make sure that all vertex sampler setups are valid together with all
2433 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2434 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2435 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2436 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2437 * a fixed function pipeline anymore.
2438 *
2439 * So this is just a check to check that our assumption holds true. If not, write a warning
2440 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2441 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2442 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2443 {
2444 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2445 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2446 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2447 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2448 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2449 else
2450 gl_info->limits.vertex_samplers = 0;
2451 }
2452 }
2453 else
2454 {
2455 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2456 }
2457 TRACE("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2458 TRACE("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2459 }
2460 if (gl_info->supported[ARB_VERTEX_BLEND])
2461 {
2462 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2463 gl_info->limits.blends = gl_max;
2464 TRACE("Max blends: %u.\n", gl_info->limits.blends);
2465 }
2466 if (gl_info->supported[EXT_TEXTURE3D])
2467 {
2468 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2469 gl_info->limits.texture3d_size = gl_max;
2470 TRACE("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2471 }
2472 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2473 {
2474 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2475 gl_info->limits.anisotropy = gl_max;
2476 TRACE("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2477 }
2478 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2479 {
2480 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2481 gl_info->limits.arb_ps_float_constants = gl_max;
2482 TRACE("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2483 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2484 gl_info->limits.arb_ps_native_constants = gl_max;
2485 TRACE("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2486 gl_info->limits.arb_ps_native_constants);
2487 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2488 gl_info->limits.arb_ps_temps = gl_max;
2489 TRACE("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2490 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2491 gl_info->limits.arb_ps_instructions = gl_max;
2492 TRACE("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2493 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2494 gl_info->limits.arb_ps_local_constants = gl_max;
2495 TRACE("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2496 }
2497 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2498 {
2499 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2500 gl_info->limits.arb_vs_float_constants = gl_max;
2501 TRACE("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2502 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2503 gl_info->limits.arb_vs_native_constants = gl_max;
2504 TRACE("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2505 gl_info->limits.arb_vs_native_constants);
2506 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2507 gl_info->limits.arb_vs_temps = gl_max;
2508 TRACE("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2509 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2510 gl_info->limits.arb_vs_instructions = gl_max;
2511 TRACE("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2512 }
2513 if (gl_info->supported[ARB_VERTEX_SHADER])
2514 {
2515 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2516 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2517 TRACE("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2518 }
2519 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2520 {
2521 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2522 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2523 TRACE("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2524 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2525 gl_info->limits.glsl_varyings = gl_max;
2526 TRACE("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2527 }
2528
2529 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2530 gl_info->gl_ops.gl.p_glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2531 else
2532 gl_info->limits.shininess = 128.0f;
2533
2534 if ((gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2535 && wined3d_settings.allow_multisampling)
2536 {
2537 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2538 gl_info->limits.samples = gl_max;
2539 }
2540 }
2541
2542 /* Context activation is done by the caller. */
2543 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2544 {
2545 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2546 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2547 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2548 enum wined3d_pci_vendor card_vendor;
2549 struct fragment_caps fragment_caps;
2550 const char *WGL_Extensions = NULL;
2551 const char *GL_Extensions = NULL;
2552 enum wined3d_gl_vendor gl_vendor;
2553 enum wined3d_pci_device device;
2554 DWORD gl_version;
2555 HDC hdc;
2556
2557 TRACE("adapter %p.\n", adapter);
2558
2559 ENTER_GL();
2560
2561 gl_renderer_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_RENDERER);
2562 TRACE("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2563 if (!gl_renderer_str)
2564 {
2565 LEAVE_GL();
2566 ERR("Received a NULL GL_RENDERER.\n");
2567 return FALSE;
2568 }
2569
2570 gl_vendor_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VENDOR);
2571 TRACE("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2572 if (!gl_vendor_str)
2573 {
2574 LEAVE_GL();
2575 ERR("Received a NULL GL_VENDOR.\n");
2576 return FALSE;
2577 }
2578
2579 /* Parse the GL_VERSION field into major and minor information */
2580 gl_version_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VERSION);
2581 TRACE("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2582 if (!gl_version_str)
2583 {
2584 LEAVE_GL();
2585 ERR("Received a NULL GL_VERSION.\n");
2586 return FALSE;
2587 }
2588 gl_version = wined3d_parse_gl_version(gl_version_str);
2589
2590 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2591 GL_Extensions = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_EXTENSIONS);
2592 if (!GL_Extensions)
2593 {
2594 LEAVE_GL();
2595 ERR("Received a NULL GL_EXTENSIONS.\n");
2596 return FALSE;
2597 }
2598
2599 LEAVE_GL();
2600
2601 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2602 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2603
2604 TRACE("GL extensions reported:\n");
2605 parse_extension_string(gl_info, GL_Extensions, gl_extension_map,
2606 sizeof(gl_extension_map) / sizeof(*gl_extension_map));
2607
2608 /* Now work out what GL support this card really has. */
2609 load_gl_funcs( gl_info );
2610
2611 hdc = pwglGetCurrentDC();
2612 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox. */
2613 if (GL_EXTCALL(wglGetExtensionsStringARB))
2614 WGL_Extensions = (const char *)GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2615 if (!WGL_Extensions)
2616 WARN("WGL extensions not supported.\n");
2617 else
2618 parse_extension_string(gl_info, WGL_Extensions, wgl_extension_map,
2619 sizeof(wgl_extension_map) / sizeof(*wgl_extension_map));
2620
2621 if (!gl_info->supported[EXT_TEXTURE3D] && gl_version >= MAKEDWORD_VERSION(1, 2))
2622 {
2623 TRACE("GL CORE: GL_EXT_texture3D support.\n");
2624 gl_info->gl_ops.ext.p_glTexImage3DEXT = (void *)gl_info->gl_ops.ext.p_glTexImage3D;
2625 gl_info->gl_ops.ext.p_glTexSubImage3DEXT = gl_info->gl_ops.ext.p_glTexSubImage3D;
2626 gl_info->supported[EXT_TEXTURE3D] = TRUE;
2627 }
2628
2629 if (!gl_info->supported[NV_POINT_SPRITE] && gl_version >= MAKEDWORD_VERSION(1, 4))
2630 {
2631 TRACE("GL CORE: GL_NV_point_sprite support.\n");
2632 gl_info->gl_ops.ext.p_glPointParameterivNV = gl_info->gl_ops.ext.p_glPointParameteriv;
2633 gl_info->gl_ops.ext.p_glPointParameteriNV = gl_info->gl_ops.ext.p_glPointParameteri;
2634 gl_info->supported[NV_POINT_SPRITE] = TRUE;
2635 }
2636
2637 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_version >= MAKEDWORD_VERSION(2, 0))
2638 {
2639 TRACE("GL CORE: GL_ARB_texture_non_power_of_two support.\n");
2640 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = TRUE;
2641 }
2642
2643 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2644
2645 if (gl_info->supported[APPLE_FENCE])
2646 {
2647 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2648 * The apple extension interacts with some other apple exts. Disable the NV
2649 * extension if the apple one is support to prevent confusion in other parts
2650 * of the code. */
2651 gl_info->supported[NV_FENCE] = FALSE;
2652 }
2653 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2654 {
2655 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2656 *
2657 * The enums are the same:
2658 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881a
2659 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881b
2660 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2661 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2662 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140b
2663 */
2664 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2665 {
2666 TRACE(" IMPLIED: GL_ARB_texture_float support (by GL_APPLE_float_pixels).\n");
2667 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2668 }
2669 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2670 {
2671 TRACE(" IMPLIED: GL_ARB_half_float_pixel support (by GL_APPLE_float_pixels).\n");
2672 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2673 }
2674 }
2675 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2676 {
2677 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2678 * functionality. Prefer the ARB extension */
2679 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2680 }
2681 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2682 {
2683 TRACE(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2684 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2685 }
2686 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2687 {
2688 TRACE(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2689 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2690 }
2691 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2692 {
2693 TRACE(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2694 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2695 }
2696 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2697 {
2698 TRACE(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2699 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2700 }
2701 if (gl_info->supported[NV_TEXTURE_SHADER2])
2702 {
2703 if (gl_info->supported[NV_REGISTER_COMBINERS])
2704 {
2705 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2706 * are supported. The nv extensions provide the same functionality as the
2707 * ATI one, and a bit more(signed pixelformats). */
2708 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2709 }
2710 }
2711 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2712 {
2713 /* If we have full NP2 texture support, disable
2714 * GL_ARB_texture_rectangle because we will never use it.
2715 * This saves a few redundant glDisable calls. */
2716 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2717 }
2718 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2719 {
2720 /* Disable NV_register_combiners and fragment shader if this is supported.
2721 * generally the NV extensions are preferred over the ATI ones, and this
2722 * extension is disabled if register_combiners and texture_shader2 are both
2723 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2724 * fragment processing support. */
2725 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2726 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2727 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2728 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2729 }
2730 if (gl_info->supported[NV_HALF_FLOAT])
2731 {
2732 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2733 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2734 }
2735 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB] && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2736 {
2737 /* Current wined3d sRGB infrastructure requires EXT_texture_sRGB_decode
2738 * for GL_ARB_framebuffer_sRGB support (without EXT_texture_sRGB_decode
2739 * we never render to sRGB surfaces). */
2740 gl_info->supported[ARB_FRAMEBUFFER_SRGB] = FALSE;
2741 }
2742
2743 ENTER_GL();
2744
2745 wined3d_adapter_init_limits(gl_info);
2746
2747 if (gl_info->supported[ARB_VERTEX_PROGRAM] && test_arb_vs_offset_limit(gl_info))
2748 gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2749
2750 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2751 {
2752 const char *str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2753 unsigned int major, minor;
2754
2755 TRACE("GLSL version string: %s.\n", debugstr_a(str));
2756
2757 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2758 sscanf(str, "%u.%u", &major, &minor);
2759 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2760 }
2761
2762 checkGLcall("extension detection");
2763
2764 LEAVE_GL();
2765
2766 adapter->fragment_pipe = select_fragment_implementation(gl_info);
2767 adapter->shader_backend = select_shader_backend(gl_info);
2768 adapter->blitter = select_blit_implementation(gl_info);
2769
2770 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2771 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2772 TRACE("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2773
2774 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2775 {
2776 gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbuffer;
2777 gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbuffer;
2778 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffers;
2779 gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffers;
2780 gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorage;
2781 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisample;
2782 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameteriv;
2783 gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebuffer;
2784 gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebuffer;
2785 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffers;
2786 gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffers;
2787 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatus;
2788 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1D;
2789 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2D;
2790 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3D;
2791 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbuffer;
2792 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
2793 = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameteriv;
2794 gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebuffer;
2795 gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmap;
2796 }
2797 else
2798 {
2799 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2800 {
2801 gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbufferEXT;
2802 gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbufferEXT;
2803 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffersEXT;
2804 gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffersEXT;
2805 gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorageEXT;
2806 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameterivEXT;
2807 gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebufferEXT;
2808 gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebufferEXT;
2809 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffersEXT;
2810 gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffersEXT;
2811 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatusEXT;
2812 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1DEXT;
2813 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2DEXT;
2814 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3DEXT;
2815 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbufferEXT;
2816 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
2817 = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameterivEXT;
2818 gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmapEXT;
2819 }
2820 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2821 {
2822 WARN("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2823 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2824 }
2825 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2826 {
2827 gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebufferEXT;
2828 }
2829 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2830 {
2831 gl_info->fbo_ops.glRenderbufferStorageMultisample
2832 = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisampleEXT;
2833 }
2834 }
2835
2836 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2837 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2838 TRACE("Found GL_VENDOR (%s)->(0x%04x/0x%04x).\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2839
2840 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2841 TRACE("Found (fake) card: 0x%x (vendor id), 0x%x (device id).\n", card_vendor, device);
2842
2843 gl_info->wrap_lookup[WINED3D_TADDRESS_WRAP - WINED3D_TADDRESS_WRAP] = GL_REPEAT;
2844 gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR - WINED3D_TADDRESS_WRAP] =
2845 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2846 gl_info->wrap_lookup[WINED3D_TADDRESS_CLAMP - WINED3D_TADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2847 gl_info->wrap_lookup[WINED3D_TADDRESS_BORDER - WINED3D_TADDRESS_WRAP] =
2848 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2849 gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP] =
2850 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2851
2852 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2853 init_driver_info(driver_info, card_vendor, device);
2854 add_gl_compat_wrappers(gl_info);
2855
2856 return TRUE;
2857 }
2858
2859 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2860 {
2861 TRACE("wined3d %p, reporting %u adapters.\n",
2862 wined3d, wined3d->adapter_count);
2863
2864 return wined3d->adapter_count;
2865 }
2866
2867 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2868 {
2869 FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2870
2871 return WINED3D_OK;
2872 }
2873
2874 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2875 {
2876 TRACE("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2877
2878 if (adapter_idx >= wined3d->adapter_count)
2879 return NULL;
2880
2881 return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2882 }
2883
2884 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2885 of the same bpp but different resolutions */
2886
2887 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2888 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2889 enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering)
2890 {
2891 const struct wined3d_adapter *adapter;
2892 const struct wined3d_format *format;
2893 unsigned int i = 0;
2894 unsigned int j = 0;
2895 UINT format_bits;
2896 DEVMODEW mode;
2897
2898 TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x.\n",
2899 wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering);
2900
2901 if (adapter_idx >= wined3d->adapter_count)
2902 return 0;
2903
2904 adapter = &wined3d->adapters[adapter_idx];
2905 format = wined3d_get_format(&adapter->gl_info, format_id);
2906 format_bits = format->byte_count * CHAR_BIT;
2907
2908 memset(&mode, 0, sizeof(mode));
2909 mode.dmSize = sizeof(mode);
2910
2911 while (EnumDisplaySettingsExW(adapter->DeviceName, j++, &mode, 0))
2912 {
2913 if (mode.dmFields & DM_DISPLAYFLAGS)
2914 {
2915 if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE
2916 && (mode.u2.dmDisplayFlags & DM_INTERLACED))
2917 continue;
2918
2919 if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED
2920 && !(mode.u2.dmDisplayFlags & DM_INTERLACED))
2921 continue;
2922 }
2923
2924 if (format_id == WINED3DFMT_UNKNOWN)
2925 {
2926 /* This is for d3d8, do not enumerate P8 here. */
2927 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2928 }
2929 else if (mode.dmBitsPerPel == format_bits)
2930 {
2931 ++i;
2932 }
2933 }
2934
2935 TRACE("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2936
2937 return i;
2938 }
2939
2940 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2941 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2942 enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering,
2943 UINT mode_idx, struct wined3d_display_mode *mode)
2944 {
2945 const struct wined3d_adapter *adapter;
2946 const struct wined3d_format *format;
2947 UINT format_bits;
2948 DEVMODEW m;
2949 UINT i = 0;
2950 int j = 0;
2951
2952 TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x, mode_idx %u, mode %p.\n",
2953 wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering, mode_idx, mode);
2954
2955 if (!mode || adapter_idx >= wined3d->adapter_count)
2956 return WINED3DERR_INVALIDCALL;
2957
2958 adapter = &wined3d->adapters[adapter_idx];
2959 format = wined3d_get_format(&adapter->gl_info, format_id);
2960 format_bits = format->byte_count * CHAR_BIT;
2961
2962 memset(&m, 0, sizeof(m));
2963 m.dmSize = sizeof(m);
2964
2965 while (i <= mode_idx)
2966 {
2967 if (!EnumDisplaySettingsExW(adapter->DeviceName, j++, &m, 0))
2968 {
2969 WARN("Invalid mode_idx %u.\n", mode_idx);
2970 return WINED3DERR_INVALIDCALL;
2971 }
2972
2973 if (m.dmFields & DM_DISPLAYFLAGS)
2974 {
2975 if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE
2976 && (m.u2.dmDisplayFlags & DM_INTERLACED))
2977 continue;
2978
2979 if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED
2980 && !(m.u2.dmDisplayFlags & DM_INTERLACED))
2981 continue;
2982 }
2983
2984 if (format_id == WINED3DFMT_UNKNOWN)
2985 {
2986 /* This is for d3d8, do not enumerate P8 here. */
2987 if (m.dmBitsPerPel == 32 || m.dmBitsPerPel == 16) ++i;
2988 }
2989 else if (m.dmBitsPerPel == format_bits)
2990 {
2991 ++i;
2992 }
2993 }
2994
2995 mode->width = m.dmPelsWidth;
2996 mode->height = m.dmPelsHeight;
2997 mode->refresh_rate = DEFAULT_REFRESH_RATE;
2998 if (m.dmFields & DM_DISPLAYFREQUENCY)
2999 mode->refresh_rate = m.dmDisplayFrequency;
3000
3001 if (format_id == WINED3DFMT_UNKNOWN)
3002 mode->format_id = pixelformat_for_depth(m.dmBitsPerPel);
3003 else
3004 mode->format_id = format_id;
3005
3006 if (!(m.dmFields & DM_DISPLAYFLAGS))
3007 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
3008 else if (m.u2.dmDisplayFlags & DM_INTERLACED)
3009 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED;
3010 else
3011 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE;
3012
3013 TRACE("%ux%u@%u %u bpp, %s %#x.\n", mode->width, mode->height, mode->refresh_rate,
3014 m.dmBitsPerPel, debug_d3dformat(mode->format_id), mode->scanline_ordering);
3015
3016 return WINED3D_OK;
3017 }
3018
3019 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
3020 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3021 {
3022 const struct wined3d_adapter *adapter;
3023 DEVMODEW m;
3024
3025 TRACE("wined3d %p, adapter_idx %u, display_mode %p, rotation %p.\n",
3026 wined3d, adapter_idx, mode, rotation);
3027
3028 if (!mode || adapter_idx >= wined3d->adapter_count)
3029 return WINED3DERR_INVALIDCALL;
3030
3031 adapter = &wined3d->adapters[adapter_idx];
3032
3033 memset(&m, 0, sizeof(m));
3034 m.dmSize = sizeof(m);
3035
3036 EnumDisplaySettingsExW(adapter->DeviceName, ENUM_CURRENT_SETTINGS, &m, 0);
3037 mode->width = m.dmPelsWidth;
3038 mode->height = m.dmPelsHeight;
3039 mode->refresh_rate = DEFAULT_REFRESH_RATE;
3040 if (m.dmFields & DM_DISPLAYFREQUENCY)
3041 mode->refresh_rate = m.dmDisplayFrequency;
3042 mode->format_id = pixelformat_for_depth(m.dmBitsPerPel);
3043
3044 /* Lie about the format. X11 can't change the color depth, and some apps
3045 * are pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3046 * that GetDisplayMode still returns 24 bpp. This should probably be
3047 * handled in winex11 instead. */
3048 if (adapter->screen_format && adapter->screen_format != mode->format_id)
3049 {
3050 WARN("Overriding format %s with stored format %s.\n",
3051 debug_d3dformat(mode->format_id),
3052 debug_d3dformat(adapter->screen_format));
3053 mode->format_id = adapter->screen_format;
3054 }
3055
3056 if (!(m.dmFields & DM_DISPLAYFLAGS))
3057 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
3058 else if (m.u2.dmDisplayFlags & DM_INTERLACED)
3059 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED;
3060 else
3061 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE;
3062
3063 if (rotation)
3064 {
3065 switch (m.u1.s2.dmDisplayOrientation)
3066 {
3067 case DMDO_DEFAULT:
3068 *rotation = WINED3D_DISPLAY_ROTATION_0;
3069 break;
3070 case DMDO_90:
3071 *rotation = WINED3D_DISPLAY_ROTATION_90;
3072 break;
3073 case DMDO_180:
3074 *rotation = WINED3D_DISPLAY_ROTATION_180;
3075 break;
3076 case DMDO_270:
3077 *rotation = WINED3D_DISPLAY_ROTATION_270;
3078 break;
3079 default:
3080 FIXME("Unhandled display rotation %#x.\n", m.u1.s2.dmDisplayOrientation);
3081 *rotation = WINED3D_DISPLAY_ROTATION_UNSPECIFIED;
3082 break;
3083 }
3084 }
3085
3086 TRACE("Returning %ux%u@%u %s %#x.\n", mode->width, mode->height,
3087 mode->refresh_rate, debug_d3dformat(mode->format_id),
3088 mode->scanline_ordering);
3089 return WINED3D_OK;
3090 }
3091
3092 HRESULT CDECL wined3d_set_adapter_display_mode(struct wined3d *wined3d,
3093 UINT adapter_idx, const struct wined3d_display_mode *mode)
3094 {
3095 struct wined3d_display_mode current_mode;
3096 const struct wined3d_format *format;
3097 struct wined3d_adapter *adapter;
3098 DEVMODEW devmode;
3099 RECT clip_rc;
3100 HRESULT hr;
3101 LONG ret;
3102
3103 TRACE("wined3d %p, adapter_idx %u, mode %p (%ux%u@%u %s %#x).\n", wined3d, adapter_idx, mode,
3104 mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id),
3105 mode->scanline_ordering);
3106
3107 if (adapter_idx >= wined3d->adapter_count)
3108 return WINED3DERR_INVALIDCALL;
3109
3110 adapter = &wined3d->adapters[adapter_idx];
3111 format = wined3d_get_format(&adapter->gl_info, mode->format_id);
3112
3113 memset(&devmode, 0, sizeof(devmode));
3114 devmode.dmSize = sizeof(devmode);
3115 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
3116 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
3117 devmode.dmPelsWidth = mode->width;
3118 devmode.dmPelsHeight = mode->height;
3119
3120 devmode.dmDisplayFrequency = mode->refresh_rate;
3121 if (mode->refresh_rate)
3122 devmode.dmFields |= DM_DISPLAYFREQUENCY;
3123
3124 if (mode->scanline_ordering != WINED3D_SCANLINE_ORDERING_UNKNOWN)
3125 {
3126 devmode.dmFields |= DM_DISPLAYFLAGS;
3127 if (mode->scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED)
3128 devmode.u2.dmDisplayFlags |= DM_INTERLACED;
3129 }
3130
3131 /* Only change the mode if necessary. */
3132 if (FAILED(hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &current_mode, NULL)))
3133 {
3134 ERR("Failed to get current display mode, hr %#x.\n", hr);
3135 }
3136 else if (current_mode.width == mode->width
3137 && current_mode.height == mode->height
3138 && current_mode.format_id == mode->format_id
3139 && (current_mode.refresh_rate == mode->refresh_rate
3140 || !mode->refresh_rate)
3141 && (current_mode.scanline_ordering == mode->scanline_ordering
3142 || mode->scanline_ordering == WINED3D_SCANLINE_ORDERING_UNKNOWN))
3143 {
3144 TRACE("Skipping redundant mode setting call.\n");
3145 return WINED3D_OK;
3146 }
3147
3148 ret = ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
3149 if (ret != DISP_CHANGE_SUCCESSFUL)
3150 {
3151 if (devmode.dmDisplayFrequency)
3152 {
3153 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate.\n");
3154 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
3155 devmode.dmDisplayFrequency = 0;
3156 ret = ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
3157 }
3158 if (ret != DISP_CHANGE_SUCCESSFUL)
3159 return WINED3DERR_NOTAVAILABLE;
3160 }
3161
3162 /* Store the new values. */
3163 adapter->screen_format = mode->format_id;
3164
3165 /* And finally clip mouse to our screen. */
3166 SetRect(&clip_rc, 0, 0, mode->width, mode->height);
3167 ClipCursor(&clip_rc);
3168
3169 return WINED3D_OK;
3170 }
3171
3172 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
3173 and fields being inserted in the middle, a new structure is used in place */
3174 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
3175 UINT adapter_idx, DWORD flags, struct wined3d_adapter_identifier *identifier)
3176 {
3177 const struct wined3d_adapter *adapter;
3178 size_t len;
3179
3180 TRACE("wined3d %p, adapter_idx %u, flags %#x, identifier %p.\n",
3181 wined3d, adapter_idx, flags, identifier);
3182
3183 if (adapter_idx >= wined3d->adapter_count)
3184 return WINED3DERR_INVALIDCALL;
3185
3186 adapter = &wined3d->adapters[adapter_idx];
3187
3188 if (identifier->driver_size)
3189 {
3190 const char *name = adapter->driver_info.name;
3191 len = min(strlen(name), identifier->driver_size - 1);
3192 memcpy(identifier->driver, name, len);
3193 identifier->driver[len] = '\0';
3194 }
3195
3196 if (identifier->description_size)
3197 {
3198 const char *description = adapter->driver_info.description;
3199 len = min(strlen(description), identifier->description_size - 1);
3200 memcpy(identifier->description, description, len);
3201 identifier->description[len] = '\0';
3202 }
3203
3204 /* Note that d3d8 doesn't supply a device name. */
3205 if (identifier->device_name_size)
3206 {
3207 if (!WideCharToMultiByte(CP_ACP, 0, adapter->DeviceName, -1, identifier->device_name,
3208 identifier->device_name_size, NULL, NULL))
3209 {
3210 ERR("Failed to convert device name, last error %#x.\n", GetLastError());
3211 return WINED3DERR_INVALIDCALL;
3212 }
3213 }
3214
3215 identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3216 identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3217 identifier->vendor_id = adapter->driver_info.vendor;
3218 identifier->device_id = adapter->driver_info.device;
3219 identifier->subsystem_id = 0;
3220 identifier->revision = 0;
3221 memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
3222 identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3223 memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3224 identifier->video_memory = adapter->TextureRam;
3225
3226 return WINED3D_OK;
3227 }
3228
3229 HRESULT CDECL wined3d_get_adapter_raster_status(const struct wined3d *wined3d, UINT adapter_idx,
3230 struct wined3d_raster_status *raster_status)
3231 {
3232 LONGLONG freq_per_frame, freq_per_line;
3233 LARGE_INTEGER counter, freq_per_sec;
3234 struct wined3d_display_mode mode;
3235 static UINT once;
3236
3237 if (!once++)
3238 FIXME("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
3239 wined3d, adapter_idx, raster_status);
3240 else
3241 WARN("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
3242 wined3d, adapter_idx, raster_status);
3243
3244 /* Obtaining the raster status is a widely implemented but optional
3245 * feature. When this method returns OK StarCraft 2 expects the
3246 * raster_status->InVBlank value to actually change over time.
3247 * And Endless Alice Crysis doesn't care even if this method fails.
3248 * Thus this method returns OK and fakes raster_status by
3249 * QueryPerformanceCounter. */
3250
3251 if (!QueryPerformanceCounter(&counter) || !QueryPerformanceFrequency(&freq_per_sec))
3252 return WINED3DERR_INVALIDCALL;
3253 if (FAILED(wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode, NULL)))
3254 return WINED3DERR_INVALIDCALL;
3255 if (mode.refresh_rate == DEFAULT_REFRESH_RATE)
3256 mode.refresh_rate = 60;
3257
3258 freq_per_frame = freq_per_sec.QuadPart / mode.refresh_rate;
3259 /* Assume 20 scan lines in the vertical blank. */
3260 freq_per_line = freq_per_frame / (mode.height + 20);
3261 raster_status->scan_line = (counter.QuadPart % freq_per_frame) / freq_per_line;
3262 if (raster_status->scan_line < mode.height)
3263 raster_status->in_vblank = FALSE;
3264 else
3265 {
3266 raster_status->scan_line = 0;
3267 raster_status->in_vblank = TRUE;
3268 }
3269
3270 TRACE("Returning fake value, in_vblank %u, scan_line %u.\n",
3271 raster_status->in_vblank, raster_status->scan_line);
3272
3273 return WINED3D_OK;
3274 }
3275
3276 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3277 const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3278 {
3279 BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3280
3281 /* Float formats need FBOs. If FBOs are used this function isn't called */
3282 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3283
3284 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3285 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3286 {
3287 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3288 return FALSE;
3289 }
3290
3291 if(cfg->redSize < redSize)
3292 return FALSE;
3293
3294 if(cfg->greenSize < greenSize)
3295 return FALSE;
3296
3297 if(cfg->blueSize < blueSize)
3298 return FALSE;
3299
3300 if(cfg->alphaSize < alphaSize)
3301 return FALSE;
3302
3303 return TRUE;
3304 }
3305
3306 /* Probably a RGBA_float or color index mode */
3307 return FALSE;
3308 }
3309
3310 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3311 const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3312 {
3313 BYTE depthSize, stencilSize;
3314 BOOL lockable = FALSE;
3315
3316 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3317 {
3318 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3319 return FALSE;
3320 }
3321
3322 /* Float formats need FBOs. If FBOs are used this function isn't called */
3323 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3324
3325 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3326 lockable = TRUE;
3327
3328 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3329 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3330 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3331 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3332 return FALSE;
3333
3334 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3335 * allow more stencil bits than requested. */
3336 if(cfg->stencilSize < stencilSize)
3337 return FALSE;
3338
3339 return TRUE;
3340 }
3341
3342 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3343 UINT adapter_idx, enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id,
3344 enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3345 {
3346 const struct wined3d_format *rt_format;
3347 const struct wined3d_format *ds_format;
3348 const struct wined3d_adapter *adapter;
3349
3350 TRACE("wined3d %p, adapter_idx %u, device_type %s,\n"
3351 "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3352 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3353 debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3354
3355 if (adapter_idx >= wined3d->adapter_count)
3356 return WINED3DERR_INVALIDCALL;
3357
3358 adapter = &wined3d->adapters[adapter_idx];
3359 rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3360 ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3361 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3362 {
3363 if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3364 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3365 {
3366 TRACE("Formats match.\n");
3367 return WINED3D_OK;
3368 }
3369 }
3370 else
3371 {
3372 const struct wined3d_pixel_format *cfgs;
3373 unsigned int cfg_count;
3374 unsigned int i;
3375
3376 cfgs = adapter->cfgs;
3377 cfg_count = adapter->cfg_count;
3378 for (i = 0; i < cfg_count; ++i)
3379 {
3380 if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3381 && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3382 {
3383 TRACE("Formats match.\n");
3384 return WINED3D_OK;
3385 }
3386 }
3387 }
3388
3389 TRACE("Unsupported format pair: %s and %s.\n",
3390 debug_d3dformat(render_target_format_id),
3391 debug_d3dformat(depth_stencil_format_id));
3392
3393 return WINED3DERR_NOTAVAILABLE;
3394 }
3395
3396 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3397 enum wined3d_device_type device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3398 enum wined3d_multisample_type multisample_type, DWORD *quality_levels)
3399 {
3400 const struct wined3d_gl_info *gl_info;
3401
3402 TRACE("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3403 "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3404 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3405 windowed, multisample_type, quality_levels);
3406
3407 if (adapter_idx >= wined3d->adapter_count)
3408 return WINED3DERR_INVALIDCALL;
3409
3410 gl_info = &wined3d->adapters[adapter_idx].gl_info;
3411
3412 if (multisample_type > gl_info->limits.samples)
3413 {
3414 TRACE("Returning not supported.\n");
3415 if (quality_levels)
3416 *quality_levels = 0;
3417
3418 return WINED3DERR_NOTAVAILABLE;
3419 }
3420
3421 if (quality_levels)
3422 {
3423 if (multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
3424 /* FIXME: This is probably wrong. */
3425 *quality_levels = gl_info->limits.samples;
3426 else
3427 *quality_levels = 1;
3428 }
3429
3430 return WINED3D_OK;
3431 }
3432
3433 /* Check if we support bumpmapping for a format */
3434 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3435 {
3436 /* Ask the fixed function pipeline implementation if it can deal
3437 * with the conversion. If we've got a GL extension giving native
3438 * support this will be an identity conversion. */
3439 return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3440 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3441 }
3442
3443 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3444 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3445 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3446 {
3447 /* Only allow depth/stencil formats */
3448 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3449
3450 /* Blacklist formats not supported on Windows */
3451 switch (ds_format->id)
3452 {
3453 case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
3454 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3455 TRACE("[FAILED] - not supported on windows.\n");
3456 return FALSE;
3457
3458 default:
3459 break;
3460 }
3461
3462 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3463 {
3464 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3465 if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3466 }
3467 else
3468 {
3469 unsigned int i;
3470
3471 /* Walk through all WGL pixel formats to find a match */
3472 for (i = 0; i < adapter->cfg_count; ++i)
3473 {
3474 const struct wined3d_pixel_format *cfg = &adapter->cfgs[i];
3475 if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3476 && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3477 return TRUE;
3478 }
3479 }
3480
3481 return FALSE;
3482 }
3483
3484 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3485 {
3486 /* The flags entry of a format contains the filtering capability */
3487 if ((format->flags & WINED3DFMT_FLAG_FILTERING)
3488 || !(adapter->gl_info.quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
3489 return TRUE;
3490
3491 return FALSE;
3492 }
3493
3494 /* Check the render target capabilities of a format */
3495 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3496 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3497 {
3498 /* Filter out non-RT formats */
3499 if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3500 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3501 {
3502 BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3503 BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3504 const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3505 unsigned int i;
3506
3507 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3508 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3509
3510 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3511 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3512 if (!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue)))
3513 {
3514 TRACE("[FAILED]\n");
3515 return FALSE;
3516 }
3517
3518 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3519 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3520 for (i = 0; i < adapter->cfg_count; ++i)
3521 {
3522 if (cfgs[i].windowDrawable
3523 && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], check_format))
3524 {
3525 TRACE("Pixel format %d is compatible with format %s.\n",
3526 cfgs[i].iPixelFormat, debug_d3dformat(check_format->id));
3527 return TRUE;
3528 }
3529 }
3530 }
3531 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3532 {
3533 /* For now return TRUE for FBOs until we have some proper checks.
3534 * Note that this function will only be called when the format is around for texturing. */
3535 return TRUE;
3536 }
3537 return FALSE;
3538 }
3539
3540 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3541 {
3542 return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3543 }
3544
3545 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3546 {
3547 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3548 * doing the color fixup in shaders.
3549 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3550 if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3551 {
3552 int vs_selected_mode;
3553 int ps_selected_mode;
3554 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3555
3556 if ((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL))
3557 {
3558 TRACE("[OK]\n");
3559 return TRUE;
3560 }
3561 }
3562
3563 TRACE("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3564 return FALSE;
3565 }
3566
3567 /* Check if a format support blending in combination with pixel shaders */
3568 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3569 const struct wined3d_format *format)
3570 {
3571 /* The flags entry of a format contains the post pixel shader blending capability */
3572 if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3573
3574 return FALSE;
3575 }
3576
3577 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3578 {
3579 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3580 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3581 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3582 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3583 * capability anyway.
3584 *
3585 * For now lets report this on all formats, but in the future we may want to
3586 * restrict it to some should games need that
3587 */
3588 return TRUE;
3589 }
3590
3591 /* Check if a texture format is supported on the given adapter */
3592 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3593 {
3594 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3595
3596 switch (format->id)
3597 {
3598 /*****
3599 * supported: RGB(A) formats
3600 */
3601 case WINED3DFMT_B8G8R8_UNORM:
3602 TRACE("[FAILED] - Not enumerated on Windows.\n");
3603 return FALSE;
3604 case WINED3DFMT_B8G8R8A8_UNORM:
3605 case WINED3DFMT_B8G8R8X8_UNORM:
3606 case WINED3DFMT_B5G6R5_UNORM:
3607 case WINED3DFMT_B5G5R5X1_UNORM:
3608 case WINED3DFMT_B5G5R5A1_UNORM:
3609 case WINED3DFMT_B4G4R4A4_UNORM:
3610 case WINED3DFMT_A8_UNORM:
3611 case WINED3DFMT_B4G4R4X4_UNORM:
3612 case WINED3DFMT_R8G8B8A8_UNORM:
3613 case WINED3DFMT_R8G8B8X8_UNORM:
3614 case WINED3DFMT_B10G10R10A2_UNORM:
3615 case WINED3DFMT_R10G10B10A2_UNORM:
3616 case WINED3DFMT_R16G16_UNORM:
3617 TRACE("[OK]\n");
3618 return TRUE;
3619
3620 case WINED3DFMT_B2G3R3_UNORM:
3621 TRACE("[FAILED] - Not supported on Windows.\n");
3622 return FALSE;
3623
3624 /*****
3625 * Not supported: Palettized
3626 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3627 * Since it is not widely available, don't offer it. Further no Windows driver offers
3628 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3629 */
3630 case WINED3DFMT_P8_UINT:
3631 case WINED3DFMT_P8_UINT_A8_UNORM:
3632 return FALSE;
3633
3634 /*****
3635 * Supported: (Alpha)-Luminance
3636 */
3637 case WINED3DFMT_L8_UNORM:
3638 case WINED3DFMT_L8A8_UNORM:
3639 case WINED3DFMT_L16_UNORM:
3640 TRACE("[OK]\n");
3641 return TRUE;
3642
3643 /* Not supported on Windows, thus disabled */
3644 case WINED3DFMT_L4A4_UNORM:
3645 TRACE("[FAILED] - not supported on windows\n");
3646 return FALSE;
3647
3648 /*****
3649 * Supported: Depth/Stencil formats
3650 */
3651 case WINED3DFMT_D16_LOCKABLE:
3652 case WINED3DFMT_D16_UNORM:
3653 case WINED3DFMT_X8D24_UNORM:
3654 case WINED3DFMT_D24_UNORM_S8_UINT:
3655 case WINED3DFMT_S8_UINT_D24_FLOAT:
3656 case WINED3DFMT_D32_UNORM:
3657 case WINED3DFMT_D32_FLOAT:
3658 return TRUE;
3659
3660 case WINED3DFMT_INTZ:
3661 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3662 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3663 return TRUE;
3664 return FALSE;
3665
3666 /* Not supported on Windows */
3667 case WINED3DFMT_S1_UINT_D15_UNORM:
3668 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3669 TRACE("[FAILED] - not supported on windows\n");
3670 return FALSE;
3671
3672 /*****
3673 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3674 * GL_NV_texture_shader). Emulated by shaders
3675 */
3676 case WINED3DFMT_R8G8_SNORM:
3677 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3678 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3679 case WINED3DFMT_R8G8B8A8_SNORM:
3680 case WINED3DFMT_R16G16_SNORM:
3681 /* Ask the shader backend if it can deal with the conversion. If
3682 * we've got a GL extension giving native support this will be an
3683 * identity conversion. */
3684 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3685 {
3686 TRACE("[OK]\n");
3687 return TRUE;
3688 }
3689 TRACE("[FAILED]\n");
3690 return FALSE;
3691
3692 case WINED3DFMT_DXT1:
3693 case WINED3DFMT_DXT2:
3694 case WINED3DFMT_DXT3:
3695 case WINED3DFMT_DXT4:
3696 case WINED3DFMT_DXT5:
3697 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3698 {
3699 TRACE("[OK]\n");
3700 return TRUE;
3701 }
3702 TRACE("[FAILED]\n");
3703 return FALSE;
3704
3705
3706 /*****
3707 * Odd formats - not supported
3708 */
3709 case WINED3DFMT_VERTEXDATA:
3710 case WINED3DFMT_R16_UINT:
3711 case WINED3DFMT_R32_UINT:
3712 case WINED3DFMT_R16G16B16A16_SNORM:
3713 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3714 case WINED3DFMT_R10G11B11_SNORM:
3715 case WINED3DFMT_R16:
3716 case WINED3DFMT_AL16:
3717 TRACE("[FAILED]\n"); /* Enable when implemented */
3718 return FALSE;
3719
3720 /*****
3721 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3722 */
3723 case WINED3DFMT_R8G8_SNORM_Cx:
3724 TRACE("[FAILED]\n"); /* Enable when implemented */
3725 return FALSE;
3726
3727 /* YUV formats */
3728 case WINED3DFMT_UYVY:
3729 case WINED3DFMT_YUY2:
3730 if (gl_info->supported[APPLE_YCBCR_422])
3731 {
3732 TRACE("[OK]\n");
3733 return TRUE;
3734 }
3735 TRACE("[FAILED]\n");
3736 return FALSE;
3737 case WINED3DFMT_YV12:
3738 TRACE("[FAILED]\n");
3739 return FALSE;
3740
3741 case WINED3DFMT_R16G16B16A16_UNORM:
3742 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3743 {
3744 TRACE("[FAILED]\n");
3745 return FALSE;
3746 }
3747 TRACE("[OK]\n");
3748 return TRUE;
3749
3750 /* Not supported */
3751 case WINED3DFMT_B2G3R3A8_UNORM:
3752 TRACE("[FAILED]\n"); /* Enable when implemented */
3753 return FALSE;
3754
3755 /* Floating point formats */
3756 case WINED3DFMT_R16_FLOAT:
3757 case WINED3DFMT_R16G16_FLOAT:
3758 case WINED3DFMT_R16G16B16A16_FLOAT:
3759 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3760 {
3761 TRACE("[OK]\n");
3762 return TRUE;
3763 }
3764 TRACE("[FAILED]\n");
3765 return FALSE;
3766
3767 case WINED3DFMT_R32_FLOAT:
3768 case WINED3DFMT_R32G32_FLOAT:
3769 case WINED3DFMT_R32G32B32A32_FLOAT:
3770 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3771 {
3772 TRACE("[OK]\n");
3773 return TRUE;
3774 }
3775 TRACE("[FAILED]\n");
3776 return FALSE;
3777
3778 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3779 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3780 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3781 * We can do instancing with all shader versions, but we need vertex shaders.
3782 *
3783 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3784 * to enable instancing. WineD3D doesn't need that and just ignores it.
3785 *
3786 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3787 */
3788 case WINED3DFMT_INST:
3789 TRACE("ATI Instancing check hack\n");
3790 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3791 {
3792 TRACE("[OK]\n");
3793 return TRUE;
3794 }
3795 TRACE("[FAILED]\n");
3796 return FALSE;
3797
3798 /* Some weird FOURCC formats */
3799 case WINED3DFMT_R8G8_B8G8:
3800 case WINED3DFMT_G8R8_G8B8:
3801 case WINED3DFMT_MULTI2_ARGB8:
3802 TRACE("[FAILED]\n");
3803 return FALSE;
3804
3805 /* Vendor specific formats */
3806 case WINED3DFMT_ATI2N:
3807 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3808 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3809 {
3810 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3811 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3812 {
3813 TRACE("[OK]\n");
3814 return TRUE;
3815 }
3816
3817 TRACE("[OK]\n");
3818 return TRUE;
3819 }
3820 TRACE("[FAILED]\n");
3821 return FALSE;
3822
3823 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3824 * format MAKEFOURCC('N','V','D','B') is used.
3825 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3826 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3827 * to test value.
3828 */
3829 case WINED3DFMT_NVDB:
3830 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3831 {
3832 TRACE("[OK]\n");
3833 return TRUE;
3834 }
3835 TRACE("[FAILED]\n");
3836 return FALSE;
3837
3838 case WINED3DFMT_NVHU:
3839 case WINED3DFMT_NVHS:
3840 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3841 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3842 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3843 * ATI refused to support formats which can easily be emulated with pixel shaders, so
3844 * Applications have to deal with not having NVHS and NVHU.
3845 */
3846 TRACE("[FAILED]\n");
3847 return FALSE;
3848
3849 case WINED3DFMT_NULL:
3850 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3851 return TRUE;
3852 return FALSE;
3853
3854 case WINED3DFMT_UNKNOWN:
3855 return FALSE;
3856
3857 default:
3858 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3859 break;
3860 }
3861 return FALSE;
3862 }
3863
3864 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3865 const struct wined3d_format *adapter_format,
3866 const struct wined3d_format *check_format,
3867 enum wined3d_surface_type surface_type)
3868 {
3869 if (surface_type == WINED3D_SURFACE_TYPE_GDI)
3870 {
3871 switch (check_format->id)
3872 {
3873 case WINED3DFMT_B8G8R8_UNORM:
3874 TRACE("[FAILED] - Not enumerated on Windows.\n");
3875 return FALSE;
3876 case WINED3DFMT_B8G8R8A8_UNORM:
3877 case WINED3DFMT_B8G8R8X8_UNORM:
3878 case WINED3DFMT_B5G6R5_UNORM:
3879 case WINED3DFMT_B5G5R5X1_UNORM:
3880 case WINED3DFMT_B5G5R5A1_UNORM:
3881 case WINED3DFMT_B4G4R4A4_UNORM:
3882 case WINED3DFMT_B2G3R3_UNORM:
3883 case WINED3DFMT_A8_UNORM:
3884 case WINED3DFMT_B2G3R3A8_UNORM:
3885 case WINED3DFMT_B4G4R4X4_UNORM:
3886 case WINED3DFMT_R10G10B10A2_UNORM:
3887 case WINED3DFMT_R8G8B8A8_UNORM:
3888 case WINED3DFMT_R8G8B8X8_UNORM:
3889 case WINED3DFMT_R16G16_UNORM:
3890 case WINED3DFMT_B10G10R10A2_UNORM:
3891 case WINED3DFMT_R16G16B16A16_UNORM:
3892 case WINED3DFMT_P8_UINT:
3893 TRACE("[OK]\n");
3894 return TRUE;
3895 default:
3896 TRACE("[FAILED] - Not available on GDI surfaces.\n");
3897 return FALSE;
3898 }
3899 }
3900
3901 /* All format that are supported for textures are supported for surfaces as well */
3902 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3903 /* All depth stencil formats are supported on surfaces */
3904 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3905
3906 /* If opengl can't process the format natively, the blitter may be able to convert it */
3907 if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3908 NULL, WINED3D_POOL_DEFAULT, 0, check_format,
3909 NULL, WINED3D_POOL_DEFAULT, 0, adapter_format))
3910 {
3911 TRACE("[OK]\n");
3912 return TRUE;
3913 }
3914
3915 /* Reject other formats */
3916 TRACE("[FAILED]\n");
3917 return FALSE;
3918 }
3919
3920 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3921 const struct wined3d_format *format)
3922 {
3923 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3924
3925 if (!gl_info->limits.vertex_samplers || !(format->flags & WINED3DFMT_FLAG_VTF))
3926 return FALSE;
3927
3928 switch (format->id)
3929 {
3930 case WINED3DFMT_R32G32B32A32_FLOAT:
3931 case WINED3DFMT_R32_FLOAT:
3932 return TRUE;
3933 default:
3934 return !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING);
3935 }
3936 }
3937
3938 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3939 enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3940 enum wined3d_resource_type resource_type, enum wined3d_format_id check_format_id,
3941 enum wined3d_surface_type surface_type)
3942 {
3943 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3944 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3945 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3946 const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3947 DWORD usage_caps = 0;
3948
3949 TRACE("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3950 "resource_type %s, check_format %s, surface_type %#x.\n",
3951 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3952 debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3953 debug_d3dformat(check_format_id), surface_type);
3954
3955 if (adapter_idx >= wined3d->adapter_count)
3956 return WINED3DERR_INVALIDCALL;
3957
3958 switch (resource_type)
3959 {
3960 case WINED3D_RTYPE_CUBE_TEXTURE:
3961 /* Cubetexture allows:
3962 * - WINED3DUSAGE_AUTOGENMIPMAP
3963 * - WINED3DUSAGE_DEPTHSTENCIL
3964 * - WINED3DUSAGE_DYNAMIC
3965 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3966 * - WINED3DUSAGE_RENDERTARGET
3967 * - WINED3DUSAGE_SOFTWAREPROCESSING
3968 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3969 */
3970 if (surface_type != WINED3D_SURFACE_TYPE_OPENGL)
3971 {
3972 TRACE("[FAILED]\n");
3973 return WINED3DERR_NOTAVAILABLE;
3974 }
3975
3976 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3977 {
3978 TRACE("[FAILED] - No cube texture support.\n");
3979 return WINED3DERR_NOTAVAILABLE;
3980 }
3981
3982 if (!CheckTextureCapability(adapter, format))
3983 {
3984 TRACE("[FAILED] - Cube texture format not supported.\n");
3985 return WINED3DERR_NOTAVAILABLE;
3986 }
3987
3988 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3989 {
3990 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3991 /* When autogenmipmap isn't around continue and return
3992 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3993 TRACE("[FAILED] - No autogenmipmap support, but continuing.\n");
3994 else
3995 usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3996 }
3997
3998 /* Always report dynamic locking. */
3999 if (usage & WINED3DUSAGE_DYNAMIC)
4000 usage_caps |= WINED3DUSAGE_DYNAMIC;
4001
4002 if (usage & WINED3DUSAGE_RENDERTARGET)
4003 {
4004 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
4005 {
4006 TRACE("[FAILED] - No render target support.\n");
4007 return WINED3DERR_NOTAVAILABLE;
4008 }
4009 usage_caps |= WINED3DUSAGE_RENDERTARGET;
4010 }
4011
4012 /* Always report software processing. */
4013 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4014 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4015
4016 if (usage & WINED3DUSAGE_QUERY_FILTER)
4017 {
4018 if (!CheckFilterCapability(adapter, format))
4019 {
4020 TRACE("[FAILED] - No filter support.\n");
4021 return WINED3DERR_NOTAVAILABLE;
4022 }
4023 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4024 }
4025
4026 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4027 {
4028 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4029 {
4030 TRACE("[FAILED] - No post pixelshader blending support.\n");
4031 return WINED3DERR_NOTAVAILABLE;
4032 }
4033 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4034 }
4035
4036 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4037 {
4038 if (!CheckSrgbReadCapability(adapter, format))
4039 {
4040 TRACE("[FAILED] - No sRGB read support.\n");
4041 return WINED3DERR_NOTAVAILABLE;
4042 }
4043 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4044 }
4045
4046 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4047 {
4048 if (!CheckSrgbWriteCapability(adapter, format))
4049 {
4050 TRACE("[FAILED] - No sRGB write support.\n");
4051 return WINED3DERR_NOTAVAILABLE;
4052 }
4053 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4054 }
4055
4056 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4057 {
4058 if (!CheckVertexTextureCapability(adapter, format))
4059 {
4060 TRACE("[FAILED] - No vertex texture support.\n");
4061 return WINED3DERR_NOTAVAILABLE;
4062 }
4063 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4064 }
4065
4066 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4067 {
4068 if (!CheckWrapAndMipCapability(adapter, format))
4069 {
4070 TRACE("[FAILED] - No wrapping and mipmapping support.\n");
4071 return WINED3DERR_NOTAVAILABLE;
4072 }
4073 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4074 }
4075 break;
4076
4077 case WINED3D_RTYPE_SURFACE:
4078 /* Surface allows:
4079 * - WINED3DUSAGE_DEPTHSTENCIL
4080 * - WINED3DUSAGE_NONSECURE (d3d9ex)
4081 * - WINED3DUSAGE_RENDERTARGET
4082 */
4083 if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
4084 {
4085 TRACE("[FAILED] - Not supported for plain surfaces.\n");
4086 return WINED3DERR_NOTAVAILABLE;
4087 }
4088
4089 if (usage & WINED3DUSAGE_DEPTHSTENCIL)
4090 {
4091 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4092 {
4093 TRACE("[FAILED] - No depth/stencil support.\n");
4094 return WINED3DERR_NOTAVAILABLE;
4095 }
4096 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
4097 }
4098
4099 if (usage & WINED3DUSAGE_RENDERTARGET)
4100 {
4101 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
4102 {
4103 TRACE("[FAILED] - No render target support.\n");
4104 return WINED3DERR_NOTAVAILABLE;
4105 }
4106 usage_caps |= WINED3DUSAGE_RENDERTARGET;
4107 }
4108
4109 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4110 {
4111 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4112 {
4113 TRACE("[FAILED] - No post pixelshader blending support.\n");
4114 return WINED3DERR_NOTAVAILABLE;
4115 }
4116 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4117 }
4118 break;
4119
4120 case WINED3D_RTYPE_TEXTURE:
4121 /* Texture allows:
4122 * - WINED3DUSAGE_AUTOGENMIPMAP
4123 * - WINED3DUSAGE_DEPTHSTENCIL
4124 * - WINED3DUSAGE_DMAP
4125 * - WINED3DUSAGE_DYNAMIC
4126 * - WINED3DUSAGE_NONSECURE (d3d9ex)
4127 * - WINED3DUSAGE_RENDERTARGET
4128 * - WINED3DUSAGE_SOFTWAREPROCESSING
4129 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
4130 * - WINED3DUSAGE_QUERY_WRAPANDMIP
4131 */
4132 if (surface_type != WINED3D_SURFACE_TYPE_OPENGL)
4133 {
4134 TRACE("[FAILED]\n");
4135 return WINED3DERR_NOTAVAILABLE;
4136 }
4137
4138 if (!CheckTextureCapability(adapter, format))
4139 {
4140 TRACE("[FAILED] - Texture format not supported.\n");
4141 return WINED3DERR_NOTAVAILABLE;
4142 }
4143
4144 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
4145 {
4146 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
4147 /* When autogenmipmap isn't around continue and return
4148 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
4149 TRACE("[FAILED] - No autogenmipmap support, but continuing.\n");
4150 else
4151 usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
4152 }
4153
4154 /* Always report dynamic locking. */
4155 if (usage & WINED3DUSAGE_DYNAMIC)
4156 usage_caps |= WINED3DUSAGE_DYNAMIC;
4157
4158 if (usage & WINED3DUSAGE_RENDERTARGET)
4159 {
4160 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
4161 {
4162 TRACE("[FAILED] - No render target support.\n");
4163 return WINED3DERR_NOTAVAILABLE;
4164 }
4165 usage_caps |= WINED3DUSAGE_RENDERTARGET;
4166 }
4167
4168 /* Always report software processing. */
4169 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4170 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4171
4172 if (usage & WINED3DUSAGE_QUERY_FILTER)
4173 {
4174 if (!CheckFilterCapability(adapter, format))
4175 {
4176 TRACE("[FAILED] - No filter support.\n");
4177 return WINED3DERR_NOTAVAILABLE;
4178 }
4179 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4180 }
4181
4182 if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
4183 {
4184 if (!CheckBumpMapCapability(adapter, format))
4185 {
4186 TRACE("[FAILED] - No legacy bumpmap support.\n");
4187 return WINED3DERR_NOTAVAILABLE;
4188 }
4189 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
4190 }
4191
4192 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4193 {
4194 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4195 {
4196 TRACE("[FAILED] - No post pixelshader blending support.\n");
4197 return WINED3DERR_NOTAVAILABLE;
4198 }
4199 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4200 }
4201
4202 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4203 {
4204 if (!CheckSrgbReadCapability(adapter, format))
4205 {
4206 TRACE("[FAILED] - No sRGB read support.\n");
4207 return WINED3DERR_NOTAVAILABLE;
4208 }
4209 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4210 }
4211
4212 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4213 {
4214 if (!CheckSrgbWriteCapability(adapter, format))
4215 {
4216 TRACE("[FAILED] - No sRGB write support.\n");
4217 return WINED3DERR_NOTAVAILABLE;
4218 }
4219 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4220 }
4221
4222 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4223 {
4224 if (!CheckVertexTextureCapability(adapter, format))
4225 {
4226 TRACE("[FAILED] - No vertex texture support.\n");
4227 return WINED3DERR_NOTAVAILABLE;
4228 }
4229 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4230 }
4231
4232 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4233 {
4234 if (!CheckWrapAndMipCapability(adapter, format))
4235 {
4236 TRACE("[FAILED] - No wrapping and mipmapping support.\n");
4237 return WINED3DERR_NOTAVAILABLE;
4238 }
4239 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4240 }
4241
4242 if (usage & WINED3DUSAGE_DEPTHSTENCIL)
4243 {
4244 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4245 {
4246 TRACE("[FAILED] - No depth/stencil support.\n");
4247 return WINED3DERR_NOTAVAILABLE;
4248 }
4249 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4250 {
4251 TRACE("[FAILED] - No shadow sampler support.\n");
4252 return WINED3DERR_NOTAVAILABLE;
4253 }
4254 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
4255 }
4256 break;
4257
4258 case WINED3D_RTYPE_VOLUME_TEXTURE:
4259 case WINED3D_RTYPE_VOLUME:
4260 /* Volume is to VolumeTexture what Surface is to Texture, but its
4261 * usage caps are not documented. Most driver seem to offer
4262 * (nearly) the same on Volume and VolumeTexture, so do that too.
4263 *
4264 * Volumetexture allows:
4265 * - D3DUSAGE_DYNAMIC
4266 * - D3DUSAGE_NONSECURE (d3d9ex)
4267 * - D3DUSAGE_SOFTWAREPROCESSING
4268 * - D3DUSAGE_QUERY_WRAPANDMIP
4269 */
4270 if (surface_type != WINED3D_SURFACE_TYPE_OPENGL)
4271 {
4272 TRACE("[FAILED]\n");
4273 return WINED3DERR_NOTAVAILABLE;
4274 }
4275
4276 if (!gl_info->supported[EXT_TEXTURE3D])
4277 {
4278 TRACE("[FAILED] - No volume texture support.\n");
4279 return WINED3DERR_NOTAVAILABLE;
4280 }
4281
4282 if (!CheckTextureCapability(adapter, format))
4283 {
4284 TRACE("[FAILED] - Format not supported.\n");
4285 return WINED3DERR_NOTAVAILABLE;
4286 }
4287
4288 /* Filter formats that need conversion; For one part, this
4289 * conversion is unimplemented, and volume textures are huge, so
4290 * it would be a big performance hit. Unless we hit an application
4291 * needing one of those formats, don't advertize them to avoid
4292 * leading applications into temptation. The windows drivers don't
4293 * support most of those formats on volumes anyway, except for
4294 * WINED3DFMT_R32_FLOAT. */
4295 switch (check_format_id)
4296 {
4297 case WINED3DFMT_P8_UINT:
4298 case WINED3DFMT_L4A4_UNORM:
4299 case WINED3DFMT_R32_FLOAT:
4300 case WINED3DFMT_R16_FLOAT:
4301 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4302 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4303 case WINED3DFMT_R16G16_UNORM:
4304 TRACE("[FAILED] - No converted formats on volumes.\n");
4305 return WINED3DERR_NOTAVAILABLE;
4306
4307 case WINED3DFMT_R8G8B8A8_SNORM:
4308 case WINED3DFMT_R16G16_SNORM:
4309 if (!gl_info->supported[NV_TEXTURE_SHADER])
4310 {
4311 TRACE("[FAILED] - No converted formats on volumes.\n");
4312 return WINED3DERR_NOTAVAILABLE;
4313 }
4314 break;
4315
4316 case WINED3DFMT_R8G8_SNORM:
4317 if (!gl_info->supported[NV_TEXTURE_SHADER])
4318 {
4319 TRACE("[FAILED] - No converted formats on volumes.\n");
4320 return WINED3DERR_NOTAVAILABLE;
4321 }
4322 break;
4323
4324 case WINED3DFMT_DXT1:
4325 case WINED3DFMT_DXT2:
4326 case WINED3DFMT_DXT3:
4327 case WINED3DFMT_DXT4:
4328 case WINED3DFMT_DXT5:
4329 /* The GL_EXT_texture_compression_s3tc spec requires that
4330 * loading an s3tc compressed texture results in an error.
4331 * While the D3D refrast does support s3tc volumes, at
4332 * least the nvidia windows driver does not, so we're free
4333 * not to support this format. */
4334 TRACE("[FAILED] - DXTn does not support 3D textures.\n");
4335 return WINED3DERR_NOTAVAILABLE;
4336
4337 default:
4338 /* Do nothing, continue with checking the format below */
4339 break;
4340 }
4341
4342 /* Always report dynamic locking. */
4343 if (usage & WINED3DUSAGE_DYNAMIC)
4344 usage_caps |= WINED3DUSAGE_DYNAMIC;
4345
4346 /* Always report software processing. */
4347 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4348 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4349
4350 if (usage & WINED3DUSAGE_QUERY_FILTER)
4351 {
4352 if (!CheckFilterCapability(adapter, format))
4353 {
4354 TRACE("[FAILED] - No filter support.\n");
4355 return WINED3DERR_NOTAVAILABLE;
4356 }
4357 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4358 }
4359
4360 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4361 {
4362 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4363 {
4364 TRACE("[FAILED] - No post pixelshader blending support.\n");
4365 return WINED3DERR_NOTAVAILABLE;
4366 }
4367 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4368 }
4369
4370 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4371 {
4372 if (!CheckSrgbReadCapability(adapter, format))
4373 {
4374 TRACE("[FAILED] - No sRGB read support.\n");
4375 return WINED3DERR_NOTAVAILABLE;
4376 }
4377 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4378 }
4379
4380 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4381 {
4382 if (!CheckSrgbWriteCapability(adapter, format))
4383 {
4384 TRACE("[FAILED] - No sRGB write support.\n");
4385 return WINED3DERR_NOTAVAILABLE;
4386 }
4387 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4388 }
4389
4390 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4391 {
4392 if (!CheckVertexTextureCapability(adapter, format))
4393 {
4394 TRACE("[FAILED] - No vertex texture support.\n");
4395 return WINED3DERR_NOTAVAILABLE;
4396 }
4397 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4398 }
4399
4400 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4401 {
4402 if (!CheckWrapAndMipCapability(adapter, format))
4403 {
4404 TRACE("[FAILED] - No wrapping and mipmapping support.\n");
4405 return WINED3DERR_NOTAVAILABLE;
4406 }
4407 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4408 }
4409 break;
4410
4411 default:
4412 FIXME("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4413 return WINED3DERR_NOTAVAILABLE;
4414 }
4415
4416 /* When the usage_caps exactly matches usage return WINED3D_OK except for
4417 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4418 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4419 if (usage_caps == usage)
4420 return WINED3D_OK;
4421 if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4422 return WINED3DOK_NOAUTOGEN;
4423
4424 TRACE("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4425 usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4426
4427 return WINED3DERR_NOTAVAILABLE;
4428 }
4429
4430 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4431 enum wined3d_device_type device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4432 {
4433 FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4434 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4435 debug_d3dformat(dst_format));
4436
4437 return WINED3D_OK;
4438 }
4439
4440 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx,
4441 enum wined3d_device_type device_type, enum wined3d_format_id display_format,
4442 enum wined3d_format_id backbuffer_format, BOOL windowed)
4443 {
4444 UINT mode_count;
4445 HRESULT hr;
4446
4447 TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4448 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4449 debug_d3dformat(backbuffer_format), windowed);
4450
4451 if (adapter_idx >= wined3d->adapter_count)
4452 return WINED3DERR_INVALIDCALL;
4453
4454 /* The task of this function is to check whether a certain display / backbuffer format
4455 * combination is available on the given adapter. In fullscreen mode microsoft specified
4456 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4457 * and display format should match exactly.
4458 * In windowed mode format conversion can occur and this depends on the driver. When format
4459 * conversion is done, this function should nevertheless fail and applications need to use
4460 * CheckDeviceFormatConversion.
4461 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4462
4463 /* There are only 4 display formats. */
4464 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4465 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4466 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4467 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4468 {
4469 TRACE("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4470 return WINED3DERR_NOTAVAILABLE;
4471 }
4472
4473 /* If the requested display format is not available, don't continue. */
4474 mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx,
4475 display_format, WINED3D_SCANLINE_ORDERING_UNKNOWN);
4476 if (!mode_count)
4477 {
4478 TRACE("No available modes for display format %s.\n", debug_d3dformat(display_format));
4479 return WINED3DERR_NOTAVAILABLE;
4480 }
4481
4482 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4483 * it means 'reuse' the display format for the backbuffer. */
4484 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4485 {
4486 TRACE("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4487 return WINED3DERR_NOTAVAILABLE;
4488 }
4489
4490 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4491 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4492 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4493 {
4494 TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
4495 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4496 return WINED3DERR_NOTAVAILABLE;
4497 }
4498
4499 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4500 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4501 * WINED3DFMT_B5G5R5A1_UNORM. */
4502 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4503 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4504 {
4505 TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
4506 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4507 return WINED3DERR_NOTAVAILABLE;
4508 }
4509
4510 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4511 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4512 * WINED3DFMT_B8G8R8A8_UNORM. */
4513 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4514 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4515 {
4516 TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
4517 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4518 return WINED3DERR_NOTAVAILABLE;
4519 }
4520
4521 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4522 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4523 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4524 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4525 {
4526 TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
4527 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4528 return WINED3DERR_NOTAVAILABLE;
4529 }
4530
4531 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4532 hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4533 WINED3DUSAGE_RENDERTARGET, WINED3D_RTYPE_SURFACE, backbuffer_format, WINED3D_SURFACE_TYPE_OPENGL);
4534 if (FAILED(hr))
4535 TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
4536 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4537
4538 return hr;
4539 }
4540
4541 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4542 enum wined3d_device_type device_type, WINED3DCAPS *caps)
4543 {
4544 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4545 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4546 int vs_selected_mode;
4547 int ps_selected_mode;
4548 struct shader_caps shader_caps;
4549 struct fragment_caps fragment_caps;
4550 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4551
4552 TRACE("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4553 wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4554
4555 if (adapter_idx >= wined3d->adapter_count)
4556 return WINED3DERR_INVALIDCALL;
4557
4558 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4559
4560 /* ------------------------------------------------
4561 The following fields apply to both d3d8 and d3d9
4562 ------------------------------------------------ */
4563 /* Not quite true, but use h/w supported by opengl I suppose */
4564 caps->DeviceType = (device_type == WINED3D_DEVICE_TYPE_HAL) ? WINED3D_DEVICE_TYPE_HAL : WINED3D_DEVICE_TYPE_REF;
4565 caps->AdapterOrdinal = adapter_idx;
4566
4567 caps->Caps = 0;
4568 caps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4569 WINED3DCAPS2_FULLSCREENGAMMA |
4570 WINED3DCAPS2_DYNAMICTEXTURES;
4571 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4572 caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4573
4574 caps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4575 WINED3DCAPS3_COPY_TO_VIDMEM |
4576 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4577
4578 caps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4579 WINED3DPRESENT_INTERVAL_ONE;
4580
4581 caps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4582 WINED3DCURSORCAPS_LOWRES;
4583
4584 caps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4585 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4586 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4587 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4588 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4589 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4590 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4591 WINED3DDEVCAPS_PUREDEVICE |
4592 WINED3DDEVCAPS_HWRASTERIZATION |
4593 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4594 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4595 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4596 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4597 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4598 WINED3DDEVCAPS_RTPATCHES;
4599
4600 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4601 WINED3DPMISCCAPS_CULLCCW |
4602 WINED3DPMISCCAPS_CULLCW |
4603 WINED3DPMISCCAPS_COLORWRITEENABLE |
4604 WINED3DPMISCCAPS_CLIPTLVERTS |
4605 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4606 WINED3DPMISCCAPS_MASKZ |
4607 WINED3DPMISCCAPS_BLENDOP |
4608 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4609 /* TODO:
4610 WINED3DPMISCCAPS_NULLREFERENCE
4611 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4612 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4613 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4614
4615 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4616 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4617 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4618 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4619 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
4620 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_POSTBLENDSRGBCONVERT;
4621
4622 caps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4623 WINED3DPRASTERCAPS_PAT |
4624 WINED3DPRASTERCAPS_WFOG |
4625 WINED3DPRASTERCAPS_ZFOG |
4626 WINED3DPRASTERCAPS_FOGVERTEX |
4627 WINED3DPRASTERCAPS_FOGTABLE |
4628 WINED3DPRASTERCAPS_STIPPLE |
4629 WINED3DPRASTERCAPS_SUBPIXEL |
4630 WINED3DPRASTERCAPS_ZTEST |
4631 WINED3DPRASTERCAPS_SCISSORTEST |
4632 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4633 WINED3DPRASTERCAPS_DEPTHBIAS;
4634
4635 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4636 {
4637 caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4638 WINED3DPRASTERCAPS_ZBIAS |
4639 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4640 }
4641 if (gl_info->supported[NV_FOG_DISTANCE])
4642 {
4643 caps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4644 }
4645 /* FIXME Add:
4646 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4647 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4648 WINED3DPRASTERCAPS_ANTIALIASEDGES
4649 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4650 WINED3DPRASTERCAPS_WBUFFER */
4651
4652 caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4653 WINED3DPCMPCAPS_EQUAL |
4654 WINED3DPCMPCAPS_GREATER |
4655 WINED3DPCMPCAPS_GREATEREQUAL |
4656 WINED3DPCMPCAPS_LESS |
4657 WINED3DPCMPCAPS_LESSEQUAL |
4658 WINED3DPCMPCAPS_NEVER |
4659 WINED3DPCMPCAPS_NOTEQUAL;
4660
4661 caps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4662 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4663 WINED3DPBLENDCAPS_DESTALPHA |
4664 WINED3DPBLENDCAPS_DESTCOLOR |
4665 WINED3DPBLENDCAPS_INVDESTALPHA |
4666 WINED3DPBLENDCAPS_INVDESTCOLOR |
4667 WINED3DPBLENDCAPS_INVSRCALPHA |
4668 WINED3DPBLENDCAPS_INVSRCCOLOR |
4669 WINED3DPBLENDCAPS_ONE |
4670 WINED3DPBLENDCAPS_SRCALPHA |
4671 WINED3DPBLENDCAPS_SRCALPHASAT |
4672 WINED3DPBLENDCAPS_SRCCOLOR |
4673 WINED3DPBLENDCAPS_ZERO;
4674
4675 caps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4676 WINED3DPBLENDCAPS_DESTCOLOR |
4677 WINED3DPBLENDCAPS_INVDESTALPHA |
4678 WINED3DPBLENDCAPS_INVDESTCOLOR |
4679 WINED3DPBLENDCAPS_INVSRCALPHA |
4680 WINED3DPBLENDCAPS_INVSRCCOLOR |
4681 WINED3DPBLENDCAPS_ONE |
4682 WINED3DPBLENDCAPS_SRCALPHA |
4683 WINED3DPBLENDCAPS_SRCCOLOR |
4684 WINED3DPBLENDCAPS_ZERO;
4685 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4686 * according to the glBlendFunc manpage
4687 *
4688 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4689 * legacy settings for srcblend only
4690 */
4691
4692 if (gl_info->supported[EXT_BLEND_COLOR])
4693 {
4694 caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4695 caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4696 }
4697
4698
4699 caps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4700 WINED3DPCMPCAPS_EQUAL |
4701 WINED3DPCMPCAPS_GREATER |
4702 WINED3DPCMPCAPS_GREATEREQUAL |
4703 WINED3DPCMPCAPS_LESS |
4704 WINED3DPCMPCAPS_LESSEQUAL |
4705 WINED3DPCMPCAPS_NEVER |
4706 WINED3DPCMPCAPS_NOTEQUAL;
4707
4708 caps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4709 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4710 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4711 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4712 WINED3DPSHADECAPS_COLORFLATRGB |
4713 WINED3DPSHADECAPS_FOGFLAT |
4714 WINED3DPSHADECAPS_FOGGOURAUD |
4715 WINED3DPSHADECAPS_SPECULARFLATRGB;
4716
4717 caps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4718 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4719 WINED3DPTEXTURECAPS_TRANSPARENCY |
4720 WINED3DPTEXTURECAPS_BORDER |
4721 WINED3DPTEXTURECAPS_MIPMAP |
4722 WINED3DPTEXTURECAPS_PROJECTED |
4723 WINED3DPTEXTURECAPS_PERSPECTIVE;
4724
4725 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4726 {
4727 caps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4728 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4729 }
4730
4731 if (gl_info->supported[EXT_TEXTURE3D])
4732 {
4733 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4734 WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4735 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4736 {
4737 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4738 }
4739 }
4740
4741 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4742 {
4743 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4744 WINED3DPTEXTURECAPS_MIPCUBEMAP;
4745 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4746 {
4747 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4748 }
4749 }
4750
4751 caps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4752 WINED3DPTFILTERCAPS_MAGFPOINT |
4753 WINED3DPTFILTERCAPS_MINFLINEAR |
4754 WINED3DPTFILTERCAPS_MINFPOINT |
4755 WINED3DPTFILTERCAPS_MIPFLINEAR |
4756 WINED3DPTFILTERCAPS_MIPFPOINT |
4757 WINED3DPTFILTERCAPS_LINEAR |
4758 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4759 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4760 WINED3DPTFILTERCAPS_MIPLINEAR |
4761 WINED3DPTFILTERCAPS_MIPNEAREST |
4762 WINED3DPTFILTERCAPS_NEAREST;
4763
4764 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4765 {
4766 caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4767 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4768 }
4769
4770 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4771 {
4772 caps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4773 WINED3DPTFILTERCAPS_MAGFPOINT |
4774 WINED3DPTFILTERCAPS_MINFLINEAR |
4775 WINED3DPTFILTERCAPS_MINFPOINT |
4776 WINED3DPTFILTERCAPS_MIPFLINEAR |
4777 WINED3DPTFILTERCAPS_MIPFPOINT |
4778 WINED3DPTFILTERCAPS_LINEAR |
4779 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4780 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4781 WINED3DPTFILTERCAPS_MIPLINEAR |
4782 WINED3DPTFILTERCAPS_MIPNEAREST |
4783 WINED3DPTFILTERCAPS_NEAREST;
4784
4785 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4786 {
4787 caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4788 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4789 }
4790 }
4791 else
4792 {
4793 caps->CubeTextureFilterCaps = 0;
4794 }
4795
4796 if (gl_info->supported[EXT_TEXTURE3D])
4797 {
4798 caps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4799 WINED3DPTFILTERCAPS_MAGFPOINT |
4800 WINED3DPTFILTERCAPS_MINFLINEAR |
4801 WINED3DPTFILTERCAPS_MINFPOINT |
4802 WINED3DPTFILTERCAPS_MIPFLINEAR |
4803 WINED3DPTFILTERCAPS_MIPFPOINT |
4804 WINED3DPTFILTERCAPS_LINEAR |
4805 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4806 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4807 WINED3DPTFILTERCAPS_MIPLINEAR |
4808 WINED3DPTFILTERCAPS_MIPNEAREST |
4809 WINED3DPTFILTERCAPS_NEAREST;
4810 }
4811 else
4812 {
4813 caps->VolumeTextureFilterCaps = 0;
4814 }
4815
4816 caps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4817 WINED3DPTADDRESSCAPS_CLAMP |
4818 WINED3DPTADDRESSCAPS_WRAP;
4819
4820 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4821 {
4822 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4823 }
4824 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4825 {
4826 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4827 }
4828 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4829 {
4830 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4831 }
4832
4833 if (gl_info->supported[EXT_TEXTURE3D])
4834 {
4835 caps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4836 WINED3DPTADDRESSCAPS_CLAMP |
4837 WINED3DPTADDRESSCAPS_WRAP;
4838 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4839 {
4840 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4841 }
4842 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4843 {
4844 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4845 }
4846 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4847 {
4848 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4849 }
4850 }
4851 else
4852 {
4853 caps->VolumeTextureAddressCaps = 0;
4854 }
4855
4856 caps->LineCaps = WINED3DLINECAPS_TEXTURE |
4857 WINED3DLINECAPS_ZTEST |
4858 WINED3DLINECAPS_BLEND |
4859 WINED3DLINECAPS_ALPHACMP |
4860 WINED3DLINECAPS_FOG;
4861 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4862 * idea how generating the smoothing alpha values works; the result is different
4863 */
4864
4865 caps->MaxTextureWidth = gl_info->limits.texture_size;
4866 caps->MaxTextureHeight = gl_info->limits.texture_size;
4867
4868 if (gl_info->supported[EXT_TEXTURE3D])
4869 caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4870 else
4871 caps->MaxVolumeExtent = 0;
4872
4873 caps->MaxTextureRepeat = 32768;
4874 caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4875 caps->MaxVertexW = 1.0f;
4876
4877 caps->GuardBandLeft = 0.0f;
4878 caps->GuardBandTop = 0.0f;
4879 caps->GuardBandRight = 0.0f;
4880 caps->GuardBandBottom = 0.0f;
4881
4882 caps->ExtentsAdjust = 0.0f;
4883
4884 caps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4885 WINED3DSTENCILCAPS_INCRSAT |
4886 WINED3DSTENCILCAPS_INVERT |
4887 WINED3DSTENCILCAPS_KEEP |
4888 WINED3DSTENCILCAPS_REPLACE |
4889 WINED3DSTENCILCAPS_ZERO;
4890 if (gl_info->supported[EXT_STENCIL_WRAP])
4891 {
4892 caps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4893 WINED3DSTENCILCAPS_INCR;
4894 }
4895 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4896 {
4897 caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4898 }
4899
4900 caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4901
4902 caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4903 caps->MaxActiveLights = gl_info->limits.lights;
4904
4905 caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4906 caps->MaxVertexBlendMatrixIndex = 0;
4907
4908 caps->MaxAnisotropy = gl_info->limits.anisotropy;
4909 caps->MaxPointSize = gl_info->limits.pointsize_max;
4910
4911
4912 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4913 caps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4914 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4915 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4916 WINED3DVTXPCAPS_LOCALVIEWER |
4917 WINED3DVTXPCAPS_VERTEXFOG |
4918 WINED3DVTXPCAPS_TEXGEN;
4919
4920 caps->MaxPrimitiveCount = 0xfffff; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4921 caps->MaxVertexIndex = 0xfffff;
4922 caps->MaxStreams = MAX_STREAMS;
4923 caps->MaxStreamStride = 1024;
4924
4925 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4926 caps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4927 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4928 caps->MaxNpatchTessellationLevel = 0;
4929 caps->MasterAdapterOrdinal = 0;
4930 caps->AdapterOrdinalInGroup = 0;
4931 caps->NumberOfAdaptersInGroup = 1;
4932
4933 caps->NumSimultaneousRTs = gl_info->limits.buffers;
4934
4935 caps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4936 WINED3DPTFILTERCAPS_MAGFPOINT |
4937 WINED3DPTFILTERCAPS_MINFLINEAR |
4938 WINED3DPTFILTERCAPS_MAGFLINEAR;
4939 caps->VertexTextureFilterCaps = 0;
4940
4941 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4942 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4943
4944 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4945 caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4946
4947 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4948 * Ignore shader model capabilities if disabled in config
4949 */
4950 if (vs_selected_mode == SHADER_NONE)
4951 {
4952 TRACE("Vertex shader disabled in config, reporting version 0.0.\n");
4953 caps->VertexShaderVersion = 0;
4954 caps->MaxVertexShaderConst = 0;
4955 }
4956 else
4957 {
4958 caps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4959 caps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4960 }
4961
4962 if (ps_selected_mode == SHADER_NONE)
4963 {
4964 TRACE("Pixel shader disabled in config, reporting version 0.0.\n");
4965 caps->PixelShaderVersion = 0;
4966 caps->PixelShader1xMaxValue = 0.0f;
4967 } else {
4968 caps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4969 caps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4970 }
4971
4972 caps->TextureOpCaps = fragment_caps.TextureOpCaps;
4973 caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4974 caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4975
4976 /* The following caps are shader specific, but they are things we cannot detect, or which
4977 * are the same among all shader models. So to avoid code duplication set the shader version
4978 * specific, but otherwise constant caps here
4979 */
4980 if (caps->VertexShaderVersion >= 3)
4981 {
4982 /* Where possible set the caps based on OpenGL extensions and if they
4983 * aren't set (in case of software rendering) use the VS 3.0 from
4984 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4985 * VS3.0 value. */
4986 caps->VS20Caps.caps = WINED3DVS20CAPS_PREDICATION;
4987 /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4988 caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4989 caps->VS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_vs_temps);
4990 /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4991 caps->VS20Caps.static_flow_control_depth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4992
4993 caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4994 caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4995 }
4996 else if (caps->VertexShaderVersion == 2)
4997 {
4998 caps->VS20Caps.caps = 0;
4999 caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
5000 caps->VS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_vs_temps);
5001 caps->VS20Caps.static_flow_control_depth = 1;
5002
5003 caps->MaxVShaderInstructionsExecuted = 65535;
5004 caps->MaxVertexShader30InstructionSlots = 0;
5005 }
5006 else
5007 { /* VS 1.x */
5008 caps->VS20Caps.caps = 0;
5009 caps->VS20Caps.dynamic_flow_control_depth = 0;
5010 caps->VS20Caps.temp_count = 0;
5011 caps->VS20Caps.static_flow_control_depth = 0;
5012
5013 caps->MaxVShaderInstructionsExecuted = 0;
5014 caps->MaxVertexShader30InstructionSlots = 0;
5015 }
5016
5017 if (caps->PixelShaderVersion >= 3)
5018 {
5019 /* Where possible set the caps based on OpenGL extensions and if they
5020 * aren't set (in case of software rendering) use the PS 3.0 from
5021 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
5022 * PS 3.0 value. */
5023
5024 /* Caps is more or less undocumented on MSDN but it appears to be
5025 * used for PS20Caps based on results from R9600/FX5900/Geforce6800
5026 * cards from Windows */
5027 caps->PS20Caps.caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
5028 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
5029 WINED3DPS20CAPS_PREDICATION |
5030 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
5031 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
5032 /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
5033 caps->PS20Caps.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
5034 caps->PS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_ps_temps);
5035 /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
5036 caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
5037 /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
5038 caps->PS20Caps.instruction_slot_count = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
5039
5040 caps->MaxPShaderInstructionsExecuted = 65535;
5041 caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
5042 adapter->gl_info.limits.arb_ps_instructions);
5043 }
5044 else if(caps->PixelShaderVersion == 2)
5045 {
5046 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
5047 caps->PS20Caps.caps = 0;
5048 caps->PS20Caps.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
5049 caps->PS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_ps_temps);
5050 caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
5051 /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
5052 caps->PS20Caps.instruction_slot_count = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
5053
5054 caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
5055 caps->MaxPixelShader30InstructionSlots = 0;
5056 }
5057 else /* PS 1.x */
5058 {
5059 caps->PS20Caps.caps = 0;
5060 caps->PS20Caps.dynamic_flow_control_depth = 0;
5061 caps->PS20Caps.temp_count = 0;
5062 caps->PS20Caps.static_flow_control_depth = 0;
5063 caps->PS20Caps.instruction_slot_count = 0;
5064
5065 caps->MaxPShaderInstructionsExecuted = 0;
5066 caps->MaxPixelShader30InstructionSlots = 0;
5067 }
5068
5069 if (caps->VertexShaderVersion >= 2)
5070 {
5071 /* OpenGL supports all the formats below, perhaps not always
5072 * without conversion, but it supports them.
5073 * Further GLSL doesn't seem to have an official unsigned type so
5074 * don't advertise it yet as I'm not sure how we handle it.
5075 * We might need to add some clamping in the shader engine to
5076 * support it.
5077 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
5078 caps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
5079 WINED3DDTCAPS_UBYTE4N |
5080 WINED3DDTCAPS_SHORT2N |
5081 WINED3DDTCAPS_SHORT4N;
5082 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
5083 {
5084 caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
5085 WINED3DDTCAPS_FLOAT16_4;
5086 }
5087 }
5088 else
5089 {
5090 caps->DeclTypes = 0;
5091 }
5092
5093 /* Set DirectDraw helper Caps */
5094 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
5095 WINEDDCKEYCAPS_SRCBLT;
5096 fx_caps = WINEDDFXCAPS_BLTALPHA |
5097 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
5098 WINEDDFXCAPS_BLTMIRRORUPDOWN |
5099 WINEDDFXCAPS_BLTROTATION90 |
5100 WINEDDFXCAPS_BLTSHRINKX |
5101 WINEDDFXCAPS_BLTSHRINKXN |
5102 WINEDDFXCAPS_BLTSHRINKY |
5103 WINEDDFXCAPS_BLTSHRINKXN |
5104 WINEDDFXCAPS_BLTSTRETCHX |
5105 WINEDDFXCAPS_BLTSTRETCHXN |
5106 WINEDDFXCAPS_BLTSTRETCHY |
5107 WINEDDFXCAPS_BLTSTRETCHYN;
5108 blit_caps = WINEDDCAPS_BLT |
5109 WINEDDCAPS_BLTCOLORFILL |
5110 WINEDDCAPS_BLTDEPTHFILL |
5111 WINEDDCAPS_BLTSTRETCH |
5112 WINEDDCAPS_CANBLTSYSMEM |
5113 WINEDDCAPS_CANCLIP |
5114 WINEDDCAPS_CANCLIPSTRETCHED |
5115 WINEDDCAPS_COLORKEY |
5116 WINEDDCAPS_COLORKEYHWASSIST |
5117 WINEDDCAPS_ALIGNBOUNDARYSRC;
5118 pal_caps = WINEDDPCAPS_8BIT |
5119 WINEDDPCAPS_PRIMARYSURFACE;
5120
5121 /* Fill the ddraw caps structure */
5122 caps->ddraw_caps.caps = WINEDDCAPS_GDI |
5123 WINEDDCAPS_PALETTE |
5124 blit_caps;
5125 caps->ddraw_caps.caps2 = WINEDDCAPS2_CERTIFIED |
5126 WINEDDCAPS2_NOPAGELOCKREQUIRED |
5127 WINEDDCAPS2_PRIMARYGAMMA |
5128 WINEDDCAPS2_WIDESURFACES |
5129 WINEDDCAPS2_CANRENDERWINDOWED;
5130 caps->ddraw_caps.color_key_caps = ckey_caps;
5131 caps->ddraw_caps.fx_caps = fx_caps;
5132 caps->ddraw_caps.pal_caps = pal_caps;
5133 caps->ddraw_caps.svb_caps = blit_caps;
5134 caps->ddraw_caps.svb_color_key_caps = ckey_caps;
5135 caps->ddraw_caps.svb_fx_caps = fx_caps;
5136 caps->ddraw_caps.vsb_caps = blit_caps;
5137 caps->ddraw_caps.vsb_color_key_caps = ckey_caps;
5138 caps->ddraw_caps.vsb_fx_caps = fx_caps;
5139 caps->ddraw_caps.ssb_caps = blit_caps;
5140 caps->ddraw_caps.ssb_color_key_caps = ckey_caps;
5141 caps->ddraw_caps.ssb_fx_caps = fx_caps;
5142
5143 caps->ddraw_caps.dds_caps = WINEDDSCAPS_ALPHA |
5144 WINEDDSCAPS_BACKBUFFER |
5145 WINEDDSCAPS_FLIP |
5146 WINEDDSCAPS_FRONTBUFFER |
5147 WINEDDSCAPS_OFFSCREENPLAIN |
5148 WINEDDSCAPS_PALETTE |
5149 WINEDDSCAPS_PRIMARYSURFACE |
5150 WINEDDSCAPS_SYSTEMMEMORY |
5151 WINEDDSCAPS_VIDEOMEMORY |
5152 WINEDDSCAPS_VISIBLE;
5153 caps->ddraw_caps.stride_align = DDRAW_PITCH_ALIGNMENT;
5154
5155 /* Set D3D caps if OpenGL is available. */
5156 if (adapter->opengl)
5157 {
5158 caps->ddraw_caps.dds_caps |= WINEDDSCAPS_3DDEVICE |
5159 WINEDDSCAPS_MIPMAP |
5160 WINEDDSCAPS_TEXTURE |
5161 WINEDDSCAPS_ZBUFFER;
5162 caps->ddraw_caps.caps |= WINEDDCAPS_3D;
5163 }
5164
5165 return WINED3D_OK;
5166 }
5167
5168 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type device_type,
5169 HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
5170 struct wined3d_device **device)
5171 {
5172 struct wined3d_device *object;
5173 HRESULT hr;
5174
5175 TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
5176 wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
5177
5178 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
5179 * number and create a device without a 3D adapter for 2D only operation. */
5180 if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
5181 return WINED3DERR_INVALIDCALL;
5182
5183 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
5184 if (!object)
5185 {
5186 ERR("Failed to allocate device memory.\n");
5187 return E_OUTOFMEMORY;
5188 }
5189
5190 hr = device_init(object, wined3d, adapter_idx, device_type,
5191 focus_window, flags, surface_alignment, device_parent);
5192 if (FAILED(hr))
5193 {
5194 WARN("Failed to initialize device, hr %#x.\n", hr);
5195 HeapFree(GetProcessHeap(), 0, object);
5196 return hr;
5197 }
5198
5199 TRACE("Created device %p.\n", object);
5200 *device = object;
5201
5202 device_parent->ops->wined3d_device_created(device_parent, *device);
5203
5204 return WINED3D_OK;
5205 }
5206
5207 static void WINE_GLAPI invalid_func(const void *data)
5208 {
5209 ERR("Invalid vertex attribute function called\n");
5210 DebugBreak();
5211 }
5212
5213 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
5214 {
5215 ERR("Invalid texcoord function called\n");
5216 DebugBreak();
5217 }
5218
5219 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
5220 * the extension detection and are used in drawStridedSlow
5221 */
5222 static void WINE_GLAPI position_d3dcolor(const void *data)
5223 {
5224 DWORD pos = *((const DWORD *)data);
5225
5226 FIXME("Add a test for fixed function position from d3dcolor type\n");
5227 context_get_current()->gl_info->gl_ops.gl.p_glVertex4s(D3DCOLOR_B_R(pos),
5228 D3DCOLOR_B_G(pos),
5229 D3DCOLOR_B_B(pos),
5230 D3DCOLOR_B_A(pos));
5231 }
5232
5233 static void WINE_GLAPI position_float4(const void *data)
5234 {
5235 const GLfloat *pos = data;
5236
5237 if (pos[3] != 0.0f && pos[3] != 1.0f)
5238 {
5239 float w = 1.0f / pos[3];
5240
5241 context_get_current()->gl_info->gl_ops.gl.p_glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5242 }
5243 else
5244 {
5245 context_get_current()->gl_info->gl_ops.gl.p_glVertex3fv(pos);
5246 }
5247 }
5248
5249 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5250 {
5251 DWORD diffuseColor = *((const DWORD *)data);
5252
5253 context_get_current()->gl_info->gl_ops.gl.p_glColor4ub(D3DCOLOR_B_R(diffuseColor),
5254 D3DCOLOR_B_G(diffuseColor),
5255 D3DCOLOR_B_B(diffuseColor),
5256 D3DCOLOR_B_A(diffuseColor));
5257 }
5258
5259 static void WINE_GLAPI specular_d3dcolor(const void *data)
5260 {
5261 DWORD specularColor = *((const DWORD *)data);
5262 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5263 D3DCOLOR_B_G(specularColor),
5264 D3DCOLOR_B_B(specularColor)};
5265
5266 specular_func_3ubv(d);
5267 }
5268
5269 static void WINE_GLAPI warn_no_specular_func(const void *data)
5270 {
5271 WARN("GL_EXT_secondary_color not supported\n");
5272 }
5273
5274 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5275 {
5276 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5277 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5278 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)gl_info->gl_ops.gl.p_glVertex3fv;
5279 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5280 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5281 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5282 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5283 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)gl_info->gl_ops.gl.p_glVertex2sv;
5284 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5285 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5286 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5287 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5288 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5289 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5290 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5291 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5292 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5293
5294 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5295 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5296 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)gl_info->gl_ops.gl.p_glColor3fv;
5297 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)gl_info->gl_ops.gl.p_glColor4fv;
5298 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5299 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5300 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5301 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5302 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)gl_info->gl_ops.gl.p_glColor4ubv;
5303 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5304 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)gl_info->gl_ops.gl.p_glColor4sv;
5305 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5306 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)gl_info->gl_ops.gl.p_glColor4usv;
5307 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5308 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5309 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5310 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5311
5312 /* No 4 component entry points here */
5313 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5314 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5315 if (gl_info->supported[EXT_SECONDARY_COLOR])
5316 {
5317 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5318 }
5319 else
5320 {
5321 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5322 }
5323 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5324 if (gl_info->supported[EXT_SECONDARY_COLOR])
5325 {
5326 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5327 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5328 }
5329 else
5330 {
5331 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5332 }
5333 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5334 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5335 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5336 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5337 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5338 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5339 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5340 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5341 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5342 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5343 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5344 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5345
5346 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5347 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5348 */
5349 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5350 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5351 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)gl_info->gl_ops.gl.p_glNormal3fv;
5352 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)gl_info->gl_ops.gl.p_glNormal3fv; /* Just ignore the 4th value */
5353 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5354 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5355 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5356 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5357 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5358 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5359 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5360 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5361 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5362 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5363 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5364 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5365 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5366
5367 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5368 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5369 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5370 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5371 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5372 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5373 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5374 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5375 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5376 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5377 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5378 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5379 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5380 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5381 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5382 if (gl_info->supported[NV_HALF_FLOAT])
5383 {
5384 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5385 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5386 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5387 } else {
5388 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5389 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5390 }
5391 }
5392
5393 /* Do not call while under the GL lock. */
5394 static BOOL InitAdapters(struct wined3d *wined3d)
5395 {
5396 struct wined3d_adapter *adapter = &wined3d->adapters[0];
5397 struct wined3d_gl_info *gl_info = &adapter->gl_info;
5398 static HMODULE mod_gl;
5399 BOOL ret;
5400 int ps_selected_mode, vs_selected_mode;
5401
5402 /* No need to hold any lock. The calling library makes sure only one thread calls
5403 * wined3d simultaneously
5404 */
5405
5406 TRACE("Initializing adapters\n");
5407
5408 if(!mod_gl) {
5409 mod_gl = LoadLibraryA("opengl32.dll");
5410 if(!mod_gl) {
5411 ERR("Can't load opengl32.dll!\n");
5412 goto nogl_adapter;
5413 }
5414 }
5415
5416 /* Load WGL core functions from opengl32.dll */
5417 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5418 WGL_FUNCS_GEN;
5419 #undef USE_WGL_FUNC
5420
5421 /* Dynamically load all GL core functions */
5422 #ifdef USE_WIN32_OPENGL
5423 #define USE_GL_FUNC(f) gl_info->gl_ops.gl.p_##f = (void *)GetProcAddress(mod_gl, #f);
5424 ALL_WGL_FUNCS
5425 #undef USE_GL_FUNC
5426 #else
5427 /* To bypass the opengl32 thunks retrieve functions from the WGL driver instead of opengl32 */
5428 {
5429 HDC hdc = GetDC( 0 );
5430 const struct opengl_funcs *wgl_driver = __wine_get_wgl_driver( hdc, WINE_WGL_DRIVER_VERSION );
5431 ReleaseDC( 0, hdc );
5432 if (!wgl_driver || wgl_driver == (void *)-1) goto nogl_adapter;
5433 gl_info->gl_ops.gl = wgl_driver->gl;
5434 }
5435 #endif
5436
5437 glEnableWINE = gl_info->gl_ops.gl.p_glEnable;
5438 glDisableWINE = gl_info->gl_ops.gl.p_glDisable;
5439
5440 /* For now only one default adapter */
5441 {
5442 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5443 struct wined3d_pixel_format *cfgs;
5444 int iPixelFormat;
5445 int res;
5446 DISPLAY_DEVICEW DisplayDevice;
5447 HDC hdc;
5448
5449 TRACE("Initializing default adapter\n");
5450 adapter->ordinal = 0;
5451 adapter->monitorPoint.x = -1;
5452 adapter->monitorPoint.y = -1;
5453
5454 if (!AllocateLocallyUniqueId(&adapter->luid))
5455 {
5456 DWORD err = GetLastError();
5457 ERR("Failed to set adapter LUID (%#x).\n", err);
5458 goto nogl_adapter;
5459 }
5460 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5461 adapter->luid.HighPart, adapter->luid.LowPart);
5462
5463 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5464 {
5465 ERR("Failed to get a gl context for default adapter\n");
5466 goto nogl_adapter;
5467 }
5468
5469 ret = wined3d_adapter_init_gl_caps(adapter);
5470 if(!ret) {
5471 ERR("Failed to initialize gl caps for default adapter\n");
5472 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5473 goto nogl_adapter;
5474 }
5475 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5476 if(!ret) {
5477 ERR("Failed to init gl formats\n");
5478 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5479 goto nogl_adapter;
5480 }
5481
5482 hdc = fake_gl_ctx.dc;
5483
5484 adapter->TextureRam = adapter->driver_info.vidmem;
5485 adapter->UsedTextureRam = 0;
5486 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5487
5488 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5489 DisplayDevice.cb = sizeof(DisplayDevice);
5490 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5491 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5492 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5493
5494 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5495 {
5496 GLint cfg_count;
5497 int attribute;
5498 int attribs[11];
5499 int values[11];
5500 int nAttribs = 0;
5501
5502 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5503 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &cfg_count));
5504 adapter->cfg_count = cfg_count;
5505
5506 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->cfg_count * sizeof(*adapter->cfgs));
5507 cfgs = adapter->cfgs;
5508 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5509 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5510 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5511 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5512 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5513 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5514 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5515 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5516 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5517 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5518 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5519
5520 for (iPixelFormat=1; iPixelFormat <= adapter->cfg_count; ++iPixelFormat)
5521 {
5522 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5523
5524 if(!res)
5525 continue;
5526
5527 /* Cache the pixel format */
5528 cfgs->iPixelFormat = iPixelFormat;
5529 cfgs->redSize = values[0];
5530 cfgs->greenSize = values[1];
5531 cfgs->blueSize = values[2];
5532 cfgs->alphaSize = values[3];
5533 cfgs->colorSize = values[4];
5534 cfgs->depthSize = values[5];
5535 cfgs->stencilSize = values[6];
5536 cfgs->windowDrawable = values[7];
5537 cfgs->iPixelType = values[8];
5538 cfgs->doubleBuffer = values[9];
5539 cfgs->auxBuffers = values[10];
5540
5541 cfgs->numSamples = 0;
5542 /* Check multisample support */
5543 if (gl_info->supported[ARB_MULTISAMPLE])
5544 {
5545 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5546 int value[2];
5547 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5548 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5549 * value[1] = number of multi sample buffers*/
5550 if(value[0])
5551 cfgs->numSamples = value[1];
5552 }
5553 }
5554
5555 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5556 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5557 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5558 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5559 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5560 cfgs++;
5561 }
5562 }
5563 else
5564 {
5565 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5566 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5567 adapter->cfg_count = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5568
5569 cfgs = adapter->cfgs;
5570 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5571 {
5572 PIXELFORMATDESCRIPTOR ppfd;
5573
5574 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5575 if(!res)
5576 continue;
5577
5578 /* We only want HW acceleration using an OpenGL ICD driver.
5579 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5580 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5581 */
5582 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5583 {
5584 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5585 continue;
5586 }
5587
5588 cfgs->iPixelFormat = iPixelFormat;
5589 cfgs->redSize = ppfd.cRedBits;
5590 cfgs->greenSize = ppfd.cGreenBits;
5591 cfgs->blueSize = ppfd.cBlueBits;
5592 cfgs->alphaSize = ppfd.cAlphaBits;
5593 cfgs->colorSize = ppfd.cColorBits;
5594 cfgs->depthSize = ppfd.cDepthBits;
5595 cfgs->stencilSize = ppfd.cStencilBits;
5596 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5597 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5598 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5599 cfgs->auxBuffers = ppfd.cAuxBuffers;
5600 cfgs->numSamples = 0;
5601
5602 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5603 "depth=%d, stencil=%d, windowDrawable=%d\n",
5604 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5605 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5606 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5607 cfgs++;
5608 adapter->cfg_count++;
5609 }
5610
5611 /* We haven't found any suitable formats. This should only happen
5612 * in case of GDI software rendering, which is pretty useless
5613 * anyway. */
5614 if (!adapter->cfg_count)
5615 {
5616 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5617
5618 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5619 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5620 goto nogl_adapter;
5621 }
5622 }
5623
5624 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5625
5626 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5627 fillGLAttribFuncs(&adapter->gl_info);
5628 adapter->opengl = TRUE;
5629 }
5630 wined3d->adapter_count = 1;
5631 TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5632
5633 return TRUE;
5634
5635 nogl_adapter:
5636 /* Initialize an adapter for ddraw-only memory counting */
5637 memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5638 wined3d->adapters[0].ordinal = 0;
5639 wined3d->adapters[0].opengl = FALSE;
5640 wined3d->adapters[0].monitorPoint.x = -1;
5641 wined3d->adapters[0].monitorPoint.y = -1;
5642
5643 wined3d->adapters[0].driver_info.name = "Display";
5644 wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5645 if (wined3d_settings.emulated_textureram)
5646 wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5647 else
5648 wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5649
5650 initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5651
5652 wined3d->adapter_count = 1;
5653 return FALSE;
5654 }
5655
5656 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5657
5658 const struct wined3d_parent_ops wined3d_null_parent_ops =
5659 {
5660 wined3d_null_wined3d_object_destroyed,
5661 };
5662
5663 /* Do not call while under the GL lock. */
5664 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags)
5665 {
5666 wined3d->dxVersion = version;
5667 wined3d->ref = 1;
5668 wined3d->flags = flags;
5669
5670 if (!InitAdapters(wined3d))
5671 {
5672 WARN("Failed to initialize adapters.\n");
5673 if (version > 7)
5674 {
5675 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5676 return E_FAIL;
5677 }
5678 }
5679
5680 return WINED3D_OK;
5681 }