[ROSTESTS]
[reactos.git] / reactos / dll / directx / wine / wined3d / directx.c
1 /*
2 * IWineD3D implementation
3 *
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
10 *
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
15 *
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
20 *
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37
38 /* Extension detection */
39 static const struct {
40 const char *extension_string;
41 GL_SupportedExt extension;
42 DWORD version;
43 } EXTENSION_MAP[] = {
44 /* APPLE */
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
51
52 /* ARB */
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
65 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
66 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
67 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
68 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
69 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
70 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
71 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
72 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
73 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
74 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
75 {"GL_ARB_shadow", ARB_SHADOW, 0 },
76 {"GL_ARB_sync", ARB_SYNC, 0 },
77 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
78 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
79 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
90 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
91 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
92 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
93 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
94
95 /* ATI */
96 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
97 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
98 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
99 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
100 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
101
102 /* EXT */
103 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
104 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
105 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
106 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
107 {"GL_EXT_blend_subtract", EXT_BLEND_SUBTRACT, 0 },
108 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
109 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
110 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
111 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
112 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
113 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
114 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
116 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
117 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
118 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
119 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
120 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
121 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
122 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
123 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
124 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
125 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
126 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
127 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
128 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
129 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
130 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
131 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
132 {"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE, 0 },
133 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
134
135 /* NV */
136 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
137 {"GL_NV_fence", NV_FENCE, 0 },
138 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
139 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
140 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
141 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
142 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
143 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
144 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
145 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
146 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
147 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
148 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
149 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
150 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
151 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
152 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
153 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
154 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
155 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156
157 /* SGI */
158 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
159 };
160
161 /**********************************************************
162 * Utility functions follow
163 **********************************************************/
164
165 const struct min_lookup minMipLookup[] =
166 {
167 /* NONE POINT LINEAR */
168 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
169 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
170 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 };
172
173 const struct min_lookup minMipLookup_noFilter[] =
174 {
175 /* NONE POINT LINEAR */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 };
180
181 const struct min_lookup minMipLookup_noMip[] =
182 {
183 /* NONE POINT LINEAR */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
185 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
186 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 };
188
189 const GLenum magLookup[] =
190 {
191 /* NONE POINT LINEAR */
192 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 };
194
195 const GLenum magLookup_noFilter[] =
196 {
197 /* NONE POINT LINEAR */
198 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 };
200
201 /* drawStridedSlow attributes */
202 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc specular_func_3ubv;
205 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
206 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
207 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208
209 /**
210 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
211 * i.e., there is no GL Context - Get a default rendering context to enable the
212 * function query some info from GL.
213 */
214
215 struct wined3d_fake_gl_ctx
216 {
217 HDC dc;
218 HWND wnd;
219 HGLRC gl_ctx;
220 HDC restore_dc;
221 HGLRC restore_gl_ctx;
222 };
223
224 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 {
226 TRACE_(d3d_caps)("Destroying fake GL context.\n");
227
228 if (!pwglMakeCurrent(NULL, NULL))
229 {
230 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 }
232 #if 0
233 if (!pwglDeleteContext(ctx->gl_ctx))
234 {
235 DWORD err = GetLastError();
236 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 }
238 #endif
239 ReleaseDC(ctx->wnd, ctx->dc);
240 DestroyWindow(ctx->wnd);
241
242 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243 {
244 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
245 }
246 }
247
248 /* Do not call while under the GL lock. */
249 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 {
251 PIXELFORMATDESCRIPTOR pfd;
252 int iPixelFormat;
253
254 TRACE("getting context...\n");
255
256 ctx->restore_dc = pwglGetCurrentDC();
257 ctx->restore_gl_ctx = pwglGetCurrentContext();
258
259 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
260 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
261 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
262 if (!ctx->wnd)
263 {
264 ERR_(d3d_caps)("Failed to create a window.\n");
265 goto fail;
266 }
267
268 ctx->dc = GetDC(ctx->wnd);
269 if (!ctx->dc)
270 {
271 ERR_(d3d_caps)("Failed to get a DC.\n");
272 goto fail;
273 }
274
275 /* PixelFormat selection */
276 ZeroMemory(&pfd, sizeof(pfd));
277 pfd.nSize = sizeof(pfd);
278 pfd.nVersion = 1;
279 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
280 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.cColorBits = 32;
282 pfd.iLayerType = PFD_MAIN_PLANE;
283
284 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
285 if (!iPixelFormat)
286 {
287 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
288 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
289 goto fail;
290 }
291 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
292 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293
294 /* Create a GL context. */
295 ctx->gl_ctx = pwglCreateContext(ctx->dc);
296 if (!ctx->gl_ctx)
297 {
298 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
299 goto fail;
300 }
301
302 /* Make it the current GL context. */
303 if (!context_set_current(NULL))
304 {
305 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
306 }
307
308 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 {
310 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
311 goto fail;
312 }
313
314 return TRUE;
315
316 fail:
317 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
318 ctx->gl_ctx = NULL;
319 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
320 ctx->dc = NULL;
321 if (ctx->wnd) DestroyWindow(ctx->wnd);
322 ctx->wnd = NULL;
323 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 {
325 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
326 }
327
328 return FALSE;
329 }
330
331 /* Adjust the amount of used texture memory */
332 unsigned int WineD3DAdapterChangeGLRam(struct wined3d_device *device, int glram)
333 {
334 struct wined3d_adapter *adapter = device->adapter;
335
336 adapter->UsedTextureRam += glram;
337 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
338 return adapter->UsedTextureRam;
339 }
340
341 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 {
343 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
344 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
345 }
346
347 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
348 {
349 ULONG refcount = InterlockedIncrement(&wined3d->ref);
350
351 TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
352
353 return refcount;
354 }
355
356 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
357 {
358 ULONG refcount = InterlockedDecrement(&wined3d->ref);
359
360 TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
361
362 if (!refcount)
363 {
364 unsigned int i;
365
366 for (i = 0; i < wined3d->adapter_count; ++i)
367 {
368 wined3d_adapter_cleanup(&wined3d->adapters[i]);
369 }
370 HeapFree(GetProcessHeap(), 0, wined3d);
371 }
372
373 return refcount;
374 }
375
376 /**********************************************************
377 * IWineD3D parts follows
378 **********************************************************/
379
380 /* GL locking is done by the caller */
381 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
382 {
383 GLuint prog;
384 BOOL ret = FALSE;
385 const char *testcode =
386 "!!ARBvp1.0\n"
387 "PARAM C[66] = { program.env[0..65] };\n"
388 "ADDRESS A0;"
389 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
390 "ARL A0.x, zero.x;\n"
391 "MOV result.position, C[A0.x + 65];\n"
392 "END\n";
393
394 while(glGetError());
395 GL_EXTCALL(glGenProgramsARB(1, &prog));
396 if(!prog) {
397 ERR("Failed to create an ARB offset limit test program\n");
398 }
399 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
400 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
401 strlen(testcode), testcode));
402 if (glGetError())
403 {
404 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
405 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
406 ret = TRUE;
407 } else TRACE("OpenGL implementation allows offsets > 63\n");
408
409 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
410 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
411 checkGLcall("ARB vp offset limit test cleanup");
412
413 return ret;
414 }
415
416 static DWORD ver_for_ext(GL_SupportedExt ext)
417 {
418 unsigned int i;
419 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
420 if(EXTENSION_MAP[i].extension == ext) {
421 return EXTENSION_MAP[i].version;
422 }
423 }
424 return 0;
425 }
426
427 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
428 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
429 {
430 if (card_vendor != HW_VENDOR_AMD) return FALSE;
431 if (device == CARD_AMD_RADEON_9500) return TRUE;
432 if (device == CARD_AMD_RADEON_X700) return TRUE;
433 if (device == CARD_AMD_RADEON_X1600) return TRUE;
434 return FALSE;
435 }
436
437 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
438 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
439 {
440 if (card_vendor == HW_VENDOR_NVIDIA)
441 {
442 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
443 device == CARD_NVIDIA_GEFORCEFX_5600 ||
444 device == CARD_NVIDIA_GEFORCEFX_5800)
445 {
446 return TRUE;
447 }
448 }
449 return FALSE;
450 }
451
452 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
453 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
454 {
455 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
456 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
457 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
458 *
459 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
460 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
461 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
462 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
463 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
464 * the chance that other implementations support them is rather small since Win32 QuickTime uses
465 * DirectDraw, not OpenGL.
466 *
467 * This test has been moved into wined3d_guess_gl_vendor()
468 */
469 if (gl_vendor == GL_VENDOR_APPLE)
470 {
471 return TRUE;
472 }
473 return FALSE;
474 }
475
476 /* Context activation is done by the caller. */
477 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
478 {
479 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
480 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
481 * all the texture. This function detects this bug by its symptom and disables PBOs
482 * if the test fails.
483 *
484 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
485 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
486 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
487 * read back is compared to the original. If they are equal PBOs are assumed to work,
488 * otherwise the PBO extension is disabled. */
489 GLuint texture, pbo;
490 static const unsigned int pattern[] =
491 {
492 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
493 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
494 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
495 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
496 };
497 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
498
499 /* No PBO -> No point in testing them. */
500 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
501
502 ENTER_GL();
503
504 while (glGetError());
505 glGenTextures(1, &texture);
506 glBindTexture(GL_TEXTURE_2D, texture);
507
508 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
509 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
510 checkGLcall("Specifying the PBO test texture");
511
512 GL_EXTCALL(glGenBuffersARB(1, &pbo));
513 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
514 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
515 checkGLcall("Specifying the PBO test pbo");
516
517 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
518 checkGLcall("Loading the PBO test texture");
519
520 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
521 LEAVE_GL();
522
523 wglFinish(); /* just to be sure */
524
525 memset(check, 0, sizeof(check));
526 ENTER_GL();
527 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
528 checkGLcall("Reading back the PBO test texture");
529
530 glDeleteTextures(1, &texture);
531 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
532 checkGLcall("PBO test cleanup");
533
534 LEAVE_GL();
535
536 if (memcmp(check, pattern, sizeof(check)))
537 {
538 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
539 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
540 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
541 }
542 else
543 {
544 TRACE_(d3d_caps)("PBO test successful.\n");
545 }
546 }
547
548 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
549 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
550 {
551 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
552 }
553
554 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
555 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
556 {
557 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
558 if (card_vendor != HW_VENDOR_AMD) return FALSE;
559 if (device == CARD_AMD_RADEON_X1600) return FALSE;
560 return TRUE;
561 }
562
563 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
564 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 {
566 return gl_vendor == GL_VENDOR_FGLRX;
567
568 }
569
570 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
571 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
572 {
573 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
574 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
575 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
576 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
577 * hardcoded
578 *
579 * dx10 cards usually have 64 varyings */
580 return gl_info->limits.glsl_varyings > 44;
581 }
582
583 /* A GL context is provided by the caller */
584 static BOOL match_allows_spec_alpha(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 GLenum error;
588 DWORD data[16];
589
590 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
591
592 ENTER_GL();
593 while(glGetError());
594 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
595 error = glGetError();
596 LEAVE_GL();
597
598 if(error == GL_NO_ERROR)
599 {
600 TRACE("GL Implementation accepts 4 component specular color pointers\n");
601 return TRUE;
602 }
603 else
604 {
605 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
606 debug_glerror(error));
607 return FALSE;
608 }
609 }
610
611 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
612 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
613 {
614 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
615 return gl_info->supported[NV_TEXTURE_SHADER];
616 }
617
618 /* A GL context is provided by the caller */
619 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
620 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
621 {
622 GLuint prog;
623 BOOL ret = FALSE;
624 GLint pos;
625 const char *testcode =
626 "!!ARBvp1.0\n"
627 "OPTION NV_vertex_program2;\n"
628 "MOV result.clip[0], 0.0;\n"
629 "MOV result.position, 0.0;\n"
630 "END\n";
631
632 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
633
634 ENTER_GL();
635 while(glGetError());
636
637 GL_EXTCALL(glGenProgramsARB(1, &prog));
638 if(!prog)
639 {
640 ERR("Failed to create the NVvp clip test program\n");
641 LEAVE_GL();
642 return FALSE;
643 }
644 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
645 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
646 strlen(testcode), testcode));
647 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
648 if(pos != -1)
649 {
650 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
651 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
652 ret = TRUE;
653 while(glGetError());
654 }
655 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
656
657 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
658 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
659 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
660
661 LEAVE_GL();
662 return ret;
663 }
664
665 /* Context activation is done by the caller. */
666 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
667 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
668 {
669 char data[4 * 4 * 4];
670 GLuint tex, fbo;
671 GLenum status;
672
673 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
674
675 memset(data, 0xcc, sizeof(data));
676
677 ENTER_GL();
678
679 glGenTextures(1, &tex);
680 glBindTexture(GL_TEXTURE_2D, tex);
681 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
682 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
683 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
684 checkGLcall("glTexImage2D");
685
686 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
687 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
688 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
689 checkGLcall("glFramebufferTexture2D");
690
691 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
692 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
693 checkGLcall("glCheckFramebufferStatus");
694
695 memset(data, 0x11, sizeof(data));
696 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
697 checkGLcall("glTexSubImage2D");
698
699 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
700 glClear(GL_COLOR_BUFFER_BIT);
701 checkGLcall("glClear");
702
703 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
704 checkGLcall("glGetTexImage");
705
706 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
707 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
708 glBindTexture(GL_TEXTURE_2D, 0);
709 checkGLcall("glBindTexture");
710
711 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
712 glDeleteTextures(1, &tex);
713 checkGLcall("glDeleteTextures");
714
715 LEAVE_GL();
716
717 return *(DWORD *)data == 0x11111111;
718 }
719
720 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
721 {
722 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
723 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
724 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
725 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
726 }
727
728 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
729 {
730 quirk_arb_constants(gl_info);
731 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
732 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
733 * allow 48 different offsets or other helper immediate values. */
734 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
735 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
736 }
737
738 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
739 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
740 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
741 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
742 * most games, but avoids the crash
743 *
744 * A more sophisticated way would be to find all units that need texture coordinates and enable
745 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
746 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
747 *
748 * Note that disabling the extension entirely does not gain predictability because there is no point
749 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
750 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
751 {
752 if (gl_info->supported[ARB_POINT_SPRITE])
753 {
754 TRACE("Limiting point sprites to one texture unit.\n");
755 gl_info->limits.point_sprite_units = 1;
756 }
757 }
758
759 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
760 {
761 quirk_arb_constants(gl_info);
762
763 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
764 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
765 * If real NP2 textures are used, the driver falls back to software. We could just remove the
766 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
767 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
768 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
769 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
770 *
771 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
772 * has this extension promoted to core. The extension loading code sets this extension supported
773 * due to that, so this code works on fglrx as well. */
774 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
775 {
776 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
777 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
778 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
779 }
780
781 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
782 * it is generally more efficient. Reserve just 8 constants. */
783 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
784 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
785 }
786
787 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
788 {
789 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
790 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
791 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
792 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
793 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
794 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
795 *
796 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
797 * triggering the software fallback. There is not much we can do here apart from disabling the
798 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
799 * in IWineD3DImpl_FillGLCaps).
800 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
801 * post-processing effects in the game "Max Payne 2").
802 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
803 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
804 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
805 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
806 }
807
808 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
809 {
810 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
811 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
812 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
813 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
814 * according to the spec.
815 *
816 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
817 * makes the shader slower and eats instruction slots which should be available to the d3d app.
818 *
819 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
820 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
821 * this workaround is activated on cards that do not need it, it won't break things, just affect
822 * performance negatively. */
823 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
824 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
825 }
826
827 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
828 {
829 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
830 }
831
832 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
833 {
834 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
835 }
836
837 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
838 {
839 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
840 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
841 }
842
843 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
844 {
845 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
846 }
847
848 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
849 {
850 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
851 }
852
853 struct driver_quirk
854 {
855 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
856 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
857 void (*apply)(struct wined3d_gl_info *gl_info);
858 const char *description;
859 };
860
861 static const struct driver_quirk quirk_table[] =
862 {
863 {
864 match_amd_r300_to_500,
865 quirk_amd_dx9,
866 "AMD GLSL constant and normalized texrect quirk"
867 },
868 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
869 * used it falls back to software. While the compiler can detect if the shader uses all declared
870 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
871 * using relative addressing falls back to software.
872 *
873 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
874 {
875 match_apple,
876 quirk_apple_glsl_constants,
877 "Apple GLSL uniform override"
878 },
879 {
880 match_geforce5,
881 quirk_no_np2,
882 "Geforce 5 NP2 disable"
883 },
884 {
885 match_apple_intel,
886 quirk_texcoord_w,
887 "Init texcoord .w for Apple Intel GPU driver"
888 },
889 {
890 match_apple_nonr500ati,
891 quirk_texcoord_w,
892 "Init texcoord .w for Apple ATI >= r600 GPU driver"
893 },
894 {
895 match_fglrx,
896 quirk_one_point_sprite,
897 "Fglrx point sprite crash workaround"
898 },
899 {
900 match_dx10_capable,
901 quirk_clip_varying,
902 "Reserved varying for gl_ClipPos"
903 },
904 {
905 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
906 * GL implementations accept it. The Mac GL is the only implementation known to
907 * reject it.
908 *
909 * If we can pass 4 component specular colors, do it, because (a) we don't have
910 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
911 * passes specular alpha to the pixel shader if any is used. Otherwise the
912 * specular alpha is used to pass the fog coordinate, which we pass to opengl
913 * via GL_EXT_fog_coord.
914 */
915 match_allows_spec_alpha,
916 quirk_allows_specular_alpha,
917 "Allow specular alpha quirk"
918 },
919 {
920 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
921 * (rdar://5682521).
922 */
923 match_apple_nvts,
924 quirk_apple_nvts,
925 "Apple NV_texture_shader disable"
926 },
927 {
928 match_broken_nv_clip,
929 quirk_disable_nvvp_clip,
930 "Apple NV_vertex_program clip bug quirk"
931 },
932 {
933 match_fbo_tex_update,
934 quirk_fbo_tex_update,
935 "FBO rebind for attachment updates"
936 },
937 };
938
939 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
940 * reporting a driver version is moot because we are not the Windows driver, and we have different
941 * bugs, features, etc.
942 *
943 * The driver version has the form "x.y.z.w".
944 *
945 * "x" is the Windows version the driver is meant for:
946 * 4 -> 95/98/NT4
947 * 5 -> 2000
948 * 6 -> 2000/XP
949 * 7 -> Vista
950 * 8 -> Win 7
951 *
952 * "y" is the maximum Direct3D version the driver supports.
953 * y -> d3d version mapping:
954 * 11 -> d3d6
955 * 12 -> d3d7
956 * 13 -> d3d8
957 * 14 -> d3d9
958 * 15 -> d3d10
959 * 16 -> d3d10.1
960 * 17 -> d3d11
961 *
962 * "z" is the subversion number.
963 *
964 * "w" is the vendor specific driver build number.
965 */
966
967 struct driver_version_information
968 {
969 enum wined3d_display_driver driver;
970 enum wined3d_driver_model driver_model;
971 const char *driver_name; /* name of Windows driver */
972 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
973 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
974 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
975 };
976
977 /* The driver version table contains driver information for different devices on several OS versions. */
978 static const struct driver_version_information driver_version_table[] =
979 {
980 /* AMD
981 * - Radeon HD2x00 (R600) and up supported by current drivers.
982 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
983 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
984 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
985 {DRIVER_AMD_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
986 {DRIVER_AMD_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
987 {DRIVER_AMD_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
988 {DRIVER_AMD_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
989 {DRIVER_AMD_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
990 {DRIVER_AMD_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
991
992 /* Intel
993 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
994 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
995 * igxprd32.dll but the GMA800 driver was never updated. */
996 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
997 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
998 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
999 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1000 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1001 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1002
1003 /* Nvidia
1004 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1005 * - GeforceFX support is up to 173.x on <= XP
1006 * - Geforce2MX/3/4 up to 96.x on <= XP
1007 * - TNT/Geforce1/2 up to 71.x on <= XP
1008 * All version numbers used below are from the Linux nvidia drivers. */
1009 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1010 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1011 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1012 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 12, 6658},
1013 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 12, 6658},
1014 };
1015
1016 struct gpu_description
1017 {
1018 WORD vendor; /* reported PCI card vendor ID */
1019 WORD card; /* reported PCI card device ID */
1020 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1021 enum wined3d_display_driver driver;
1022 unsigned int vidmem;
1023 };
1024
1025 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1026 * found on a board containing a specific GPU. */
1027 static const struct gpu_description gpu_description_table[] =
1028 {
1029 /* Nvidia cards */
1030 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1031 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1032 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1033 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1034 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1035 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1036 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1037 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1038 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1039 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1040 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1041 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1042 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1043 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1044 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1045 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1046 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1047 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE6, 1024},
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE6, 1024},
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT420, "NVIDIA GeForce GT 420", DRIVER_NVIDIA_GEFORCE6, 2048},
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT430, "NVIDIA GeForce GT 430", DRIVER_NVIDIA_GEFORCE6, 1024},
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT440, "NVIDIA GeForce GT 440", DRIVER_NVIDIA_GEFORCE6, 1024},
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS450, "NVIDIA GeForce GTS 450", DRIVER_NVIDIA_GEFORCE6, 1024},
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560, "NVIDIA GeForce GTX 560 TI", DRIVER_NVIDIA_GEFORCE6, 1024},
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX570, "NVIDIA GeForce GTX 570", DRIVER_NVIDIA_GEFORCE6, 1280},
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX580, "NVIDIA GeForce GTX 580", DRIVER_NVIDIA_GEFORCE6, 1536},
1080
1081 /* AMD cards */
1082 {HW_VENDOR_AMD, CARD_AMD_RAGE_128PRO, "ATI Rage Fury", DRIVER_AMD_RAGE_128PRO, 16 },
1083 {HW_VENDOR_AMD, CARD_AMD_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_AMD_R100, 32 },
1084 {HW_VENDOR_AMD, CARD_AMD_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_AMD_R100, 64 },
1085 {HW_VENDOR_AMD, CARD_AMD_RADEON_9500, "ATI Radeon 9500", DRIVER_AMD_R300, 64 },
1086 {HW_VENDOR_AMD, CARD_AMD_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_AMD_R300, 64 },
1087 {HW_VENDOR_AMD, CARD_AMD_RADEON_X700, "ATI Radeon X700 SE", DRIVER_AMD_R300, 128 },
1088 {HW_VENDOR_AMD, CARD_AMD_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_AMD_R300, 128 },
1089 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_AMD_R600, 256 },
1090 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_AMD_R600, 256 },
1091 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_AMD_R600, 512 },
1092 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_AMD_R600, 128 },
1093 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_AMD_R600, 256 },
1094 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_AMD_R600, 512 },
1095 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_AMD_R600, 512 },
1096 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_AMD_R600, 512 },
1097 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_AMD_R600, 512 },
1098 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_AMD_R600, 512 },
1099 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_AMD_R600, 512 },
1100 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_AMD_R600, 1024},
1101 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_AMD_R600, 1024},
1102 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6310, "AMD Radeon HD 6310 Graphics", DRIVER_AMD_R600, 1024},
1103 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6800, "AMD Radeon HD 6800 Series", DRIVER_AMD_R600, 1024},
1104 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6900, "AMD Radeon HD 6900 Series", DRIVER_AMD_R600, 2048},
1105 /* Intel cards */
1106 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1107 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1108 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1109 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1110 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1111 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1112 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
1113 {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512}
1114 };
1115
1116 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1117 enum wined3d_driver_model driver_model)
1118 {
1119 unsigned int i;
1120
1121 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1122 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1123 {
1124 const struct driver_version_information *entry = &driver_version_table[i];
1125
1126 if (entry->driver == driver && entry->driver_model == driver_model)
1127 {
1128 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1129 entry->driver_name, entry->version, entry->subversion, entry->build);
1130
1131 return entry;
1132 }
1133 }
1134 return NULL;
1135 }
1136
1137 static void init_driver_info(struct wined3d_driver_info *driver_info,
1138 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1139 {
1140 OSVERSIONINFOW os_version;
1141 WORD driver_os_version;
1142 unsigned int i;
1143 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1144 enum wined3d_driver_model driver_model;
1145 const struct driver_version_information *version_info;
1146
1147 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1148 {
1149 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1150 vendor = wined3d_settings.pci_vendor_id;
1151 }
1152 driver_info->vendor = vendor;
1153
1154 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1155 {
1156 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1157 device = wined3d_settings.pci_device_id;
1158 }
1159 driver_info->device = device;
1160
1161 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1162 * overrides the pci ids to a card which is not in our database. */
1163 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1164
1165 memset(&os_version, 0, sizeof(os_version));
1166 os_version.dwOSVersionInfoSize = sizeof(os_version);
1167 if (!GetVersionExW(&os_version))
1168 {
1169 ERR("Failed to get OS version, reporting 2000/XP.\n");
1170 driver_os_version = 6;
1171 driver_model = DRIVER_MODEL_NT5X;
1172 }
1173 else
1174 {
1175 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1176 switch (os_version.dwMajorVersion)
1177 {
1178 case 4:
1179 /* If needed we could distinguish between 9x and NT4, but this code won't make
1180 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1181 */
1182 driver_os_version = 4;
1183 driver_model = DRIVER_MODEL_WIN9X;
1184 break;
1185
1186 case 5:
1187 driver_os_version = 6;
1188 driver_model = DRIVER_MODEL_NT5X;
1189 break;
1190
1191 case 6:
1192 if (os_version.dwMinorVersion == 0)
1193 {
1194 driver_os_version = 7;
1195 driver_model = DRIVER_MODEL_NT6X;
1196 }
1197 else
1198 {
1199 if (os_version.dwMinorVersion > 1)
1200 {
1201 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1202 os_version.dwMajorVersion, os_version.dwMinorVersion);
1203 }
1204 driver_os_version = 8;
1205 driver_model = DRIVER_MODEL_NT6X;
1206 }
1207 break;
1208
1209 default:
1210 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1211 os_version.dwMajorVersion, os_version.dwMinorVersion);
1212 driver_os_version = 6;
1213 driver_model = DRIVER_MODEL_NT5X;
1214 break;
1215 }
1216 }
1217
1218 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1219 * This means that unless the ids are overriden, we will always find a GPU description. */
1220 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1221 {
1222 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1223 {
1224 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1225
1226 driver_info->description = gpu_description_table[i].description;
1227 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1228 driver = gpu_description_table[i].driver;
1229 break;
1230 }
1231 }
1232
1233 if (wined3d_settings.emulated_textureram)
1234 {
1235 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1236 driver_info->vidmem = wined3d_settings.emulated_textureram;
1237 }
1238
1239 /* Try to obtain driver version information for the current Windows version. This fails in
1240 * some cases:
1241 * - the gpu is not available on the currently selected OS version:
1242 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1243 * version information for the current Windows version is returned instead of faked info.
1244 * We do the same and assume the default Windows version to emulate is WinXP.
1245 *
1246 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1247 * For now return the XP driver info. Perhaps later on we should return VESA.
1248 *
1249 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1250 * This could be an indication that our database is not up to date, so this should be fixed.
1251 */
1252 version_info = get_driver_version_info(driver, driver_model);
1253 if (version_info)
1254 {
1255 driver_info->name = version_info->driver_name;
1256 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1257 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1258 }
1259 else
1260 {
1261 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1262 if (version_info)
1263 {
1264 driver_info->name = version_info->driver_name;
1265 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1266 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1267 }
1268 else
1269 {
1270 driver_info->description = "Direct3D HAL";
1271 driver_info->name = "Display";
1272 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1273 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1274
1275 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1276 vendor, device, driver_model);
1277 }
1278 }
1279
1280 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1281 driver_info->version_high, driver_info->version_low);
1282 }
1283
1284 /* Context activation is done by the caller. */
1285 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1286 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1287 {
1288 unsigned int i;
1289
1290 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1291 {
1292 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1293 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1294 quirk_table[i].apply(gl_info);
1295 }
1296
1297 /* Find out if PBOs work as they are supposed to. */
1298 test_pbo_functionality(gl_info);
1299 }
1300
1301 static DWORD wined3d_parse_gl_version(const char *gl_version)
1302 {
1303 const char *ptr = gl_version;
1304 int major, minor;
1305
1306 major = atoi(ptr);
1307 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1308
1309 while (isdigit(*ptr)) ++ptr;
1310 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1311
1312 minor = atoi(ptr);
1313
1314 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1315
1316 return MAKEDWORD_VERSION(major, minor);
1317 }
1318
1319 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1320 {
1321
1322 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1323 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1324 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1325 *
1326 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1327 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1328 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1329 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1330 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1331 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1332 * DirectDraw, not OpenGL. */
1333 if (gl_info->supported[APPLE_FENCE]
1334 && gl_info->supported[APPLE_CLIENT_STORAGE]
1335 && gl_info->supported[APPLE_FLUSH_RENDER]
1336 && gl_info->supported[APPLE_YCBCR_422])
1337 return GL_VENDOR_APPLE;
1338
1339 if (strstr(gl_vendor_string, "NVIDIA"))
1340 return GL_VENDOR_NVIDIA;
1341
1342 if (strstr(gl_vendor_string, "ATI"))
1343 return GL_VENDOR_FGLRX;
1344
1345 if (strstr(gl_vendor_string, "Intel(R)")
1346 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1347 || strstr(gl_renderer, "Intel")
1348 || strstr(gl_vendor_string, "Intel Inc."))
1349 return GL_VENDOR_INTEL;
1350
1351 if (strstr(gl_vendor_string, "Mesa")
1352 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1353 || strstr(gl_vendor_string, "DRI R300 Project")
1354 || strstr(gl_vendor_string, "X.Org R300 Project")
1355 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1356 || strstr(gl_vendor_string, "VMware, Inc.")
1357 || strstr(gl_renderer, "Mesa")
1358 || strstr(gl_renderer, "Gallium"))
1359 return GL_VENDOR_MESA;
1360
1361 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1362 debugstr_a(gl_vendor_string));
1363
1364 return GL_VENDOR_UNKNOWN;
1365 }
1366
1367 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1368 {
1369 if (strstr(gl_vendor_string, "NVIDIA")
1370 || strstr(gl_vendor_string, "nouveau"))
1371 return HW_VENDOR_NVIDIA;
1372
1373 if (strstr(gl_vendor_string, "ATI")
1374 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1375 || strstr(gl_vendor_string, "X.Org R300 Project")
1376 || strstr(gl_renderer, "AMD")
1377 || strstr(gl_renderer, "R100")
1378 || strstr(gl_renderer, "R200")
1379 || strstr(gl_renderer, "R300")
1380 || strstr(gl_renderer, "R600")
1381 || strstr(gl_renderer, "R700"))
1382 return HW_VENDOR_AMD;
1383
1384 if (strstr(gl_vendor_string, "Intel(R)")
1385 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1386 || strstr(gl_renderer, "Intel")
1387 || strstr(gl_vendor_string, "Intel Inc."))
1388 return HW_VENDOR_INTEL;
1389
1390 if (strstr(gl_vendor_string, "Mesa")
1391 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1392 || strstr(gl_vendor_string, "VMware, Inc."))
1393 return HW_VENDOR_SOFTWARE;
1394
1395 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1396
1397 return HW_VENDOR_NVIDIA;
1398 }
1399
1400
1401
1402 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1403 const char *gl_renderer)
1404 {
1405 unsigned int i;
1406
1407 if (WINE_D3D10_CAPABLE(gl_info))
1408 {
1409 static const struct
1410 {
1411 const char *renderer;
1412 enum wined3d_pci_device id;
1413 }
1414 cards[] =
1415 {
1416 {"GTX 580", CARD_NVIDIA_GEFORCE_GTX580}, /* Geforce 500 - highend */
1417 {"GTX 570", CARD_NVIDIA_GEFORCE_GTX570}, /* Geforce 500 - midend high */
1418 {"GTX 560 TI", CARD_NVIDIA_GEFORCE_GTX560}, /* Geforce 500 - midend */
1419 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1420 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1421 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1422 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1423 {"GTS 450", CARD_NVIDIA_GEFORCE_GTS450}, /* Geforce 400 - midend low */
1424 {"GT 440", CARD_NVIDIA_GEFORCE_GT440}, /* Geforce 400 - lowend */
1425 {"GT 430", CARD_NVIDIA_GEFORCE_GT430}, /* Geforce 400 - lowend */
1426 {"GT 420", CARD_NVIDIA_GEFORCE_GT420}, /* Geforce 400 - lowend */
1427 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1428 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1429 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1430 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1431 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1432 {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
1433 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1434 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1435 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1436 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1437 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1438 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1439 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1440 {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1441 {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1442 {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1443 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1444 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1445 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1446 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1447 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1448 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1449 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1450 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1451 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1452 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1453 {"9300", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1454 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1455 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1456 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1457 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1458 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1459 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1460 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1461 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1462 {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1463 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1464 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1465 {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1466 {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1467 };
1468
1469 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1470 {
1471 if (strstr(gl_renderer, cards[i].renderer))
1472 return cards[i].id;
1473 }
1474
1475 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1476 return CARD_NVIDIA_GEFORCE_8300GS;
1477 }
1478
1479 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1480 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1481 */
1482 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1483 {
1484 static const struct
1485 {
1486 const char *renderer;
1487 enum wined3d_pci_device id;
1488 }
1489 cards[] =
1490 {
1491 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1492 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1493 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1494 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1495 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1496 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1497 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1498 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1499 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1500 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1501 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1502 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1503 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1504 };
1505
1506 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1507 {
1508 if (strstr(gl_renderer, cards[i].renderer))
1509 return cards[i].id;
1510 }
1511
1512 /* Geforce 6/7 - lowend */
1513 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1514 }
1515
1516 if (WINE_D3D9_CAPABLE(gl_info))
1517 {
1518 /* GeforceFX - highend */
1519 if (strstr(gl_renderer, "5800")
1520 || strstr(gl_renderer, "5900")
1521 || strstr(gl_renderer, "5950")
1522 || strstr(gl_renderer, "Quadro FX"))
1523 {
1524 return CARD_NVIDIA_GEFORCEFX_5800;
1525 }
1526
1527 /* GeforceFX - midend */
1528 if (strstr(gl_renderer, "5600")
1529 || strstr(gl_renderer, "5650")
1530 || strstr(gl_renderer, "5700")
1531 || strstr(gl_renderer, "5750"))
1532 {
1533 return CARD_NVIDIA_GEFORCEFX_5600;
1534 }
1535
1536 /* GeforceFX - lowend */
1537 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1538 }
1539
1540 if (WINE_D3D8_CAPABLE(gl_info))
1541 {
1542 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1543 {
1544 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1545 }
1546
1547 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1548 }
1549
1550 if (WINE_D3D7_CAPABLE(gl_info))
1551 {
1552 if (strstr(gl_renderer, "GeForce4 MX"))
1553 {
1554 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1555 }
1556
1557 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1558 {
1559 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1560 }
1561
1562 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1563 {
1564 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1565 }
1566
1567 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1568 }
1569
1570 if (strstr(gl_renderer, "TNT2"))
1571 {
1572 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1573 }
1574
1575 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1576 }
1577
1578 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1579 const char *gl_renderer)
1580 {
1581 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1582 *
1583 * Beware: renderer string do not match exact card model,
1584 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1585 if (WINE_D3D10_CAPABLE(gl_info))
1586 {
1587 unsigned int i;
1588
1589 static const struct
1590 {
1591 const char *renderer;
1592 enum wined3d_pci_device id;
1593 }
1594 cards[] =
1595 {
1596 /* Evergreen */
1597 {"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1598 {"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1599 {"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1600 {"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1601 {"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1602 {"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1603 {"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
1604 {"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1605 {"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
1606 {"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
1607 /* R700 */
1608 {"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */
1609 {"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1610 {"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1611 {"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1612 {"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1613 {"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */
1614 {"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1615 {"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1616 {"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1617 {"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1618 {"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1619 {"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1620 /* R600/R700 integrated */
1621 {"HD 3300", CARD_AMD_RADEON_HD3200},
1622 {"HD 3200", CARD_AMD_RADEON_HD3200},
1623 {"HD 3100", CARD_AMD_RADEON_HD3200},
1624 /* R600 */
1625 {"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1626 {"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1627 {"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1628 {"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */
1629 {"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1630 {"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1631 {"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1632 {"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1633 {"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1634 {"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1635 {"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1636 {"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1637 {"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1638 };
1639
1640 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1641 {
1642 if (strstr(gl_renderer, cards[i].renderer))
1643 return cards[i].id;
1644 }
1645
1646 /* Default for when no GPU has been found */
1647 return CARD_AMD_RADEON_HD3200;
1648 }
1649
1650 if (WINE_D3D8_CAPABLE(gl_info))
1651 {
1652 /* Radeon R5xx */
1653 if (strstr(gl_renderer, "X1600")
1654 || strstr(gl_renderer, "X1650")
1655 || strstr(gl_renderer, "X1800")
1656 || strstr(gl_renderer, "X1900")
1657 || strstr(gl_renderer, "X1950"))
1658 {
1659 return CARD_AMD_RADEON_X1600;
1660 }
1661
1662 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1663 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1664 if (strstr(gl_renderer, "X700")
1665 || strstr(gl_renderer, "X800")
1666 || strstr(gl_renderer, "X850")
1667 || strstr(gl_renderer, "X1300")
1668 || strstr(gl_renderer, "X1400")
1669 || strstr(gl_renderer, "X1450")
1670 || strstr(gl_renderer, "X1550")
1671 || strstr(gl_renderer, "X2300")
1672 || strstr(gl_renderer, "X2500")
1673 || strstr(gl_renderer, "HD 2300")
1674 )
1675 {
1676 return CARD_AMD_RADEON_X700;
1677 }
1678
1679 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1680 if (strstr(gl_renderer, "Radeon Xpress"))
1681 {
1682 return CARD_AMD_RADEON_XPRESS_200M;
1683 }
1684
1685 /* Radeon R3xx */
1686 return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1687 }
1688
1689 if (WINE_D3D8_CAPABLE(gl_info))
1690 {
1691 return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1692 }
1693
1694 if (WINE_D3D7_CAPABLE(gl_info))
1695 {
1696 return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1697 }
1698
1699 return CARD_AMD_RAGE_128PRO;
1700 }
1701
1702 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1703 const char *gl_renderer)
1704 {
1705 if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1706 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1707 {
1708 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1709 return CARD_INTEL_X3100;
1710 }
1711
1712 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1713 {
1714 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1715 return CARD_INTEL_I945GM;
1716 }
1717
1718 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1719 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1720 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1721 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1722 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1723 return CARD_INTEL_I915G;
1724
1725 }
1726
1727 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1728 const char *gl_renderer)
1729 {
1730 unsigned int i;
1731
1732 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1733 *
1734 * Beware: renderer string do not match exact card model,
1735 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1736 if (strstr(gl_renderer, "Gallium"))
1737 {
1738 /* 20101109 - These are never returned by current Gallium radeon
1739 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1740 *
1741 * These are returned but not handled: RC410, RV380. */
1742 static const struct
1743 {
1744 const char *renderer;
1745 enum wined3d_pci_device id;
1746 }
1747 cards[] =
1748 {
1749 /* Northern Islands */
1750 {"CAYMAN", CARD_AMD_RADEON_HD6900},
1751 {"BARTS", CARD_AMD_RADEON_HD6800},
1752 {"PALM", CARD_AMD_RADEON_HD6310},
1753 /* Evergreen */
1754 {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1755 {"CYPRESS", CARD_AMD_RADEON_HD5800},
1756 {"JUNIPER", CARD_AMD_RADEON_HD5700},
1757 {"REDWOOD", CARD_AMD_RADEON_HD5600},
1758 {"CEDAR", CARD_AMD_RADEON_HD5400},
1759 /* R700 */
1760 {"R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */
1761 {"RV790", CARD_AMD_RADEON_HD4800},
1762 {"RV770", CARD_AMD_RADEON_HD4800},
1763 {"RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
1764 {"RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
1765 {"RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1766 /* R600/R700 integrated */
1767 {"RS880", CARD_AMD_RADEON_HD3200},
1768 {"RS780", CARD_AMD_RADEON_HD3200},
1769 /* R600 */
1770 {"R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1771 {"R600", CARD_AMD_RADEON_HD2900},
1772 {"RV670", CARD_AMD_RADEON_HD2900},
1773 {"RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1774 {"RV630", CARD_AMD_RADEON_HD2600},
1775 {"RV620", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1776 {"RV610", CARD_AMD_RADEON_HD2350},
1777 /* R500 */
1778 {"R580", CARD_AMD_RADEON_X1600},
1779 {"R520", CARD_AMD_RADEON_X1600},
1780 {"RV570", CARD_AMD_RADEON_X1600},
1781 {"RV560", CARD_AMD_RADEON_X1600},
1782 {"RV535", CARD_AMD_RADEON_X1600},
1783 {"RV530", CARD_AMD_RADEON_X1600},
1784 {"RV516", CARD_AMD_RADEON_X700}, /* X700 is actually R400. */
1785 {"RV515", CARD_AMD_RADEON_X700},
1786 /* R400 */
1787 {"R481", CARD_AMD_RADEON_X700},
1788 {"R480", CARD_AMD_RADEON_X700},
1789 {"R430", CARD_AMD_RADEON_X700},
1790 {"R423", CARD_AMD_RADEON_X700},
1791 {"R420", CARD_AMD_RADEON_X700},
1792 {"R410", CARD_AMD_RADEON_X700},
1793 {"RV410", CARD_AMD_RADEON_X700},
1794 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1795 {"RS740", CARD_AMD_RADEON_XPRESS_200M},
1796 {"RS690", CARD_AMD_RADEON_XPRESS_200M},
1797 {"RS600", CARD_AMD_RADEON_XPRESS_200M},
1798 {"RS485", CARD_AMD_RADEON_XPRESS_200M},
1799 {"RS482", CARD_AMD_RADEON_XPRESS_200M},
1800 {"RS480", CARD_AMD_RADEON_XPRESS_200M},
1801 {"RS400", CARD_AMD_RADEON_XPRESS_200M},
1802 /* R300 */
1803 {"R360", CARD_AMD_RADEON_9500},
1804 {"R350", CARD_AMD_RADEON_9500},
1805 {"R300", CARD_AMD_RADEON_9500},
1806 {"RV370", CARD_AMD_RADEON_9500},
1807 {"RV360", CARD_AMD_RADEON_9500},
1808 {"RV351", CARD_AMD_RADEON_9500},
1809 {"RV350", CARD_AMD_RADEON_9500},
1810 };
1811
1812 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1813 {
1814 if (strstr(gl_renderer, cards[i].renderer))
1815 return cards[i].id;
1816 }
1817 }
1818
1819 if (WINE_D3D9_CAPABLE(gl_info))
1820 {
1821 static const struct
1822 {
1823 const char *renderer;
1824 enum wined3d_pci_device id;
1825 }
1826 cards[] =
1827 {
1828 /* R700 */
1829 {"(R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */
1830 {"(RV790", CARD_AMD_RADEON_HD4800},
1831 {"(RV770", CARD_AMD_RADEON_HD4800},
1832 {"(RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
1833 {"(RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
1834 {"(RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1835 /* R600/R700 integrated */
1836 {"RS880", CARD_AMD_RADEON_HD3200},
1837 {"RS780", CARD_AMD_RADEON_HD3200},
1838 /* R600 */
1839 {"(R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1840 {"(R600", CARD_AMD_RADEON_HD2900},
1841 {"(RV670", CARD_AMD_RADEON_HD2900},
1842 {"(RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1843 {"(RV630", CARD_AMD_RADEON_HD2600},
1844 {"(RV620", CARD_AMD_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
1845 {"(RV610", CARD_AMD_RADEON_HD2350},
1846 };
1847
1848 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1849 {
1850 if (strstr(gl_renderer, cards[i].renderer))
1851 return cards[i].id;
1852 }
1853 }
1854
1855 if (WINE_D3D8_CAPABLE(gl_info))
1856 {
1857 return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1858 }
1859
1860 if (WINE_D3D7_CAPABLE(gl_info))
1861 {
1862 return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1863 }
1864
1865 return CARD_AMD_RAGE_128PRO;
1866 }
1867
1868 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1869 const char *gl_renderer)
1870 {
1871 if (strstr(gl_renderer, "Gallium"))
1872 {
1873 unsigned int i;
1874
1875 static const struct
1876 {
1877 const char *renderer;
1878 enum wined3d_pci_device id;
1879 }
1880 cards[] =
1881 {
1882 {"NVC8", CARD_NVIDIA_GEFORCE_GTX570},
1883 {"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
1884 {"NVC3", CARD_NVIDIA_GEFORCE_GT440},
1885 {"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
1886 {"NVAF", CARD_NVIDIA_GEFORCE_GT320M},
1887 {"NVAC", CARD_NVIDIA_GEFORCE_8200},
1888 {"NVAA", CARD_NVIDIA_GEFORCE_8200},
1889 {"NVA8", CARD_NVIDIA_GEFORCE_210},
1890 {"NVA5", CARD_NVIDIA_GEFORCE_GT220},
1891 {"NVA3", CARD_NVIDIA_GEFORCE_GT240},
1892 {"NVA0", CARD_NVIDIA_GEFORCE_GTX280},
1893 {"NV98", CARD_NVIDIA_GEFORCE_9200},
1894 {"NV96", CARD_NVIDIA_GEFORCE_9400GT},
1895 {"NV94", CARD_NVIDIA_GEFORCE_9600GT},
1896 {"NV92", CARD_NVIDIA_GEFORCE_9800GT},
1897 {"NV86", CARD_NVIDIA_GEFORCE_8500GT},
1898 {"NV84", CARD_NVIDIA_GEFORCE_8600GT},
1899 {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
1900 {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
1901 {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
1902 {"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
1903 {"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */
1904 {"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */
1905 {"NV4B", CARD_NVIDIA_GEFORCE_7600},
1906 {"NV4A", CARD_NVIDIA_GEFORCE_6200},
1907 {"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */
1908 {"NV47", CARD_NVIDIA_GEFORCE_7800GT},
1909 {"NV46", CARD_NVIDIA_GEFORCE_7400},
1910 {"NV45", CARD_NVIDIA_GEFORCE_6800},
1911 {"NV44", CARD_NVIDIA_GEFORCE_6200},
1912 {"NV43", CARD_NVIDIA_GEFORCE_6600GT},
1913 {"NV42", CARD_NVIDIA_GEFORCE_6800},
1914 {"NV41", CARD_NVIDIA_GEFORCE_6800},
1915 {"NV40", CARD_NVIDIA_GEFORCE_6800},
1916 {"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */
1917 {"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */
1918 {"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */
1919 {"NV34", CARD_NVIDIA_GEFORCEFX_5200},
1920 {"NV31", CARD_NVIDIA_GEFORCEFX_5600},
1921 {"NV30", CARD_NVIDIA_GEFORCEFX_5800},
1922 {"NV28", CARD_NVIDIA_GEFORCE4_TI4200},
1923 {"NV25", CARD_NVIDIA_GEFORCE4_TI4200},
1924 {"NV20", CARD_NVIDIA_GEFORCE3},
1925 {"NV1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */
1926 {"NV1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */
1927 {"NV18", CARD_NVIDIA_GEFORCE4_MX},
1928 {"NV17", CARD_NVIDIA_GEFORCE4_MX},
1929 {"NV16", CARD_NVIDIA_GEFORCE2},
1930 {"NV15", CARD_NVIDIA_GEFORCE2},
1931 {"NV11", CARD_NVIDIA_GEFORCE2_MX},
1932 {"NV10", CARD_NVIDIA_GEFORCE},
1933 {"NV05", CARD_NVIDIA_RIVA_TNT2},
1934 {"NV04", CARD_NVIDIA_RIVA_TNT},
1935 {"NV03", CARD_NVIDIA_RIVA_128},
1936 };
1937
1938 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1939 {
1940 if (strstr(gl_renderer, cards[i].renderer))
1941 return cards[i].id;
1942 }
1943 }
1944
1945 FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
1946 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1947 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1948 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1949 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1950 return CARD_NVIDIA_RIVA_128;
1951 }
1952
1953
1954 struct vendor_card_selection
1955 {
1956 enum wined3d_gl_vendor gl_vendor;
1957 enum wined3d_pci_vendor card_vendor;
1958 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1959 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1960 };
1961
1962 static const struct vendor_card_selection vendor_card_select_table[] =
1963 {
1964 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1965 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1966 {GL_VENDOR_APPLE, HW_VENDOR_AMD, "Apple OSX AMD/ATI binary driver", select_card_amd_binary},
1967 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
1968 {GL_VENDOR_FGLRX, HW_VENDOR_AMD, "AMD/ATI binary driver", select_card_amd_binary},
1969 {GL_VENDOR_MESA, HW_VENDOR_AMD, "Mesa AMD/ATI driver", select_card_amd_mesa},
1970 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1971 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
1972 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
1973 };
1974
1975
1976 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1977 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1978 {
1979 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1980 * different GPUs with roughly the same features. In most cases GPUs from a
1981 * certain family differ in clockspeeds, the amount of video memory and the
1982 * number of shader pipelines.
1983 *
1984 * A Direct3D device object contains the PCI id (vendor + device) of the
1985 * videocard which is used for rendering. Various applications use this
1986 * information to get a rough estimation of the features of the card and
1987 * some might use it for enabling 3d effects only on certain types of
1988 * videocards. In some cases games might even use it to work around bugs
1989 * which happen on certain videocards/driver combinations. The problem is
1990 * that OpenGL only exposes a rendering string containing the name of the
1991 * videocard and not the PCI id.
1992 *
1993 * Various games depend on the PCI id, so somehow we need to provide one.
1994 * A simple option is to parse the renderer string and translate this to
1995 * the right PCI id. This is a lot of work because there are more than 200
1996 * GPUs just for Nvidia. Various cards share the same renderer string, so
1997 * the amount of code might be 'small' but there are quite a number of
1998 * exceptions which would make this a pain to maintain. Another way would
1999 * be to query the PCI id from the operating system (assuming this is the
2000 * videocard which is used for rendering which is not always the case).
2001 * This would work but it is not very portable. Second it would not work
2002 * well in, let's say, a remote X situation in which the amount of 3d
2003 * features which can be used is limited.
2004 *
2005 * As said most games only use the PCI id to get an indication of the
2006 * capabilities of the card. It doesn't really matter if the given id is
2007 * the correct one if we return the id of a card with similar 3d features.
2008 *
2009 * The code below checks the OpenGL capabilities of a videocard and matches
2010 * that to a certain level of Direct3D functionality. Once a card passes
2011 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2012 * least a GeforceFX. To give a better estimate we do a basic check on the
2013 * renderer string but if that won't pass we return a default card. This
2014 * way is better than maintaining a full card database as even without a
2015 * full database we can return a card with similar features. Second the
2016 * size of the database can be made quite small because when you know what
2017 * type of 3d functionality a card has, you know to which GPU family the
2018 * GPU must belong. Because of this you only have to check a small part of
2019 * the renderer string to distinguishes between different models from that
2020 * family.
2021 *
2022 * The code also selects a default amount of video memory which we will
2023 * use for an estimation of the amount of free texture memory. In case of
2024 * real D3D the amount of texture memory includes video memory and system
2025 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2026 * HyperMemory). We don't know how much system memory can be addressed by
2027 * the system but we can make a reasonable estimation about the amount of
2028 * video memory. If the value is slightly wrong it doesn't matter as we
2029 * didn't include AGP-like memory which makes the amount of addressable
2030 * memory higher and second OpenGL isn't that critical it moves to system
2031 * memory behind our backs if really needed. Note that the amount of video
2032 * memory can be overruled using a registry setting. */
2033
2034 int i;
2035
2036 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2037 {
2038 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2039 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2040 continue;
2041 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2042 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2043 }
2044
2045 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2046 *gl_vendor, *card_vendor);
2047
2048 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2049 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2050 * them a good generic choice. */
2051 *card_vendor = HW_VENDOR_NVIDIA;
2052 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2053 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2054 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2055 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2056 return CARD_NVIDIA_RIVA_128;
2057 }
2058
2059 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2060 {
2061 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2062 int vs_selected_mode, ps_selected_mode;
2063
2064 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2065 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2066 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2067 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2068 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2069 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2070 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2071 else return &ffp_fragment_pipeline;
2072 }
2073
2074 static const struct wined3d_shader_backend_ops *select_shader_backend(struct wined3d_adapter *adapter)
2075 {
2076 int vs_selected_mode, ps_selected_mode;
2077
2078 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2079 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2080 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2081 return &none_shader_backend;
2082 }
2083
2084 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2085 {
2086 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2087 int vs_selected_mode, ps_selected_mode;
2088
2089 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2090 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2091 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2092 else return &ffp_blit;
2093 }
2094
2095 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2096 {
2097 DWORD ver;
2098
2099 #define USE_GL_FUNC(type, pfn, ext, replace) \
2100 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2101 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2102 else gl_info->pfn = NULL;
2103
2104 GL_EXT_FUNCS_GEN;
2105 #undef USE_GL_FUNC
2106
2107 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2108 WGL_EXT_FUNCS_GEN;
2109 #undef USE_GL_FUNC
2110 }
2111
2112 /* Context activation is done by the caller. */
2113 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2114 {
2115 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2116 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2117 const char *GL_Extensions = NULL;
2118 const char *WGL_Extensions = NULL;
2119 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2120 struct fragment_caps fragment_caps;
2121 enum wined3d_gl_vendor gl_vendor;
2122 enum wined3d_pci_vendor card_vendor;
2123 enum wined3d_pci_device device;
2124 GLint gl_max;
2125 GLfloat gl_floatv[2];
2126 unsigned i;
2127 HDC hdc;
2128 DWORD gl_version;
2129 size_t len;
2130
2131 TRACE_(d3d_caps)("(%p)\n", gl_info);
2132
2133 ENTER_GL();
2134
2135 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2136 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2137 if (!gl_renderer_str)
2138 {
2139 LEAVE_GL();
2140 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2141 return FALSE;
2142 }
2143
2144 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2145 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2146 if (!gl_vendor_str)
2147 {
2148 LEAVE_GL();
2149 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2150 return FALSE;
2151 }
2152
2153 /* Parse the GL_VERSION field into major and minor information */
2154 gl_version_str = (const char *)glGetString(GL_VERSION);
2155 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2156 if (!gl_version_str)
2157 {
2158 LEAVE_GL();
2159 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2160 return FALSE;
2161 }
2162 gl_version = wined3d_parse_gl_version(gl_version_str);
2163
2164 /*
2165 * Initialize openGL extension related variables
2166 * with Default values
2167 */
2168 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2169 gl_info->limits.blends = 1;
2170 gl_info->limits.buffers = 1;
2171 gl_info->limits.textures = 1;
2172 gl_info->limits.fragment_samplers = 1;
2173 gl_info->limits.vertex_samplers = 0;
2174 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2175 gl_info->limits.sampler_stages = 1;
2176 gl_info->limits.glsl_vs_float_constants = 0;
2177 gl_info->limits.glsl_ps_float_constants = 0;
2178 gl_info->limits.arb_vs_float_constants = 0;
2179 gl_info->limits.arb_vs_native_constants = 0;
2180 gl_info->limits.arb_vs_instructions = 0;
2181 gl_info->limits.arb_vs_temps = 0;
2182 gl_info->limits.arb_ps_float_constants = 0;
2183 gl_info->limits.arb_ps_local_constants = 0;
2184 gl_info->limits.arb_ps_instructions = 0;
2185 gl_info->limits.arb_ps_temps = 0;
2186
2187 /* Retrieve opengl defaults */
2188 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2189 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2190 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2191
2192 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2193 gl_info->limits.lights = gl_max;
2194 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2195
2196 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2197 gl_info->limits.texture_size = gl_max;
2198 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2199
2200 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2201 gl_info->limits.pointsize_min = gl_floatv[0];
2202 gl_info->limits.pointsize_max = gl_floatv[1];
2203 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2204
2205 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2206 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2207 if (!GL_Extensions)
2208 {
2209 LEAVE_GL();
2210 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2211 return FALSE;
2212 }
2213
2214 LEAVE_GL();
2215
2216 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2217
2218 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2219
2220 while (*GL_Extensions)
2221 {
2222 const char *start;
2223
2224 while (isspace(*GL_Extensions)) ++GL_Extensions;
2225 start = GL_Extensions;
2226 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2227
2228 len = GL_Extensions - start;
2229 if (!len) continue;
2230
2231 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2232
2233 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2234 {
2235 if (len == strlen(EXTENSION_MAP[i].extension_string)
2236 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2237 {
2238 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2239 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2240 break;
2241 }
2242 }
2243 }
2244
2245 /* Now work out what GL support this card really has */
2246 load_gl_funcs( gl_info, gl_version );
2247
2248 ENTER_GL();
2249
2250 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2251 * loading the functions, otherwise the code above will load the extension entry points instead of the
2252 * core functions, which may not work. */
2253 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2254 {
2255 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2256 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2257 {
2258 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2259 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2260 }
2261 }
2262
2263 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2264
2265 if (gl_info->supported[APPLE_FENCE])
2266 {
2267 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2268 * The apple extension interacts with some other apple exts. Disable the NV
2269 * extension if the apple one is support to prevent confusion in other parts
2270 * of the code. */
2271 gl_info->supported[NV_FENCE] = FALSE;
2272 }
2273 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2274 {
2275 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2276 *
2277 * The enums are the same:
2278 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2279 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2280 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2281 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2282 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2283 */
2284 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2285 {
2286 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2287 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2288 }
2289 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2290 {
2291 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2292 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2293 }
2294 }
2295 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2296 {
2297 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2298 * functionality. Prefer the ARB extension */
2299 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2300 }
2301 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2302 {
2303 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2304 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2305 }
2306 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2307 {
2308 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2309 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2310 }
2311 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2312 {
2313 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2314 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2315 }
2316 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2317 {
2318 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2319 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2320 }
2321 if (gl_info->supported[NV_TEXTURE_SHADER2])
2322 {
2323 if (gl_info->supported[NV_REGISTER_COMBINERS])
2324 {
2325 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2326 * are supported. The nv extensions provide the same functionality as the
2327 * ATI one, and a bit more(signed pixelformats). */
2328 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2329 }
2330 }
2331
2332 if (gl_info->supported[NV_REGISTER_COMBINERS])
2333 {
2334 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2335 gl_info->limits.general_combiners = gl_max;
2336 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2337 }
2338 if (gl_info->supported[ARB_DRAW_BUFFERS])
2339 {
2340 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2341 gl_info->limits.buffers = gl_max;
2342 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2343 }
2344 if (gl_info->supported[ARB_MULTITEXTURE])
2345 {
2346 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2347 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2348 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2349
2350 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2351 {
2352 GLint tmp;
2353 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2354 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2355 }
2356 else
2357 {
2358 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2359 }
2360 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2361
2362 if (gl_info->supported[ARB_VERTEX_SHADER])
2363 {
2364 GLint tmp;
2365 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2366 gl_info->limits.vertex_samplers = tmp;
2367 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2368 gl_info->limits.combined_samplers = tmp;
2369
2370 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2371 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2372 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2373 * shader is used with fixed function vertex processing we're fine too because fixed function
2374 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2375 * used we have to make sure that all vertex sampler setups are valid together with all
2376 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2377 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2378 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2379 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2380 * a fixed function pipeline anymore.
2381 *
2382 * So this is just a check to check that our assumption holds true. If not, write a warning
2383 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2384 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2385 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2386 {
2387 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2388 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2389 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2390 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2391 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2392 else
2393 gl_info->limits.vertex_samplers = 0;
2394 }
2395 }
2396 else
2397 {
2398 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2399 }
2400 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2401 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2402 }
2403 if (gl_info->supported[ARB_VERTEX_BLEND])
2404 {
2405 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2406 gl_info->limits.blends = gl_max;
2407 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2408 }
2409 if (gl_info->supported[EXT_TEXTURE3D])
2410 {
2411 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2412 gl_info->limits.texture3d_size = gl_max;
2413 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2414 }
2415 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2416 {
2417 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2418 gl_info->limits.anisotropy = gl_max;
2419 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2420 }
2421 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2422 {
2423 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2424 gl_info->limits.arb_ps_float_constants = gl_max;
2425 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2426 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2427 gl_info->limits.arb_ps_native_constants = gl_max;
2428 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2429 gl_info->limits.arb_ps_native_constants);
2430 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2431 gl_info->limits.arb_ps_temps = gl_max;
2432 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2433 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2434 gl_info->limits.arb_ps_instructions = gl_max;
2435 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2436 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2437 gl_info->limits.arb_ps_local_constants = gl_max;
2438 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2439 }
2440 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2441 {
2442 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2443 gl_info->limits.arb_vs_float_constants = gl_max;
2444 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2445 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2446 gl_info->limits.arb_vs_native_constants = gl_max;
2447 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2448 gl_info->limits.arb_vs_native_constants);
2449 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2450 gl_info->limits.arb_vs_temps = gl_max;
2451 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2452 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2453 gl_info->limits.arb_vs_instructions = gl_max;
2454 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2455
2456 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2457 }
2458 if (gl_info->supported[ARB_VERTEX_SHADER])
2459 {
2460 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2461 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2462 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2463 }
2464 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2465 {
2466 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2467 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2468 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2469 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2470 gl_info->limits.glsl_varyings = gl_max;
2471 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2472 }
2473 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2474 {
2475 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2476 unsigned int major, minor;
2477
2478 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2479
2480 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2481 sscanf(str, "%u.%u", &major, &minor);
2482 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2483 }
2484 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2485 {
2486 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2487 }
2488 else
2489 {
2490 gl_info->limits.shininess = 128.0f;
2491 }
2492 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2493 {
2494 /* If we have full NP2 texture support, disable
2495 * GL_ARB_texture_rectangle because we will never use it.
2496 * This saves a few redundant glDisable calls. */
2497 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2498 }
2499 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2500 {
2501 /* Disable NV_register_combiners and fragment shader if this is supported.
2502 * generally the NV extensions are preferred over the ATI ones, and this
2503 * extension is disabled if register_combiners and texture_shader2 are both
2504 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2505 * fragment processing support. */
2506 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2507 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2508 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2509 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2510 }
2511 if (gl_info->supported[NV_HALF_FLOAT])
2512 {
2513 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2514 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2515 }
2516 if (gl_info->supported[ARB_POINT_SPRITE])
2517 {
2518 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2519 }
2520 else
2521 {
2522 gl_info->limits.point_sprite_units = 0;
2523 }
2524 checkGLcall("extension detection");
2525
2526 LEAVE_GL();
2527
2528 adapter->fragment_pipe = select_fragment_implementation(adapter);
2529 adapter->shader_backend = select_shader_backend(adapter);
2530 adapter->blitter = select_blit_implementation(adapter);
2531
2532 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2533 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2534 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2535
2536 /* In some cases the number of texture stages can be larger than the number
2537 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2538 * shaders), but 8 texture stages (register combiners). */
2539 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2540
2541 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2542 {
2543 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2544 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2545 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2546 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2547 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2548 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2549 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2550 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2551 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2552 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2553 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2554 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2555 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2556 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2557 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2558 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2559 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2560 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2561 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2562 }
2563 else
2564 {
2565 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2566 {
2567 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2568 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2569 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2570 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2571 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2572 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2573 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2574 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2575 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2576 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2577 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2578 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2579 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2580 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2581 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2582 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2583 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2584 }
2585 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2586 {
2587 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2588 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2589 }
2590 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2591 {
2592 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2593 }
2594 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2595 {
2596 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2597 }
2598 }
2599
2600 /* MRTs are currently only supported when FBOs are used. */
2601 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2602 {
2603 gl_info->limits.buffers = 1;
2604 }
2605
2606 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2607 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2608 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2609
2610 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2611 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2612
2613 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2614 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2615 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2616 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2617 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2618 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2619 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2620 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2621
2622 /* Make sure there's an active HDC else the WGL extensions will fail */
2623 hdc = pwglGetCurrentDC();
2624 if (hdc) {
2625 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2626 if(GL_EXTCALL(wglGetExtensionsStringARB))
2627 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2628
2629 if (!WGL_Extensions)
2630 {
2631 ERR(" WGL_Extensions returns NULL\n");
2632 }
2633 else
2634 {
2635 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2636 while (*WGL_Extensions)
2637 {
2638 const char *Start;
2639 char ThisExtn[256];
2640
2641 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2642 Start = WGL_Extensions;
2643 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2644
2645 len = WGL_Extensions - Start;
2646 if (!len || len >= sizeof(ThisExtn))
2647 continue;
2648
2649 memcpy(ThisExtn, Start, len);
2650 ThisExtn[len] = '\0';
2651 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2652
2653 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2654 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2655 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2656 }
2657 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2658 gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2659 TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2660 }
2661 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2662 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2663 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2664 }
2665 }
2666 }
2667 }
2668
2669 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2670 init_driver_info(driver_info, card_vendor, device);
2671 add_gl_compat_wrappers(gl_info);
2672
2673 return TRUE;
2674 }
2675
2676 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2677 {
2678 TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2679 wined3d, wined3d->adapter_count);
2680
2681 return wined3d->adapter_count;
2682 }
2683
2684 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2685 {
2686 FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2687
2688 return WINED3D_OK;
2689 }
2690
2691 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2692 {
2693 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2694
2695 if (adapter_idx >= wined3d->adapter_count)
2696 return NULL;
2697
2698 return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2699 }
2700
2701 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2702 of the same bpp but different resolutions */
2703
2704 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2705 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2706 enum wined3d_format_id format_id)
2707 {
2708 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2709
2710 if (adapter_idx >= wined3d->adapter_count)
2711 return 0;
2712
2713 /* TODO: Store modes per adapter and read it from the adapter structure */
2714 if (!adapter_idx)
2715 {
2716 const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2717 UINT format_bits = format->byte_count * CHAR_BIT;
2718 unsigned int i = 0;
2719 unsigned int j = 0;
2720 DEVMODEW mode;
2721
2722 memset(&mode, 0, sizeof(mode));
2723 mode.dmSize = sizeof(mode);
2724
2725 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2726 {
2727 ++j;
2728
2729 if (format_id == WINED3DFMT_UNKNOWN)
2730 {
2731 /* This is for D3D8, do not enumerate P8 here */
2732 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2733 }
2734 else if (mode.dmBitsPerPel == format_bits)
2735 {
2736 ++i;
2737 }
2738 }
2739
2740 TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2741
2742 return i;
2743 }
2744 else
2745 {
2746 FIXME_(d3d_caps)("Adapter not primary display.\n");
2747 }
2748
2749 return 0;
2750 }
2751
2752 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2753 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2754 enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2755 {
2756 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2757 wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2758
2759 /* Validate the parameters as much as possible */
2760 if (!mode || adapter_idx >= wined3d->adapter_count
2761 || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2762 {
2763 return WINED3DERR_INVALIDCALL;
2764 }
2765
2766 /* TODO: Store modes per adapter and read it from the adapter structure */
2767 if (!adapter_idx)
2768 {
2769 const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2770 UINT format_bits = format->byte_count * CHAR_BIT;
2771 DEVMODEW DevModeW;
2772 int ModeIdx = 0;
2773 UINT i = 0;
2774 int j = 0;
2775
2776 ZeroMemory(&DevModeW, sizeof(DevModeW));
2777 DevModeW.dmSize = sizeof(DevModeW);
2778
2779 /* If we are filtering to a specific format (D3D9), then need to skip
2780 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2781 just count through the ones with valid bit depths */
2782 while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2783 {
2784 if (format_id == WINED3DFMT_UNKNOWN)
2785 {
2786 /* This is for D3D8, do not enumerate P8 here */
2787 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2788 }
2789 else if (DevModeW.dmBitsPerPel == format_bits)
2790 {
2791 ++i;
2792 }
2793 }
2794
2795 if (!i)
2796 {
2797 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2798 return WINED3DERR_INVALIDCALL;
2799 }
2800 ModeIdx = j - 1;
2801
2802 /* Now get the display mode via the calculated index */
2803 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2804 {
2805 mode->Width = DevModeW.dmPelsWidth;
2806 mode->Height = DevModeW.dmPelsHeight;
2807 mode->RefreshRate = DEFAULT_REFRESH_RATE;
2808 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2809 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2810
2811 if (format_id == WINED3DFMT_UNKNOWN)
2812 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2813 else
2814 mode->Format = format_id;
2815 }
2816 else
2817 {
2818 TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2819 return WINED3DERR_INVALIDCALL;
2820 }
2821
2822 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2823 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2824 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2825 }
2826 else
2827 {
2828 FIXME_(d3d_caps)("Adapter not primary display\n");
2829 }
2830
2831 return WINED3D_OK;
2832 }
2833
2834 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2835 WINED3DDISPLAYMODE *mode)
2836 {
2837 TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2838
2839 if (!mode || adapter_idx >= wined3d->adapter_count)
2840 return WINED3DERR_INVALIDCALL;
2841
2842 if (!adapter_idx)
2843 {
2844 DEVMODEW DevModeW;
2845 unsigned int bpp;
2846
2847 ZeroMemory(&DevModeW, sizeof(DevModeW));
2848 DevModeW.dmSize = sizeof(DevModeW);
2849
2850 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2851 mode->Width = DevModeW.dmPelsWidth;
2852 mode->Height = DevModeW.dmPelsHeight;
2853 bpp = DevModeW.dmBitsPerPel;
2854 mode->RefreshRate = DEFAULT_REFRESH_RATE;
2855 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2856 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2857 mode->Format = pixelformat_for_depth(bpp);
2858 }
2859 else
2860 {
2861 FIXME_(d3d_caps)("Adapter not primary display\n");
2862 }
2863
2864 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2865 mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2866 return WINED3D_OK;
2867 }
2868
2869 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2870 and fields being inserted in the middle, a new structure is used in place */
2871 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2872 UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2873 {
2874 const struct wined3d_adapter *adapter;
2875 size_t len;
2876
2877 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2878 wined3d, adapter_idx, flags, identifier);
2879
2880 if (adapter_idx >= wined3d->adapter_count)
2881 return WINED3DERR_INVALIDCALL;
2882
2883 adapter = &wined3d->adapters[adapter_idx];
2884
2885 /* Return the information requested */
2886 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2887
2888 if (identifier->driver_size)
2889 {
2890 const char *name = adapter->driver_info.name;
2891 len = min(strlen(name), identifier->driver_size - 1);
2892 memcpy(identifier->driver, name, len);
2893 identifier->driver[len] = '\0';
2894 }
2895
2896 if (identifier->description_size)
2897 {
2898 const char *description = adapter->driver_info.description;
2899 len = min(strlen(description), identifier->description_size - 1);
2900 memcpy(identifier->description, description, len);
2901 identifier->description[len] = '\0';
2902 }
2903
2904 /* Note that d3d8 doesn't supply a device name. */
2905 if (identifier->device_name_size)
2906 {
2907 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2908
2909 len = strlen(device_name);
2910 if (len >= identifier->device_name_size)
2911 {
2912 ERR("Device name size too small.\n");
2913 return WINED3DERR_INVALIDCALL;
2914 }
2915
2916 memcpy(identifier->device_name, device_name, len);
2917 identifier->device_name[len] = '\0';
2918 }
2919
2920 identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2921 identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2922 identifier->vendor_id = adapter->driver_info.vendor;
2923 identifier->device_id = adapter->driver_info.device;
2924 identifier->subsystem_id = 0;
2925 identifier->revision = 0;
2926 memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
2927 identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2928 memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
2929 identifier->video_memory = adapter->TextureRam;
2930
2931 return WINED3D_OK;
2932 }
2933
2934 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2935 const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
2936 {
2937 BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
2938
2939 if(!cfg)
2940 return FALSE;
2941
2942 /* Float formats need FBOs. If FBOs are used this function isn't called */
2943 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2944
2945 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2946 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2947 {
2948 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2949 return FALSE;
2950 }
2951
2952 if(cfg->redSize < redSize)
2953 return FALSE;
2954
2955 if(cfg->greenSize < greenSize)
2956 return FALSE;
2957
2958 if(cfg->blueSize < blueSize)
2959 return FALSE;
2960
2961 if(cfg->alphaSize < alphaSize)
2962 return FALSE;
2963
2964 return TRUE;
2965 }
2966
2967 /* Probably a RGBA_float or color index mode */
2968 return FALSE;
2969 }
2970
2971 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2972 const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
2973 {
2974 BYTE depthSize, stencilSize;
2975 BOOL lockable = FALSE;
2976
2977 if(!cfg)
2978 return FALSE;
2979
2980 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2981 {
2982 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2983 return FALSE;
2984 }
2985
2986 /* Float formats need FBOs. If FBOs are used this function isn't called */
2987 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2988
2989 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2990 lockable = TRUE;
2991
2992 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2993 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2994 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2995 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2996 return FALSE;
2997
2998 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2999 * allow more stencil bits than requested. */
3000 if(cfg->stencilSize < stencilSize)
3001 return FALSE;
3002
3003 return TRUE;
3004 }
3005
3006 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3007 UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3008 enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3009 {
3010 const struct wined3d_format *rt_format;
3011 const struct wined3d_format *ds_format;
3012 const struct wined3d_adapter *adapter;
3013
3014 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3015 "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3016 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3017 debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3018
3019 if (adapter_idx >= wined3d->adapter_count)
3020 return WINED3DERR_INVALIDCALL;
3021
3022 adapter = &wined3d->adapters[adapter_idx];
3023 rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3024 ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3025 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3026 {
3027 if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3028 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3029 {
3030 TRACE_(d3d_caps)("Formats match.\n");
3031 return WINED3D_OK;
3032 }
3033 }
3034 else
3035 {
3036 const struct wined3d_pixel_format *cfgs;
3037 unsigned int cfg_count;
3038 unsigned int i;
3039
3040 cfgs = adapter->cfgs;
3041 cfg_count = adapter->nCfgs;
3042 for (i = 0; i < cfg_count; ++i)
3043 {
3044 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[i], rt_format))
3045 {
3046 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], ds_format))
3047 {
3048 TRACE_(d3d_caps)("Formats match.\n");
3049 return WINED3D_OK;
3050 }
3051 }
3052 }
3053 }
3054
3055 TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3056 debug_d3dformat(render_target_format_id),
3057 debug_d3dformat(depth_stencil_format_id));
3058
3059 return WINED3DERR_NOTAVAILABLE;
3060 }
3061
3062 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3063 WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3064 WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3065 {
3066 const struct wined3d_adapter *adapter;
3067 const struct wined3d_format *format;
3068
3069 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3070 "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3071 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3072 windowed, multisample_type, quality_levels);
3073
3074 if (adapter_idx >= wined3d->adapter_count)
3075 return WINED3DERR_INVALIDCALL;
3076
3077 /* TODO: Handle windowed, add more quality levels. */
3078
3079 if (WINED3DMULTISAMPLE_NONE == multisample_type)
3080 {
3081 if (quality_levels) *quality_levels = 1;
3082 return WINED3D_OK;
3083 }
3084
3085 /* By default multisampling is disabled right now as it causes issues
3086 * on some Nvidia driver versions and it doesn't work well in combination
3087 * with FBOs yet. */
3088 if (!wined3d_settings.allow_multisampling)
3089 return WINED3DERR_NOTAVAILABLE;
3090
3091 adapter = &wined3d->adapters[adapter_idx];
3092 format = wined3d_get_format(&adapter->gl_info, surface_format_id);
3093 if (!format) return WINED3DERR_INVALIDCALL;
3094
3095 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3096 {
3097 const struct wined3d_pixel_format *cfgs;
3098 unsigned int i, cfg_count;
3099
3100 cfgs = adapter->cfgs;
3101 cfg_count = adapter->nCfgs;
3102 for (i = 0; i < cfg_count; ++i)
3103 {
3104 if(cfgs[i].numSamples != multisample_type)
3105 continue;
3106
3107 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3108 continue;
3109
3110 TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3111 cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3112
3113 if (quality_levels) *quality_levels = 1;
3114
3115 return WINED3D_OK;
3116 }
3117 }
3118 else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3119 {
3120 BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3121 const struct wined3d_pixel_format *cfgs;
3122 unsigned int i, cfg_count;
3123
3124 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3125 {
3126 ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3127 debug_d3dformat(surface_format_id));
3128 return WINED3DERR_NOTAVAILABLE;
3129 }
3130
3131 cfgs = adapter->cfgs;
3132 cfg_count = adapter->nCfgs;
3133 for (i = 0; i < cfg_count; ++i)
3134 {
3135 if(cfgs[i].numSamples != multisample_type)
3136 continue;
3137 if(cfgs[i].redSize != redSize)
3138 continue;
3139 if(cfgs[i].greenSize != greenSize)
3140 continue;
3141 if(cfgs[i].blueSize != blueSize)
3142 continue;
3143 /* Not all drivers report alpha-less formats since they use 32-bit
3144 * anyway, so accept alpha even if we didn't ask for it. */
3145 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3146 continue;
3147 if (cfgs[i].colorSize != (format->byte_count << 3))
3148 continue;
3149
3150 TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3151 cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3152
3153 if (quality_levels) *quality_levels = 1;
3154
3155 return WINED3D_OK;
3156 }
3157 }
3158 return WINED3DERR_NOTAVAILABLE;
3159 }
3160
3161 /* Check if we support bumpmapping for a format */
3162 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3163 {
3164 /* Ask the fixed function pipeline implementation if it can deal
3165 * with the conversion. If we've got a GL extension giving native
3166 * support this will be an identity conversion. */
3167 return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3168 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3169 }
3170
3171 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3172 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3173 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3174 {
3175 int it=0;
3176
3177 /* Only allow depth/stencil formats */
3178 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3179
3180 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3181 {
3182 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3183 if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3184 }
3185 else
3186 {
3187 /* Walk through all WGL pixel formats to find a match */
3188 for (it = 0; it < adapter->nCfgs; ++it)
3189 {
3190 const struct wined3d_pixel_format *cfg = &adapter->cfgs[it];
3191 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3192 {
3193 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3194 {
3195 return TRUE;
3196 }
3197 }
3198 }
3199 }
3200
3201 return FALSE;
3202 }
3203
3204 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3205 {
3206 /* The flags entry of a format contains the filtering capability */
3207 if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3208
3209 return FALSE;
3210 }
3211
3212 /* Check the render target capabilities of a format */
3213 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3214 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3215 {
3216 /* Filter out non-RT formats */
3217 if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3218 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3219 {
3220 BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3221 BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3222 const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3223 int it;
3224
3225 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3226 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3227
3228 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3229 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3230 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3231 TRACE_(d3d_caps)("[FAILED]\n");
3232 return FALSE;
3233 }
3234
3235 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3236 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3237 for (it = 0; it < adapter->nCfgs; ++it)
3238 {
3239 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3240 &cfgs[it], check_format))
3241 {
3242 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3243 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3244 return TRUE;
3245 }
3246 }
3247 }
3248 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3249 {
3250 /* For now return TRUE for FBOs until we have some proper checks.
3251 * Note that this function will only be called when the format is around for texturing. */
3252 return TRUE;
3253 }
3254 return FALSE;
3255 }
3256
3257 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3258 {
3259 return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3260 }
3261
3262 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3263 {
3264 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3265 * doing the color fixup in shaders.
3266 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3267 if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3268 {
3269 int vs_selected_mode;
3270 int ps_selected_mode;
3271 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3272
3273 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3274 TRACE_(d3d_caps)("[OK]\n");
3275 return TRUE;
3276 }
3277 }
3278
3279 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3280 return FALSE;
3281 }
3282
3283 /* Check if a format support blending in combination with pixel shaders */
3284 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3285 const struct wined3d_format *format)
3286 {
3287 /* The flags entry of a format contains the post pixel shader blending capability */
3288 if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3289
3290 return FALSE;
3291 }
3292
3293 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3294 {
3295 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3296 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3297 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3298 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3299 * capability anyway.
3300 *
3301 * For now lets report this on all formats, but in the future we may want to
3302 * restrict it to some should games need that
3303 */
3304 return TRUE;
3305 }
3306
3307 /* Check if a texture format is supported on the given adapter */
3308 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3309 {
3310 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3311
3312 switch (format->id)
3313 {
3314 /*****
3315 * supported: RGB(A) formats
3316 */
3317 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3318 case WINED3DFMT_B8G8R8A8_UNORM:
3319 case WINED3DFMT_B8G8R8X8_UNORM:
3320 case WINED3DFMT_B5G6R5_UNORM:
3321 case WINED3DFMT_B5G5R5X1_UNORM:
3322 case WINED3DFMT_B5G5R5A1_UNORM:
3323 case WINED3DFMT_B4G4R4A4_UNORM:
3324 case WINED3DFMT_A8_UNORM:
3325 case WINED3DFMT_B4G4R4X4_UNORM:
3326 case WINED3DFMT_R8G8B8A8_UNORM:
3327 case WINED3DFMT_R8G8B8X8_UNORM:
3328 case WINED3DFMT_B10G10R10A2_UNORM:
3329 case WINED3DFMT_R10G10B10A2_UNORM:
3330 case WINED3DFMT_R16G16_UNORM:
3331 TRACE_(d3d_caps)("[OK]\n");
3332 return TRUE;
3333
3334 case WINED3DFMT_B2G3R3_UNORM:
3335 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3336 return FALSE;
3337
3338 /*****
3339 * Not supported: Palettized
3340 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3341 * Since it is not widely available, don't offer it. Further no Windows driver offers
3342 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3343 */
3344 case WINED3DFMT_P8_UINT:
3345 case WINED3DFMT_P8_UINT_A8_UNORM:
3346 return FALSE;
3347
3348 /*****
3349 * Supported: (Alpha)-Luminance
3350 */
3351 case WINED3DFMT_L8_UNORM:
3352 case WINED3DFMT_L8A8_UNORM:
3353 case WINED3DFMT_L16_UNORM:
3354 TRACE_(d3d_caps)("[OK]\n");
3355 return TRUE;
3356
3357 /* Not supported on Windows, thus disabled */
3358 case WINED3DFMT_L4A4_UNORM:
3359 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3360 return FALSE;
3361
3362 /*****
3363 * Supported: Depth/Stencil formats
3364 */
3365 case WINED3DFMT_D16_LOCKABLE:
3366 case WINED3DFMT_D16_UNORM:
3367 case WINED3DFMT_S1_UINT_D15_UNORM:
3368 case WINED3DFMT_X8D24_UNORM:
3369 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3370 case WINED3DFMT_D24_UNORM_S8_UINT:
3371 case WINED3DFMT_S8_UINT_D24_FLOAT:
3372 case WINED3DFMT_D32_UNORM:
3373 case WINED3DFMT_D32_FLOAT:
3374 return TRUE;
3375
3376 case WINED3DFMT_INTZ:
3377 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3378 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3379 return TRUE;
3380 return FALSE;
3381
3382 /*****
3383 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3384 * GL_NV_texture_shader). Emulated by shaders
3385 */
3386 case WINED3DFMT_R8G8_SNORM:
3387 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3388 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3389 case WINED3DFMT_R8G8B8A8_SNORM:
3390 case WINED3DFMT_R16G16_SNORM:
3391 /* Ask the shader backend if it can deal with the conversion. If
3392 * we've got a GL extension giving native support this will be an
3393 * identity conversion. */
3394 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3395 {
3396 TRACE_(d3d_caps)("[OK]\n");
3397 return TRUE;
3398 }
3399 TRACE_(d3d_caps)("[FAILED]\n");
3400 return FALSE;
3401
3402 case WINED3DFMT_DXT1:
3403 case WINED3DFMT_DXT2:
3404 case WINED3DFMT_DXT3:
3405 case WINED3DFMT_DXT4:
3406 case WINED3DFMT_DXT5:
3407 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3408 {
3409 TRACE_(d3d_caps)("[OK]\n");
3410 return TRUE;
3411 }
3412 TRACE_(d3d_caps)("[FAILED]\n");
3413 return FALSE;
3414
3415
3416 /*****
3417 * Odd formats - not supported
3418 */
3419 case WINED3DFMT_VERTEXDATA:
3420 case WINED3DFMT_R16_UINT:
3421 case WINED3DFMT_R32_UINT:
3422 case WINED3DFMT_R16G16B16A16_SNORM:
3423 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3424 case WINED3DFMT_R10G11B11_SNORM:
3425 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3426 return FALSE;
3427
3428 /*****
3429 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3430 */
3431 case WINED3DFMT_R8G8_SNORM_Cx:
3432 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3433 return FALSE;
3434
3435 /* YUV formats */
3436 case WINED3DFMT_UYVY:
3437 case WINED3DFMT_YUY2:
3438 if (gl_info->supported[APPLE_YCBCR_422])
3439 {
3440 TRACE_(d3d_caps)("[OK]\n");
3441 return TRUE;
3442 }
3443 TRACE_(d3d_caps)("[FAILED]\n");
3444 return FALSE;
3445 case WINED3DFMT_YV12:
3446 TRACE_(d3d_caps)("[FAILED]\n");
3447 return FALSE;
3448
3449 /* Not supported */
3450 case WINED3DFMT_R16G16B16A16_UNORM:
3451 case WINED3DFMT_B2G3R3A8_UNORM:
3452 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3453 return FALSE;
3454
3455 /* Floating point formats */
3456 case WINED3DFMT_R16_FLOAT:
3457 case WINED3DFMT_R16G16_FLOAT:
3458 case WINED3DFMT_R16G16B16A16_FLOAT:
3459 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3460 {
3461 TRACE_(d3d_caps)("[OK]\n");
3462 return TRUE;
3463 }
3464 TRACE_(d3d_caps)("[FAILED]\n");
3465 return FALSE;
3466
3467 case WINED3DFMT_R32_FLOAT:
3468 case WINED3DFMT_R32G32_FLOAT:
3469 case WINED3DFMT_R32G32B32A32_FLOAT:
3470 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3471 {
3472 TRACE_(d3d_caps)("[OK]\n");
3473 return TRUE;
3474 }
3475 TRACE_(d3d_caps)("[FAILED]\n");
3476 return FALSE;
3477
3478 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3479 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3480 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3481 * We can do instancing with all shader versions, but we need vertex shaders.
3482 *
3483 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3484 * to enable instancing. WineD3D doesn't need that and just ignores it.
3485 *
3486 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3487 */
3488 case WINED3DFMT_INST:
3489 TRACE("ATI Instancing check hack\n");
3490 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3491 {
3492 TRACE_(d3d_caps)("[OK]\n");
3493 return TRUE;
3494 }
3495 TRACE_(d3d_caps)("[FAILED]\n");
3496 return FALSE;
3497
3498 /* Some weird FOURCC formats */
3499 case WINED3DFMT_R8G8_B8G8:
3500 case WINED3DFMT_G8R8_G8B8:
3501 case WINED3DFMT_MULTI2_ARGB8:
3502 TRACE_(d3d_caps)("[FAILED]\n");
3503 return FALSE;
3504
3505 /* Vendor specific formats */
3506 case WINED3DFMT_ATI2N:
3507 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3508 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3509 {
3510 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3511 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3512 {
3513 TRACE_(d3d_caps)("[OK]\n");
3514 return TRUE;
3515 }
3516
3517 TRACE_(d3d_caps)("[OK]\n");
3518 return TRUE;
3519 }
3520 TRACE_(d3d_caps)("[FAILED]\n");
3521 return FALSE;
3522
3523 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3524 * format MAKEFOURCC('N','V','D','B') is used.
3525 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3526 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3527 * to test value.
3528 */
3529 case WINED3DFMT_NVDB:
3530 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3531 {
3532 TRACE_(d3d_caps)("[OK]\n");
3533 return TRUE;
3534 }
3535 TRACE_(d3d_caps)("[FAILED]\n");
3536 return FALSE;
3537
3538 case WINED3DFMT_NVHU:
3539 case WINED3DFMT_NVHS:
3540 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3541 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3542 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3543 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3544 * Applications have to deal with not having NVHS and NVHU.
3545 */
3546 TRACE_(d3d_caps)("[FAILED]\n");
3547 return FALSE;
3548
3549 case WINED3DFMT_NULL:
3550 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3551 return TRUE;
3552 return FALSE;
3553
3554 case WINED3DFMT_UNKNOWN:
3555 return FALSE;
3556
3557 default:
3558 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3559 break;
3560 }
3561 return FALSE;
3562 }
3563
3564 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3565 const struct wined3d_format *adapter_format,
3566 const struct wined3d_format *check_format,
3567 WINED3DSURFTYPE SurfaceType)
3568 {
3569 if (SurfaceType == SURFACE_GDI)
3570 {
3571 switch (check_format->id)
3572 {
3573 case WINED3DFMT_B8G8R8_UNORM:
3574 case WINED3DFMT_B8G8R8A8_UNORM:
3575 case WINED3DFMT_B8G8R8X8_UNORM:
3576 case WINED3DFMT_B5G6R5_UNORM:
3577 case WINED3DFMT_B5G5R5X1_UNORM:
3578 case WINED3DFMT_B5G5R5A1_UNORM:
3579 case WINED3DFMT_B4G4R4A4_UNORM:
3580 case WINED3DFMT_B2G3R3_UNORM:
3581 case WINED3DFMT_A8_UNORM:
3582 case WINED3DFMT_B2G3R3A8_UNORM:
3583 case WINED3DFMT_B4G4R4X4_UNORM:
3584 case WINED3DFMT_R10G10B10A2_UNORM:
3585 case WINED3DFMT_R8G8B8A8_UNORM:
3586 case WINED3DFMT_R8G8B8X8_UNORM:
3587 case WINED3DFMT_R16G16_UNORM:
3588 case WINED3DFMT_B10G10R10A2_UNORM:
3589 case WINED3DFMT_R16G16B16A16_UNORM:
3590 case WINED3DFMT_P8_UINT:
3591 TRACE_(d3d_caps)("[OK]\n");
3592 return TRUE;
3593 default:
3594 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3595 return FALSE;
3596 }
3597 }
3598
3599 /* All format that are supported for textures are supported for surfaces as well */
3600 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3601 /* All depth stencil formats are supported on surfaces */
3602 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3603
3604 /* If opengl can't process the format natively, the blitter may be able to convert it */
3605 if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3606 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3607 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3608 {
3609 TRACE_(d3d_caps)("[OK]\n");
3610 return TRUE;
3611 }
3612
3613 /* Reject other formats */
3614 TRACE_(d3d_caps)("[FAILED]\n");
3615 return FALSE;
3616 }
3617
3618 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3619 const struct wined3d_format *format)
3620 {
3621 return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3622 }
3623
3624 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3625 WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3626 WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3627 {
3628 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3629 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3630 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3631 const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3632 DWORD usage_caps = 0;
3633
3634 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3635 "resource_type %s, check_format %s, surface_type %#x.\n",
3636 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3637 debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3638 debug_d3dformat(check_format_id), surface_type);
3639
3640 if (adapter_idx >= wined3d->adapter_count)
3641 return WINED3DERR_INVALIDCALL;
3642
3643 switch (resource_type)
3644 {
3645 case WINED3DRTYPE_CUBETEXTURE:
3646 /* Cubetexture allows:
3647 * - WINED3DUSAGE_AUTOGENMIPMAP
3648 * - WINED3DUSAGE_DEPTHSTENCIL
3649 * - WINED3DUSAGE_DYNAMIC
3650 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3651 * - WINED3DUSAGE_RENDERTARGET
3652 * - WINED3DUSAGE_SOFTWAREPROCESSING
3653 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3654 */
3655 if (surface_type != SURFACE_OPENGL)
3656 {
3657 TRACE_(d3d_caps)("[FAILED]\n");
3658 return WINED3DERR_NOTAVAILABLE;
3659 }
3660
3661 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3662 {
3663 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3664 return WINED3DERR_NOTAVAILABLE;
3665 }
3666
3667 if (!CheckTextureCapability(adapter, format))
3668 {
3669 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3670 return WINED3DERR_NOTAVAILABLE;
3671 }
3672
3673 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3674 {
3675 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3676 /* When autogenmipmap isn't around continue and return
3677 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3678 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3679 else
3680 usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3681 }
3682
3683 /* Always report dynamic locking. */
3684 if (usage & WINED3DUSAGE_DYNAMIC)
3685 usage_caps |= WINED3DUSAGE_DYNAMIC;
3686
3687 if (usage & WINED3DUSAGE_RENDERTARGET)
3688 {
3689 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3690 {
3691 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3692 return WINED3DERR_NOTAVAILABLE;
3693 }
3694 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3695 }
3696
3697 /* Always report software processing. */
3698 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3699 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3700
3701 if (usage & WINED3DUSAGE_QUERY_FILTER)
3702 {
3703 if (!CheckFilterCapability(adapter, format))
3704 {
3705 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3706 return WINED3DERR_NOTAVAILABLE;
3707 }
3708 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3709 }
3710
3711 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3712 {
3713 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3714 {
3715 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3716 return WINED3DERR_NOTAVAILABLE;
3717 }
3718 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3719 }
3720
3721 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3722 {
3723 if (!CheckSrgbReadCapability(adapter, format))
3724 {
3725 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3726 return WINED3DERR_NOTAVAILABLE;
3727 }
3728 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3729 }
3730
3731 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3732 {
3733 if (!CheckSrgbWriteCapability(adapter, format))
3734 {
3735 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3736 return WINED3DERR_NOTAVAILABLE;
3737 }
3738 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3739 }
3740
3741 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3742 {
3743 if (!CheckVertexTextureCapability(adapter, format))
3744 {
3745 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3746 return WINED3DERR_NOTAVAILABLE;
3747 }
3748 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3749 }
3750
3751 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3752 {
3753 if (!CheckWrapAndMipCapability(adapter, format))
3754 {
3755 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3756 return WINED3DERR_NOTAVAILABLE;
3757 }
3758 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3759 }
3760 break;
3761
3762 case WINED3DRTYPE_SURFACE:
3763 /* Surface allows:
3764 * - WINED3DUSAGE_DEPTHSTENCIL
3765 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3766 * - WINED3DUSAGE_RENDERTARGET
3767 */
3768 if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3769 {
3770 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3771 return WINED3DERR_NOTAVAILABLE;
3772 }
3773
3774 if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3775 {
3776 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3777 {
3778 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3779 return WINED3DERR_NOTAVAILABLE;
3780 }
3781 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3782 }
3783
3784 if (usage & WINED3DUSAGE_RENDERTARGET)
3785 {
3786 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3787 {
3788 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3789 return WINED3DERR_NOTAVAILABLE;
3790 }
3791 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3792 }
3793
3794 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3795 {
3796 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3797 {
3798 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3799 return WINED3DERR_NOTAVAILABLE;
3800 }
3801 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3802 }
3803 break;
3804
3805 case WINED3DRTYPE_TEXTURE:
3806 /* Texture allows:
3807 * - WINED3DUSAGE_AUTOGENMIPMAP
3808 * - WINED3DUSAGE_DEPTHSTENCIL
3809 * - WINED3DUSAGE_DMAP
3810 * - WINED3DUSAGE_DYNAMIC
3811 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3812 * - WINED3DUSAGE_RENDERTARGET
3813 * - WINED3DUSAGE_SOFTWAREPROCESSING
3814 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3815 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3816 */
3817 if (surface_type != SURFACE_OPENGL)
3818 {
3819 TRACE_(d3d_caps)("[FAILED]\n");
3820 return WINED3DERR_NOTAVAILABLE;
3821 }
3822
3823 if (!CheckTextureCapability(adapter, format))
3824 {
3825 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3826 return WINED3DERR_NOTAVAILABLE;
3827 }
3828
3829 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3830 {
3831 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3832 /* When autogenmipmap isn't around continue and return
3833 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3834 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3835 else
3836 usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3837 }
3838
3839 /* Always report dynamic locking. */
3840 if (usage & WINED3DUSAGE_DYNAMIC)
3841 usage_caps |= WINED3DUSAGE_DYNAMIC;
3842
3843 if (usage & WINED3DUSAGE_RENDERTARGET)
3844 {
3845 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3846 {
3847 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3848 return WINED3DERR_NOTAVAILABLE;
3849 }
3850 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3851 }
3852
3853 /* Always report software processing. */
3854 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3855 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3856
3857 if (usage & WINED3DUSAGE_QUERY_FILTER)
3858 {
3859 if (!CheckFilterCapability(adapter, format))
3860 {
3861 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3862 return WINED3DERR_NOTAVAILABLE;
3863 }
3864 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3865 }
3866
3867 if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3868 {
3869 if (!CheckBumpMapCapability(adapter, format))
3870 {
3871 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3872 return WINED3DERR_NOTAVAILABLE;
3873 }
3874 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3875 }
3876
3877 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3878 {
3879 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3880 {
3881 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3882 return WINED3DERR_NOTAVAILABLE;
3883 }
3884 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3885 }
3886
3887 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3888 {
3889 if (!CheckSrgbReadCapability(adapter, format))
3890 {
3891 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3892 return WINED3DERR_NOTAVAILABLE;
3893 }
3894 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3895 }
3896
3897 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3898 {
3899 if (!CheckSrgbWriteCapability(adapter, format))
3900 {
3901 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3902 return WINED3DERR_NOTAVAILABLE;
3903 }
3904 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3905 }
3906
3907 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3908 {
3909 if (!CheckVertexTextureCapability(adapter, format))
3910 {
3911 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3912 return WINED3DERR_NOTAVAILABLE;
3913 }
3914 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3915 }
3916
3917 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3918 {
3919 if (!CheckWrapAndMipCapability(adapter, format))
3920 {
3921 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3922 return WINED3DERR_NOTAVAILABLE;
3923 }
3924 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3925 }
3926
3927 if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3928 {
3929 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3930 {
3931 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3932 return WINED3DERR_NOTAVAILABLE;
3933 }
3934 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3935 {
3936 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3937 return WINED3DERR_NOTAVAILABLE;
3938 }
3939 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3940 }
3941 break;
3942
3943 case WINED3DRTYPE_VOLUMETEXTURE:
3944 case WINED3DRTYPE_VOLUME:
3945 /* Volume is to VolumeTexture what Surface is to Texture, but its
3946 * usage caps are not documented. Most driver seem to offer
3947 * (nearly) the same on Volume and VolumeTexture, so do that too.
3948 *
3949 * Volumetexture allows:
3950 * - D3DUSAGE_DYNAMIC
3951 * - D3DUSAGE_NONSECURE (d3d9ex)
3952 * - D3DUSAGE_SOFTWAREPROCESSING
3953 * - D3DUSAGE_QUERY_WRAPANDMIP
3954 */
3955 if (surface_type != SURFACE_OPENGL)
3956 {
3957 TRACE_(d3d_caps)("[FAILED]\n");
3958 return WINED3DERR_NOTAVAILABLE;
3959 }
3960
3961 if (!gl_info->supported[EXT_TEXTURE3D])
3962 {
3963 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3964 return WINED3DERR_NOTAVAILABLE;
3965 }
3966
3967 if (!CheckTextureCapability(adapter, format))
3968 {
3969 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3970 return WINED3DERR_NOTAVAILABLE;
3971 }
3972
3973 /* Filter formats that need conversion; For one part, this
3974 * conversion is unimplemented, and volume textures are huge, so
3975 * it would be a big performance hit. Unless we hit an application
3976 * needing one of those formats, don't advertize them to avoid
3977 * leading applications into temptation. The windows drivers don't
3978 * support most of those formats on volumes anyway, except for
3979 * WINED3DFMT_R32_FLOAT. */
3980 switch (check_format_id)
3981 {
3982 case WINED3DFMT_P8_UINT:
3983 case WINED3DFMT_L4A4_UNORM:
3984 case WINED3DFMT_R32_FLOAT:
3985 case WINED3DFMT_R16_FLOAT:
3986 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3987 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3988 case WINED3DFMT_R16G16_UNORM:
3989 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3990 return WINED3DERR_NOTAVAILABLE;
3991
3992 case WINED3DFMT_R8G8B8A8_SNORM:
3993 case WINED3DFMT_R16G16_SNORM:
3994 if (!gl_info->supported[NV_TEXTURE_SHADER])
3995 {
3996 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3997 return WINED3DERR_NOTAVAILABLE;
3998 }
3999 break;
4000
4001 case WINED3DFMT_R8G8_SNORM:
4002 if (!gl_info->supported[NV_TEXTURE_SHADER])
4003 {
4004 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4005 return WINED3DERR_NOTAVAILABLE;
4006 }
4007 break;
4008
4009 case WINED3DFMT_DXT1:
4010 case WINED3DFMT_DXT2:
4011 case WINED3DFMT_DXT3:
4012 case WINED3DFMT_DXT4:
4013 case WINED3DFMT_DXT5:
4014 /* The GL_EXT_texture_compression_s3tc spec requires that
4015 * loading an s3tc compressed texture results in an error.
4016 * While the D3D refrast does support s3tc volumes, at
4017 * least the nvidia windows driver does not, so we're free
4018 * not to support this format. */
4019 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4020 return WINED3DERR_NOTAVAILABLE;
4021
4022 default:
4023 /* Do nothing, continue with checking the format below */
4024 break;
4025 }
4026
4027 /* Always report dynamic locking. */
4028 if (usage & WINED3DUSAGE_DYNAMIC)
4029 usage_caps |= WINED3DUSAGE_DYNAMIC;
4030
4031 /* Always report software processing. */
4032 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4033 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4034
4035 if (usage & WINED3DUSAGE_QUERY_FILTER)
4036 {
4037 if (!CheckFilterCapability(adapter, format))
4038 {
4039 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4040 return WINED3DERR_NOTAVAILABLE;
4041 }
4042 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4043 }
4044
4045 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4046 {
4047 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4048 {
4049 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4050 return WINED3DERR_NOTAVAILABLE;
4051 }
4052 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4053 }
4054
4055 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4056 {
4057 if (!CheckSrgbReadCapability(adapter, format))
4058 {
4059 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4060 return WINED3DERR_NOTAVAILABLE;
4061 }
4062 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4063 }
4064
4065 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4066 {
4067 if (!CheckSrgbWriteCapability(adapter, format))
4068 {
4069 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4070 return WINED3DERR_NOTAVAILABLE;
4071 }
4072 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4073 }
4074
4075 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4076 {
4077 if (!CheckVertexTextureCapability(adapter, format))
4078 {
4079 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4080 return WINED3DERR_NOTAVAILABLE;
4081 }
4082 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4083 }
4084
4085 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4086 {
4087 if (!CheckWrapAndMipCapability(adapter, format))
4088 {
4089 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4090 return WINED3DERR_NOTAVAILABLE;
4091 }
4092 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4093 }
4094 break;
4095
4096 default:
4097 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4098 return WINED3DERR_NOTAVAILABLE;
4099 }
4100
4101 /* When the usage_caps exactly matches usage return WINED3D_OK except for
4102 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4103 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4104 if (usage_caps == usage)
4105 return WINED3D_OK;
4106 if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4107 return WINED3DOK_NOAUTOGEN;
4108
4109 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4110 usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4111
4112 return WINED3DERR_NOTAVAILABLE;
4113 }
4114
4115 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4116 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4117 {
4118 FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4119 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4120 debug_d3dformat(dst_format));
4121
4122 return WINED3D_OK;
4123 }
4124
4125 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4126 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4127 {
4128 UINT mode_count;
4129 HRESULT hr;
4130
4131 TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4132 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4133 debug_d3dformat(backbuffer_format), windowed);
4134
4135 if (adapter_idx >= wined3d->adapter_count)
4136 return WINED3DERR_INVALIDCALL;
4137
4138 /* The task of this function is to check whether a certain display / backbuffer format
4139 * combination is available on the given adapter. In fullscreen mode microsoft specified
4140 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4141 * and display format should match exactly.
4142 * In windowed mode format conversion can occur and this depends on the driver. When format
4143 * conversion is done, this function should nevertheless fail and applications need to use
4144 * CheckDeviceFormatConversion.
4145 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4146
4147 /* There are only 4 display formats. */
4148 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4149 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4150 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4151 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4152 {
4153 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4154 return WINED3DERR_NOTAVAILABLE;
4155 }
4156
4157 /* If the requested display format is not available, don't continue. */
4158 mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4159 if (!mode_count)
4160 {
4161 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4162 return WINED3DERR_NOTAVAILABLE;
4163 }
4164
4165 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4166 * it means 'reuse' the display format for the backbuffer. */
4167 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4168 {
4169 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4170 return WINED3DERR_NOTAVAILABLE;
4171 }
4172
4173 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4174 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4175 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4176 {
4177 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4178 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4179 return WINED3DERR_NOTAVAILABLE;
4180 }
4181
4182 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4183 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4184 * WINED3DFMT_B5G5R5A1_UNORM. */
4185 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4186 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4187 {
4188 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4189 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4190 return WINED3DERR_NOTAVAILABLE;
4191 }
4192
4193 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4194 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4195 * WINED3DFMT_B8G8R8A8_UNORM. */
4196 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4197 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4198 {
4199 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4200 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4201 return WINED3DERR_NOTAVAILABLE;
4202 }
4203
4204 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4205 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4206 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4207 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4208 {
4209 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4210 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4211 return WINED3DERR_NOTAVAILABLE;
4212 }
4213
4214 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4215 hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4216 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4217 if (FAILED(hr))
4218 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4219 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4220
4221 return hr;
4222 }
4223
4224 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4225 subset of a D3DCAPS9 structure. However, it has to come via a void *
4226 as the d3d8 interface cannot import the d3d9 header */
4227 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4228 WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4229 {
4230 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4231 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4232 int vs_selected_mode;
4233 int ps_selected_mode;
4234 struct shader_caps shader_caps;
4235 struct fragment_caps fragment_caps;
4236 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4237
4238 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4239 wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4240
4241 if (adapter_idx >= wined3d->adapter_count)
4242 return WINED3DERR_INVALIDCALL;
4243
4244 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4245
4246 /* ------------------------------------------------
4247 The following fields apply to both d3d8 and d3d9
4248 ------------------------------------------------ */
4249 /* Not quite true, but use h/w supported by opengl I suppose */
4250 caps->DeviceType = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4251 caps->AdapterOrdinal = adapter_idx;
4252
4253 caps->Caps = 0;
4254 caps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4255 WINED3DCAPS2_FULLSCREENGAMMA |
4256 WINED3DCAPS2_DYNAMICTEXTURES;
4257 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4258 caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4259
4260 caps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4261 WINED3DCAPS3_COPY_TO_VIDMEM |
4262 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4263
4264 caps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4265 WINED3DPRESENT_INTERVAL_ONE;
4266
4267 caps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4268 WINED3DCURSORCAPS_LOWRES;
4269
4270 caps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4271 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4272 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4273 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4274 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4275 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4276 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4277 WINED3DDEVCAPS_PUREDEVICE |
4278 WINED3DDEVCAPS_HWRASTERIZATION |
4279 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4280 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4281 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4282 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4283 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4284 WINED3DDEVCAPS_RTPATCHES;
4285
4286 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4287 WINED3DPMISCCAPS_CULLCCW |
4288 WINED3DPMISCCAPS_CULLCW |
4289 WINED3DPMISCCAPS_COLORWRITEENABLE |
4290 WINED3DPMISCCAPS_CLIPTLVERTS |
4291 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4292 WINED3DPMISCCAPS_MASKZ |
4293 WINED3DPMISCCAPS_BLENDOP |
4294 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4295 /* TODO:
4296 WINED3DPMISCCAPS_NULLREFERENCE
4297 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4298 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4299 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4300
4301 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4302 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4303 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4304 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4305
4306 caps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4307 WINED3DPRASTERCAPS_PAT |
4308 WINED3DPRASTERCAPS_WFOG |
4309 WINED3DPRASTERCAPS_ZFOG |
4310 WINED3DPRASTERCAPS_FOGVERTEX |
4311 WINED3DPRASTERCAPS_FOGTABLE |
4312 WINED3DPRASTERCAPS_STIPPLE |
4313 WINED3DPRASTERCAPS_SUBPIXEL |
4314 WINED3DPRASTERCAPS_ZTEST |
4315 WINED3DPRASTERCAPS_SCISSORTEST |
4316 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4317 WINED3DPRASTERCAPS_DEPTHBIAS;
4318
4319 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4320 {
4321 caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4322 WINED3DPRASTERCAPS_ZBIAS |
4323 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4324 }
4325 if (gl_info->supported[NV_FOG_DISTANCE])
4326 {
4327 caps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4328 }
4329 /* FIXME Add:
4330 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4331 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4332 WINED3DPRASTERCAPS_ANTIALIASEDGES
4333 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4334 WINED3DPRASTERCAPS_WBUFFER */
4335
4336 caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4337 WINED3DPCMPCAPS_EQUAL |
4338 WINED3DPCMPCAPS_GREATER |
4339 WINED3DPCMPCAPS_GREATEREQUAL |
4340 WINED3DPCMPCAPS_LESS |
4341 WINED3DPCMPCAPS_LESSEQUAL |
4342 WINED3DPCMPCAPS_NEVER |
4343 WINED3DPCMPCAPS_NOTEQUAL;
4344
4345 caps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4346 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4347 WINED3DPBLENDCAPS_DESTALPHA |
4348 WINED3DPBLENDCAPS_DESTCOLOR |
4349 WINED3DPBLENDCAPS_INVDESTALPHA |
4350 WINED3DPBLENDCAPS_INVDESTCOLOR |
4351 WINED3DPBLENDCAPS_INVSRCALPHA |
4352 WINED3DPBLENDCAPS_INVSRCCOLOR |
4353 WINED3DPBLENDCAPS_ONE |
4354 WINED3DPBLENDCAPS_SRCALPHA |
4355 WINED3DPBLENDCAPS_SRCALPHASAT |
4356 WINED3DPBLENDCAPS_SRCCOLOR |
4357 WINED3DPBLENDCAPS_ZERO;
4358
4359 caps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4360 WINED3DPBLENDCAPS_DESTCOLOR |
4361 WINED3DPBLENDCAPS_INVDESTALPHA |
4362 WINED3DPBLENDCAPS_INVDESTCOLOR |
4363 WINED3DPBLENDCAPS_INVSRCALPHA |
4364 WINED3DPBLENDCAPS_INVSRCCOLOR |
4365 WINED3DPBLENDCAPS_ONE |
4366 WINED3DPBLENDCAPS_SRCALPHA |
4367 WINED3DPBLENDCAPS_SRCCOLOR |
4368 WINED3DPBLENDCAPS_ZERO;
4369 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4370 * according to the glBlendFunc manpage
4371 *
4372 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4373 * legacy settings for srcblend only
4374 */
4375
4376 if (gl_info->supported[EXT_BLEND_COLOR])
4377 {
4378 caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4379 caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4380 }
4381
4382
4383 caps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4384 WINED3DPCMPCAPS_EQUAL |
4385 WINED3DPCMPCAPS_GREATER |
4386 WINED3DPCMPCAPS_GREATEREQUAL |
4387 WINED3DPCMPCAPS_LESS |
4388 WINED3DPCMPCAPS_LESSEQUAL |
4389 WINED3DPCMPCAPS_NEVER |
4390 WINED3DPCMPCAPS_NOTEQUAL;
4391
4392 caps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4393 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4394 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4395 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4396 WINED3DPSHADECAPS_COLORFLATRGB |
4397 WINED3DPSHADECAPS_FOGFLAT |
4398 WINED3DPSHADECAPS_FOGGOURAUD |
4399 WINED3DPSHADECAPS_SPECULARFLATRGB;
4400
4401 caps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4402 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4403 WINED3DPTEXTURECAPS_TRANSPARENCY |
4404 WINED3DPTEXTURECAPS_BORDER |
4405 WINED3DPTEXTURECAPS_MIPMAP |
4406 WINED3DPTEXTURECAPS_PROJECTED |
4407 WINED3DPTEXTURECAPS_PERSPECTIVE;
4408
4409 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4410 {
4411 caps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4412 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4413 }
4414
4415 if (gl_info->supported[EXT_TEXTURE3D])
4416 {
4417 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4418 WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4419 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4420 {
4421 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4422 }
4423 }
4424
4425 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4426 {
4427 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4428 WINED3DPTEXTURECAPS_MIPCUBEMAP;
4429 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4430 {
4431 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4432 }
4433 }
4434
4435 caps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4436 WINED3DPTFILTERCAPS_MAGFPOINT |
4437 WINED3DPTFILTERCAPS_MINFLINEAR |
4438 WINED3DPTFILTERCAPS_MINFPOINT |
4439 WINED3DPTFILTERCAPS_MIPFLINEAR |
4440 WINED3DPTFILTERCAPS_MIPFPOINT |
4441 WINED3DPTFILTERCAPS_LINEAR |
4442 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4443 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4444 WINED3DPTFILTERCAPS_MIPLINEAR |
4445 WINED3DPTFILTERCAPS_MIPNEAREST |
4446 WINED3DPTFILTERCAPS_NEAREST;
4447
4448 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4449 {
4450 caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4451 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4452 }
4453
4454 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4455 {
4456 caps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4457 WINED3DPTFILTERCAPS_MAGFPOINT |
4458 WINED3DPTFILTERCAPS_MINFLINEAR |
4459 WINED3DPTFILTERCAPS_MINFPOINT |
4460 WINED3DPTFILTERCAPS_MIPFLINEAR |
4461 WINED3DPTFILTERCAPS_MIPFPOINT |
4462 WINED3DPTFILTERCAPS_LINEAR |
4463 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4464 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4465 WINED3DPTFILTERCAPS_MIPLINEAR |
4466 WINED3DPTFILTERCAPS_MIPNEAREST |
4467 WINED3DPTFILTERCAPS_NEAREST;
4468
4469 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4470 {
4471 caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4472 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4473 }
4474 }
4475 else
4476 {
4477 caps->CubeTextureFilterCaps = 0;
4478 }
4479
4480 if (gl_info->supported[EXT_TEXTURE3D])
4481 {
4482 caps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4483 WINED3DPTFILTERCAPS_MAGFPOINT |
4484 WINED3DPTFILTERCAPS_MINFLINEAR |
4485 WINED3DPTFILTERCAPS_MINFPOINT |
4486 WINED3DPTFILTERCAPS_MIPFLINEAR |
4487 WINED3DPTFILTERCAPS_MIPFPOINT |
4488 WINED3DPTFILTERCAPS_LINEAR |
4489 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4490 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4491 WINED3DPTFILTERCAPS_MIPLINEAR |
4492 WINED3DPTFILTERCAPS_MIPNEAREST |
4493 WINED3DPTFILTERCAPS_NEAREST;
4494 }
4495 else
4496 {
4497 caps->VolumeTextureFilterCaps = 0;
4498 }
4499
4500 caps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4501 WINED3DPTADDRESSCAPS_CLAMP |
4502 WINED3DPTADDRESSCAPS_WRAP;
4503
4504 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4505 {
4506 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4507 }
4508 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4509 {
4510 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4511 }
4512 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4513 {
4514 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4515 }
4516
4517 if (gl_info->supported[EXT_TEXTURE3D])
4518 {
4519 caps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4520 WINED3DPTADDRESSCAPS_CLAMP |
4521 WINED3DPTADDRESSCAPS_WRAP;
4522 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4523 {
4524 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4525 }
4526 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4527 {
4528 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4529 }
4530 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4531 {
4532 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4533 }
4534 }
4535 else
4536 {
4537 caps->VolumeTextureAddressCaps = 0;
4538 }
4539
4540 caps->LineCaps = WINED3DLINECAPS_TEXTURE |
4541 WINED3DLINECAPS_ZTEST |
4542 WINED3DLINECAPS_BLEND |
4543 WINED3DLINECAPS_ALPHACMP |
4544 WINED3DLINECAPS_FOG;
4545 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4546 * idea how generating the smoothing alpha values works; the result is different
4547 */
4548
4549 caps->MaxTextureWidth = gl_info->limits.texture_size;
4550 caps->MaxTextureHeight = gl_info->limits.texture_size;
4551
4552 if (gl_info->supported[EXT_TEXTURE3D])
4553 caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4554 else
4555 caps->MaxVolumeExtent = 0;
4556
4557 caps->MaxTextureRepeat = 32768;
4558 caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4559 caps->MaxVertexW = 1.0f;
4560
4561 caps->GuardBandLeft = 0.0f;
4562 caps->GuardBandTop = 0.0f;
4563 caps->GuardBandRight = 0.0f;
4564 caps->GuardBandBottom = 0.0f;
4565
4566 caps->ExtentsAdjust = 0.0f;
4567
4568 caps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4569 WINED3DSTENCILCAPS_INCRSAT |
4570 WINED3DSTENCILCAPS_INVERT |
4571 WINED3DSTENCILCAPS_KEEP |
4572 WINED3DSTENCILCAPS_REPLACE |
4573 WINED3DSTENCILCAPS_ZERO;
4574 if (gl_info->supported[EXT_STENCIL_WRAP])
4575 {
4576 caps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4577 WINED3DSTENCILCAPS_INCR;
4578 }
4579 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4580 {
4581 caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4582 }
4583
4584 caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4585
4586 caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4587 caps->MaxActiveLights = gl_info->limits.lights;
4588
4589 caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4590 caps->MaxVertexBlendMatrixIndex = 0;
4591
4592 caps->MaxAnisotropy = gl_info->limits.anisotropy;
4593 caps->MaxPointSize = gl_info->limits.pointsize_max;
4594
4595
4596 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4597 caps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4598 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4599 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4600 WINED3DVTXPCAPS_LOCALVIEWER |
4601 WINED3DVTXPCAPS_VERTEXFOG |
4602 WINED3DVTXPCAPS_TEXGEN;
4603
4604 caps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4605 caps->MaxVertexIndex = 0xFFFFF;
4606 caps->MaxStreams = MAX_STREAMS;
4607 caps->MaxStreamStride = 1024;
4608
4609 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4610 caps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4611 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4612 caps->MaxNpatchTessellationLevel = 0;
4613 caps->MasterAdapterOrdinal = 0;
4614 caps->AdapterOrdinalInGroup = 0;
4615 caps->NumberOfAdaptersInGroup = 1;
4616
4617 caps->NumSimultaneousRTs = gl_info->limits.buffers;
4618
4619 caps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4620 WINED3DPTFILTERCAPS_MAGFPOINT |
4621 WINED3DPTFILTERCAPS_MINFLINEAR |
4622 WINED3DPTFILTERCAPS_MAGFLINEAR;
4623 caps->VertexTextureFilterCaps = 0;
4624
4625 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4626 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4627
4628 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4629 caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4630
4631 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4632 * Ignore shader model capabilities if disabled in config
4633 */
4634 if (vs_selected_mode == SHADER_NONE)
4635 {
4636 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4637 caps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4638 caps->MaxVertexShaderConst = 0;
4639 }
4640 else
4641 {
4642 caps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4643 caps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4644 }
4645
4646 if (ps_selected_mode == SHADER_NONE)
4647 {
4648 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4649 caps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4650 caps->PixelShader1xMaxValue = 0.0f;
4651 } else {
4652 caps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4653 caps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4654 }
4655
4656 caps->TextureOpCaps = fragment_caps.TextureOpCaps;
4657 caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4658 caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4659
4660 /* The following caps are shader specific, but they are things we cannot detect, or which
4661 * are the same among all shader models. So to avoid code duplication set the shader version
4662 * specific, but otherwise constant caps here
4663 */
4664 if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4665 {
4666 /* Where possible set the caps based on OpenGL extensions and if they
4667 * aren't set (in case of software rendering) use the VS 3.0 from
4668 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4669 * VS3.0 value. */
4670 caps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4671 /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4672 caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4673 caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4674 /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4675 caps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4676
4677 caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4678 caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4679 }
4680 else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4681 {
4682 caps->VS20Caps.Caps = 0;
4683 caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4684 caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4685 caps->VS20Caps.StaticFlowControlDepth = 1;
4686
4687 caps->MaxVShaderInstructionsExecuted = 65535;
4688 caps->MaxVertexShader30InstructionSlots = 0;
4689 }
4690 else
4691 { /* VS 1.x */
4692 caps->VS20Caps.Caps = 0;
4693 caps->VS20Caps.DynamicFlowControlDepth = 0;
4694 caps->VS20Caps.NumTemps = 0;
4695 caps->VS20Caps.StaticFlowControlDepth = 0;
4696
4697 caps->MaxVShaderInstructionsExecuted = 0;
4698 caps->MaxVertexShader30InstructionSlots = 0;
4699 }
4700
4701 if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4702 {
4703 /* Where possible set the caps based on OpenGL extensions and if they
4704 * aren't set (in case of software rendering) use the PS 3.0 from
4705 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4706 * PS 3.0 value. */
4707
4708 /* Caps is more or less undocumented on MSDN but it appears to be
4709 * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4710 * cards from Windows */
4711 caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4712 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4713 WINED3DPS20CAPS_PREDICATION |
4714 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4715 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4716 /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4717 caps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4718 caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4719 /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4720 caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4721 /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4722 caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4723
4724 caps->MaxPShaderInstructionsExecuted = 65535;
4725 caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4726 adapter->gl_info.limits.arb_ps_instructions);
4727 }
4728 else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4729 {
4730 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4731 caps->PS20Caps.Caps = 0;
4732 caps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4733 caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4734 caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4735 /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4736 caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4737
4738 caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4739 caps->MaxPixelShader30InstructionSlots = 0;
4740 }
4741 else /* PS 1.x */
4742 {
4743 caps->PS20Caps.Caps = 0;
4744 caps->PS20Caps.DynamicFlowControlDepth = 0;
4745 caps->PS20Caps.NumTemps = 0;
4746 caps->PS20Caps.StaticFlowControlDepth = 0;
4747 caps->PS20Caps.NumInstructionSlots = 0;
4748
4749 caps->MaxPShaderInstructionsExecuted = 0;
4750 caps->MaxPixelShader30InstructionSlots = 0;
4751 }
4752
4753 if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4754 {
4755 /* OpenGL supports all the formats below, perhaps not always
4756 * without conversion, but it supports them.
4757 * Further GLSL doesn't seem to have an official unsigned type so
4758 * don't advertise it yet as I'm not sure how we handle it.
4759 * We might need to add some clamping in the shader engine to
4760 * support it.
4761 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4762 caps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4763 WINED3DDTCAPS_UBYTE4N |
4764 WINED3DDTCAPS_SHORT2N |
4765 WINED3DDTCAPS_SHORT4N;
4766 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4767 {
4768 caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4769 WINED3DDTCAPS_FLOAT16_4;
4770 }
4771 }
4772 else
4773 {
4774 caps->DeclTypes = 0;
4775 }
4776
4777 /* Set DirectDraw helper Caps */
4778 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4779 WINEDDCKEYCAPS_SRCBLT;
4780 fx_caps = WINEDDFXCAPS_BLTALPHA |
4781 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4782 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4783 WINEDDFXCAPS_BLTROTATION90 |
4784 WINEDDFXCAPS_BLTSHRINKX |
4785 WINEDDFXCAPS_BLTSHRINKXN |
4786 WINEDDFXCAPS_BLTSHRINKY |
4787 WINEDDFXCAPS_BLTSHRINKXN |
4788 WINEDDFXCAPS_BLTSTRETCHX |
4789 WINEDDFXCAPS_BLTSTRETCHXN |
4790 WINEDDFXCAPS_BLTSTRETCHY |
4791 WINEDDFXCAPS_BLTSTRETCHYN;
4792 blit_caps = WINEDDCAPS_BLT |
4793 WINEDDCAPS_BLTCOLORFILL |
4794 WINEDDCAPS_BLTDEPTHFILL |
4795 WINEDDCAPS_BLTSTRETCH |
4796 WINEDDCAPS_CANBLTSYSMEM |
4797 WINEDDCAPS_CANCLIP |
4798 WINEDDCAPS_CANCLIPSTRETCHED |
4799 WINEDDCAPS_COLORKEY |
4800 WINEDDCAPS_COLORKEYHWASSIST |
4801 WINEDDCAPS_ALIGNBOUNDARYSRC;
4802 pal_caps = WINEDDPCAPS_8BIT |
4803 WINEDDPCAPS_PRIMARYSURFACE;
4804
4805 /* Fill the ddraw caps structure */
4806 caps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4807 WINEDDCAPS_PALETTE |
4808 blit_caps;
4809 caps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4810 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4811 WINEDDCAPS2_PRIMARYGAMMA |
4812 WINEDDCAPS2_WIDESURFACES |
4813 WINEDDCAPS2_CANRENDERWINDOWED;
4814 caps->DirectDrawCaps.CKeyCaps = ckey_caps;
4815 caps->DirectDrawCaps.FXCaps = fx_caps;
4816 caps->DirectDrawCaps.PalCaps = pal_caps;
4817 caps->DirectDrawCaps.SVBCaps = blit_caps;
4818 caps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4819 caps->DirectDrawCaps.SVBFXCaps = fx_caps;
4820 caps->DirectDrawCaps.VSBCaps = blit_caps;
4821 caps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4822 caps->DirectDrawCaps.VSBFXCaps = fx_caps;
4823 caps->DirectDrawCaps.SSBCaps = blit_caps;
4824 caps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4825 caps->DirectDrawCaps.SSBFXCaps = fx_caps;
4826
4827 caps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4828 WINEDDSCAPS_BACKBUFFER |
4829 WINEDDSCAPS_FLIP |
4830 WINEDDSCAPS_FRONTBUFFER |
4831 WINEDDSCAPS_OFFSCREENPLAIN |
4832 WINEDDSCAPS_PALETTE |
4833 WINEDDSCAPS_PRIMARYSURFACE |
4834 WINEDDSCAPS_SYSTEMMEMORY |
4835 WINEDDSCAPS_VIDEOMEMORY |
4836 WINEDDSCAPS_VISIBLE;
4837 caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4838
4839 /* Set D3D caps if OpenGL is available. */
4840 if (adapter->opengl)
4841 {
4842 caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE |
4843 WINEDDSCAPS_MIPMAP |
4844 WINEDDSCAPS_TEXTURE |
4845 WINEDDSCAPS_ZBUFFER;
4846 caps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4847 }
4848
4849 return WINED3D_OK;
4850 }
4851
4852 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4853 HWND focus_window, DWORD flags, struct wined3d_device_parent *device_parent, struct wined3d_device **device)
4854 {
4855 struct wined3d_device *object;
4856 HRESULT hr;
4857
4858 TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4859 wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4860
4861 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4862 * number and create a device without a 3D adapter for 2D only operation. */
4863 if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4864 return WINED3DERR_INVALIDCALL;
4865
4866 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4867 if (!object)
4868 {
4869 ERR("Failed to allocate device memory.\n");
4870 return E_OUTOFMEMORY;
4871 }
4872
4873 hr = device_init(object, wined3d, adapter_idx, device_type, focus_window, flags, device_parent);
4874 if (FAILED(hr))
4875 {
4876 WARN("Failed to initialize device, hr %#x.\n", hr);
4877 HeapFree(GetProcessHeap(), 0, object);
4878 return hr;
4879 }
4880
4881 TRACE("Created device %p.\n", object);
4882 *device = object;
4883
4884 device_parent->ops->wined3d_device_created(device_parent, *device);
4885
4886 return WINED3D_OK;
4887 }
4888
4889 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4890 {
4891 TRACE("wined3d %p.\n", wined3d);
4892
4893 return wined3d->parent;
4894 }
4895
4896 static void WINE_GLAPI invalid_func(const void *data)
4897 {
4898 ERR("Invalid vertex attribute function called\n");
4899 DebugBreak();
4900 }
4901
4902 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4903 {
4904 ERR("Invalid texcoord function called\n");
4905 DebugBreak();
4906 }
4907
4908 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4909 * the extension detection and are used in drawStridedSlow
4910 */
4911 static void WINE_GLAPI position_d3dcolor(const void *data)
4912 {
4913 DWORD pos = *((const DWORD *)data);
4914
4915 FIXME("Add a test for fixed function position from d3dcolor type\n");
4916 glVertex4s(D3DCOLOR_B_R(pos),
4917 D3DCOLOR_B_G(pos),
4918 D3DCOLOR_B_B(pos),
4919 D3DCOLOR_B_A(pos));
4920 }
4921
4922 static void WINE_GLAPI position_float4(const void *data)
4923 {
4924 const GLfloat *pos = data;
4925
4926 if (pos[3] != 0.0f && pos[3] != 1.0f)
4927 {
4928 float w = 1.0f / pos[3];
4929
4930 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4931 }
4932 else
4933 {
4934 glVertex3fv(pos);
4935 }
4936 }
4937
4938 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4939 {
4940 DWORD diffuseColor = *((const DWORD *)data);
4941
4942 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4943 D3DCOLOR_B_G(diffuseColor),
4944 D3DCOLOR_B_B(diffuseColor),
4945 D3DCOLOR_B_A(diffuseColor));
4946 }
4947
4948 static void WINE_GLAPI specular_d3dcolor(const void *data)
4949 {
4950 DWORD specularColor = *((const DWORD *)data);
4951 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4952 D3DCOLOR_B_G(specularColor),
4953 D3DCOLOR_B_B(specularColor)};
4954
4955 specular_func_3ubv(d);
4956 }
4957
4958 static void WINE_GLAPI warn_no_specular_func(const void *data)
4959 {
4960 WARN("GL_EXT_secondary_color not supported\n");
4961 }
4962
4963 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4964 {
4965 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4966 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4967 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4968 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4969 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4970 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4971 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4972 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4973 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4974 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4975 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4976 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4977 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4978 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4979 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4980 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4981 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4982
4983 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4984 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4985 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4986 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4987 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4988 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4989 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4990 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4991 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4992 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4993 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4994 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4995 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4996 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4997 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4998 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4999 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5000
5001 /* No 4 component entry points here */
5002 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5003 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5004 if (gl_info->supported[EXT_SECONDARY_COLOR])
5005 {
5006 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5007 }
5008 else
5009 {
5010 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5011 }
5012 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5013 if (gl_info->supported[EXT_SECONDARY_COLOR])
5014 {
5015 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5016 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5017 }
5018 else
5019 {
5020 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5021 }
5022 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5023 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5024 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5025 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5026 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5027 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5028 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5029 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5030 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5031 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5032 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5033 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5034
5035 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5036 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5037 */
5038 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5039 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5040 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5041 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5042 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5043 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5044 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5045 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5046 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5047 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5048 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5049 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5050 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5051 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5052 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5053 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5054 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5055
5056 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5057 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5058 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5059 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5060 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5061 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5062 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5063 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5064 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5065 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5066 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5067 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5068 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5069 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5070 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5071 if (gl_info->supported[NV_HALF_FLOAT])
5072 {
5073 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5074 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5075 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5076 } else {
5077 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5078 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5079 }
5080 }
5081
5082 /* Do not call while under the GL lock. */
5083 static BOOL InitAdapters(struct wined3d *wined3d)
5084 {
5085 static HMODULE mod_gl;
5086 BOOL ret;
5087 int ps_selected_mode, vs_selected_mode;
5088
5089 /* No need to hold any lock. The calling library makes sure only one thread calls
5090 * wined3d simultaneously
5091 */
5092
5093 TRACE("Initializing adapters\n");
5094
5095 if(!mod_gl) {
5096 #ifdef USE_WIN32_OPENGL
5097 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5098 mod_gl = LoadLibraryA("opengl32.dll");
5099 if(!mod_gl) {
5100 ERR("Can't load opengl32.dll!\n");
5101 goto nogl_adapter;
5102 }
5103 #else
5104 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5105 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5106 mod_gl = GetModuleHandleA("gdi32.dll");
5107 #endif
5108 }
5109
5110 /* Load WGL core functions from opengl32.dll */
5111 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5112 WGL_FUNCS_GEN;
5113 #undef USE_WGL_FUNC
5114
5115 if(!pwglGetProcAddress) {
5116 ERR("Unable to load wglGetProcAddress!\n");
5117 goto nogl_adapter;
5118 }
5119
5120 /* Dynamically load all GL core functions */
5121 GL_FUNCS_GEN;
5122 #undef USE_GL_FUNC
5123
5124 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5125 * otherwise because we have to use winex11.drv's override
5126 */
5127 #ifdef USE_WIN32_OPENGL
5128 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5129 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5130 #else
5131 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5132 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5133 #endif
5134
5135 glEnableWINE = glEnable;
5136 glDisableWINE = glDisable;
5137
5138 /* For now only one default adapter */
5139 {
5140 struct wined3d_adapter *adapter = &wined3d->adapters[0];
5141 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5142 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5143 struct wined3d_pixel_format *cfgs;
5144 int iPixelFormat;
5145 int res;
5146 int i;
5147 DISPLAY_DEVICEW DisplayDevice;
5148 HDC hdc;
5149
5150 TRACE("Initializing default adapter\n");
5151 adapter->ordinal = 0;
5152 adapter->monitorPoint.x = -1;
5153 adapter->monitorPoint.y = -1;
5154
5155 if (!AllocateLocallyUniqueId(&adapter->luid))
5156 {
5157 DWORD err = GetLastError();
5158 ERR("Failed to set adapter LUID (%#x).\n", err);
5159 goto nogl_adapter;
5160 }
5161 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5162 adapter->luid.HighPart, adapter->luid.LowPart);
5163
5164 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5165 {
5166 ERR("Failed to get a gl context for default adapter\n");
5167 goto nogl_adapter;
5168 }
5169
5170 ret = IWineD3DImpl_FillGLCaps(adapter);
5171 if(!ret) {
5172 ERR("Failed to initialize gl caps for default adapter\n");
5173 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5174 goto nogl_adapter;
5175 }
5176 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5177 if(!ret) {
5178 ERR("Failed to init gl formats\n");
5179 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5180 goto nogl_adapter;
5181 }
5182
5183 hdc = fake_gl_ctx.dc;
5184
5185 adapter->TextureRam = adapter->driver_info.vidmem;
5186 adapter->UsedTextureRam = 0;
5187 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5188
5189 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5190 DisplayDevice.cb = sizeof(DisplayDevice);
5191 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5192 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5193 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5194
5195 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5196 {
5197 int attribute;
5198 int attribs[11];
5199 int values[11];
5200 int nAttribs = 0;
5201
5202 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5203 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5204
5205 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs * sizeof(*adapter->cfgs));
5206 cfgs = adapter->cfgs;
5207 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5208 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5209 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5210 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5211 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5212 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5213 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5214 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5215 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5216 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5217 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5218
5219 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5220 {
5221 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5222
5223 if(!res)
5224 continue;
5225
5226 /* Cache the pixel format */
5227 cfgs->iPixelFormat = iPixelFormat;
5228 cfgs->redSize = values[0];
5229 cfgs->greenSize = values[1];
5230 cfgs->blueSize = values[2];
5231 cfgs->alphaSize = values[3];
5232 cfgs->colorSize = values[4];
5233 cfgs->depthSize = values[5];
5234 cfgs->stencilSize = values[6];
5235 cfgs->windowDrawable = values[7];
5236 cfgs->iPixelType = values[8];
5237 cfgs->doubleBuffer = values[9];
5238 cfgs->auxBuffers = values[10];
5239
5240 cfgs->numSamples = 0;
5241 /* Check multisample support */
5242 if (gl_info->supported[ARB_MULTISAMPLE])
5243 {
5244 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5245 int value[2];
5246 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5247 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5248 * value[1] = number of multi sample buffers*/
5249 if(value[0])
5250 cfgs->numSamples = value[1];
5251 }
5252 }
5253
5254 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5255 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5256 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5257 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5258 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5259 cfgs++;
5260 }
5261 }
5262 else
5263 {
5264 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5265 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5266 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5267
5268 cfgs = adapter->cfgs;
5269 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5270 {
5271 PIXELFORMATDESCRIPTOR ppfd;
5272
5273 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5274 if(!res)
5275 continue;
5276
5277 /* We only want HW acceleration using an OpenGL ICD driver.
5278 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5279 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5280 */
5281 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5282 {
5283 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5284 continue;
5285 }
5286
5287 cfgs->iPixelFormat = iPixelFormat;
5288 cfgs->redSize = ppfd.cRedBits;
5289 cfgs->greenSize = ppfd.cGreenBits;
5290 cfgs->blueSize = ppfd.cBlueBits;
5291 cfgs->alphaSize = ppfd.cAlphaBits;
5292 cfgs->colorSize = ppfd.cColorBits;
5293 cfgs->depthSize = ppfd.cDepthBits;
5294 cfgs->stencilSize = ppfd.cStencilBits;
5295 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5296 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5297 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5298 cfgs->auxBuffers = ppfd.cAuxBuffers;
5299 cfgs->numSamples = 0;
5300
5301 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5302 "depth=%d, stencil=%d, windowDrawable=%d\n",
5303 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5304 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5305 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5306 cfgs++;
5307 adapter->nCfgs++;
5308 }
5309
5310 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5311 if(!adapter->nCfgs)
5312 {
5313 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5314
5315 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5316 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5317 goto nogl_adapter;
5318 }
5319 }
5320
5321 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5322 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5323 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5324 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5325 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5326 * driver is allowed to consume more bits EXCEPT for stencil bits.
5327 *
5328 * Mark an adapter with this broken stencil behavior.
5329 */
5330 adapter->brokenStencil = TRUE;
5331 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5332 {
5333 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5334 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5335 adapter->brokenStencil = FALSE;
5336 break;
5337 }
5338 }
5339
5340 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5341
5342 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5343 fillGLAttribFuncs(&adapter->gl_info);
5344 adapter->opengl = TRUE;
5345 }
5346 wined3d->adapter_count = 1;
5347 TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5348
5349 return TRUE;
5350
5351 nogl_adapter:
5352 /* Initialize an adapter for ddraw-only memory counting */
5353 memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5354 wined3d->adapters[0].ordinal = 0;
5355 wined3d->adapters[0].opengl = FALSE;
5356 wined3d->adapters[0].monitorPoint.x = -1;
5357 wined3d->adapters[0].monitorPoint.y = -1;
5358
5359 wined3d->adapters[0].driver_info.name = "Display";
5360 wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5361 if (wined3d_settings.emulated_textureram)
5362 wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5363 else
5364 wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5365
5366 initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5367
5368 wined3d->adapter_count = 1;
5369 return FALSE;
5370 }
5371
5372 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5373
5374 const struct wined3d_parent_ops wined3d_null_parent_ops =
5375 {
5376 wined3d_null_wined3d_object_destroyed,
5377 };
5378
5379 /* Do not call while under the GL lock. */
5380 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, void *parent)
5381 {
5382 wined3d->dxVersion = version;
5383 wined3d->ref = 1;
5384 wined3d->parent = parent;
5385
5386 if (!InitAdapters(wined3d))
5387 {
5388 WARN("Failed to initialize adapters.\n");
5389 if (version > 7)
5390 {
5391 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5392 return E_FAIL;
5393 }
5394 }
5395
5396 return WINED3D_OK;
5397 }